The Old Newbie Thread

You get to choose from 3 types of assist for each char.

It changes the person your facing on their team… for example your facing Magneto and he has storm and psylocke on his team. If you perform the snapback ( qcf + assist button 1 or 2) whichever assist you use will determine which character will replace his magneto. Since the order of his team is M/S/P, if you use qcf a1, storm will come out. If you use qcf a2, psylocke will come out.

Not sure if anyone mentioned it, but if you manage to hit their lead character and the assist they just called out at the same time with a snapback you can usually kill the assist easily.

Ex: He’s magneto and he calls out psylockes anti air assist, you call out your psylocke aa after his and both his mag and psy get hit by your psylocke, if you manage to hit both of them with a snapback you can usually dash and do a cr. lk into repeated launches.

I could be wrong but what happens is that when you snapback both the point character and the assist, the point character exits the screen and the assist gets knocked on the corner of the screen. You have some time to otg into a launch. As long as his assist doesn’t hit the ground you can just launch them up until they die.

You can store up to 5 supers. There are lvl 3 supers that exist. Akumas raging demon. I think dan’s version of the raging demon is also 3 bars… I’m not sure. Hayato’s B.Hayato super uses 3 bars. I think maybe ryu’s shinshoryuken is also 3. Transforming into evil sakura also takes 3 bars I think. Those are the only ones I can remember.

Yeah, you can cancel a super as long as you have the meter for it. Not sure if all supers can be cancelled, but most can be.

Umm if I was wrong about something just correct me… just kinda bored at school…

if you hit a character with a snapback that isn’t eligible to be snapped out, like when there is only one character left on the other team, or the assist gets hit. hitting the assist with a snapback doesn’t snap anyone in so it will just bounce them off the wall for a free OTG followup.

in evo2k3 soomighty vs jwong, soo kills sentinel with 4 snapbacks in one combo at the end of the match.

There are level 3’s but there are not individual levels for each super.

there are some moves that are level 3 (shin shoryuken, raging demon, ultimate final atomic buster, dark hayato)

and the rest are only level 1

and there is no guard crush in this game

it’s guard break

you get only one action in a normal jump (there is super jump, performed by d, u)

this includes blocking so if you get someone to block and then he comes out of block stun he is unable to block on the way down.

If you don’t have the game i suggest you get it before asking much more.

I say this because if you’ve played the game at all you’d know right off the bat that people have 3 assist types.

Also there is a world of difference betweem OTGS and OTG juggles you can always roll out of otg comboes and whenever you sweep someone they can ALWAYS ROLL no matter what however there is a certain hit stun called dead weight (which is caused by psylocke AAA and sabertooth Expansion and juggernaut DASH to name a few)

and if you hit them on certain frames around the time they barely touch the ground they CANNOT roll out of it and thus it is a legit combo that is unescapable at least in that portion.

They pretty much answered all ur questions, but if u need more help just post up ur questions. I don’t have a comp so i use the one here at work.

u can go from one super to another, providing that u have more meter. Supers usually take only one meter, u can have a max of five meters. U get meter by getting hit or u hitting the other char. Well say ur doing mega optic blast super with cyclops, u can then go into hail storm with storm, then go into hyper sentinel force with sentinel. these r three supers in one combo. Damage scaling doesn’t allow for u just to kill ppl with supers so u have to reset and stuff like that. u can only do three supers at one time. dhc from 1 super to the next.

Well, in ne case, u can do a thc, triple hyper combo, just push the a1 and a2 buttons at the same time. These aren’t really that good, u have to get a dumbass with this or if sentinel is flying around then u can do this , maybe he doesn’t have unfly and will get hit.

Remember that different assists let u do different supers when doing a thc.

Thanks for all your help guys. I saw those ‘assist types’ in the arcade but didn’t know what they were, thought they were like groove, or ism, or something :.

I’m trying to find a ps2 copy of the game to buy (I don’t have a DC) and am just playing at the arcade till I can find one. Is the ps2 copy a perfect/decent/crap port of the arcade vers. or what?

Crap port. Some say not even worth getting.

A list of the differences would be nice, so we could see how game-breaking they are/aren’t :confused:.

I opened a threa on the differences quite a while ago, so search for it if you want the extensive list. Here are a few for the moment:

  1. Magneto’s c.lk + Sent-A, c.lk, c.HP doesn’t connect unless you pause for a split second in between the two c.lks.
  2. Magneto’s snapback doesn’t hit strider, even if he’s standing.
  3. Gamespeed is slightly slower

I can’t remember anymore. Just search for my thread
Hey Ranevski you’re in Sydney yeah? Do you go to playtime? We could meet sometime I play there sometimes

Alpha counter doesn’t make the point character invincible when leaving (alpha counters in this game work differently than in other games, your point character doesn’t do a alpha counter a team mate does basically you switch places with your team mate depending on what assist you pressed (alpha counters are perfored by qcf+ assist1 or assist 2) and that character does a AC depending on the assist type you chose for them)

in dc version point character leaving is 100% safe but in this game sometimes they aren’t so if you want to save your character from block damage by alpha countering to a team mate when being chipped and they take the damage and your character goes to the backround and heals up… in ps2 doesn’t always work (they both eat the damage) don’t know the specifics.

also the gambit glitch does not work, doesn’t matter anyways, not allowed in tournaments.

I have the ps2 copy it’s not that bad, i don’t really notice anything different in the ps2 to dc version for the most part, not but it’s not that great either.

Also you can Ex Cancel (special to super) and for the most part cancel almost any normal (except overheads … command moves) into specials or supers

they dont’ have to hit either and some are useful (cyclops: cyclone kick IMMEDIATELY xxx mega optic blast good recovery… ice man: air combo ice beam IMMEDIATELY xxx Artic attack yes you can consider some of these “karas” but i think the timing is looser since you can cancel them any time).

however you should note in normal jumps you can’t cancel specials into supers u can cancel normals into supers tho.

edit: thanks i put them in the wrong order you can’t super into special the only game that even allows that is cvs2 in c groove.

Higher Jin, I think for what you call Ex Cancel it’s special to super, not super into special. Anyway I was lazy the other day, but today I’m not. Here’s the link to the differences in ps2 and DC versions.

http://www.shoryuken.com/forums/showthread.php?t=75940

Enjoy

hey Higher Jin qcf+A1 or A2 is the snapback, the variable counter is B,BD,D+A1 or A2. I have the X Box version and yeah a couple of times that I used the variable counter Both of my characters got hit. Usually the only time this happened was during Hail Storm, Magnetic Tempest, and a couple of the beam supers Iron Man mostly. Lol, you thought that the ps2 version was bad, you can’t even do the damn Juggernaut power up glitch on X Box.

EDIT: How do you put the blue text on your posts, off topic, sure, but who gives a damn? The thread Nazis :confused: watch out for them.

that blue text at the bottom is the signature. if you login and click “user CP” which is on the top left of the menu bar, then on the left the user cp menu is there, click “edit signature” and type whatever signature u want, it will go under all of your posts, thats what the blue text is.

Sounds like the ps2 version isn’t half bad. It doesn’t have to be arcade perfect, would just be nice to have something to practice on at home so I can stand a chance in the arcade. As long as the game is drastically different I think it’ll do (hell I learnt CvS2 on the EO vers. :wow:)

@foong_kev -
I just started attending Sydney Uni, so I play at the arcade on campus mainly. I’ve been to Playtime on a few occasions though and may start going there more frequently now that I’m so close to it so often.

Yeah, but sometimes it pisses me of that I can’t connect the c.lk and Sent-A unless I use a variation of the combo.

Well maybe I’ll see you at playtime sometime. Unfortunately the machine at playtime resetted a few weeks ago so not all the characters are unlocked. Such a pain in the …

if your timing is good and you have cable yourself with meter you can push block and if they are aiming it down so you fall into it you can do a AHVB i believe and if you mash down + PP you should trade

AAA = Anti Air Assist

ok, bigtime obvious noob post here: Team Scrub consists of which characs? Thanks guys, sorry for the bother

Cable, Sentinel, and Captain Commando. Cable on Anti air, Sentinel on Ground, and Commando on Anti Air

Ahh, I see. hehe, yes, definitely worthy of the name Team Scrub.

MSP is a better fit for Team Scrub.