The Random Team/Assist Generator using The Radom Team Generator!

Most everyone has seen the Dhalsim tutorial vids by Magnetro, right? Hustleman, what say ye to doing this to effectively pick apart the game of MvC2:

Use your calculator to pick a character. Once that character has been picked, present the character alongside a character move list and available assist types. Now, it would be up to those participating in this thread to do the following:
**
character normals/special moves/hyper combos**
-description (what the move DOES)
-hitboxes (how far and where)
-speed (frames it takes for move to come out…recover)
-dmg (health points opponent loses for getting hit w/ this move…chip)
-stun (how long is opponent in hit-stun afterwards? what can be linked?)
-cancellable and when (e.g., sj cancel, special move cancel, etc…)

**creativity **(what we usually focus on…can really only be done justice after the above has been taken care of)
-combos
-set-ups
-team chemistry

[i’ll be adding more to this a bit later…have to get ready for an event I’m holding today and it is happening soon: 757LockDown]

Hope you get my jist on my post though. Love this thread!

edit: A lot of this stuff has already been found out, thus we would only need to gather it. For the stuff that we don’t know, after thinking about it and trying to figure out how it might be done, we could ask someone who has done it.

/\ You’ll have to list everything you just said about the moves and then see how they work in every aspect of the engine. So, you’ll have to see how ___ acts when FS is on, is off, when hitting assists, when moving from a dash backwards, forwards and whatever’s left.

NEW TEAM?
Hayoto assist # 1
Dahlsim assist # 2
SonSon assist # 3

Can someone please post a link to a site that shows what the characters assists do please?

Hayato = qcf + p
Dhalsim = yoga flame (straight out)
Sonson = AAA

Thank you :slight_smile:

Gamefaqs has a faq that runs through what each assist does…possibly more than one. It makes me laugh coming back to this thread after playing Mag yesterday.

I gotcha. One step at a time though.

So, does it matter who is 1st, 2nd, or 3rd? Or can we rearrange the team as we see fit?

Please feel free to change the order of any of the teams, at any given time to the best way you see fit.

Ok, so the characters that we have been presented with so far are:

Anakaris
Sonson
Zangief
Akuma
Blackheart
Hayato
Dhalsim (done)

My sources outside of SRK:

http://www.gamefaqs.com/coinop/arcade/file/562932/7603
(for movelists)
http://www.gamefaqs.com/coinop/arcade/file/562932/7271
(this one includes damage settings which is pretty nifty)

http://www.video-opera.com/features/mvc2/mvc2-joo.php
(joo’s frame attack data)

I will use Ryu as the test dummy for indicating the amount of damage done by character moves, since he is mentioned as taking a default 100% points of damage.

Following MTro’s example:

character info: solo

normals (joo’s mvc2 frame data)
specials
supers
throws
*also shows how to do the move
and the number of frames it
takes for it to come out

Misc:
stamina
mobility
block stun time
snapback


Now, I have to search the forum for info on gathering frame data for specials/supers and also block stun time.

thats a good question regarding the ‘+’ data with certain moves. AFAIK it has something to do with super flash but I could be wrong. There’s a whole column dedicated to recovery frame numbers so i don’t think its that.

I’m working on all transferring all the special/super move data from Joo’s into english so you’ll be able to get those numbers off Inventive Flow (magnetro’s data site) at some point.

Got a day job so it’ll be a little bit, but i’ve already done anak:

Coffin Drop (??)________23
Cobra Blow___________13,18
Air Coffin Blow_________13,18
Mummy Drop__________6,6
Air Mummy Drop________6,6
Pharaoh Judgment______26,26 recovery: 48,74
Coffin Spree___________4+11
Pharaoh Illusion________10+0
Pharaoh Cobra Blow_____8+1
Pharaoh Magic_________6+16

Special frame numbers aren’t extremely useful in a lot of cases, but fun to have available. There’s a lot of missing numbers since a lot of things are a pain/time consuming for Joo to test, so a lot of characters have missing recovery frame data.

edit: now looking at your post im not even sure you were looking for these, ha. anyway…

yes, st.hk goes over things.

his nj.lk and hk are wierd…overheads coming from under the ground…I started using nj.hk when anak was coming in as a character died/was snapped (and then gabriel started doing it…)

and for super cobra blow, you press all buttons…and crossovers always make it easier to do massive damage…

Cool, thnx ecz for the heads up on the frame data. Thnx BoD for the st.hk confirm.

Ecz, now that you mention it, I do remember Magnetro posting a link to Joo’s chart on the frames for specials/supers. I remember it being in a thread started here by Vidness, so I’ll also take a look at that. I’ll also check out MTro’s Inventive Flow to see what stuff he has there to apply here.

You can find everything I have here: http://zachd.com/magnetro/if/mvc2data.html from that site you can look at the links section for the meik site

WTF happend to my thread, jk :slight_smile: but make sure to also add “team strats” cause that’s important also.

lol this is definitely an important building block towards team strat :slight_smile:

I’m learning a lot just running through this. You would be surprised at how much better you could play a character just by feeling as comfortable as possible with controlling their movements and having a full knowledge of their capabilities.

a seperate thread would still be best…working on it there, and then coming back here with TEAM mechanics should be done.

Hayato, Dhalsim, Sonson stuff tonight. Will come back w/ what I can think of in a bit for this crew.

Hayato-expansion
Dhalsim-ground
Sonson-aa

Recommended Team order: Hayato/Dhalsim/Sonson

Hayato stuff:
-tag out set-up to Dhalsim, reset, Yoga Strike or corner set-up for Sim’s wall infinite
-incorporate Sim assist into setting up d, df, f+kk super for near 80pts
*Sim assist also sets up for lvl3 super (only use if in hyper mode :confused: )
*use for cross-ups on in-coming characters coupled with wave dashing or use w/
cr.hp, call Simxxd, df, f+lp…then whatever you fancy
-make use of sonson’s aa assist…use opponent’s descent for a chance to cross-up (use d, df, f+hp to cancel previous move and cover the distance to play 50/50 from there)…use sonson for an OTG to launch, snap, or into hayato’s lvl3 (?) super
-use d, db, b+kk super to try and save meter for Sim
*Hayato builds meter while being able to use HCs for free off 1 bar

Dhalsim:
-try to learn Sonson’s aa as it applies to Sim…think of his game with cyc a bit
-call Hayato, dash over for ghetto cross-ups to launch or to yoga breathxxsuper

j.lp, call hayato, j.mp, s.lk, dash f, launch

Sonson:
-you know the deal. It’s Sonson. Be happy. Have fun. Pwn monkey style.

Team Basics:

Hayato’s tag-out combo set-up
b+lp, lp, lp, hk, lp…TAG!!!

Hayato’s 3/4-hit Fullscreen snapback set-up off Dhalsim
call dhalsim; f, f+hp, dhalsim hits, pause, snap…OR pause, OTG w/ s.hp, snap
*snapback can be replaced w/ d, df, f +kk super for dmg

Hayato’s FSD
cr.hp, sj. lp, slight pause, sj.mp, sj.mk, sj.hp, sj.hk for 51pts

Hayato-Dhalsim 100pt DHC
w/ hayato on point…
s.lp, s.mp. s.hp; d, df, f +ppxxDHC to inferno on 10th hit

Hayato 6 Fierce Combo - 86pts nasty :frowning:
cr.hp, call Sim, sj.hp, sj.hp, cr.hp, sj. lp, sj.mp, sj. hp, sj.hk

Thanks judge, great stuff!!! :tup:

^Just messing around with basic stuff man, but thanks.

Hayato:

-Hayato can call assists while performing his plasma combo sequences…this allows for extended block strings
*perform a plasma combo on a character, call Sim-ground just before last hit or so, dash f or jump attack then repeat…

-Hayato’s Plasma Field:
*doesn’t use meter for supers
*can’t tag out nor perform Team Hyper Combo
*can’t DHC
*snapbacks still use 1 bar

-Hayato’s grab (f+hp) combos into Sim’s ground assist, but does not offer a follow up

-Hayato’s air grab is f+hk

-Jump-in cross up w/ Sim assist
when you jump forward at an air-borne opponent try this for a little cross up:
j.lp/lk, call Sim, hp dp move
*Hayato will dash forward while performing his uppercut sending him through/under opponent leaving Sim’s assist behind them, allowing you to f/u after for launch/etc.


Other teams I’ll try to mess around with tonight:

Rogue-throw/Storm-LA/Psylocke-aa
Zangief-throw (which?)/Blackheart-groundlightning/Akuma-aa

I’d rather have sim on AAA since hayato and son-son can do so much more with it.

Here are some stuff with hayato. All combos tested on cable unless stated.

Hayato Corner FS combo with assist
-J.fp, land, c.lp, c.fp + Sim AAA, sj.fp, assist hits, delay sj.FP (FS), sj.FK (OTG), land, c.fk.
This combo alone does 85 points of damage. Also, the c.fk causes the forced roll, allowing for some follow-ups.
…dash in, j.D+FK (overhead), hit confirm + sonson, land, sj.air combo
…dash in, J.D+FK, opponent blocks, pause, call in sonson. If the opponent moves, the eat sonson, giving you a free sj. air combo. If they block sonson, you land can cover with a dash in block chain or dash > throw/command throw
…dash in, whiff J.D+FK, land, command throw, c.fp > FS setup again for a kill

The same FS combo works midscreen as well. To get the full combo consistently, sj.straight up instead of up/forward. Also, since you’re forced to auto-dash in after the FS, its a perfect set-up for a tick throw/tick command throw.

Mid-Screen Reset combo:
-j.fp, land, c.lk, c.fp + Sim AAA xx qcf + lp*, assist hits, c.lp, c.fp, sj.lp, lk, lp, fp, fk.
*this attack whiffs, but forces the turn around and allowing the opponent to get hit by dhalsim from behind. Afterwards, just otg/juggle(?) with c.lk, c.fp > air combo for about 70% damage on cable.

Midscreen Combo:
-j.fp, land, c.lp, c.fp + Sim AAA, sj.fp, assist hits, sj.fp (otg), land, c.fp, sj.lp, lk, lp, fp, fk
This combo does slightly more damage than the FS combo, but its man problem is that its rollable. However timing for this combo is a lot easier than the FS one. Another pro is that it nearly builds 1 full bar + doing about 75%+ damage. Also, just go for the air combo instead of the c.fk xx shockwave super since the damage is practically identical.

Safe from Hayato to Dhalsim on blocking opponent:
-s.lp, s.lk, s.fp xx DP FP [1 hit] xx qcf + KK [1 hit of wave comes out] DHC yoga strike.