Thanks to everyone who showed up last night! I really needed that pick-me-up before finals. As it is, I am heavily procrastinating on studying for my finance exam which is tomorrow morning. I have even downloaded the Streets of Rage Remake in that process.
EDIT: Guile’s theme goes with everything, including Guile’s theme.
I’ll summarize with a quote from the Magneto guide:
Basically, you have to just remember to play calm and cool, and not mash on
the buttons all day. If you sit back and wait for the opponent to make a
mistake, Magneto will hardly ever lose. Many people call this “Cheap
Turtling,” but I call this being smart and taking advantage of Magneto’s
abilities. If your opponent is someone of an ass and he/she chooses Ice Man,
then it is the prime time you go on the offensive. Basically, on beam based
characters, you definitely have to go on the offensive. Against Fireball or
Physical characters, just sit back and play defense.
"I will try to stress fairness in
gameplay (i.e. stay away from throws), however even I have my cheap
inclinations sometimes, so I will not deny the reader of SOME cheap info. "
Of course Capcom has fixed the horrendous balance problems since X-men Vs Street
Fighter, Marvel Vs Street Fighter (the absolute low point in the Vs series),
and Marvel Vs Capcom 1. But in the extraction of some problems, and in the
quest to make an even more entertaining game, Capcom has allowed some glaring
problems in Marvel Vs Capcom 2. Almost every character has a 100% combo, and
an Infinite.
Sadly, I used to religiously read guides just like those three when on GameFAQS. Always. If someone rated the different normals and specials like that, it just got me curious to read the whole thing.
John is all that just for marvel 2? I’m tryna level up at marvel 3 not that other lame shit lol…
e: And I’ve been tryna make a team in MVC but I need some suggestions… I’m liking Viper, Akuma and Magneto, with Viper on point and Magneto as anchor, but viper kind of needs an assist that gets her in but that team combination doesn’t have it… Any suggestions on who I should swap out for Magneto or Akuma?
Dog’s Cold Star and Sentinel drones both usually help out rush down characters, with Ammy being more useful if you’re going for quick, intense pressure vs. Sentinel setting up slower traps and cross-ups. If I were to drop one of Akuma or Magneto, I would probably drop Akuma since you’re bringing in a character that fills his assist role. I think, though, that starting Mags or Akuma might be a good idea instead, especially Mags. He can build mad meter, and Viper munches so much meter.
EDIT: I just learned how to combo web throw into Maximum Spider on what it seems like everybody… Dat Spider-Man! Apparently, if you SJC the super a little after the web throw, it can hit non-Sentinel characters.
mags beam assist is a really good tool to get in. it either forces them to jump, in which case it’s really easy to track their movements, or stay grounded which lets you dash in. Then when you’re in you get all sorts of tri-jump mixups with akuma tatsu assist.
While Mags is good, I believe Magneto has a hard time getting in. His aerial normals aren’t very suited getting in. So if you’re going to try to get in, make sure you have a decent assist, and also making sure you can tri-jump well. Crouching magic series is good, but if they’re blocking and you don’t have them in the corner, make sure you end with a disruptor, or flight into S.
Lastly, make sure you know the timing to do a tri-jump to L to create a good insta overhead.
Or, you can make tron bonne assist and then call it and hope your opponent falls into it then crouching H.