"Who else has played these games because their probably the two best 2D fighters out there. The characters, moves, graphics, sound and stages were just awsome"
I agree they are really cool games, I got a demo the other day of Capcon vs SNK😖VC chaos. This one was developed by SNK rather than Capcom, however from what I have seen it is not as good as Capcoms version
Originally posted by Kaistar
VENOM: when fighting abyss form 1, you wanna use jab venom fangs as much as possible but cautiously at the same time. the best time to do them is when he is throwing that horn at you. when you see him charge his big cannon, super jump and dash to the other side and punish him after he is done (if you hit him while he is doing it, you will also get hit). be constantly on your guard as well as super jump dashing over him and you will be fine. abyss form 2, you want to use jumping hp and venom rushes (QCF + kick) from a far distance. BE CAREFUL w/ his supers though! when he calls out his bubbles, since venom cannot really defend himself rather good against them, super jump dash over abyss or use death bite super would prolly work (at least thats what i did when i tested it out). when fighting abyss form 3, you want to use jumping hp and hk and combo everything into a venom fang. DO THIS ONLY WHEN HE IS ON THE SCREEN. be on guard everytime he isn't. i'll post up more later. hope that helps =]
Thank you. If your advice doesn't help, it'd just be due to my lack of video game prowess...I appreciate the help.
Oh, and I thought your post of the tiers was great.
Originally posted by Joker1237Ryu is a LOW TIER in MVC2. trust me. he really sucks. however, u don't want to underestimate him completely. I've seen Duc Do (the best MVC2 player in the early days) win a tournament using Ryu, Ken, Akuma (Team Shoto). Unfortunately, him and Jay "Viscant" Snyder (another top player back in the day) are really the only ones I've witnessed use that team proficiently. Its REALLY HARD to pull off wins w/ against top tier team with that team but it ain't impossible. Nowadays, you will only see top players play w/ teams that consist of storm/magneto/sentinel/cable. Just for fun, I'll give you a little timeline of important milestones in Marvel.
so Were was Ryu in all of these? I was sure he was either a top or mid tier.
2000 MVC2 Champion: Duc Do (spiral/cable/cyclops)
2001 MVC2 Champion: Justin Wong (storm/sentinel/cammy)
2002 MVC2 Champion: Justin Wong (magneto/cable/sentinel)
2003 MVC2 Champion: Justin Wong (magneto/cable/sentinel)
2004 MVC2 Champion: Justin Wong (storm/sentinel/captain commando)
(just as a note, Justin Wong has never NEVER lost a Marvel tournament in his life since he began playing; he is also known to have the most dominant fighting game winning streak ever)
Originally posted by AdventChild
i agree...Ryu kicks ass!! I use Ryu,Sakura, and Iron Man!!! such a productive team! well any way for the highest combo attack i'd have to say it would probably be with ironman, warmachine, and BB Hood... !
Marvel isn't all about combos really; mind games are in essential part of the game. sure its good to be able to execute flashy combos but in Marvel, if you combo 24/7, the damage scaling decreases and it becomes rather useless. for example, in magneto's super jump infinite, when magneto reaches a certain point to when the hit virtually takes away NO damage at all (in about the 50 hit mark), your opponent will spin out or "dizzy" right out of the combo and will reset the damage scaling. if you do magneto's 6 hit heavy combo (launch, sj, sj. hp, dash down forward, sj. hp, sj. hk, c. hk,), it takes almost as much as the whole infinite. another thing to really keep in mind when it comes to mind games is resets. a reset is the process when you crossover your opponent and start the combo over (doesn't necessarily have to be the same combo); for example, magneto w/ sentinel assist, c. lk + assist, c. mk, assist hits, dash under opponent, launch, if you perform this reset, your opponent will block incorrectly and the damage scaling will "reset" hence the name. most of the time your opponent will block the same direction but when you reset them, they will be blocking the wrong direction and you can finish them off faster plus it looks flashy as well. anymore questions concerning this game? =]
Originally posted by Joker1237i forgot to add, Ryu WAS a mid tier back in the days of Marvel vs. Capcom and X-Men vs. Street Fighter when the games were much more balanced. In Marvel vs. Capcom 2, Ryu just doesn't have what it takes to hang w/ the big boys. Damn I have to go to my next class so I'll add on later. peace =]
so Were was Ryu in all of these? I was sure he was either a top or mid tier.
Originally posted by Joker1237I'll try to break it down as best as I can. To start with, Capcom for some reason reduced the damage on his shinkuu hadouken to a very pitiful amount (seriously, Sentinel's s. hp, rp takes away more lol). He has not that great recovery (his hadoukens makes him very vulnerable if dodged on account of then being very slow), has ABSOLUTELY NO AIR MOBILITY (he can't air dash or double jump), he is not very fast on the ground, his air combos do much less damage than in the previous installments (his air combos cancelled to supers is rather worthless), none of his supers have range (except for his shinkuu hadouken, but even that doesn't do much; sure his shin shoryuken is mighty powerful but you cannot combo it without an assist). Ryu CAN actually hold it down fairly well against mid tiers and lower mid tiers, but what makes him look like a sorry character is when you put him against top tiers (actually, who doesn't lol). I mean, he does not have to work that hard against, lets say......Iron Man or Cyclops, but if you place him with Sentinel, its pretty much a free win for him.
great lol,So what did they change of Ryu to make him go to the bottom of the Barrel of the low tiers?
Alright, I will explain to you all why Magneto/Storm/Sentinel/Cable are the best in this game.
Magneto:
WOW! What makes Magneto such a great force in this game is his rushdown game. Magneto to start, is the fastest character in the game. He has the ability to super jump or jump, then immediately cancel into his dash down forward, and hit any attack button which can combo afterwards if they get hit. Why is this good? Because it puts TONS of pressure on your opponent in his high and low blocking game which can cause your opponent to make mistakes and then capitalize from them. He has the fastest opening in the game (after the screen says "Fight"😉, has EXCELLENT air mobility on account of having the ability to dash in any direction that you position your stick in, has the fastest resets abilities in the game, he can also play a keep away game, and has some of the deadliest combos in the game. Don't f*ck w/ Magneto haha =].
Cable:
This guy is the king of the keep away game. If played Cable correctly, Cable will keep you on the other side of the screen and makes it INCREDIBLY ARDUOUS to get into him. But what good is keeping you away? It gives Cable LOTS of breathing room, he chips his opponent really well ("chip" or chip damage is the damage recieved when you block something), he is a really good battery character (battery character is a character who can build super meter really fast), and it will make your opponent stressed and will begin to make desperate moves which leads to mistakes. Making the slightest mistake against Cable is a REALLY REALLY BAD IDEA. Why? Because of Cable's infamous Air Hyper Viper Beam super. If you do the motions down, down forward, forward, up forward + 2 punces, it has INSTANT startup and a 1 frame beam projectile which can REALLY DAMAGE your opponent. To make him even deadlier, if Cable has 3 super meter (or if you have 5 super meters, you can link 5 AHVB on larger characters such as Blackheart, Sentinel, and Juggernaut), you can link 3 of his supers which can almost or instantly kill your opponent. IF YOU MESS UP, YOUR ASS GETS SHOT!
Storm:
Damn! This b*tch can throw it down! Basically what Storm is, is a female version of Magneto (but not quite as fast; but SHE IS EXTREMELY CLOSE in matching his speed). Yep, she can rushdown and reset you all day long and keep you dumbfounded after she finishes you off. In my opinion though, her greatest strength is her battery game and her runaway game. Lots of people might think, "runaway is cheap!" but it is a very useful tool. Runaway is just like keep away but it requires more defensive than offensive work. It will, just like keep away, make your opponents stressed and attempt desperations which Storm can capitalize from (depending on where you are) with her air combo to lightining attack xx lightning storm (which is also damaging; it may not be damaging like some combos but it works really well). Her battery game is probably her greatest arsenal. She can build meter faster than anyone else in the game by running away and throwing repeated heavy punches. To make matters worse, she can "float" (by holding up while she is in the air) which gives her more air time to throw hp to build meter. Another great attribute is her Hail Storm super. What she does is fly upwards and when it is initiated, a barrage of hail comes down from the sky and falls ALL OVER THE SCREEN. If you are not blocking the very moment when the hail comes decending down, you will eat a painful super. The only option you have when this is excecuted is to block because you CANNOT ESCAPE IT WITHOUT BLOCKING (except spiral, dhalsim, and psyloke if timed correctly with their teleports; but thats it. everyone else eats this if they do not block). Storm is the queen of Marvel haha =]
Sentinel:
This f*cker is just a f*ckin unstoppable tank of destruction. Sentinel is one of the only three characters that have default super armor (Juggernaut and Hulk are the only other ones with it as well) meaning that he has a great vitality and it is harder to setup combos with. Eventhough Sentinel is a very large character, he is incredibly fast for his size (on the ground and in the air). His flight mode has the fastest startup in the game and has the fastest flight mode mobility in the game. It's so fast that if someone tries to super jump attack you from below, you can hold up on the stick and you will fly upwards and they will not reach you, in other words, the higher they jump in the air, the higher you will fly (you cannot fly all the way to the top of the screen while they are grounded). You can cancel all of his regular moves into flight mode the moment you feel threatened. The only let down about flight mode is that if you are in flight mode or you unfly, you cannot block until you hit the ground. However, a really interesting attribute to his strengths was discovered and is called Unfly Mode. What this is really is a tool in which if Sentinel is hit to the point when he bounces right back from the hit, he has the ability to execute another hit after unflying from flight mode or the ability to block (to this day, we do not know if this is a glitch or an add on Capcom secretly applied to the game) which can open new doors to rushdown tactics w/ Sentinel. Even more abilities were discovered with Sentinel as the game was progressing. Fastflying was discovered not long after Unfly Mode. What Fastfly is is an advanced technique in which you can combo a light punch or light kick and immediately commence the combo after you activate flight mode. To execute it, you have to combo your opponent in the air after a light punch or light kick, cancel the hit into flight mode, and you combo the next hit with an up + light punch or light kick into whatever else. What makes this also really deadly is that you can call out your assist while you are in flight mode so you can do DEVESTATING COMBOS (for example, launch, lk, Fastfly, lk + captain commando assist, hp, upwards rocket punch; this 6 hit combo does about 50% damage on almost any character). Sentinel's defensive game is also probably second best next to Cable IMO on account of being able to cancel any normal move especially his c. fp or s. fp into flight mode and flying back making it very difficult for your opponent to punish you. The only real character that gives Sentinel a hard time is Cable for obvious reasons if your read my Cable basic breakdown paragraph above. Cable's keep away game/defensive game pins down Sentinel really well and can initiate an AHVB whenever he feels threatended (especially if Sentinel is in flight mode; even if Sentinel has Unfly Mode, Cable's AHVB INSTANT startup which comes out faster than Sentinel's unfly. I'll add more in a little while =]
Sentinel (con't):
Actually, Sentinel's Unfly is just as fast as Cable's AHVB in terms of blocking it, however, it REQUIRES PERFECT and I mean PERFECT timing for it to work. I myself have only done it about 8 times in my entire MVC2 experiences thats why I said Cable's AHVB is faster because it will most often be in Cable's favor. But beating Cable is far from impossible, it just requires extreme patience. A really good technique to use against your opponents (except Cable) is c. hp/s.hp cancel into flight mode to unfly because if you try to do a consecutive c.hp/s.hp without fly to unflying, it will not recover fast enough which will therefore leave you wide open for attacks. With canceling into fly to unfly it will come out almost immediately after you unfly. c. hp/s.hp or "spit lazer" as I like to call it takes away good amount of damage for a normal one hit move and it travels all the way across the screen really fast. It is good for putting pressure on your opponents (especially with a projectile assist). It is especially good to do this because if you time the c.hp/s.hp correctly, it becomes an unblockable hit which can be comboed into rocket punch to Hyper Sentinel Force super for beautiful damage (especially when your opponents character comes in after you killed off his first or second one). Sentinel IMO is the most evolved character in MVC2 as well as the hardest to master.
Originally posted by Kaistar
Marvel isn't all about combos really; mind games are in essential part of the game. sure its good to be able to execute flashy combos but in Marvel, if you combo 24/7, the damage scaling decreases and it becomes rather useless. for example, in magneto's super jump infinite, when magneto reaches a certain point to when the hit virtually takes away NO damage at all (in about the 50 hit mark), your opponent will spin out or "dizzy" right out of the combo and will reset the damage scaling. if you do magneto's 6 hit heavy combo (launch, sj, sj. hp, dash down forward, sj. hp, sj. hk, c. hk,), it takes almost as much as the whole infinite. another thing to really keep in mind when it comes to mind games is resets. a reset is the process when you crossover your opponent and start the combo over (doesn't necessarily have to be the same combo); for example, magneto w/ sentinel assist, c. lk + assist, c. mk, assist hits, dash under opponent, launch, if you perform this reset, your opponent will block incorrectly and the damage scaling will "reset" hence the name. most of the time your opponent will block the same direction but when you reset them, they will be blocking the wrong direction and you can finish them off faster plus it looks flashy as well. anymore questions concerning this game? =]
Baiting out your opponent's assist is another way of playing mind games in Marvel. For example, w/ Magneto, if you dash towards your opponent he might think that you are going to rush him and will begin to mash the assist button (i.e. captain commando) to defend himself better. instead of attacking him, try dashing back to avoid getting hit. when their assist misses hitting you he will still be on the screen for a couple of more moments. at this time, you can rush your opponent down without having to worry about assist. mix it up w/ baiting tactics like dashing over your opponents head and miss being hit by their assist, sj. dash down forward back, etc to become less predictable and increase your skill.
If any of this is hard for you people to understand I deeply apologize but I am trying my best to translate it better.