Here is where you learn the basic offensive and defensive moves of the game that every character can do. What you learn from this page will really help you become a dangerous opponent. Sure, you can get by with just throwing out fireballs and pulling off supers now and then, but up against hard core gamers, you'll need a working knowledge of advanced tactics. Learn this page by heart cause it will definitely save your life....or at least your tokens. :)
Selection Screens and Options
Character Select
After you plunk in your tokens and hit start, you get a screen where you pick the team which you will play with. Simply pick your
three characters.. You cannot pick two of the same character, but other than that you're free to mix Capcom fighters and Marvel characters.
Assist Type Select
After choosing a character, you will be given three options for that character's
assist type. You can choose either Alpha, Beta or Gamma. Each character has
different attacks depending on the type that you choose. These attacks are
specified in each character's individual move page. Keep in mind that when
selecting an assist type, you are not only selecting the helper move that the
character does, but also the variable counter and the team super that he/she
will perform. Selecting the right assist type is very important in this game
since you have an unlimited amount of helper calls.
Game Speed
Like in all other Capcom fighters, you can pick the speed of the game. Normal mode moves at a very slow and relaxed pace while turbo is much faster. There are advantages to both modes, but normal is often better for people starting out while turbo is better for people who want to feel the rush of a lightning quick fight. One good tactic is to learn how to fight well in both modes and find out which mode your opponent is used to. Playing slower or faster than they are used to is very disorienting and they will mess up most of their comboes.
Survival Guide
This section involves a detailed description of the universal defensive commands that every character can do. They are also what every player should master to survive in the world of Tag team fighting. Study these, you'll thank me for it someday.
The Switch Out LP+LK
or HP+HK
This is one of the most important moves in the game. To switch, just hit either
both weak attacks or both strong attacks. Assuming that all three of your team
members are alive, the buttons will tag in different characters. Hitting LP+LK
will bring in your first partner or Partner A. This is the character whose life
bar appears directly under the on screen character. Hitting HP+HK will bring in
your second partner or Partner B. This is the character whose life bar is at the
very bottom. If one of your partners die, then hitting either of the switch
combinations will bring out your remaining partner. Needless to say, if both
your partners are dead, then hitting either of the switching combinations will
do nothing. When a switch occurs, your lead character quickly taunts as his partner flies in with an attack that I like to call the "Switch Hit". After
the new character taunts once, he will be able to attack normally. Check out my Guide to Switching to learn the in depth tricks of the move.
The Dash
or
Dashing is important when trying to advance for a big combo or for retreating when you know that you're gonna get your butt kicked. Every character has his own special dash and each one's effectiveness is variable. Often times it is necessary to dash in on your opponent to gain some forward momentum or certain comboes won't work.
Alternate Control
Dashing can also be done by hitting both punch buttons while holding the joystick in the desired direction. For some extra information on each characters particular dash, check out their individual combo pages which can be found in the Moves Guide.
Air Dashing 2P [air only]
Certain characters can
dash in the air as well as on the ground. This is useful for escaping supers that would otherwise hit you on the ground.
Certain characters even have unique air comboes that involve air dashes.
The Super Jump
or 2K
During a super jump, your character will soar very high into the air, leaving a trail of wind behind them. The camera always follows the super jumping character. Meanwhile, the opponent's position will be indicated by an arrow with a number on it. While in the air, the player can control his movement while rising and falling. This makes the super jump an extremely useful move offensively and defensively. The uses of the super jump are as follows....
Offensive Purpose
First of all, it can be used to get near your opponent. There are always going to be people that will throw out fireball after fireball and their hope is to kill you with block damage. Simply super jump into the sky and get near em. If your character has good air priority, then taunt them, heckle them and jeckle them. Do anything to make them follow you into the air and then show them that you're on their turf by knocking em back down. Watch out while coming down though because they will see you coming from a mile away and you might end up on the painful side of an anti air move.
Defensive Purpose
Super jumping is also good for retreating. If you need a breather from the fight, just continually super jump. However this is an act which I call "pogo turtling", cause not only are you doing nothing but blocking, you're also hopping around while doing it!
Air Combo Jumping
It is also necessary to super jump after a launcher for the air combo to connect. However, you only need to press up and not down up. Get to know the height of your characters super jump so that you'll know what you can catch and what you can jump over.
Advancing Guard 2P(while blocking)
This is simply one of the most useful defensive moves. This move drastically lessens the amount of chipping damage that you receive from special moves and supers. For example, if you're blocking a Shinku Hadoken, and do nothing, you will lose about 5% of your life bar by block damage
alone. However, if you rapidly jam on the punch buttons and repeatedly "push block", you'll lose only about 2% of your life bar.
Pushing Away
An advancing guard will also push away an attacking opponent. This is useful whenever you're stuck in a corner trap and want a little bit of breathing room or if you are being hit by a move that will leave your opponent vulnerable as soon as it stops hitting you. Some of the best times to push block are when you're being hit by Chun Li's Kikosho and Ryu's Shinkuu Tatsumaki Senpukyaku.
Tech Hit +
HP
Basically, a tech hit is an escape from a throw. If you see someone trying to throw you, try to throw them at the same time and it will result in a tech
hit. You'll either completely escape from the throw or get out of it with minimal damage. Tech hitting is useful when up against an opponent that will do nothing but throw. However, the timing is very difficult and takes some getting used to in order to master.
The Roll +P
Rolling is the best way to avoid OTG comboes and corner traps. As soon as you're knocked down, pull off the command to roll and your character will immediately get off his ass and roll away. This protects you from OTG combos that would otherwise hurt like hell. Also, if you manage to roll behind an opponent that's already pulled off his OTG super, you can counter him with any move of your choice. However, you've gotta be careful when rolling after a throw because you could end up just rolling into another one!
Universal Attacks
The Helper Attack Helper
A or Helper B
This move has either of your benched teammates come in and pull off their designated helper attack. This move adds a whole new set of strategies to the game. The amount of times that you can do a helper attack is
unlimited, making this an intergral part of the game. Details on each attack can
be found in each character's individual move pages.
Variable Counter
+ Helper A or Helper B (while blocking)
If you're blocking an attack and you pull off a variable counter, your selected partner will jump in and attack your opponent with a designated special
move, depending on his assist type. Make sure that you know which move it is that your partner will use to counter because some counters are not effective against certain moves. Countering is useful for stopping
supers and getting out of corner traps. It also switches out to the character
that performed the counter, so it's useful when you need a quick, safe switch.
Pull it off whenever you need a free hit against someone who's got you stuck in a corner.
However, keep in mind that pulling off a counter costs one level of super
meter.
The Team Super Helper
A + Helper B
During a team super, all three of your characters jump on screen
and perform their designated supers together. Of course, this is assuming that
they're all alive and you have three levels of super meter. The super that each
character performs is designated by the assist type that was chosen. For
example, if you choose Captain America's Alpha assist, he will perform a Hyper
Charging Star in a team super. However, if you chose his Beta type, he will
perform a Hyper Stars n Stripes. Certain team supers are more effective than others. Hopefully, you'll have
three characters with supers that compliment each other. Finally, keep in mind that a team super requires
three levels of super meter if you want all three characters to attack. Having
only two levels will result in your lead character and partner A performing a
Team Super. Having only one super level will have only the on screen character
doing a super.
Delayed
Hyper Combo
Variable
The new feature in MVC 2 is the Delayed Hyper combo. This system allows you to
"cancel" a character's hyper combo with another hyper combo from his
partner. Using this system, you can punish an opponent with three back to back
supers in a row. To do a DHC, all you have to do is perform the button command
for one of Partner A's supers while your on screen character is performing a
super. So if you had a team like Ken, Ryu and Akuma, you could pull off a Shoryu
Reppa with Ken to start. Then, while Ken is attacking, do the command for a
Shinkuu Hadoken to make Ryu jump in and attack and then finish it all off with a
Raging Demon from Akuma. The combinations are endless. Just keep in mind that
certain supers will not combo into each other. Get to know your characters and
figure out the most damaging and visually impressive comboes.
Ground Combo Specifics
Knockdowns
A knockdown is any move that basically puts your opponent on the ground. Knockdowns are used in ground combos to effectively end them while leaving your character safe. Watch out if they roll though. Block accordingly and don't get confused. The greatest thing about knockdowns is that they will set up OTG combos.
Strikes
Strikes are ground attacks that knock the opponents away toward the wall. They're great ground combo finishers because they'll knock your opponents far away, making it impossible for them to counter attack. The bad thing is that they will almost always prevent you from continuing your attack. As soon as you pull off a strike, the combo ends right there. Depending on your character, decide if a strike will be a better attack than a special move or knockdown.
Air Combo Specifics
Launchers
Launchers are without a doubt, some of the most important normal moves in the game. They are essential for setting up air comboes and if you don't know your characters launcher, then you are going to have a lot of trouble with your offensive game. I've included the specific launcher for all the characters in their individual Move Guides. The definition of a launcher is an attack that will launch your opponent helplessly into the air. While flying upwards, the opponent should not be able to block any attacks. All launchers can be cancelled into super jumps by simply pressing up immediately after contact is made. Get to know the properties of your characters launcher because some of them knock the opponent up in strange angles and heights.
Normal Launcher
This is the generic version and every character has one. They knock the opponent up at a good height and can be used both as ground offense and air defense. Learn how to chain moves before them so that if you know that an opponent will block, you can do a move that will give you relative safety instead of attempting the launch.
Small Launcher
Aside from the normal kind, there are certain other kinds of launchers that have special requirements. Small launchers cannot be followed by a super jump because they only knock the opponent slightly upwards. However, these are extremely quick and if they connect, your opponent will be lifted slightly off the ground and unable to block for a short period of time. These are often used in conjunction with Air launchers because they set them up perfectly. Examples of small launchers are Spiderman's C.Forward and Wolverine's C.Strong.
Air Launcher
The final kind of launcher is the Air Launcher. Air Launchers often have more combo possibilities than regular launchers because of the height that opponents reach after getting hit by one of these. They can be used as air defense or chained after a small launcher. However, if done while the opponent is firmly on the ground, will not result in a successful launch. You can still super jump right afterwards, but the opponent will remain on the ground. Examples of air launchers are Spiderman's S.Roundhouse and Hulk's S.Roundhouse.
AC Finishers
AC Finisher is an abbreviation for air combo finisher and quite simply put, it is a move that will finish an air combo. These can be normal moves, special moves and even super moves. The idea is that after one of these moves are done, the flying screen will be initiated, sending your opponent crashing to the ground. Knowing which moves are AC Finishers is a valuable part of being a combo master.
AC Finishers are valuable because they prevent the opponent from counter attacking you, they do a lot of damage and they are visually impressive. Not doing an AC Finsiher makes you look like a loser and your opponent has the opportunity to attack or air throw your sorry ass when you fail to connect with an AC finisher. I have listed down all the possible AC Finishers that the characters can possibly do in their individual combo sections at the Moves Guide. Examples of AC Finishers are Ryu's strong throw, Megaman's Mega Blaster and Hulk's SJ.Fierce.
Plain Ol Fun
The Taunt Start
The ultimate insult! If your opponent really really sucks, hit the taunt at the right time to teach them to go practice before they challenge you again! Watch out though because it leaves you vulnerable. Oh....hehehe...don't tell anyone you heard this from me but if you're desperate...hit your opponent's start button and then hit them with a team super while they're taunting! Mwahahaha...I've done this once or twice and it really pisses them off!
But seriously folks, here are some of the best times to taunt
1. After pulling off a move that knocks your opponent on to the other side of the screen.
2. When they expect an attack (i.e. jump in on a turtler and taunt in their face!)
3. After an Air Combo and you land right in front of them
4. If you're leading by one and a half life bars...at this point, you can afford to eat a super or two!
The Post Match Beating Start after K.O.
This is an option that Capcom's had in these games since the days of MSH! Just hit start after you win the fight and you'll regain control of your character. You'll have about four or five seconds to hit your opponent just for fun. Add insult to injury by doing this to your defeated human opponents!
Hehehehe....
2000
Migs Rustia: [email protected]
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I need your feedback, contributions and suggestions! Help me out so we can make the best MVC
2 site on the net!
Capcom characters trademark of Capcom, Marvel characters trademark of Marvel Comics