Silver Sage's Marvel Super Heroes vs. Street Fighter VS. Strategy Corner

Migs here! This section is sent in to me by my partner Silver Sage! However there are times where I can add to his strategies and also times where I might disagree with him! Anything I write will be in this color ok? Enjoy!

Hello Capcom Fans and welcome to the VS Strategy Wall. This is the Silver Sage just giving the unofficial website some new info that many don't really focus on, but should. Were talkin about the VS game. Playing with some stranger that has no woman and nothing else to do but spend his weekly salary on how to perfect Ryu combos into his super. You know I happen to know someone who admitted that he spent about $200 within a two week period. Sorry, I have better things to do with my hard earned cash than get rheumatoid arthritis from a "Hado Ken". But then, you're wondering "how do I have a fair chance with someone like that?" You got some moves, you can combo decently but is it good enough? HELL NO! Maybe for the computer, but to get some of these fanatics you've got to have the deviousness Jack the Ripper and the smoothness of Shaft after the commercial break. Now many of you may think I'm one of the junkies, I actually am involved in the gaming industry and do lots of research on strategy and human mentality on games so I feel that I'm capable of helping as well as hearing opinions too. I don't always win, mainly because that's not my goal. My Goal is to figure out people and their way of competition. There are tons of people who can memorize button combos to do serious damage. Then there are others who just like to mess with people's minds...that's me. I guess that's why I stay away from Tekken 3. Not to say it's not good cuz it's great, but I'm not a button pusher. I'm from the old school of Street Fighter 2. I used Zangief when everyone was using Chun Li and Guile when it first came out.

Before we go into the particular characters, we'll break down this subject in universal tips and traps for offense and defense.

LET'S TALK ABOUT DEFENSE FIRST

---------Double Hit Pychout------
Of course we all know that you press back to defend; but you ever notice that sometimes you still get hit from a jump kick from a standing position if you're playing with a seasoned warrior? That's because some characters on the game who are small enough or medium built can hit you twice before they land on the ground. Here are the ones fast enough to do this: Wolverine, Spiderman, Ken and Ryu, Akuma, Chun Li, Shadow Charlie, and Sakura. These characters have the ability to pull off another hit being just a few pixels off the ground when you're thinkin "Hey, better duck so they won't trip me after they tried to jump kick me." You will fall for this and fortunately you can do it too! Watch the pattern of your opponent and see if he does it to you once. If he doesn't, too bad for him and good for you. If he does, that means big trouble for you cuz you'll have to pay attention. Just stand block a little longer until you know he's on the ground. Hell, take the chance he'll trip you cuz it's better than getting launched (and maybe not...we'll get into that later). Also watch out for the change ups. If he notices you getting wise to him he'll switch to old school kick and trip or foot tap. Now, it's your turn to return the favor. There's two ways to do this. 1) Do a jumping jab punch or strong punch towards him and then go straight to your forward kick like you're doing an air combo. This is the best approach because it's easy to be launched with your leg sticking out. Using punch first shifts the timing to your advantage so he (or she) will have their hand sticking out to get hit because of their anticipation of a leg. 2) If it's a smaller character like Wolvie or Chun Li, then you won't have a choice but use short kick and then forward kick or you'll land before you can do the second hit. Practice this technique on the big thugs like Hulk and Zangief and Black heart then master it on the medium characters. If you time it just right you can launch them right afterward pending on who you have.

---------Team Up Alphas----
I don't see too many people use this, and to be honest, I don't either. Maybe it's because it takes 1 1/2 of your super meter It's only one level actually... and they just do their regualr moves, but these come in real handy when some one is doing a super on you. Don't Alpha a projectile supers like Ryu's cannon ball or Cyclops Optic Blast. Use it on Supers like Kens or Captain Americas. Silver Sage is basically right except for one character, if you have Cyclops waiting in the sidelines, then go ahead and pull off that counter! He'll stop any beam super! Supers that involve hand to hand combat you should use it on. Use it on regular attacks and you're wasting your meter...unless it's critical that you do like your health is next to zero. All Zangief players: This is the perfect Alpha for you because you will grab your opponent and throw them around. Use this often...It will save you life :)

--------Advancing Guard Gibber------
Don't forget that if you do your advancing guard (all 3 punch buttons) against supers when the first part hits you WILL stand your ground. Do it after and you'll lose your ground a little which could cost you. Do this especially for Ryu's Super hurricane kick and Dan's ballistic foot barrage.

NOW FOR THE OFFENSE STUFF

--------Marvel Street Fighter Combo Platter--------------
Mmmmmmmm yum yum. Capcom has given everyone the same default combo order for almost everyone when you launch them (save Dhalsim and Zangief and Bison!). Anyone can do all punch or all kicks. But try this one: Jab P, Strong P, Forward P, Roundhouse (or Fierce).

-------Under the Bridge Throw------
Getting Tired of those Jump kicks? Walk under as they jump and throw. Don't even lauch them. Intimidation comes first and throwing is the safest I'm gonna have to disagree here cause i don't think that throwing is the best way to win! If you throw too much, then it's a bit cheap and some characters do more damage by comboing rather than throwing. However, if you're unsure about your combo skills then go ahead and throw!

-------Trippin Out!!!!!--------
Everyone knows how long it takes to recoil from trying to trip (sweep) someone when they block. If the other person is good enough, they will counter that...hell, I look forward towards a trip. But if you're looking for a way out of that, rolli.e. cancel right into your super. This will keep them from countering and it will throw them off guard and take in serious damage. You can also use your special abilities (fireball, uppercut, hurricane kick, but if not done properly you'll still be left hanging. Using your supers right after a fierce or roundhouse covers your ass and can push you far enough away if they block it. Plus Supers cancels out all lag time in recoiling for the next strike.

----------Shokotan Team Overhead Tactics---------------
Now I don't use this often (exept with the Sakura Twins) but change up your style of fighting and use the overhead punches and kicks when using any member of the Ryu family. This usually throw me off guard so instead of trying to jump kick then attack the feet, press forward and the middle attack buttons (differs for each character) to do their overhead hit and then use fierce or round house to send them flying. Practice and you'll be glad you did.

----------Flying Punch Not Flying Kick------------
Wanna dominate the air? Understand the difference in attacking with your feet and attacking with your hands. Feet are for opponent below you. Everytime you jump kick someone higher than you, you take a risk of being hit first...unless the kick is aiming upwards. Use the Fist in the air when they are above you. That's the priority of the airways so get over it and beat em senseless.

---------Air Combo as a Defensive Tactic------------
Ever seen Spiderman do the dirty work on kickin your behind when you try to jump kick him? Well he always starts off with an air jab or short kick and works his way up just like he was launching you. It's offense but it's also defense too because he is sizing you up before you can land the first punch. You end up defendin instead of attacking because jab always beats a jumping roundhouse or a jumping fierce. Do the same with your characters too and try not to use the fierce or roundhouse when counter attacking in the air.

----------I Told You Not to Use Air Roundhouse or Fierce------------------
So you didn't listen to me huh? If you did, Great cuz here's what you can do to those who didn't listen to me...or for that matter, those who never read this. In an air battle, if someone uses a fierce or roundhouse first, counter attack by pressing the middle punch button or the middle kick button. Don't use jab or short kick, it won't reach nor do good damage if it connects. After usin the middle buttons, go straight to fierce or roundhouse to JAM them to the floor. ALSO! If you're close enough, go for an airthrow instead. That'll make them think twice, especially with Dan, Omega Red, Captain America, Bison and Sakura.

Well I think that covers the universal stuff for all characters. Let's get personal!!!

Omega Red

Wolverine

Shuma Gorath

Shadow

Dan

Captain America

Zangief

Hulk

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