MVC2-strat

Date started: 00.8.14
Last revised: 00.8.19

MVC2 ? Strategy

Outline:

I. Choosing & using your assists
II. Know your opponentfs assists
III. Consecutive supers & switch-outs
IV. Donft get cornered!
V. VS Cable
VI. VS Magneto
VII. VS Juggernaut
VIII. VS Iron Man
IX. VS Sentinel

Choosing and using your assist characters:

1. Do not pick three assists of the same type; it is best to vary.  I usually pick one projectile assist or dash, one anti-air, and something else.  Projectiles and dashes help to beat out your opponentfs projectile assists, and anti-airs save you if you get bum-rushed.  Anti-airs are also good against characters with high priority jump-ins, like Spidey and Rogue.
2. After you call you assist characters, try to protect him or her by doing some kind of attack.
3. Donft call an anti-air assist unless it will at least make contact with your opponent.  Otherwise, your partner will be left very vulnerable and you will have to go to the trouble of doing some kind of attack in order to protect him/her.
4. Donft call your assist out against Cable, Juggernaut, Ryu, Cyclops, Captain Commando, or anyone else who has a long range super that covers the entire length of the screen.  Your partner will most likely eat a lot of damage because you cannot block your opponentfs super.
5. If you just switched out a character because s/he was low on life, think twice about calling him/her out for an assist attack.  Try to heal him/her as much as possible before calling them out again.

Be aware of your opponentfs assists:

6. Be aware of what kind of assists your opponent has.  For example, if they have a fast  assist that reaches the entire length of the screen like Iceman (P), Cable (P), and Juggernaut (D), it is probably better to do jump-in attacks than dash-in attacks.

 Consecutive supers & switch-outs:

7. Try to order your characters so they make a good consecutive super switch out.
8. When switching out, do consecutive supers or do a counter switch.  If you do an unsafe switch, you can easily lose half of your life or even more.

Donft get cornered!

9. If you get cornered, do whatever you can to get out of there.  Donft call an assist unless it is a very fast anti-air because they will usually get hit before being able to attack.  Push blocking becomes crucial here.

VS Cable:

10. Donft make a mistake against Cable!  He can kill your character and assist character by doing consecutive Hyper Viper Beams.
11. If Cable shoots the Hyper Viper Beam on the ground, punish him afterwards.

VS Magneto:

12. Watch out for Magnetofs dash.  If you get caught by his dash-in, you can be killed by three Magnetic Tempest combos.  Try to stay off the ground against him.

VS Juggernaut:

13. Watch out for Juggernautfs power up.  If your opponentfs smart (or cheap), they will switch Juggie out so they can use his powered up assist to kill you in three hits.  Be ready for the power up and attack Juggie when he does it.  When he switches out, nail his partner.
14. After the powered up Juggie has switched out, stay off the ground!  Only do dash-in combos behind a good assist like Icemanfs projectile and Cablefs projectile.  Otherwise donft take any chances staying on the ground because Juggie can knock off a third of your bar with one assist attack.  Try to attack from super jumps.

VS Iron Man:

15. Donft jump at Iron Man.  His launcher has excellent priority and can then do a very long extended air combo on you.  Try to stay on the ground or play keepaway with ground projectiles or super jump projectiles.

VS Sentinel

16. Keep in mind that Sentinelfs rocket punch does 25% damage to Akuma.  A three hit combo will do Hyper Viper damage.  Calling out assists is also very dangerous because his Sentinel Force super can nail your partners.
 
 

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