Marvel vs Capcom 2 - IGN Insiders Guide, Prima, Bradygames IGN and other guide, Poradniki ENG
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Marvel vs. Capcom 2 Guide
There are two kinds of people in this world: scrubs and competitors.
Scrubs complain about cheap strategies in fighting games.
Competitors learn to beat "cheap" by developing skills and
techniques of their own.
Marvel vs. Capcom 2 has seen almost a decade of strategy
development. Where once projectile traps and Air Hyper Viper
Beams ruled, now triangle jumps, rushdown and mixup combos
prevail. We've done our best to summarize the many, many
techniques and tactics at play in Marvel vs. Capcom 2 to get new
players up to speed.
In this Marvel vs. Capcom 2 strategy guide, you'll find:
BASICS
//
Basic MvC2 strategies to get you up to speed.
ADVANCED TECHNIQUES
//
A handful of expert
techniques and exploits explained in detail.
CHARACTERS
//
A breakdown of all 56 characters, plus in
depth strategy for the best among them.
ACHIEVEMENTS / TROPHIES
//
Tips for earning the
game's many Achievements / Trophies.
Q & A
//
Your chance to ask questions of a MvC2 fanatic.
Guide by:
Mark Ryan Sallee
¨ 2009, IGN Entertainment, Inc. May not be sold, distributed, transmitted, displayed, published or broadcast, in whole or part, without IGNÓs express permission. You
may not alter or remove any trademark, copyright or other notice from copies of the content. All rights reserved.
© 2009 IGN Entertainment, Inc.
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Marvel vs. Capcom 2 Basics
Æ
Team Building, Health,
& Jump States
Ten Tips ¨
Glossary
Ç
Building a Team
So you can pick three characters for your Marvel vs.
Capcom 2 team—just grab the ones that look coolest,
right? You can do whatever makes you happy, but if you
want to get competitive at the game you've got to
understand what goes into building a team. Just throwing
together any set of characters, even if they're good
characters, doesn't mean you'll have a good team with
solid dynamics. You need to seriously consider how each
character supports the other in order to assemble an
effective Marvel vs. Capcom 2 team.
There are essentially three different roles that members of
your team can fill:
battery
,
point
, and
assist
. Some
characters successfully fill more than one of these three
roles.
Battery
A battery is the most optional component of a team, but if your team dynamics call for one
you'll want the battery as your first fighter. The purpose of a battery is to build up hyper
meters from the second point character. An example of a good battery is Spiral, who can
be very effective without using hyper meters. As well, her best tactics (trapping by throwing
lots of swords) naturally build up hyper meters. Since Spiral doesn't need them, you can
charge up the hyper meter for the next character who's intended to spend them.
Point
A point fighter is the fighter that's active and is usually your main character for dealing
damage. A lot of effective teams consist of two point characters are forego the battery
altogether, so keep that in mind. Your point character should be the character best
supported by your assist.
Assist
Most top Marvel vs. Capcom 2 players use their third character almost exclusively as an
assist. An assist provides an excellent backup support to your main point fighters, usually
in the form of a great antiair. Don't worry too much about the tier rating of your third
character, focus more on the quality of his/her assist and how it supports your point fighter.
© 2009 IGN Entertainment, Inc.
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Stayin' Alive
As you take damage, some of your health is leftover as the red part of the life bar. This red health can actually
regenerate if you let the fighter take a break, but simply tagging out to your next fighter will leave you very open.
Thankfully, there are alternatives to straightup tagging in a new fighter that'll keep you safe, though they may cost hyper
bar.
Delayed Hyper Combo
(DHC)
Execute a hyper combo and then quickly input the hyper combo for your second fighter to
cancel the first with a DHC. This is often a good way to effectively tag out a weakened
fighter without leaving the next character vulnerable, though it does cost two hyper meters.
Make sure that whatever hyper combo you cancel into is a safe one, like Storm's Hail
Storm or Sentinel's Hyper Sentinel Force.
Variable Counter
While blocking, input + A1 or + A2 for a variable counter, which quickly swaps out
your point character for one of your assists while executing an attack. This change
happens so quickly that most opponents can't react to it to punish you even if the variable
counter is blocked. A variable counter does consume one hyper meter.
Safe Tagging
A simple tag maneuver ( LP + LK or HP + HK ) can leave you very vulnerable, but if you
take proper precautions with the right character you can actually make it safe. As Spiral,
throw a bunch of swords at the opponent and immediately follow with the tag. Your backup
character will jump in behind the swords, and while he/she recovers from the tagin
animation, Spiral's swords will hold the opponent in block stun. Magneto can grab an
opponent with his Hyper Grav move and then execute a safe tag. The taggedin fighter will
automatically hit the opponent that's held in Hyper Grav, making it perfectly safe.
Jump vs. Super Jump...vs. Fly Mode
Simply tapping will make your character jump, and quickly tapping will give you a super jump...which is just a
really, really high jump, right? Not exactly. There are subtle differences between a regular and super jump that are
important to understand.
© 2009 IGN Entertainment, Inc.
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Regular jumps give you just one action.
When you perform a regular jump, you're limited to either blocking or
attacking just once. Once you've used that action, you can't do anything until you land. Which means if you throw
an attack, you can't block until you land. Or if you whiff an attack, you can follow it up with another attack until you
land. During a super jump, you can block and attack interchangeably with no restrictions.
You can't call assists during a super jump.
While
you can freely call your assist attacks during a regular
jump (and it doesn't count as your "one action"), you
cannot call assists while super jumping. This is a very
important distinction.
Fly mode is a weird hybrid of jumping and super
jumping.
Some characters can activate a fly mode, like
Storm, Magneto, Sentinel and Iron Man. During flight, a
character can still summon assists as if in a normal
jump state, but can also perform more than just one action, like a super jump. However, a character in fly mode
cannot guard.
© 2009 IGN Entertainment, Inc.
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Æ
Team Building, Health,
& Jump States
Ten Tips ¨
Glossary
Ç
Ten Tips ¨
Sometimes you can mash buttons for extra damage.
For some hyper combos, mashing every button on your
controller will increase the damage dealt. For example, connect with Cable's Hyper Viper Beam and if you mash
the attack buttons the beam will flick wildly and connect with more hits than usual. Not all hyper combos can be
mashed for extra damage, but most can.
WTF is an OTG?
OTG stands for "off the ground," which refers to a hit that connects with an opponent that's
been knocked down. An example of a simple OTG combo might look like this: Playing as Magneto, hit the
opponent with Psylocke's antiair assist, and connect a c.LK c.HK just before the opponent lands on the ground to
pop him/her back up. Note that some OTGs can be rolled out of by the opponent, while others cannot—it's
generally down to a matter of how quickly you can catch the opponent before he/she hits the ground.
Play runaway to bide time.
While some characters play well with allout offense, others have the benefit of a
solid runaway game. A runaway game is helpful because it lets you put the fight on your terms, lets you delay a
fight if you've got a lead, and lets you build up hyper meters. An example of a good runaway is Storm's runaway
game: You can super jump to the top of the screen and hold on the controls to float down slowly...and then air
dash back up to regain height...and then execute her Lightning Attack into the air to go even higher...all the while
mashing HP to build hyper meter.
Fly screen ends combos and basically resets the action. Usually.
So there's this weird state in Capcom's Vs.
fighting games called fly screen that's usually triggered by a HP or HK in an air combo. During fly screen, one
character is tossed to the ground while the screen goes into a locked scroll that resets both players on the
ground, on opposite ends of the screen. You can trigger fly screen simply by landing Juggernaut's Juggernaut
Punch or Blackheart's Heart of Darkness hyper combo. Once fly screen is triggered, it's virtually impossible to
continue a combo.
Press both punch buttons ( PP ) to dash.
While you can dash on the ground by tapping or there's a
faster way to trigger dashes. Tap PP (both punch buttons together) to get the same effect. It's quicker than
doubletapping a direction and makes wave dashing easier. As well, you'll need to use the PP dash to execute
some characters' air dashes.
You can crouch cancel dashes.
This is another bit of info that'll help you wave dash: During a dash, you can
cancel it by tapping to crouch. By canceling a dash, you avoid the ugly and vulnerable recovery frames of
animation that follow a dash. In addition to wave dashing, you can use crouch canceling to dash up to an
opponent and immediate throw him/her. Normally you can't throw during a dash, but if you crouch cancel the dash
first you can immediately grab for a wicked play.
Launchers aren't the only moves you can super jump cancel.
So the game's air combo system generally
based on your ability to launch opponents with a launcher attack (you can usually trigger these by inputting
+ HP or HK ) and follow up with a super jump by simply tapping after the launcher connects. Which is great,
but know that launchers aren't the only attacks you can cancel with a super jump. To cancel nonlaunchers with a
super jump, you need to input the whole input, just after the hit connects. You can use this super jump
cancel technique to make combos possible.
© 2009 IGN Entertainment, Inc.
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