| | Stratégie Générale Marvel vs Street | |
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BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Stratégie Générale Marvel vs Street Sam 24 Juin à 11:05 | |
| Marvel Super Heroes vs. Street Fighter(Saturn/PSX/Arcade)
Game functions This is what the game revolves around on, not only combos but blocking and other things alike.
________ Blocking: B(while blocking an attack) Basically without this, you are pretty much dead meat(ala Mech Zangief). Whenever you see an attack immediately block, or you can block in advance if you anticipate an oncoming jumping attack. When you block a special move you will take a little bit of the normal damage, however it is recoverable by the red bar.
____________ Air blocking: B(while blocking an attack) When your in the air you should block incase you are fighting an opponent with a high priority launcher, you might want to consider air blocking. In the Alpha series you can easily air block but you couldn't air block regular stading attacks or supers. However in the crossover series air blocking means you can block anything besides Zangief's Aerial Russian Slam.
______ Supers: Special motion+ 2P or 2K In this game supers are the prime key to to winning, next to cheapness and combos of course. Super combos do an obsurd amount of damage and some of them can be comboed and some of them are just plain weak. Supers often tend to do alot of block damage sometimes and the way you can tell if you can perform a super or not is by looking at the bar on the bottom of the screen, if it is completely highlighted with a level 1 sign, that means you can do a super. Save these when you can chip your opponent to death.
_______________ Variable Assist: SP+FK In this game your partner can perform an attack that are very similar to helpers in Marvel vs. Capcom. Unless you are in versus mode, I wouldn't reccommend calling your partner out too often. Here certain attack varies depending on the character, some might even help you set up supers that are uncomboable like Shadow's Cross Shadow Blitz. However when you call out your character they do not come out in an instant, rather the character that is calling out the helper taunts a little like Wolverine shaving his claws. This can be extremely hazardous to both your characters in Crossover mode because you never know when an opponent can pull off an unexpected super.
________________ Variable Counter: B,DB,D+P or K(B,DB,D+RK+FP in Crossover mode) Whenever an opponent is on the constant verge of winning and you don't want to switch out because he can pull a super, then this might be your answer to "safety switching." This is only safe when you are blocking regular attacks, but if you are blocking supers and you decide to call your partner out, that means your partner will be eating the super. You should use this whenever you can in versus and Team Battle mode because your assist character can never die. You should use this after you have blocked some supers like Final Justice or Weapon X, because the opponent cannot block the counter in time.
__________ Team Super: D,DF,F+P+K(of same strength)(D,DF,F+FP+RK in Crossover mode) Ouch! Hopefully a medic is near by after you have eaten one of these. When you perfrom this motion you must need at least two levels of super, then your partner will come out and perform his or her super along with your super. In crossover mode the partner that had started the team super goes out and the partner that was previously resting comes in and takes a crack at the opponent. Supers that were often not comboable can now be comboed with the help of your character. For example: -+- Omega Red cannot combo his Omega Destroyer alone. Then lets say Ryu was his partner. Ryu dashes in with a S.Jab, S.Strong, S.Fierce --> Team Super -+- Since Ryu's Shinkuu Hadouken can be comboed more easily than Omega Red's that means that while Ryu's Shinkuu Hadouken is stunning the opponent it gives Omgea Red enough time to start his super and connect with it at the same time.
___________ Safety Roll: B,DB,D+P or K(after being knocked down) Often is the crossover series the opponent likes to OTG you. That means even though the opponent has knocked you down, you can still be hit and into another combo sometimes. To avoid the opponent's additional attacks simply perform the motion as described above and you will roll to safety and get up quicker than normal. Also you can even catch opponents in their recovery stance and start attacking them even though the opponent connected with their attack.
_____________ Super Jumping: D,U(quickly) or 3K (Launcher, U) Super jumping is essential for keeping yourself from eating chipping damage and also for air combos. When opponents see you on the run about to get demolished they will often try to use supers to chip you to death, you can avoid practically all supers(except for Cyclops' Super Optic Blast) by supering jumping and thus avoid chipping damage. Also immediately when you launch your opponent simply press U on the directional pad so that you can follow up with an air combo.
_______ Jumping: U/UF/UB You might not always want to super jump your way out because otherwise you won't recover in time to counter your opponents' missed supers. Also you can jump in with attacks as well and sometimes special moves. However while you are jumping you can only perform a special move once.
_______ Dashing: F,F or B,B(quickly) or 3P or B+3P Dashing is essential for most characters to fully perform their combos and also moving in on an opponent quicker to counter. You can dash back as well and escape any ground combos your opponent is trying to pull on you. Zangief and Mech Zangief are the only players in the game without a dash, when you perform this motion they will come in and grab the opponent.
______________________________ Advancing Guard(Push Blocking): 3P(while blocking an attack) Sometimes you can avoid your opponent's supers by push blocking, key examples are Ryu's Shinkuu Tatsumaki Senpuu Kyaku or Ken's Shinryuken. When the opponent is close to you press all three punches at the same time and you will push the opponent back. This way you have more time to set up to counter the opponents' missed supers. Also you can push block a normal attack as well and also you can push block in the air. Push blocking during beam supers are basically useless and you cannot nullify any block damage while push blocking.
______ Throws: F or B+P or K Certain characters might not have a Kick throw or a punch throw but all characters have at least one. Throws are unblockable and cause a fair amount of damage. You must always be up close to your opponent to throw them and also its useful for people who block alot.
_________ Tech hits: F or B+P or K(immediately after throw) Often when you are thrown you suffer a good amount of damage that you don't want to suffer. You can either completely nullify the throw damage or at least cut it in half, depending on how early you do it. When you expect a throw always preform this motion.
_____________________ Quick Dizzy Recovery: Go crazy on controller(or joystick) When you are dizzy after a couple of attacks you can make your dizzy recovery go much quicker by shaking on the control pad and ramming the buttons. Very useful when your opponent tries to pull a super or a lengthy combo.
_______________ Variable Attack: FP+RK(Crossover Mode only) During this mode you can switch out at any time by hitting the hard punch and kick buttons at the same time. Your partner will come in and perfrom a quick attack and stay in battle and get a crack at defeating your opponents. Meanwhile the character you were previously using goes out and their life meter gradually recovers.
________ Recovery: Avoid attacks(character must be resting in Crossover mode) Basically when you avoid attacks for awhile your character will slowly regain their red lifebar, depending on which speed you set the recovery guage at(EX Options menu) your guage will recovery slowly, normally, or quickly. In Crossover Mode only the resting character will recover their red guage and re guage only. All chipping damage incurred is recoverable.
_________ EX CANCEL: Special attack --> Super, Super--> Another Super You can only do this when you are in Versus Mode, Training Mode, Battle Mode, and Hero Battle Mode. Normally in Crossover Mode you can do a normal move but you try to combo a super afterwards you will notice that the opponent can block it. With the help of the EX Cancel you can cancel a special move into any super(or supers that can be used after the EX CANCEL). One thing to remember is that each time you cancel a super the background changes color and also the super gets weaker and does less damage than it normally does.
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| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Stratégie Générale Marvel vs Street Sam 24 Juin à 11:05 | |
| Control Modes Basically these are the modes within the game's battle modes. Each one of them is specifically designed for the use of everybody depending on their expieriences of the game.
___________ Manual Mode: Perform all special moves by special motions given in the manual. Primarily where experts and masters play at.
_________ Easy Mode: Special moves and supers are very easy to do, just keep pressing a button rapidly and a special moves comes out automatically. Continuously hit Jab+SHort together to launch the opponent and rapidly press those two buttons to automatically do an air combo! Ideal for beginners. Do chain combos simply pressing on one button!
_____________ Beginner Mode: Special moves and supers are done by holding down a button. It just doesn't get any easy than this. Air combos and ground chain combos are automatically in place for you, all you have to do is hold Short+Jab for an air combo, or keep pressing punch or kick for a ground chain combo! Ideal for people new to the game.
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____________ Combo System
This is the main element of the enitre game. Combos. The entire crossover series revolves around this system which is called the "Magic Series" given by many people out there. I'm not sure what Capcom calls it, but that's what people call it. This combo system in my opinion is far better than what Nintendo can think off when they made Killer Instinct, alot better than Mortal Kombat's crappy combo system, even better than Tekken 3. Combos in this game are so easy to adapt to its like magic and that's probably why they call it the magic series.
________ Launcher: The basic air combo(also known as Aerial Raves in Japan) start up move. Every character in the game has one except for Apocalyse. If you have trouble using your launcher properly you will have some serious trouble getting into your offensive game, unless you are a master at ground combos. Once you launch your opponent your opponent goes flying up into the air unable to block for a second or two, at that time is your golden opportunity to pull off a combo. Launchers are often used as anti-air attacks as well, but they normally don't have the priority of special move anti-air attacks.
____________ Air Launcher: Air launchers are very similar to launchers because they jack the opponent up into the air and it sets up the opponent for an air combo and also remember that not every character in the game has a air launcher. However the opponent must be in the air for the air launchers to fully jack the opponent up, if the opponent is on the ground that means the opponent will not be launched even though they were hit with an air launcher. Prime examples include:
Marvel Super Heroes: Hulk's S.Roundhouse Marvel Super Heroes vs Street Fighter: Spider-Man's S.Roundhouse Marvel vs. Capcom: Captain America's S.Strong
______________ Small Launcher: The are launchers that help set up the characters' air launcher or regular launcher. You must remember that not every character in the game has a small launcher. With a single attack the opponent is jacked up just a bit, but not enough to set the opponent up for an air combo though. Small launchers often are too useless to be used as anti-air attacks, and are mainly used when the opponent is on the ground. Prime examples include:
Marvel Super Heroes: Psylocke's C.Forward X-Men vs. Street Fighter: Cyclops' C.Forward Marvel Super Heroes vs. Street Fighter: Spider-Man's C.Forward Marvel vs. Capcom: Zangief's S.Roundhouse
_________________ Straight Launcher: The launchers are often called strikes. They send your opponent flying across the screen. These intitiate the flying screen, where the opponent follows the victim's momentum. You sometimes can combo off of these but rarely, they are used to sometimes keep opponents away. Prime examples include:
Marvel Super Heroes: Magneto's S.Fierce X-Men vs. Street Fighter: Juggernaut's S.Roundhouse Marvel Super Heroes vs. Street Fighter: Captain America's S.Fierce Marvel vs. Capcom: Captain Commando's S.Fierce
__________________ Air Combo Finisher: Also known as AC Finishers. In the air you can't combo the opponent forever(except for some characters) and you will need to finish the combo at some point in time, then you would use the AC Finisher. The basic AC Finisher initiates the Flying Screen, which is usually incorporated by the character's super jumping Fierce or Roundhouse, even a super or a special move can be used as an AC Finisher. Your opponent cannot roll from AC Finishers and also it leaves you safe from attacks.
______________ Off The Ground: Often referred to as OTG. You can further your combo by picking up your opponent off the ground, usually with a C.Short and then launch the opponent and perform another air combo. Most of the times the opponents can roll before this happens, but tend to forget. A prime example can be found in X-Men vs. Street Fighter using Wolverine:
D.S.Jab, C.Forward, C.Fierce, S.Roundhouse(OTG)
The knockdown in this combo is the crouching forward, and the pick up is the crouching fierce. Even though Wolverine has knocked down his opponent he can still continue his combo from their. In Marvel Super Heroes vs. Street Fighter OTG combos are often hard to pull off.
________________________ Air Combos(Aerial Raves): Every character can pull these off in the game. They usually start with a laucnher and then the opponent is then pummeled by the characters continuous attacks. Air combos should always start with Jab, because it wouldn't be much use if you immediately go to a fierce because that would just end your combo right there.
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____________ Magic Series The whole key to all the characters combos in the game. Without this chain system combos would be completely obsolete. Here this is where beginners should start and get a brief knowledge at how this easy system works. Combos almost 95% of the time start with either a Jab or a Short, then is followed by a chain sequence into a stronger attack. Some characters can do 5 hits in the air and some can do three, it all depends on the character you are fighting, the character you are using, and what magic series the character possess in a discrete pattern.
_________ Stronger:
Jab --> Strong --> Fierce
This can be done by almost any character in the game. Also you do not just have to stick to just using straight punches and straight kicks, you can also do this:
Short --> Forward --> Fierce
Just as long as the next hit you will execute is stronger than the last hit, then the combo will fully come out.
______________ Punch to Kick:
Fierce --> Short
Only one character in the game possess this odd magic series, and that is Shuma Gorath. Here you can go backwards in terms of strength but you can never get more than two hits, and you can never go forward like a stronger magic series. Remember, this is only just one possible combination, you can go from a Strong --> Short, or a Fierce --> Roundhouse.
______________ Kick to Punch:
Roundhouse --> Strong
This is very similar to Punch to Kick Magic series, but its reversed. Only two character in the game has this magic series and that is Blackheart and Mephisto. Here you can go backwards in terms of strength but you can never go forward like the stronger series. You can never get more than two hits out of this and also there are more combinations like Short --> Strong, or Short --> Jab.
______ ZigZag:
Jab --> Short --> Strong --> Forward --> Fierce --> Roundhouse
The most complex part of the magic series, but after you take sometime you can perform outrageous combos like the experts. You can most likely collect five hits out of this magic series. Also you can skip some of the magic series for example:
Short --> Strong --> Fierce --> Roundhouse
You can also perform a stronger magic series as well because basically a stronger magic series is in the ZigZag magic series.
__________ Weak Start:
Short or Jab --> Stronger Attack
Consider this like a weaker version of the stronger magic series. You can only go from a Jab or Short into a Strong/Forward/Fierce/Roundhouse. That is it, you cannot get more than two hits out of this and Hulk is the only one with this magic series in the game.
____ None:
Any attack --> Special Move
That is the biggest combo out of this magic series. Any character with this magic series is primarily at a disadvantage, since the player cannot get more hits out he can only cancel into a special move just like those two-in-one's back in the old Street Fighter days.
NOTE: DO NOT BE SURPRISED WHEN YOU SEE 5 HIT COMBOS EQUAL THE DAMAGE OF 12 HIT COMBOS. IN COMBOS THE MORE HITS YOU TACK ON THE WEAKER THEY GET, BESIDES IF SPIDER-MAN'S WEB SWING WERE TO DO AS MUCH DAMAGE IN COMBOS AS IT DOES ALONE, THEN THE OPPONENT WOULD BE FINISHED RATHER QUICKLY. | |
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