+ Dead K'Alive!
Vous souhaitez réagir à ce message ? Créez un compte en quelques clics ou connectez-vous pour continuer.



 
AccueilAccueil  RechercherRechercher  Dernières imagesDernières images  S'enregistrerS'enregistrer  ConnexionConnexion  
Le deal à ne pas rater :
Réassort du coffret Pokémon 151 Électhor-ex : où l’acheter ?
Voir le deal

 

 Stratégie Générale Marvel vs Street

Aller en bas 
AuteurMessage
BigDarsh
Biquette The Poularde Ultra Low Tiers
BigDarsh


Nombre de messages : 317
Date d'inscription : 23/09/2005

Stratégie Générale Marvel vs Street Empty
MessageSujet: Stratégie Générale Marvel vs Street   Stratégie Générale Marvel vs Street EmptySam 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.

<------------------------------------------------------------------------>
<------------------------------------------------------------------------>
<------------------------------------------------------------------------>
Revenir en haut Aller en bas
https://plus-dead-k-alive.forum2jeux.com
BigDarsh
Biquette The Poularde Ultra Low Tiers
BigDarsh


Nombre de messages : 317
Date d'inscription : 23/09/2005

Stratégie Générale Marvel vs Street Empty
MessageSujet: Re: Stratégie Générale Marvel vs Street   Stratégie Générale Marvel vs Street EmptySam 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.

<------------------------------------------------------------------------>
<------------------------------------------------------------------------>

____________
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.


<------------------------------------------------------------------------>

____________
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.
Revenir en haut Aller en bas
https://plus-dead-k-alive.forum2jeux.com
 
Stratégie Générale Marvel vs Street
Revenir en haut 
Page 1 sur 1
 Sujets similaires
-
» Best Partner Marvel Vs Street
» Strategie generale
» Stratégie Générale
» Stratégie Générale
» Stratégie Générale

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
+ Dead K'Alive! :: Section 2D :: Marvel vs Street Fighter-
Sauter vers: