Super Jump Fly Mode Simply tapping will make your character jump, and quickly tapping will give you a super jump Give us feedback! Continue Basics Was this guide helpful? YES NO. In This Wiki Guide. A downloadable edition or the classic fighter, Marvel VS Capcom 2 pits some of Capcom's familiar faces against a host of Marvel Comic's biggest names in explosive three-on-three team battles.
Violence, Suggestive Themes, Blood. Release Date. In Partnership with Wal-Mart. Sony Has Sold Table of Contents. 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. A point fighter is the fighter that's active and is usually your main character for dealing damage.
Most top Marvel vs. Execute a hyper combo and then quickly input the hyper combo for your second fighter to cancel the first with a DHC. Known for it's incredibly fast paced, chaotic gameplay, the 3 vs. With the tools that the combat system offers players in MvC2, any battle can quickly become a blur of projectiles, characters, and attacks on screen, but I don't think I've ever seen the game look this crazy before.
Desk 's latest video is a Marvel vs. Capcom 2 exhibition that features amazing combos and sequences, and aims to push the limits of what two hands are capable of performing. Desk notes that the inspiration for this showcase is the Dragon Ball FighterZ "clash" videos we've seen from him in the past. Basically, we see two teams pulling off big supers and attacks that don't make full contact until ultimately one team wins the interaction and oftentimes performs a stylish follow up combo.
We see teams of Street Fighter characters countering projectiles back and forth until Akuma comes in and cracks Chun-Li with a hard-hitting super. Two Sentinels fire drones at each other simultaneously, none of them actually hitting anything, which leads to a DHC into two Striders throwing swarms of animals that act similarly to the drones.
Here's a video of it:. Improve this answer. Ben Brocka Ben Brocka So "glitch" is a misnomer? I wonder how it came about if it was always intended.
It sounds like this started out as a glitch and became an Ascended Glitch. NiteCyper lots of fighting game mechanics started out as glitches, it's hard to call the line where some things are glitches or are intended; the DHC reset trick was removed in Ultimate though updated answer so it's likely it was either a glitch or unintentionally powerful. Ah, so missing any hit of a DHC used to break a combo as the GAME recognizes a combo and counts hits, regardless of whether or not the opponent could escape?
NiteCyper The fact that it reset damage scaling made the technique extremely powerful and character specific, so it affected the overall balance of the game yes, I realize that this is a strange thing to say with Marvel. Sign up or log in Sign up using Google.
Sign up using Facebook. Sign up using Email and Password. On one press of the button a light attack will come out, if you continue to press the button a second time a medium attack will come out. It is not possible to draw a medium attack unless the light attack or previous medium attack has connected with an opponent. To make the Versus series more fast paced and combo dependent, they added a feature that is known as the magic series.
The magic series is a rule that allows you to cancel between normal moves to create large, multiple hit combos. The magic series rule is as follows:. This is the full magic series. The game allows you to chain all six attacks together in one combo leaving the opponent unable to do anything until they fall out. Unfortunately not every character can do this full combo, but the rule still applies across the cast.
What that means is if you do the move and it connects with the opponent, the character will be propelled away from you to the ground, causing the following attack, heavy kick in this case, to whiff. As you can see, shown here are other examples of what you can do with the magic series. All though it has to be in on order, it's lenient enough to allow you to skip out attacks in the series of six, so you can shorten it to five, four, three or even two attacks.
Not only do you have buttons to control your character's attacks, you also have two buttons that can control one of your other two partner's moves, the third column. The top right button controls assist one, the second character in the list and the bottom right button controls assist two, the third character in the list. Upon character selection as you should know you pick three characters as well as an assist type.
These assists types determine what attack your partners will do when you press their button. These come in various shapes and forms but tend to be one of their special moves. Only down side is their moves aren't instant as obviously they're not on the screen, so take into consideration the delay as they enter the screen.
Don't over use your assists either as although they're an easy attack to whip out, they're still vulnerable to attack from the opponent. There is an oddity with the assist buttons that prevents them from working on the press of a button. What this means is your partners wont come out if you press and hold it down.
Always make sure that you release the button to ensure your assist comes out. Your character will perform an animation that will cause the character hit to leave the screen and another to come in depending on which button you used.
The snap back makes whoever you snapped out unable to be called once the other character comes on screen. You cannot DHC into the snapped out character or counter into the snapped out All characters have snap backs. Some have very good reach and speed. Others might have speed but the range is very bad. For example Cammy and Doctor Doom's snap backs have very bad range. Venom and Amingo's snap backs have very good range. This can only be done on the ground. You can extend hit-stun by push-blocking.
When you Alpha Counter, the character associated with that assist button is brought in performing their Counter move as specified by their assist type. This Alpha Counter can either be a normal move or a special move and can be cancelled as usual. There is a bug that happens with assist 2 snap outs where if you counter with assist two while the 'x' is still on your name you will disappear and hop back the animation of a counter as if you were leaving but instead stay on screen in addition to that you become invisible and semi-invincible.
So say you were Doom and you were invisible and you did his S. LP after the move was finished he would go into standing animation and that is when he will be visible. Also, jumping requires you to go through standing animation so it will cause become visible. As for the semi-invincibility, some characters are safe from being hit low or high, and some characters, both. The characters that have immunity from high and low attacks can only be hit if they move and turn visible again or if the other character causes them to turn around.
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