Introduction to Top-Level MvC2 by James Gowdey Here goes, my third FAQ, and hopefully, the least useless of them all (outdated Wolverine guide, list of Tekken wrestling moves). It's more like a mini-FAQ, but hey, if it teaches somebody SOMETHING, I feel it's been worth writing. "AUTHOR'S" NOTE: Guides such as these are designed to teach beginners to play MvC2 the most effective way possible (or: to win). After a month or so of practicing these tactics, you should be able to rack up wins against most any horde of mall scrubs, in any arcade, anywhere in the country. And even a few in Canada, too. But wait, there are a couple things that you should know before you become a whole new player: http://www.sirlin.net/Features/feature_PlayToWinPart1.htm http://www.shoryuken.com/forums/ext_columns.php?f=20&t=7012 Finished reading those? Good, now I don't have to explain why there's no such thing as cheap. If that article turned you off from playing a game the way it's able to be played, please click Back. Although this FAQ isn't made to preach the time-old "Cheap vs. No Cheap" argument, let it be known now that the author of this would rather chip you with Storm/Doom than try to rush down with Marrow any day of the week. The "Honor System" is an invisible wall sometimes used when playing ultra-beginner friends, elementary-schoolers (unless they mash the buttons--then go all out :), and guys who look like they could kick your ass in real life. Now then. Now that the mindless rambling is over, lemme insert my snazzy "asterisk dividers," and I'll show you what this mini-FAQ has to offer. ************************ Table o' Contents I. Mindless Rambling (already covered) II. Snappy Answers to Stupid Questions III. Abbreviations IV. The Cliffnotes 1. Blackheart 2. Cable 3. Dr. Doom 4. Spiral 5. Sentinel 6. Storm 7. Magneto 8. Cyclops 9. Strider V. HOW TO BEAT ABYSS OMG!!! VI. Resources/Visual Aids/Reading Material ************************ __________________________________________________________________________________________________________________ SNAPPY ANSWERS TO STUPID QUESTIONS "Ooh, Snappy Answers to Stupid Questions! I'm great at these!" Q: There's this guy who plays cheap, and I can wipe the floor with him. That means being cheap isn't the best way to win, right? A: It sure does, until you play a "cheapass" who actually knows what he's doing. I was playing somebody who tried to trap (Ooo! Cheap!) with Ruby Heart and Iceman's projectile assist--needless to say, it wasn't a trap at all. Q: Why would I want to beat people by using tried-and-true tournament strategies? A: Beats me. Q: Why doesn't this FAQ cover every possible aspect of the game, like a real "Beginner's FAQ" should? A: I write this for the beginner, but more of the semi-beginner. If you really need help on the mechanics of the game, there are "General" FAQs that have all you need. Q: Why are you writing stuff on info that's already covered? A: Ah, good question. Yes, lots of this is re-stating facts that are covered in-depth by other FAQs, but it's better to have more than one resource to study off of than just one, I've found. Just look at how there's almost 2-4 character FAQs for each character. Besides, what's stopping me from writing a FAQ like this? It's good to have! Q: OMFG YOU'RE USING LP, MP, HP INSTEAD OF JAB STRONG FIERCE!!! A: This is on GameFAQs, it's made to appeal to the (semi) beginner crowd. If I was writing a column for SRK.com (ha!), or posting on the boards, yes, I'd use JabStrongFierce lingo. But not here. Q: Is it warm in here? A: No, it's COLD in here...STUPID! Hahahahaaha! Q: Do you want roast pork chops for dinner, Homer? A: No, I want roast beef...YOU CLOD! Ahahahahaha! __________________________________________________________________________________________________________________ ABBREVIATIONS Aww, c'mon, you know these... ... Fine. LP - Light punch (Jab) LK - Light kick (Short) HP - Hard punch (Fierce) HK - Hard kick (Roundhouse) PP - Both punches KK - Both kicks QCF/B - Quarter circle foward/back HCF/B - Half circle forward/back DP - "Dragon Punch" (Shoryuken) motion, Forward, Down, Down-Forward XX - Cancelled into a special or super DHC - Delayed Hyper Combo AAA - Anti Air Assist character-A - Character uses the first (alpha) assist character-B - Character uses the second (beta) assist character-Y - Character uses the third (gamma) assist AHVB - Air Hyper Viper Beam HSF - Hyper Sentinel Force HOD - Heart of Darkness WOS - Wall of Swords MOB - Mega Optic Blast OTG - Off The Ground (when a combo involves hitting a downed opponent) __________________________________________________________________________________________________________________ THE CLIFFNOTES A FAQ like this, IMO, is perfect to look over before a trip to the arcade. You know the notes you take all on one page before you cram for a test? This is how I'll be covering the top characters. But for those who would like to know more than what's on the surface, I've included a little in-depth info as well (although not as thorough as the three mentioned). The categories are... Style of Play: Do they rush down (go in for combos), keep away (keep the opponent pinned away with constant "annoying" moves), or focus on chip damage? Launchers: The move(s) that sets the opponent up for an aircombo. Remember, newbies, press /\ after you launch. :) Airdash/Double Jump: Self explanatory. Fly?: Self explanatory. Assist of Choice: What's their best move as an assist? For example, you DON'T use Blackheart-Launcher. Safest Specials: Specials that don't leave you open. Moves Not to Bother Using: Moves that you rarely see a tournament player using in his game. Safest Super to Abuse: A super that has little recovery time, and usually does good chip damage, making it good to abuse. Safest DHC Super: The character's super you should always DHC out/in with if you're desperate for a character switch. Best Priority Moves: Moves that have a good chance of beating out an opponent's incoming move. Best Way to Build Meter: The general pattern for the character that build large chunks of super meter. Best Method of Chipping: The best sequence of moves that should do some good block damage. Staple Combo: Never leave home without (knowing) it. Assist is Best Used By: Who incorporates this character's assist in their gameplan? Assist That Helps to Have: Alternatively, who should this character have in their gameplan? When Alone on Point: When it's back to a one-on-one (or on two, or three...) fight. Best Way to Punish Opponent's Assist: What to do when you see a blindly called assist. General Strategy: An overview on how that character is best played against almost anybody. Saves you the time of those "Vs. Spiderman, Vs. Captain Commando, Vs. Ken, etc" sections, doesn't it? Anything Else?: Here's where I tell anything of note on the character. Potent Potables Always useful Things Trebek Sucks...hey, wait a minute! ************************************************************************************************************* BLACKHEART Style of Play: Keep away Launcher: s. MP Airdash: Yes Fly: No Assist of Choice: Anti-Air Safest Specials: HP/HK demons (not a special, but very safe), Inferno (QCB + P, preferably HP), but usually cancelled to Heart of Darkness Moves Not to Bother Using: Armageddon (QCF + PP), Dark Thunder (HCF + P), Judgement Day (QCB + PP, rarely) Safest Super to Abuse: Heart of Darkness (after cancelled from Inferno) Safest DHC Super: Out/In - Judgement Day Best Priority Moves: j. LP, j. LK, s. LK Best Way to Build Meter: Super jump, throw HK demons, airdash, HK demons, land, call AAA assist, repeat Best Method of Chipping: Inferno XX HOD Staple Combo: c. LK + AAA (preferably CapCom), c. MK, SLIGHT pause, Inferno XX HOD Blackheart's Assist is Best Used By: Dr. Doom, Sentinel Assist That Helps to Have: Captain Commando AAA, Cyclops AAA When Alone on Point: Try to land the s. HK Demons, then follow with the MP launcher or HOD. If you need meter, play keep away with j. HPs/sj. HKs. Don't forget that his jumping LP/LKs have great priority. Anything else? * As you probably know, pressing HP or HK will make Blackheart throw out little demons, making an effective keep-away tool. HP will send out several flying "pigs" who cruise around a portion of the screen near Blackheart, making for a semi-shield. HK demons on the ground throws out a group of green demons a few spaces ahead of Blackheart, HK in the air is much more useful, throwing them down at a 45 degree angle (like Doom's air Photon Shocks, Akuma's air fireball), and FAST. Now, repeatedly jumping back and throwing demons out will shut down any scrubby Wolverine/Ken/Hayato rushdown, not to mention annoy top-tier rushdown like Magneto/Storm. Abuse these like nothing else with AAA. * Blackheart's dash is like no other in the game--he sinks into the ground, edges forward, and comes back up again. It's slow, doesn't have good distance, and can't be used for wavedashing (see bottom of FAQ). In short, try to stay away from accidentally dashing with Blackheart, as the end of the dash leaves him completely vulnerable to supers and the like. General Strategy: ************************************************************************************************************* CABLE Character Classification: Keep Away. Launcher: s. MP Airdash/Double Jump: No. Fly: No. Assist of Choice: Anti-Air Safest Specials: Jab Viper Beam, j. short Grenade (aka "Electrap"), jab Scimitar Moves Not to Bother Using: Time Flip (QCF + KK)--unless DHCing, Rushing Punch (QCF + K), That Grab (HCB + P) Safest Super to Abuse: The AHVB (D, DF, F, _UF_ + PP) Safest DHC Supers: Out - AHVB In - Time Flip Best Priority Moves: j. HK, s. HP Best Way to Build Meter: Jump around and fire off j. HP + Assist -> Grenade/or Viper Beam Best Method of Chipping: j. HP + Projectile Assist -> Viper Beam (assist hits), s. HP x 2-3 -> Viper Beam Staple Combos: Simple: s. LK, s. MK, s. HPx3 XX Hyper Viper Beam More Advanced: s. LK, s. MK, s. HK (slight pause), AHVB motion Note: By doing the AHVB motion after the HK, you're actually cancelling the HK into a superjump (since the motion involves both D and UF). The superjump is then cancelled with the PP, making the super come out. Timed right, this combo always works, but takes a little practice. Assist is Best Used By: Nobody specific, really. It's still a decent AAA if you don't have anything else. Assist That Helps to Have: Any projectile/chipping assist (Spiral, Sentinel, Storm...), Cyclops AAA, CapCom AAA When Alone On Point: Wait for a mistake and AHVB, or keep away and chip with Viper Beams. Best Way to Punish Opponent's Assist: AHVB, baby. If you want even more damage, bounce the assist up and out of the beam, and let them fall into it again; the assist can't block it, and this "resets" the AHVB hits. Since the first few hits of a beam super are always the most damaging, this "resetting" of the AHVB will hurt an assist more. But still, the AHVB by itself should suffice. Anything else? Good-To-Know Combo If you connect with the s. HP (Cable fires a gun) from long range, jam on the HP for four hits, then cancel the last hit to a LP Scimitar (not the Viper Beam like most scrubs do). Cancel the LP Scimitar to a AHVB (just do QCF + PP off the Scimitar), and you'll nail them with an AHVB. The reason for doing this is to set up the AHVBx3 sequence off of a simple s. HP. General Strategy: Cable has a little "bonus" that wasn't meant to be in the game (or was it?): The Air Hyper Viper Beam. When done in the air, the Hyper Viper Beam, for some reas, has ONE FRAME of startup, no lag time, and can punish almost any move in the game. Examples: A blocked Hyper Viper Beam/regular Viper Beam A blocked Icebeam Almost any blocked beam super A whiffed standing FP And it can demolish assists, as I said above. To do this, as I've mentioned earlier, you do Sagat's old "Tiger Knee" motion from Street Fighter 2, plus two punches: D, DF, F, UF + PP /\ || IMPORTANT! See, the up-forward makes Cable do a superjump, and the PP completes the motion for the QCF+PP super, a split second after Cable's left the ground. The product, a Hyper Viper Beam that is inches off the ground, having all the properties of a regular HVB, only no startup, and no recovery. This is how you can tell a beginner from a pro, a pro will never use a regular HVB. :) And the best part? It's so fast in recovery, it can link itself! To do three AHVBs in a row... 1) Connect a AHVB that's low to the ground. Aim DOWN. 2) Land 3) IMMEDIATELY do another AHVB motion. The opponent, bouncing up from the first AHVB, will be juggled. Aim UP. 4) Land 5) Don't do the AHVB motion again, instead, immediately jump up... 6) And mid-jump, do QCF + PP for a third AHVB. Since the opponent's higher in the air, aim UP again. The reason for jumping up on Step 6 is that the opponent flies a little higher in the air after the second AHVB. To connect a third one, you have to be a little further off the ground--thus the jump. The result: 90+ hits, and huge, "unfair," damage. * Cable is pretty good at locking an opponent down with this strategy: Space controlling assist (Spiral, Sentinel, Doom, etc) + HP x4 XX Viper Beam Or: Space controlling assist (Spiral, Sentinel, Doom, etc) + HP x4 XX HK Grenade, repeat It's not the best trap in the game, but it's good for stalling and a little chipping. Plus, if the HP connects you know what to do (COUGHscimitarXXHVB). * A final note: Many beginning Cable players, after watching tournament videos, will get the idea that throwing LK Grenades from superjump position is a good tactic. As an overall strategy, it does jack, except keep the opponent in their place a little (and they can dodge it anyway). Don't, I repeat, don't base your game around this move--base it around running away with jumping HPs and a space controlling assist or AAA. If the opponent tries to punish the assist, it's AHVB time. ************************************************************************************************************* DR. DOOM Style of Play: Keep away/chipping, occasional rushdown Launchers: c. HP (most common), s. MK, DF + HK Airdash: Yes Fly: Yes Assist of Choice: Anti-Air (the Molecular Shield) Safest Specials: Photon Shock (QCB + P, air or ground--almost always air), jab yellow beam thingy (QCF + P) Moves Not to Bother Using: Molecular Shield (HCB + K, if you're desperate for extra chip), air yellow beam thingy (I ONLY do this when I mess up the motion for the air Photon Shock :) Safest Super to Abuse: Photon Array (air) Safest DHC Super: Out - Air Photon Array In - Photon Array Best Priority Moves: j. LP, c. LK, s. HP Best Way to Build Meter: j. HP ("finger laser") + space controlling assist, SJ Photon Shock x2, repeat Best Method of Chipping: Fire off a Photon Array right next to the opponent (or to be safe, during a superjump) Staple Combo*: Launch, sj. LP, sj. LK, sj, MP, sj. MK, airdash up, Photon Array Assist is Best Used By: Strider, Storm, Sentinel Assist That Helps to Have: Blackheart-AAA, Storm-Projectile When Alone on Point: Throw sj. Photon Shocks...LOTS of them. Best Way to Punish Opponent's Assist: Superjump up back and quickly throw a Photon Array on the way up. General Strategy (coming soon): Doom's Photon Shocks Doom's Assist Doom's Rushdown Anything else? * Variations on his staple combo: Launch /\ sj. LP, sj. LK, sj, MP, sj. MK, Photon Array Launch /\ sj. LP, sj. LK, sj, MP, sj. MK, sj. HP (whiff) XX Photon Array (the whiffed HP helps positioning) Launch /\ sj. LP, sj. LK, sj, MP, sj. MK, sj. HK XX Photon Array ************************************************************************************************************* SENTINEL Style of Play: Rushdown (flying)*/ Chipping Launcher: s. HK Airdash/Double Jump: No. Fly?: You bet your sweet bippy. Assist of Choice: Ground Safest Specials: They all have lots of recovery time, but a Rocket Punch (QCF + P) XX HSF is very safe, Drones (QCF + K, usually following an assist, usually LK) Moves Not to Bother Using: Hard Drive (QCF + PP in air - Rocket Punch is fi Yellow Globe Super Safest Super to Abuse: Hyper Sentinel Force (QCF + KK) Safest DHC Super: Out - HSF/or Hard Drive in aircombo In - HSF Best Priority Moves: j. HP, j. HK Best Way to Build Meter: Fly stomping + assists (covered later) Best Method of Chipping: c. HP + Projectile/Blackheart AAA assist -> Rocket Punch XX HSF, repeat [Alternatively: c. HP + Projectile/Blackheart AAA assist, call Drones (QCF+LK--aim them up to prevent escaping with a jump) ** XX HSF, repeat] Note: All of Sentinel's moves do chip damage. Staple Combos: Rocket Punch XX HSF, (HSF ends), s. HP -> HP Rocket Punch XX HSF, repeat Launch /\ sj. LP. sj. LK, sj. MP, sj. MK, Rocket Punch Assist is Best Used By: Spiral, Storm Assist That Helps to Have: Blackheart-AAA, Commando-AAA, Spiral-Projectile When Alone on Point: Don't stay grounded unless it's for HSF chipping--fly around to gain priority. Best Way to Punish Opponent's Assist: Rocket Punch XX HSF Anything else? (coming soon) Fly-Stomp Rushdown Sentinel/Whoever HSF fun ************************************************************************************************************* SPIRAL Style of Play: Chipping Launcher: c. HK Airdash/Double Jump: No. Fly?: No Assist of Choice: Projectile Safest Specials: Call Swords (HCB+P), Teleport (DP+K), Expanding Swords (QCF+LK) Moves Not to Bother Using: QCF+PP super, Power Up super, Speed Up super, QCF + HP after Knives (her Projectile assist move) Safest Super to Abuse: None, really. Safest DHC Super: Out - Swords super In - Power Up/Speed Up (eh, why not?) Best Priority Move: j. HP Best Way to Build Meter: The Spiral/Sentinel Trap (covered later) Best Method of Chipping: The Spiral/Sentinel Trap (covered later) Staple Combo: Launch /\ sj. LP, sj. LK, sj. MP, sj. MK, 6 Armed Grab Assist is Best Used By: Sentinel, Cable Assist That Helps to Have: Sentinel-Ground, Cyclops-AAA When Alone on Point: You're in trouble. Jump around, teleport, and try to keep away with plenty of swords. Best Way to Punish Opponent's Assist: Ignore the assist and continue pressure with the Spiral/Sentinel trap. The swords should hit the assist, anyhow, and keep the opponent in check. Anything else? * The Spiral/Sentinel Trap: The sole reason to pick Spiral is because of this trap of hers. To give you a visual aid, when Spiral calls the Wall of Swords (HCB+P), six swords appear around her, and each can be thrown forward with LP, even during another normal move, like HP. Sentinel's assist sends three of his LK drones at the opponent, doing some decent chip, but more importantly, controlling space. After a volley of swords, this assist is perfect to fill in the gap before the next volley. Execution of the trap goes somewhat like this (blocked or not, it doesn't matter): 1) Call Wall of Swords 2) Dash forward d.s. HP 3) Tap jab x6 + Sentinel Assist to get the chip damage 4) As soon as you see Sentinel appear onscreen, call another WoS 5) The Sentinel assist covers the space you would have left empty during the WoS, letting you dash forward with a second HP and start again. General Strategy: (coming soon) ************************************************************************************************************* STORM Style of Play: Rushdown or Keepaway (she can do each very well) Launchers: s. HK (most common), c. HK, c. HP Airdash? Yes Fly? Yes Assist of Choice: Projectile Safest Specials: sj. Vertical Typhoon (SJ, then HCB+K)), LK Horizontal Typhoon (QCF+K, backed up with assist), Lightning Attack* (LK + FP + any direction) Safest Super to Abuse: Hailstorm (QCB+PP) Safest DHC Super: Hailstorm Best Priority Moves: j. HP, s. HP Moves Not to Bother Using: Lightning Ball (QCB+P...rarely) Best Way to Build Meter: Superjump, airdash up, do repeated HPs (hold up to "float" down), Lightning Attack up and away, more HPs. This is also the basic strategy when doing Runaway Storm. Best Method of Chipping: Call Doom AAA, Horizontal Typhoon XX Hail Storm (this is a big part of Storm/Doom). Staple Combo: Launch /\ sj. LP, sj. LK, sj. MP, sj. MK, Lightning Attack XX Lightning Storm (HCF + PP). Assist is Best Used By: Cable, Doom. Assist That Helps to Have: Definitely Doom-B. Sentinel-Y as well. When Alone on Point: Play Runaway Storm all day long. Best Way to Punish Opponent's Assist: Horizontal Typhoon XX Hailstorm, if you're fast enough. The opponent can't retaliate, after all, so why not? Anything else? (coming soon) ************************************************************************************************************* MAGNETO (coming soon, f00) Style of Play: Launchers: Airdash/Double Jump: Fly?: Assist of Choice: Safest Specials: Safest Super to Abuse: Safest DHC Super: Best Priority Moves: Moves Not to Bother Using: Best Way to Build Meter: Best Method of Chipping: Staple Combo: Assist is Best Used By: Assist That Helps to Have: When Alone on Point: Best Way to Punish Opponent's Assist: General Strategy: Anything else? ************************************************************************************************************* CYCLOPS (coming soon, f00) Style of Play: Launchers: Airdash/Double Jump: Fly?: Assist of Choice: Safest Specials: Safest Super to Abuse: Safest DHC Super: Best Priority Moves: Moves Not to Bother Using: Best Way to Build Meter: Best Method of Chipping: Staple Combo: Assist is Best Used By: Assist That Helps to Have: When Alone on Point: Best Way to Punish Opponent's Assist: General Strategy: Anything else? ************************************************************************************************************* STRIDER HIRYU (coming soon, f00) Style of Play: Launchers: Airdash/Double Jump: Fly?: Assist of Choice: Safest Specials: Safest Super to Abuse: Safest DHC Super: Best Priority Moves: Moves Not to Bother Using: Best Way to Build Meter: Best Method of Chipping: Staple Combo: Assist is Best Used By: Assist That Helps to Have: When Alone on Point: Best Way to Punish Opponent's Assist: General Strategy: Anything else? __________________________________________________________________________________________________________________ SUPAR ADVANCED TAXTIXSZ Guard Breaks Guard breaks are pretty difficult, but if your execution up to par, you might be able to pull off some of them. They're not necessary to win (Cable's is the only one that's really a significant part of his gameplan), but they definitely don't hurt to know. Plus, they're a way of showing off the fact that you spend time on the game. :P Sequence of events: 1) Kill/Snapback the opponent. 2) Perform the following on his incoming teammate: Cable Spiral Blackheart Sentinel Magneto Storm Dr. Doom Strider Cyclops Remember, they have to block the first hit to make the guard break work. If they take that hit, in some cases it's safer (they can then block the oncoming moves), but then again, what unsuspecting guy isn't going to block? And with Cable, if you see them take the j. HP, AHVB as fast as you hit the ground, and you'll nail them. :) For full explanation of Guard Breaking: [] For a nice video with some samples: [] Wavedashing A "wavedash" is a modified form of dashing that's been around for all the Vs. series. To do one of these, you dash (just press PP), and cancel it a split second later by crouching. Your character will take a short hop forward and then stop in their tracks. Off that crouch, you can now repeat the process, doing a dash, and immediately crouch-cancelling. What this does is a rapid series of hops that gets you around VERY fast. Wavedashing is faster than repeated dashes for one reason--in a normal dash, the beginning is the fastest, then it gradually slows down. In wavedashing, you're basically taking the fastest part of a dash and stringing a bunch of those together, without slowdown. Any character can do this, by the way. Wavedashing also has an added benefit--no more blind dashes into projectiles or counters! By doing just one, you can advance and also have no recovery time, making it possible to block immediately. Useful for moving up and trying to bait a gullible person into their Big Move, like a beam super. See, if you did a regular dash, and they instinctively did that Big Move, they'd probably nail you, since you'd have to wait for the dash to finish before you can block. In short, LEARN THIS: PP + down, PP + down, PP + down, PP + down... (I find it easier to do PP + down-forward, do what you want) Triangle Jumping This is a tricky form of rushdown that is a must for characters with an 8-way airdash (namely, Magneto and Storm), where the character superjumps, then quickly cancels that superjump with a *down-forward airdash*. The reason you'd want to use this is because the jump is like a normal jump-in on crack. The way to utilize it is to accompany the down-forward airdash with a light attack (for combos, usually LK, for pressure, a HP or HK works), and when you land, continue with a small ground chain of attacks. And since you can superjump from any time you're on the ground (remember, you can cancel normal moves by doing a superjump during the animation), you can abuse that fact to repeat this sequence over and over again. So if you wanna apply some serious pressure without leaving yourself too open (except that you'll have to watch out for AAAs), do this (read it carefully and it'll make sense): Superjump, Airdash DF + LK, LK \/ (land) LK, LK + Assist, Superjump, Airdash DF + LK, LK \/ etc. __________________________________________________________________________________________________________________ TEAM DYNAMICS Blackheart-B / Sentinel-Y / Captain Commando-B * Also known as Team Watts, this is a particularly nasty one that I love to use. In short, this is THE anti-rushdown team. Since most of the mall scrubs' gameplan focuses around "rush in for a combo, try a super every now and then," using this team will almost completely stop them in their tracks, provided you know how to use Blackheart with Commando (remember BH's staple combo?). Once Blackheart has built up enough meter, feel free to tag in Sentinel to chip with the Sentinel/Blackheart trap, as well as pressure with Sentinel/Commando flying tactics. If there's a point where you need to bring in Commando, STALL as you let his team gain back life. Additionally, Commando has some great assists on his side--Sentinel to slow triangle jumping, Blackheart to neutralize guys in the air. If Commando's left alone on point, the match is pretty much over for you, but it's possible to come back with a lucky Corridor/HK Launch XX Captain Sword. Also, you can mash Commando's HK throw for insane damage. Doom-B/ Storm-A /Sentinel-Y* This could be called Team Viscant 2, and is my current favorite team to use. With three powerful characters on point, all backed up by two great space controlling assists, it becomes pretty easy to apply pressure for most of the match. The way Viscant plays this team is that he starts Doom, builds meter until he finds an opening for Doom's aircombo (LK, LP, LK XX Photon Array), and when he hits the combo, he DHCs into Storm's Hailstorm (QCB + PP) for huge damage, and control of the match. If things go bad for Storm, there's still Sentinel and Doom to take over. Sentinel's HSF trap isn't as tight with Doom as the assist, but it still does decent chip damage. However, Sent's focus should be more with flying and stomping with Doom's assist than trapping with HSF--you'll mostly want to burn meter and chip with Storm instead (remember: HK + Doom XX Horizontal Typhoon XX Hailstorm). Storm-A / Doom-B / Cyclops-B* Used most by Jay "Viscant" Snyder early on, this team combines the Storm/Doom chemistry with a great AAA, providing a better defense against rushdown. Cyclops can set up the opponent for Storm's air combos (I still have trouble getting air combos off his AAA, though), or her Hailstorm if you're fast enough. If you need to tag Cyclops in, remember that he's great at stalling, running away, and building meter for his recovering teammates. A great, in-depth analysis of this team can be found at http://www.shoryuken.com/features/s001225.shtml Doom-B / Cable-B / Blackheart-B* A popular team in the early tournament days of MvC2, it involves Doom starting the match and pinning the opponent with the Doom/Blackheart trap (jump HP + BH assist, sj, sj. Photon Shock x2, land, repeat), which builds decent meter, to say the least. Then Cable can come and keep away with BH, chip with Doom, and have plenty of meter for AHVBs. If Blackheart needs to come in, he's still pretty good when paired with Doom (although an AAA helps him more), throwing demons and calling the Doom assist. However, Doom/Cable teams are hard to come across these days, as the two tend to require lots of meter (Doom needs a backup of Photon Arrays, Cable needs AHVBs for every occasion). Magneto-A / Cable-B / Cammy-A* 16 year old MvC2 champion Justin Wong, being so strong with Magneto, Cable, and Cammy, was able to defeat top players Ricky Ortiz, Alex Valle, and Viscant with this team. By himself, Magneto is a force to be reckoned with, and can pretty much hold his own--Cammy's AAA (the Cannon Spike) only makes him more deadly. If Magneto is killed off, you still have the duo of Cable/Cammy, which Wong took back matches with time and time again. The Cammy AAA adds to Cable's annoying keep away game, and if you ever see someone try to punish a Cammy assist when Cable's on point, AHVB at will. :) Spiral-A / Cable-B/ Sentinel-Y A classic, tried and true team, used in tournaments everywhere. Spiral starts and goes right into the Spiral/Sentinel trap, building meter VERY fast. Once you have around 3-4 meters, it's a good idea to switch in Cable and fire away with AHVBs (a Cable with full meter is one of the deadliest things in the game). Cable is also backed up well with Spiral's projectile assist, which can connect for easy block damage if Cable pins the opponent down with standing HPs and Viper Beams/Grenades. If Cable's in trouble, just tag in Sentinel and burn meter with Spiral and the HSF trap (does about 10% chip per round). Strider/Doom/Commando (coming soon) Any suggestions from Shoryuken.com members on what teams I could add are appreciated. __________________________________________________________________________________________________________________ HOW TO BEAT ABYSS OMG!!! ATTACXSK HIS IHRSTF ORM ADN DONT GEIRT HRRU BI HIS SBEAM THISGNY!!!!!!!! LOL! ATAKC HIS SECOXNS ROM WIHT PROTCSDTILZES!!! DONT GETHG CAKUGHT IN BBUBLBES! HAHA ADN THEN YUO WATCH OTU FOR THEV ENOM FAG ATTAK FO HTRID FORM ADN ATACK HED W/ BEEMZ. BE SUR TOO FINSIH WITH A TEM SUPAR TO LOSK KEWL FOR DA ZKIIDZ!!!!! LOL! GOOD LCUK@!!!!!! __________________________________________________________________________________________________________________ RESOURCES/VISUAL AIDS/READING MATERIAL More ways to get aquainted with the game. This is what I've studied off of, mostly, and are a good aid to those just starting out; I've also had my questions answered in Shoryuken.com's "Strategy & Tactics" forums. Thanks to everybody mentioned here. Iceman's Beginner's Guide http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_beginners.txt JChristopher's Advanced Strategies FAQ http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_advanced_a.txt Mazroth's Advanced Strategies FAQ http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_advanced.txt dragonkahn's Doom and Sentinel FAQs: http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_dr_doom_a.txt http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_sentinel_a.txt Shoryuken.com's Guard Breaking article http://www.shoryuken.com/features/s000920.shtml __________________________________________________________________________________________________________________ Any comments can be directed to captain_canada@yourmom.com. If I was too vague in some areas of this FAQ, feel free to have me clarify them for ya. If you want a video of a certain tactic or team, I can probably dig one up and send it to you via ICQ (11142974) or AIM (CaptainCanada231). And if you're going to argue about the "cheapness" issue, try to be coherent.