Author Topic: Marvel vs. Capcom 2  (Read 3336 times)

Hyper Inferno

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Marvel vs. Capcom 2
« on: February 27, 2008, 07:59:48 AM »
MvC2 unranked topic!
I may be insane, but that's something I'm proud of.

The way I'm working this topic is similar to the Tales series. I'll list series of moves that naturally cancel into each other and ignore stuff that just happens to combo together well (like infinite combos). As for speed on the battlefield, I'll just list their speed compared to other characters, and how well I think they can move (like a character with an air dash or double jump gets a boost to their speed). I will also ignore the team aspect of the game (assists) in order to simplify things.

If I ever get around to it, I'll post damages for 'no-holds barred' which will be pretty much what characters would do on their own in an actual match.

Every character has 143 HP, but take varying amounts of damage depending on their defense modifier. Some characters have super armor as well, which allows them to take one attack before flinching, and they can block to stop a combo from starting. In general, the more hits a combo has, the more it ignores defense, while the less hits a combo has, the more it is affected by it. So Cammy's Killer Bee Assault combo would be heavily influenced by Sentinel's massive defense, while Tron's Lunch Rush combo would not be.

Attack abbreviations:
s. (x) = standing
c. (x) = crouching
j. (x) = jumping
(assume s. (x) for ground chains, j. (x) for aerial chains, exceptions will be noted)
lp = light punch
lk = light kick
mp = medium punch
mk = medium kick
hp = heavy punch
hk = heavy kick
knockdown = enemy is set slamming into the ground and must get up
launcher = move that sets up for an aerial combo
(x) = either or
(ex: lp (lk), means either lp or lk works)

I will not list special move damage by themselves yet, as 1.) that's WAYYY too much work, and 2.) most won't connect by themselves ingame anyway (exceptions will be noted). Likewise, the damage on each individual move won't be listed, and only the final combo damage.

Moves that have extraordinary properties I will list. (ex. hp is actually a projectile, invulnerability frames)

As a note, due to MvC2's system, you cannot throw out a mp or mk by themselves, you must cancel it from a light attack.

Every character has a series of moves known as a 'magic series' in the air, which is lp, lk, mp, mk, hp, (hk), that will cancel into themselves. On the ground, the natural series of combos varies, and will be listed with characters. For simplicity, for the longer chains, I will take the most damaging shorter one and extend it into the longer ones. I will also not include jump ins to start combos. Also for simplicity, moves that do not actually combo, despite canceling into each other, will not be listed in combos.  Combos that only work in the corner will also be noted. Some moves can be rolled out of to avoid additional hits, and will also be mentioned. Finally, for all air chains, I will list the best launcher to start it up, and all moves after the intial will be in the air.

Chip damage is an utter pain to deal with, and will eventually be added in, but not now.

Due to the way the combo system works in MvC2, in some cases, I will skip moves for max damage, as the higher the combo meter is, the less damage each additional move does (this matters for characters who have their highest damage at the end of a combo).

Mashable moves will be mashed as well as I can on a keyboard. These moves will be noted, and nonmashed, and mashed damages will be shown.

Some characters can fly, and will be listed. Fly chains are different from normal aerial chains.

You start out each match with 1 super meter. Every attack done, connected with, and received will regain meter. 2 combos by your own character and 1 combo by your opponent is usually enough to gain another meter. Note that during the 2nd combo of your own character, you won't have an entire meter until the end, which is where the super will be.

For best damage, I will list no meter first, then meter.

Sentinel

Speed- Fast
Defense- 71% damage taken
Can fly
Has Super Armor

Notable moves/features:
s. hp, c. hp: Laser that cuts across the screen. 2 hits, 10 damage each, 2nd hit is unblockable unless first hit was blocked
All of his moves deal chip damage.

Ground chains->
s.lp, s.mk, Rocket Punch (4 hits, 38 damage)
s.lk, s.mk, Rocket Punch (3 hits, 35 damage)
s.lp, s.mk, Rocket Punch, Hyper Sentinel Force (8 hits, 65 damage, requires 1 meter)
s.lp, s.mk, Rocket Punch, Plasma Storm  (12 hits, 76 damage unmashed, 15 hits, 83 damage mashed, knocks enemy away, requires one meter)
s.hp (c.hp) Rocket Punch (3 hits, 45 damage, close range only)
s.hp (c.hp) Rocket Punch, Plasma Storm (10 hits, 77 damage unmashed, 12 hits 84 damage mashed, knocks enemy away, close range only, requires one meter)

Fly chains->
lp (lk), hk (2 hits, 20 damage)
lp (lk), hk, Rocket Punch (3 hits, 45 damage)
lp (lk), hk, Plasma Storm (12 hits, 55 damage)

Air chains->
s. hk (launcher), lp, lk, mp, mk, hp (56 damage, 6 hits, knockdown)
s. hk (launcher), lp, lk, mp, mk, hp, hk (65 damage, 7 hits, corner only, knockdown)
s. hk (launcher), lp, lk, mp, mk, Rocket Punch (62 damage, 6 hits, knockdown)
s. hk (launcher), lp, lk, mp, mk, Plasma Storm (65 damage, 14 hits, requires 1 meter)

Best damage:
Aerial chain-> Rocket Punch (62 damage, 6 hits)
s.lp, s.mk, Rocket Punch, Plasma Storm  (12 hits, 76 damage unmashed, 15 hits, 83 damage mashed, knocks enemy away, requires one meter)

Storm
Speed- Fast
Damage- 106% taken
Can Fly

Notable moves/features:
Can hold up to reduce falling speed by a lot.

Ground chains->
lp, lk, mp, mk (c. mk, knockdown), (4 hits, 21 damage)
hp, hk (2 hits, 26 damage, corner only)
lp, lk, mp (mk), hp (hk) (c. hk), (3 hits, 24 damage, hp knocks enemy away, both hk's launch)
lp, lk, mp, c. mk, Typhoon (7 hits, 34 damage, rollable)
lp (lk), mp, mk Lightning Attack (5 hits, 33 damage, rollable)
lp (lk), mk, Lightning Attack, Lightning Storm (~21 hits, ~70 damage, requires one meter, rollable, knockdown)
Typhoon, Hailstorm (20-26 hits, 50-56 damage unmashed, 26-31 hits, 56-63 damage mashed, requires one meter)

Fly chains->
lp, lk, mp, mk, hp, hk, lightning attack (7 hits, 46 damage)

Air chain
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, hp (hk) (9 hits 45 damage)
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, Lightning Attack (9 hits, 43 damage)
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, Lightning Attack, Lightning Storm (~18 hits, 62 damage, requires one meter, knockdown)
hp, hk,  lp, lk, mp, mk, hp (hk) (7 hits, 52 damage, corner only)
hp, hk,  lp, lk, mp, mk, Lightning Attack (7 hits, 48 damage, corner only)
hp, hk,  lp, lk, mp, mk, Lightning Attack, Lightning Storm (~17 hits, ~73 damage, corner only, requires one meter, knockdown)

Best damage:
Aerial chain-> hp (hk), (9 hits 45 damage)
Aerial chain-> Lightning Storm (~18 hits, 62 damage, requires one meter, knockdown)

Magneto
Speed- Very fast
Damage- 106% damage taken
Can fly

Ground chains->
All do 17 damage (2 hits)
End with c.hk, knockdown
End with c.hp, launch
End with s.hk, launch (3 hits)
End with Magnetic Shockwave (only from c.hp), 71 damage (12 hits, requires 1 meter, knocks enemy away)

Fly chains->
30 damage (3 hits)
lp, hp, hk
lk, hp, hk

31 damage (3 hits)
lp (lk), hp (hk), pink typhoon thingy

Air chains->
44 damage (7 hits)
Ground chain (end with launcher), lp, lk, mp, mk, hp (knockdown)

48 damage (7 hits)
Ground chain (end with launcher), lp, lk, mp, mk, EM Disrupter

84 damage (~35 hits)
Ground chain (end with launcher), lp, lk, mp, mk, Hyper Grav, Magentic Tempest (requires one meter)

Best damage:
Aerial chain-> EM Disrupter (7 hits, 48 damage)
Aerial chain-> Magnetic Tempest (~35 hits, 84 damage)

Comments:

Cable
Speed- Average
Damage- 100% damage taken (average)

Notable moves/features:
All of his hp's are actually gunshots and thus, projectiles.

Ground Chains->
lp (lk), c. lp (lk), hpx4 (7 hits, 41 damage)
lp (lk), c. lp (lk), hpx4, Viper Beam (15 hits, 49 damage)
lp (lk), c. lp (lk), hpx4, Crackdown (8 hits, 51 damage)
lp (lk), c. lp (lk), hpx4, Viper Beam, Hyper Viper Beam (~26 hits, 65 damage unmashed, ~39 hits, 78 damage mashed, requires one meter)
lp (lk), c. lp (lk), hpx4, Psimitar, Hyper Viper Beam (~38 hits, 79 damage unmashed, ~40 hits, 82 damage mashed, requires one meter)
Note: This version of Hyper Viper Beam is done in the air, and is much less laggy than the ground version

Air chains->
lp, s. lp (launcher), lp (lk) mp, mk, hp (6 hits, 31 damage, knockdown)

Best damage:
Ground chain->Crackdown (8 hits, 51 damage)
Ground chain-> Psimitar, Hyper Viper Beam (~38 hits, 79 damage unmashed, ~40 hits, 82 damage mashed, requires one meter)

Still much much more to be done.
« Last Edit: September 04, 2008, 09:20:15 AM by Hyper Inferno »

OblivionKnight

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Re: Marvel vs. Capcom 2
« Reply #1 on: February 27, 2008, 08:20:02 PM »
Needs more Jill and Cammy hype, but otherwise, I appreciate the effort.

Oh, and Tronne.  But that's a given.

(Yes, I just noted my team that I use if anyone ever plays me, so think of counters!) 

>_>
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

Hyper Inferno

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Re: Marvel vs. Capcom 2
« Reply #2 on: February 28, 2008, 01:17:04 AM »
Next two characters, synonymous with the fighting genre, Ryu and Ken!

Ryu
Speed-Average
Damage- 100% damage taken

Ground chains:
(c.)lp ((c.)lk), (c.)mp, hp (3 hits, 24 damage)
(c.)lp ((c.)lk), (c.)mp, hp, Hadoken (4 hits, 37 damage)
(c.)lp ((c.)lk), (c.)mp, hp, Whirlwind Kick (4 hits, 39 damage)
(c.)lp ((c.)lk), (c.)mp, hp, Hadoken, Shinkuu Hadoken (~26 hits, 66 damage, unmashed, ~33 hits, 73 damage mashed, requires one meter)
Shin Shoryuken (3 hits, 80 damage, requires 3 meters)

Air chains:
c. hp (launcher),  lp, lk, mp, mk, hp (6 hits, 40 damage)
c. hp (launcher),  lp, lk, mp, mk, Hadoken (6 hits, 42 damage, knockdown)
c. hp (launcher),  lp, lk, mp, mk, Whirlwind kick (6 hits, 43 damage, knockdown)
c. hp (launcher),  lp, lk, mp, mk, Shinkuu Hadoken (~18 hits, 49 damage unmashed, ~24 hits, 57 damage mashed)

Best damage:
Air chain-> Whirlwind kick (6 hits, 43 damage)
Ground chain-> Hadoken, Shinkuu Hadoken (~26 hits, 66 damage, unmashed, ~33 hits, 73 damage mashed, requires one meter)

Ken
Speed- Slightly above average
Damage- 106% taken
Special features: You'll see

Ground chains:
c.lk, c.mk (c. mp), hp (3 hits, 24 damage)
c.lk, c.mk (c. mp), hp, Hadoken (4 hits, 35 damage, corner only)
c.lk, c.mk (c. mp), hp, Whirlwind kick (7 hits, 39 damage)
Shoryuken (3 hits, 26 damage)
Note: Ken's Shoryuken is completely invincible on the way up
c.lk, c.mk (c. mp), hp, Hadoken, Shouryureppa (14 hits, 63 damage, requires one meter)

Air chains:
c. lk, c. hp (launcher),  lp, lk, mp, mk, hp (Hadoken) (7 hits, 44 damage, knockdown)
c. hp (launcher), lk, Whirlwind kick (6 hits, 76 damage)
Note: This move is glitched. Its supposed to knock down after the first hit, but it doesn't, allowing Ken to hit 4 times with it for a TON of damage)

Misc: Ken can roll at will, allowing him to dodge attacks for a short time and get around the opponent

Best damage:
c. hp (launcher), lk, Whirlwind kick (6 hits, 76 damage)
Doesn't need super

I'll do Jill, Cammy and Tronne Bonne next I guess then.
« Last Edit: February 28, 2008, 01:44:00 AM by Hyper Inferno »

Hyper Inferno

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Re: Marvel vs. Capcom 2
« Reply #3 on: February 28, 2008, 07:42:13 AM »
Well, Jill, Cammy, and Tron are done.

Jill
Speed: Average
Damage- 106% damage taken
Special features: Has special moves that can summon zombies

Ground chains:
(c) lp ((c)lk), (c) mp ((c.)mk), (c) hp ((c.)hk), (3 hits, 24 damage)
Notes: Ending with c.hp is a launcher, ending with c. hk knocks them down
lp, mp, hp, Shoulder Tackle, (5 hits, 39 damage)
lp, mp, hp, Hyper Shoulder Tackle, (13 hits, 60 damage, requires one meter)

Notes:
Summon Zombie: lk version summons a zombie that deals 2 damage, and latches onto the enemy, allowing Jill to run up to them and combo them. Hk version summons a zombie on fire that deals 15 damage when it hits the enemy. The lk version can be timed to latch on right after she does a combo in order to start a new one up again, but its not possible to summon another one to latch on at the end of the next one. You can only have one zombie on the screen at a time.

Her hp version of the Shoulder Tackle can be charged for an unlimited amount of time to deal more damage, but while doing so, you cannot press the hp button. Not worth using in my opinion.

Air chain:
lp, mp, c.hp (launcher),  lp, lk, mp, mk, hp (8 hits, 46 damage, knockdown)
lp, mp, c.hp (launcher),  lp, lk, mp, mk, Shoulder Tackle (9 hits, 48 damage)
lp, mp, c.hp (launcher),  lp, lk, mp, mk, Shoulder Tackle, Hyper Shoulder Tackle (18 hits, 66 damage)
Call Flaming Zombie, wait, c.hp (launcher),  lp, lk, mp, mk, hp, bounces onto Flaming Zombie (7 hits, 55 damage, corner only)

Best damage:
Air chain-> Shoulder Tackle (9 hits, 48 damage)
Air chain-> Shoulder Tackle, Hyper Shoulder Tackle (18 hits, 66 damage)

Cammy
Speed- Fast
Damage- 112% damage taken

Ground chains:
lk, (c)mp ((c)mk), hp (c. hk, back+hk), (3 hits, 22 damage)
lk, (c)mp ((c)mk), hk (launcher) (3 hits, 24 damage)
lk, (c)mp ((c)mk), hk, Cannon Spike (4 hits, 42 damage)
Note: Cannon Spike is completely invincible on the way up
lk, mk, hp, Cannon Drill (4 hits, 37 damage)
lk, mk, hp, Spin Drive Smasher (12 hits, 54 damage, requires one meter, knockdown)

Air chains:
lk, mk, hk (launcher), lp, lk, mp, mk, hp (hk) (8 hits, 42 damage, knockdown)
lk, mk, hk (launcher), lp, lk, mp, mk, Cannon Drill (8 hits, 44 damage, knockdown)
hk (launcher), hp (hk), Cannon Drill, Killer Bee Assault (8 hits, 85 damage, requires one meter)
Note: If you add additional hits to this combo, you'll build more meter, but you'll do drastically less damage, due to damage reduction kicking in on that last hit

Best Damage:
Air chain-> Cannon Drill (8 hits, 44 damage, knockdown)
hk (launcher), hp (hk), Cannon Drill, Killer Bee Assault (8 hits, 85 damage, requires one meter, knockdown)

Tron Bonne:
Speed: Above average
Damage: 93% damage taken
Special Features: Can lock enemies into place with Servbots. Additionally, her assist Projectile type does 45 damage over 3 hits, which is more than her normal ground chains do. s. hk is a rock that Tron picks up and throws.

Ground chains:
c. lk, mp (7 hits, 23 damage)
(c.) lp (c. lk), c. hp (launcher), (2 hits, 19 damage)
c. lk, mp, Drill (15 hits, 31 damage unmashed ,21 hits, 37 damage mashed)
(c) lp, mp, Lunch Rush (46 hits, 57 damage, requires one meter)
Note: Lunch Rush's 41 hits deal 1 damage, essentially meaning that this move ignores defense
(c) lp, mp, Drill, Lunch Rush (55 hits, 68 damage unmashed, 62 hits, 75 damage mashed, corner only, requires one meter)

Servbot Capture: Fires a slow moving (invisible) cursor, that when hitting opponent, causes them to be locked in place for a very long time by her Servbot buddies.

Air chains:
(c.) lp (c. lk), c. hp (launcher), lp, lk, mp, mk, hp (hk) (7 hits, 49 damage, knockdown)
(c.) lp (c. lk), c. hp (launcher), lp, lk, mp, mk, hp, hk (8 hits, 56 damage, corner only, knockdown)

Best damage
Air chain-> hp (hk) (7 hits, 49 damage, knockdown)
(c) lp, mp, Lunch Rush (46 hits, 57 damage, requires one meter)

Special note: This team can actually be a decent low tier team. While not utilized in this topic, Jill can combo off of her crouching roundhouse kick since it recovers so fast, into an aerial combo for decent damage. Toss in Tron's utterly stupid assist, and a DHC to Cammy, you can kiss a character good bye.

Hyper Inferno

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Re: Marvel vs. Capcom 2
« Reply #4 on: March 30, 2008, 01:39:48 AM »
Next up, the 3 character most people agree are are the next best, right after the God Tier. Iron Man and Cyclops lose so much from this interpretation (Iron Man's incredibly easy infinite, and Cyclop's mad runaway skills)

Iron Man
Speed- Above Average
Damage-100% damage taken (average)
Can Fly

Ground chains:
lp (lk), mp (mk), hk (launcher) (3 hits, 23 damage)
lp, lk, mp, c. hk (5 hits, 30 damage)
c.lp, c. mp, Repulsor Blast, Proton Cannon (51 hits, 93 damage, requires one meter, knockdown)
c.hp, Proton Cannon (must be far away) (31 hits, 60 damage, requires one meter, knockdown)

Notes:
c. hp is a slow moving rocket
Proton Cannon does about 24 damage even when blocked (incredibly laggy though)

Fly chains:
lp, lk, mp, mk, hk (5 hits, 32 damage)

Air chains:
lp (lk), mp (mk), hk (launcher), lp, lk, mp, mk, hp, hk (9 hits, 50 damage)

Best damage:
Aerial Chain (9 hits, 59 damage)
c.lp, c. mp, Repulsor Blast, Proton Cannon (51 hits, 93 damage, requires one meter)

Dr. Doom
Speed- Slightly above average
Damage- 93% damage taken
Can Fly

Ground chains:
(c.) lp ((c.)lk), (c.) mp (mk), (c.) hp (3 hits, 24 damage, c.hp launches)
(c.) lp ((c.)lk), (c.) mp (mk), Electric Ball (16 hits, 48 damage, requires one meter)

Notes:
Molecular shield summons rocks around Dr. Doom that do roughly 24 damage even when blocked. This is primarly used as an assist, but works when Dr. Doom's on point as well. Funnily enough, if you do take the damage, it only does 11.

Fly Chains:
lp (lk), mp (mk) (2 hits, 11 damage)

Air chains:
Ground chain (end with launcher), lp, lk, mp, mk, hk, (8 hits, 46 damage, knockdown)
Ground chain (end with launcher), lp, lk, mp, mk, Aerial Photon Array (23 hits, 71 damage, requires 1 meter, knockdown)

Notes: j. HP is a laser that Doom shoots out from his gun. Its slow, but it can't be nullified. It can do up to 4 hits, at 7 damage per hit. Against most people it'll do 2 hits.
Aerial Photon Array can do about 30 damage when blocked if Doom does it at point blank range.

Best damage:
Ground chain (end with launcher), lp, lk, mp, mk, hk, (8 hits, 46 damage)
Ground chain (end with launcher), lp, lk, mp, mk, Aerial Photon Array (23 hits, 71 damage, requires 1 meter)

Cyclops
Speed- Average
Damage- 100% damage taken

Ground chains:
(c.) lp, (c.) lk, mp (launcher) (3 hits, 15 damage)
(c.) lp, (c.) lk, mk, hk, Cyclone Kick (Optic Blast) (6 hits, 43 damage)
(c.) lp, (c.) lk, mk, hk, Cyclone Kick (Optic Blast), Super Optic Blast (15 hits, 76 damage, requires 1 meter)
JWong comeback, Gene Splice, Super Optic Blast (10 hits 51 damage, requires 1 meter, can be repeated to win against overwhelming odds)
(See here for explanation http://youtube.com/watch?v=u83LQ5G5kpE)

Notes: Both hps are optic bullets, medium speed/size projectiles that travel the screen. They do 13 damage.

Air chains:
(c.) lp, (c.) lk, mp (launcher), lp, lk, mp, mk, hp (hk) (8 hits, 37 damage, knockdown)

Best damage:
Ground chain-> Cyclone Kick (Optic Blast) (6 hits, 43 damage)
Ground chain-> Cyclone Kick (Optic Blast), Super Optic Blast (15 hits, 76 damage, requires 1 meter)

Captain K.

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Re: Marvel vs. Capcom 2
« Reply #5 on: March 31, 2008, 12:47:15 AM »
Justin Wong is too good for the DL, he'll be stuck in Bluelike and never get a match.

Hyper Inferno

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Re: Marvel vs. Capcom 2
« Reply #6 on: April 24, 2008, 01:45:06 AM »
Next up, Captain Commando and Psylocke, two characters most widely used for their assists, and not actual competence on point.

Captain Commando
Speed: Average
Damage: 100% damage taken

Ground chains
(c.) lp, (c.) lk, mp, (c.) mk, hp (5 hits, 32 damage)
(c.) lp or (c.) lk , mp or (c.) mk, c. hp, c. hk, Captain Corridor (5 hits, 55 damage, rollable)
(c.) lp or (c.) lk, c. hp, Captain Strike (14 hits, 56 damage, requires 1 meter, knockdown)
c. hk, Captain Corridor, Captain Strike (14 hits, 74 damage, requires 1 meter, rollable)
(c.) lp or (c.) lk , mp or (c.) mk, c. hp, Captain Corridor, Captain Sword (11 hits, 74 damage, corner only, requires 1 meter, knockdown)

Air chains:
Down-foward lp (launcher), lp, lk, mp, mk, hp or hk (6 hits, 45 damage, knockdown)
Down-foward lp (launcher), lp, lk, mp, mk, Captain Fire (6 hits, 46 damage)

Misc:
(c.) lp, (c.) lk, hk (Launcher), Captain Corridor, Captain Sword (9 hits, 73 damage, requires 1 meter, knockdown, only works on slightly larger than average characters)

Best damage:
Aerial chain-> Captain Fire (6 hits, 46 damage)
(c.) lp or (c.) lk, c. hp, Captain Strike (14 hits, 56 damage, requires 1 meter, knockdown)

Psylocke
Speed: Above average
Damage- 116% damage taken

Ground chains:
(c.) lp, (c.) lk, (c.) mp, mk, hp (5 hits, 38 damage)
(c.) lp, (c.) lk, (c.) mp, mk, c. hk, Psy Cross ( 6 hits, 38 damage, rollable)

Notes: Psylocke does have a teleport, but its really really slow, and not worth using at all.

Air chains:
(c.) lp, (c.) lk, (c.) mp, c. hp (launcher), lp, lk, mp, mk, hp or hk (9 hits, 39 damage, knockdown)
(c.) lp, (c.) lk, (c.) mp, c. hp (launcher), lp, lk, mp, mk, Psy Cross (9 hits, 40 damage)
(c.) lp, (c.) lk, (c.) mp, c. hp (launcher), lp, lk, mp, mk, hk, Psy Wave (11 hits, 41 damage)
(c.) lp, (c.) lk, (c.) mp, c. hp (launcher), lp, lk, mp, mk, hk, Psy Wave, Atomic Butterfly (30 hits, 61 damage, requires 1 meter, knockdown)

Best damage:
Air chain-> hk, Psy Wave (11 hits, 41 damage)
Air chain-> Atomic Butterfly (30 hits, 61 damage, requires 1 meter, knockdown)

Hyper Inferno

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Re: Marvel vs. Capcom 2
« Reply #7 on: August 23, 2008, 07:21:02 PM »
Charlie, Guile and Akuma now. Been a while.

Charlie
Speed: Average
Damage: 100% damage taken

Ground chains
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk) (3 hits, 24 damage)
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk), Crossfire Blitz (11 hits, 57 damage, requires 1 meter)
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk), Triple Somersault (16 hits, 57 damage, requires 1 meter)

Air chains
(c.) lp ((c.)lk), c. hp (launcher), lp, lk, mp, mk, hp or hk, (7 hits, 44 damage, knockdown)
(c.) lp ((c.)lk), c. hp (launcher), lp, lk, mp, mk, Air Sault (7 hits, 50 damage, knockdown)

Best damage:
Air chain->Air Sault (7 hits, 50 damage, knockdown)
Ground chain-> Triple Somersault (16 hits, 57 damage, requires 1 meter)

Guile
Speed: Below average
Damage: 100% damage taken
Notes: It's easy for Guile to connect his hk after his hp in the air, which many other characters normally require the corner to do

Ground chains
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk) (3 hits, 24 damage)
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk), Flash Kick Super (16 hits, 57 damage, requires 1 meter)
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk), Sonic Hurricane (18 hits, 58 damage, requires 1 meter)

Air chains
(c.) lp ((c.)lk), c. hp (launcher), lp, lk, mp, mk, hp, hk, (8 hits, 50 damage, knockdown)
(c.) lp ((c.)lk), c. hp (launcher), lp, lk, mp, mk, Flash Kick (8 hits, 50 damage)
(c.) lp ((c.)lk), c. hp (launcher), hp, Crossfire blitz (13 hits, 67 damage, requires one meter, knockdown)

Best damage:
Air chain-> Hp, Hk (8 hits, 50 damage, knockdown)
Air chain-> Crossfire Blitz (13 hits, 67 damage, requires one meter, knockdown)

Akuma
Speed: Average
Damage: 137% damage taken (game worse)
He has the same glitch as Ken, but his air physics make him lose one hit on the whirlwind kick in the air

Ground chains:
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk) (3 hits, 24 damage)
lp, mp, hp, Hadoken (4 hits, 37 damage)
lp, mp, hp, Whirlwind Kick (6 hits, 36 damage)
lp, hp, Shoryuken (5 hits, 39 damage)
lp, mp, hp, Hadoken, Messatu Shoryuken (13 hits, 66 damage, requires 1 meter)
lp, mp, hp, Hadoken, Messatu Hadoken (25 hits, 74 damage unmashed, 28 hits, 78 damage mashed,  requires 1 meter

Air chains:
lp, mp, c. hp (launcher), lp, lk, mp, hp or hk (7 hits, 44 damage, knockdown)
lp, mp, c. hp (launcher), lp, lk, mp, Hadoken (7 hits, 44 damage, knockdown)
c. hp, lk, Whirlwind kick (5 hits, 63 damage)
c. hp, lk, Whirlwind kick, Messatu Hadoken (19 hits, 91 damage, knockdown, requires 1 meter)

Best damage:
c. hp, lk, Whirlwind kick (5 hits, 63 damage)
c. hp, lk, Whirlwind kick, Messatu Hadoken (19 hits, 91 damage, knockdown, requires 1 meter)

Charlie and Guile seem freakishly similar, but I guess that's to be expected.

Hyper Inferno

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Re: Marvel vs. Capcom 2
« Reply #8 on: October 09, 2008, 06:07:14 AM »
This time, a person who loves meter, and my personal favorite character! Sakura, and Blackheart!

Sakura
Speed: Average
Damage: 100% damage taken

Ground chains:
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk) (3 hits, 24 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Shououken (10 hits, 35 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), Hadoken (3 hits, 25 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), Shunpu Kyaku (4 hits, 30 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Shououken, Haru Ichi-Ban (25 hits, 62 damage, requires 1 meter, knockdown)
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Shououken, Hadoken super (17 hits, 57 damage, requires 1 meter, knockdown)

Air chains:
(c.) lp ((c.)lk), c. hp (2 hits, 17 damage, launcher)
(c.) lp ((c.)lk), c. hp, lp, lk, mp, mk, hp or hk (7 hits, 44 damage, knockdown)
(c.) lp ((c.)lk), c. hp, lp, lk, mp, mk,  Shououken (9 hits, 42 damage,)
(c.) lp ((c.)lk), c. hp, lp, lk, mp, mk, Hadoken (7 hits, 45 damage,)
(c.) lp ((c.)lk), c. hp, lp, lk, mp, mk, Shunpu Kyaku (8 hits, 53 damage)

Special note: Reverse dragon motion + lk turns her into Dark Sakura. This transformation is instant (used in some combo videos to do some crazy things) and requires 3 meters to do so. Her normal damage/moves does not change, but her Hadoken and Shouoken do. Her Hadoken actually travels the full screen now, and her Shouoken no longer has its crazy energy shield. She also gains two new supers, and a teleport, which is instant (and can be easily used for stalling purposes)

Dark Sakura:

Ground chains:
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Hadoken (4 hits, 35 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Hadoken, Shinkuu Hadoken (24 hits, 71 damage unmashed, 28 hits, 75 damage mashed, requires 1 meter, knockdown)

Air chains remain the same.
Raging Demon: 18 hits, 70 damage, unblockable, requires 3 meters

Misc: Teleport, 1 frame startup (instant), no lag, and travels her a decent distance.

Best damage:
Air chain-> Shunpu Kyaku (8 hits, 53 damage)
Ground chain-> Shououken, Haru Ichi-Ban (25 hits, 62 damage, requires 1 meter, knockdown) OR
Ground chain-> Hadoken, Shinkuu Hadoken (24 hits, 71 damage unmashed, 28 hits, 75 damage mashed, requires 1 meter, knockdown)

Blackheart
Speed: Below average
Damage: 86% damage taken
Special notes:
Blackheart is the only character I will allow any infinite for. His HKs send out green goblins that stun and capture people. If they capture them while the opponent is jumping, it will cause a weird bouncing effect that he can capitilize on. I feel this is the best way to translate his demon capture feature in the DL and the infinite does have benefits for his opponent. It gives them a TON of meter. Ways I would translate this to the DL? Triple limit break gain in FFVII, extra SP regeneration in Grandia, etc.

Blackheart's ground dash is SLOW. SLOW SLOW SLOW. But he's fast in the air. What this means is that Blackheart does NOT want to create knockdown, as his ground dash is so slow, his opponent can easily capitalize on it if they have an attack that can reach across the screen quickly (IE, Cable).

Ground chains:
(c.) lp ((c.)lk), c.mp (c.)(mk), (2 hits, 15 damage)
(c.) lp ((c.)lk), hk (8 hits, 28 damage)
(c.) lp ((c.)lk), hk, Heart of Darkness (16 hits, 70 damage, requires 1 meter, knockdown)

Air chains:
Down Forward HP (launcher), lp, lk, mp, mk (5 hits, 44 damage, knockdown)
Down Forward HP (launcher), hp, Judgment Day(23 hits, 57 damage, requires 1 meter)

Misc: Down Forward HP (launcher), Armageddon (15 hits, 74 damage, requires 1 meter)

Misc:
Infinite: ~45 hits, ~56 damage

Best damage:
Air chain-> Down Forward HP (launcher), lp, lk, mp, mk (5 hits, 44 damage, knockdown)
Ground chain-> (c.) lp ((c.)lk), hk, Heart of Darkness (16 hits, 70 damage, requires 1 meter, knockdown)
« Last Edit: October 17, 2008, 03:55:17 AM by Hyper Inferno »