Marvel vs. Capcom 2 Walkthrough :
This walkthrough for Marvel vs. Capcom 2 [Playstation 2] has been posted at 31 Jul 2010 by kalusha and is called "FAQ/Walkthorugh Part 2". If walkthrough is usable don't forgot thumbs up kalusha and share this with your freinds. And most important we have 59 other walkthroughs for Marvel vs. Capcom 2, read them all!
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Walkthrough - FAQ/Walkthorugh Part 2III. Capcom Characters 29. B. B. Hood - Little Red Riding Hood on steriods and with a major attitude problem! Hood makes her debut on the Marvel vs. Capcom scene far away from the other losers in the Darkstalker genre and it looks like she's out to leave a very big mark! Quote: "You sleepy baby. You need a wake-up shot!? HA HA HA!!" (Darkstalkers 3) Launcher: standing WK twice Special Moves: Smile & Missile - charge b 2 sec, f +P/K Hop & Missile - charge d 2 sec, u + P Shyness & Strike - qcb + P Molotov Fire - dp + P (can be done in air) Ring Around The Posies - hcb + P (near foe) Super Moves: Cool Hunting - qcf + PP Apple For You - hcb + KK Beautiful Memory - hcf + KK I have never, in all my gaming years, seen a game character more twisted and perverse than this seemingly innocent little girl/killer. I LOVE IT!! Using B.B. Hood - She's somewhat down in the speed department, but her dash is pretty much decent. Her Launcher, because of its range, may prove to be a bit difficult to pull off against opponents, so try to get it very near them. Or simply suck them in with a jumping two hit C combo, then dash forward quickly while they're stunned and throw another 2 hit C combo. She has a damaging delay combo when you've got them in the air. A, C, A, C, stall for half a second, then C, C, then her Molotov Fire. Don't underestimate this move. Her Molotov Fire does about as much damage as Dhalseim's Yoga Flame move. Her Missiles go the way of Sagat's (ever wonder why HE never got a shot in any of the Marvel vs Capcom series?) One goes over, the other goes under. Learn which is which and keep your enemies guessing. However, it would not be wise to use this move often, since they come out ridiculously slow and any fool can either duck or jump over said missile before it even comes withtin an inch of them. Her Cool Hunting is, in my opinion, one of the most awesome move in the whole MVC2 game! If timed right, it can deal up to 60-hits of damage! AH HA HA HA!!! POWER!! It comes out quickly, which means this is the Doomsday Weapon against those of the Cheapo fighters, (except for thos with Beam projectiles). This Cancels out shots headed her way and makes'em eat lead!! Where was this girl brought up? So far I know of no Supers of hers which are Super Cancelable. Her Cool Hunting comes out fast, yes, but not fast enough to Cancel it with. Her Apple For You move, while very damaging, comes out slower than the Cool Hunting which gives the opponent enough time to block it. It gets points for comic releif though. Her Beautiful Memory has potential. I'll get back to you when I do get it. Bottom line is, Hood is a hunter. So attack cautiously and precisely. Don't try to go running in and out of fights, hear? Against B.B Hood - This girl is BAD news. Hers has got to be the most tuned-up Capcom AI in the game (along with Cammy and Anakaris). HUMANS, I'm not so sure, I haven't gone up against any B.B Hood users yet. Letcha know on Ver. 2.0 if I do find a worthy opponent. CPU on the other hand, plays almost HUMAN. Be careful because she constantly blocks anything and everything you throw at her. Most players I've seen, even some of the better ones, can only beat her after taking out her mates and try to damaging her before the clock stops, winning by time over whne they encounter her in the higher levels. Stage 1-3, no threat. Stage 4-5, visbly dangerous, but beatable without too much trouble. Stage 6-7? AAAAHHHHH!! Watch out!! She enjoys jumping over you and tossing a Landmine (D attack) over yo' head which has gotta hurt! She also throws very unexpected Cool Hunting just when you're dashing towards her, leaving you wondering where in the name of all things decent did that huge mother of a Super come from. She's also even more dangerous when she Hyper Combos with her friends!! Whoa! I rememeber the CPU throwing a Hyper Combo at me using Cable, Iron Man and B.B. Hood. I was dashing in with Captain Commando, see?, coming in to give the hurt! Then all of a sudden, she HYPER COMBOS me!! My jaw dropped as it racked up to 137 hits, effectively dropping a full healthed Captain Commando! AAAARRRRGGHH!! She also has a penchant for tossing out, and making full use of, the Assist Characters. Just when you least expects it, they pop out! Whoa!! All I can say is, when playing against her, do two things. First, pray that you encounter her in the earlier levels, and two, if you're lucky enough, pray that if you do encounter her in the higher stages, she makes dozens of mistakes to give you the battle. Hey, like the Church says. A battle isn't always about fighting. Prayer helps out too. 30. Anakaris - Along with B.B Hood comes another refugee from the Darkstalkers series. A mummy with an attitude problem! And one of the harder opponents in the game. Quote: ''How dare you!? Never interfere with the chosen one again!" (Darkstalkers 3) Launcher: d+HP Special Moves: Coffin Slam - d, d + P (can be done in air) Cobra Blow - b, f + P (can be done in air) Mummy Drop - qcf + P (can be done in air) Royal Curse - In air, qcf + K Super Moves: Pharaoh Magic - HK, WP, D, WK, HP (can be done in air) Pharoah Cobra Blow - b, f + PP (can be done in air) Coffin Rain Blows - d, d + PP Pharoah Illusion - WP, WP, F, WK, HP With him, think of Dhalseim who died in Egypt in ancient times while on steroids, because that is exactly how Anakaris fights. Using Anakaris - Band-Aid Boy is fast. Just like the Sentinel. Very fast when it comes to dashing at foes. But when jumping, Anakaris has that, you guessed it, "floatng" jump also seen in Sentinel and Spiral, only he REALLY floats! His Coffin Slam can be used to smash opponents who have been tripped, but don't expect to use this move all the time, since most opponents already know how to roll away from a trip. A Cobra Blow (why is it called a Cobra Blow? The way it looks like, it should be called Fish Blow!) is a great way to end an aerial rave combo. It comes out quick and fast and it has very little recovery time. But in a projectile trade, the projectile is cancelled but Anakaris gets hit since the Cobra Blow IS part of his body (duh!) Mummy Drop is good for surprising some of those unsuspecting opponents, since the distance of the grab is determined by the P you press. And since the rest of the arm is invisible, the opponent won't know you've just thrown the move until it's too late! The Royal Curse should not be expected to hit all the time, and even if it does, it really doesn't do that much damage. But if it does hit, get ready to laugh your socks off. It be funny! All of his button-link Supers are incredible visual sights, but sadly unlinkable. (so far as I can tell. But if you've had any luck in connecting please tell me about it. I love hearing about new ideas.) And oh yeah, his Pharoah Cobra Blow is determined by button-linkage for a blow to come out at a certain level. One button throws a blow at head level, another hits at stomach level, and one more hits at feet level. It takes some time to practice before you can get which button throws which, but ultimately you'll get it. Or you can do what I do. MASH those buttons! ALL OF THEM! If all of them connect, very good. Against Anakaris - This guy is tricky. Very tricky. You might just say he's a slow guy but in reality, he's pretty fast when it comes to dashing. He's one of the more dangerous foes in this game since almost all of his moves have very little recovery time which you will find very hard to take advantage of. This applies to both HUMANS and CPU. The worst trick will be to get you downstairs and strike you with a d+C, C, D combo. This hurts alot. Don't keep running into the fights alot since you might find yourself suddenly wrapped up and slammed out of breath. Those hands of his comes out when you least expect it. His Supers come out pretty fast but they go only to one certain direction. So what you do when you finally recoginize the start-up animation of his Supers is you jump over him and let'im have it. But this might take some practice since they do come out pretty fast. Be very careful because if you get it wrong, you'll find out just how devastating his Supers can be. But probably the best style against him is to use quicker opponents, take the fight to him and rain Assist characters all the way. 31. Chun-Li - Now this little girl, the speed queen and, the first female in the fighting game scenes, I might add, of Street Fighter is back with the same number of games as Ryu and Zangeif. The popularity of these guys are amazing. Quote: "You underestimated me. Enjoy your defeat." (MVC) Launcher: standing HK Special Moves: Kikouken - hcf + P Hyakuretsu Kyaku - K rapidly (can be done in air) Tenshou Kyaku - dp + K Hienshuu - hcb + K Super Moves: Kikoushou - qcf + PP Senretsu Kyaku - qcf + KK Hazantenshou Kyaku - dp + KK Hey, Anthony! Have you ever seen the hentai pictures of Chun-Li? It's on www.kissmehentai.com. Man, she is HOT!! And I just gotta say, I...huh? What about the readers? Readers? What readers?! What the...? Whoops!! Sorry! Forgot where I was! Damn! ......Now.... On with the show..... (boy, is my face really red!) Using Chun-Li - First thing you must remember everytime you play is she is fast. Second thing you must remember is that being one of the older generation of fighters, almost all her moves and all of her Supers are Cancelable. When you start an aerial rave, try ending it with a Hyakuretsu Kyaku. Or if not try this; after launching, A, C, A, C, d+C, (this is that old d+MK stomp which keeps your foes in the air) then A, C, A, C, again. Repeat this as far as you possibly can go. Thanks to Doods for this tip. I could get as much as a 13-Hit combo from this one before dropping out. Try it and tell me how many hits you guys can get. Her Hienshuu is perfect for overhead attacks against people who love to duck, especially against Charge fighters like Guile and Nash. She's not much of a projectile user, since her Kikouken comes out pretty slow, even her B Kikouken, and she would always lose in a projectile trade against Beam projectiles. So this projectile is best used like Nash's Sonic Boom. A screener attack with which to force your foes into blocking or jumping over you. If he/she blocks it rush'em while they're blocking. Strike them with low-high attacks or better still, a grab. If they jump over the Kikouken, have a quick Tenshou Kyaku ready to take them out once they're just within a few inches of you. She may not be much in the projectle department, but her other moves come out pretty fast, so some players do not expect you to throw a Tenshou Kyaku so quickly or better still a Hazantenshou Kyaku when he/she REALLY doesn't expect it for more hurt! Chun-Li's Kikoushou comes out quite slow, so don't expect to always get hits in. Only use it to hit easily suckered opponents or to sheild yourself from projectile Supers in order to avoid block damage. Her Senretsu Kyaku is cancelable by doing this, A, C, d+B, then while your opponent's reeling from the HP blow, throw her Senretsu Kyaku Super to link up with it as fast as possible. Her Hazantenshou Kyaku can be combo-linked by A, C, then Hazantenshou Kyaku for great effect. The one thing that's really bugging me is, where is her Shichesei Senkuukyaku!? That move was not only the most damaging move in her arsenal, it was one of the most incredible moves I had ever seen, along with the Eternal Slumber of Morrigan and the Captain Storm of Captain Commando. The others are pretty cool, but these three Supers were the most awesome Supers in MVC. Now? Weeeell....Only time can tell. I'll try to compile the list of the most awesome looking Supers, for me, in MVC2 (see below). Tell me what your most awesome Supers are. Against Chun-Li - Now although Chun-Li's fast, she can make some awful mistakes. Her Kikouken, when blocked near, a faster foe can shrug it off and strike her quickly. Trick her into sending a Tenshou Kyaku or a Hazantenshou Kyaku. Block low, then do low hit-Launcher attacks or strike back with a Super of your own, because although it comes out quickly, when it ends, she crouches down for a while to probably catch her breath. Standing attacks go over her head, so low-hit-Launchers all the way or Super. CPU also has the bad habit of suddenly throwing the Hyakuretsu Kyaku out of nowhere, which also has quite a recovery time when it ends. Not as long as that of the Tenshou Kyaku, but still, it's there. Dash in and take her out. Same goes for her Senretsu Kyaku. Block it to its entirety, then take her out. A Super or, if you're planning for an aerial combo, throw a Launcher for this one, since low-hit attacks such as C won't hit her unless you time it right and standing weak attacks will knock her back, unless you have a quick 2-hit standing Launcher combo, like Cable's and Cyclop's. Her Kikoushou, although deadly when it hits, is crappy when blocked, or worse, when thrown far away. When it ends, she pauses for a while, just like War Machine & Iron Man after a blocked Proton Cannon, only a little longer. So throw a Super of your own, one that doesn't take too long or dash in and combo her. Your choice. Be careful because both CPU and HUMAN players like tossing out Assist characters unexpectedly. Coupled with her speed, this makes her one of the more dangerous characters. So don't go dashing in just like that. Wait. Bait. Block. THEN dash in. Just like that. 32. Cammy - M. Bison's right hand assassin is back after a two game rest. And she's got the right adjustments to be one of the games finest characters. The adjustments I'm talking about, for those of you who are perverts, are not what you think! Quote: "Bison and I shall laugh about this tonight." (XMVSSF) Launcher - d+HP / standing HK Special Moves: Spiral Arrow - qcf + K (can be done in air) Cannon Spike - dp + K Spinning Fist - qcf + P Cammy Counter - hcb + P Sky Lance - in air, qcb + K Rolling Frankensteiner - qcb + K, then HK again when near foe's head Reverse Toe Hold - qcb + K, then HK again when near body of foe Rolling Slider - qcb + K Super Moves: Wild Bull - qcf + KK Lock On - qcb + PP (can be done in air) Vertical Spear - qcb + KK She's got a new Super. With that, she's ready to hit the road and kick ass! Using Cammy - Now the first thing you should remember is that she's the fastest character among the Capcom characters, with Strider Hiryu in second and Morrigan a close third, which means she has the ability to run into a fight, whack out a few times, then beat a hasty retreat before the enemy even realizes the game has started. That you should use to your advantage, especially against projectile users, since Cammy has no projectiles to speak of. So use her speed to jump over projectiles and stike foes out. Her Spiral Arrow move goes low and can go under most projectiles, if timed right, and hit the opponent doing the firing, if you're near enough. If you're feeling bad enough, you can cancel that and go into her Wild Bull Super for maximum damage. But don't go throwing Spiral Arrows at just any time. This is not a projectile. If it is blocked, you put yourself in a very dangerous position as it takes cammy awhile to recover from a blocked Spiral Arrow, leaving her open to Supers, Launchers, etc., unless before you throw a Spiral Arrow, you have an Assist character back you up, so Cammy'll have some time to recover. Refrain from using her Spinning Fist and her Rolling Frankensteiner / Reverse Toehold / Rolling Slider command. These moves are the only times when Cammy is at her slowest and her most vulnerable. Learn to time a Cammy Counter well in order to stop using the block command. Her Cammy Counter is a great way of blocking physical strikes (it won't work on projectiles and Beam and Charge Supers though. I've seen her Counter Impact Supers before but those were rare.) and make her opponent eat their own foolishness. Some of the hard core fighters associate this move with the Parrying Command in Street Fighter 3. But make sure to time it right, as it only stays on for just a second then disappears. If done perfectly, you block an opponent's attack and strike him/her down. If not, well, you get a knuckle sandwich! What's also great about this player is that all her Supers are button-link chainable. Her Wild Bull Super is best used as described above. Her Vertical Spear is, dash, A / C, then quickly go into Vertical Spear as fast as humanly possible. Not for the very slow. This really packs a punch. If you would like to hear some OHHs and AHHHs, does this; launcher, A, C, A, C, qcf+D (HK Spiral Arrow), then quickly do her Lock On Super. This has got to be done as fast as humanly possible to get these hits in and this might take some time to master. But hey. No prob.This one's a real crowd pleaser. Against Cammy - Be very careful with this one. The CPU AI for Cammy is just as anti-social as Gambit's or Psylocke's plus it has the annoying habit of walking up to you and grabbing you when you least expect it. She may be fast but all her moves, when blocked, have insane recovery time, recovery times which you must take advantage of immediately in order to win. Against HUMAN players, same thing. Block all their atacks and counter quickly. Don't try to go for fancy schmany combos which might not have a 100% success rate. The simplest combos are always the best. Keep your combos against Cammy as simple, but as painful, as possible. Keep your Assist characters on their toes. When Cammy's the Assist character, take her out as fast as possible / reduce her life considerably before she comes out to the playing field. When in doubt, after a blocked move or a Super from Cammy, throw a Super of your own or a plain projectile. Just be careful of Crossover Supers. Who the hell cares if everyone doesn't think it's flashy enough? Do they feed you?! Do they clothe you?! To hell with them! What matters most, in the end, will not be the flashy attacks, but who stands over whose dead players victorious. 33. Morrigan - Oh my, my, my! The ultimate sex goddess of the Capcom is back in her second installment and best of all when she wins, the bondage victory pose with Lilith which appears in the Jap version but not in the American version is here! Whoa! Spank me, Morrigan! I've been a naughty boy!! Quote: "Your soul is strong. May I borrow it ..... forever?" (MVC) Launcher: df + HP Special Moves: Soul Fist - qcf + P (can be done in air) Demon's Claw - dp + P (can be done in air) Shell Kick - in air, qcb + K Earth Vacuum - hcb + P (near foe) Super Moves: Soul Eraser - qcf + PP Silohuette Blade - dp + PP Darkness Illusion - qcf + KK (can be done in air) Damn! Her Eternal Slumber Super is gone! Hell and a damn!! Using Morrigan - Just like Cammy, she's a speed fighter, so keep those hits coming. She has an incredible combo which few use but it's very intense. It goes like this, make sure first that you are anywhere near a corner. Then Launcher, A, C, A, C, then Demon Claw. This knocks them towards the wall. While you opponent is in the air dropping down on the wall, dash right in and the instant he/she lands, throw a Earth Vacuum whcih will catch him/her. Most, while coming down, on seeing you so near, will automatically block an attack. Problem is, Earth Vacuum is like Zangeif's grabs. Un- blockable. All the blocking they do will merely provide you with an easy target. Also, this same combo, minus the Earth Vacuum, if done, say, in the middle of the screen, can be linked with a Soul Eraser. How? This Super has been given faster recovery time which makes it a great Beam Super. So, after a Demon Claw, when the enemy is coming down, the moment he or she lands, FIRE! Very few expect that, and since it comes out very fast, chances of a successful hit are 85%. She has one of the fastest air dashes in the game which can be put to good use by annoying your foe while coming in for a quick hit. Use her Soul Fist to keep opponents away for a while then strike. Probably the only Super which is button-link chainable is her Silouhette Blade. Dash, d+C then Silouhette Blade, if you're fast enough, or dash, A, C, then Siluohette Blade. Just like Captain America's Hyper Star's n' Stripes. Against Morrigan - The one thing you have to watch for is her air dashes in which she uses them to great extent. Don't start rushing in after she throws a projectile. You block it, so what? the moment you dash in, she could fire a devastating Soul Eraser at you. Although it comes out faster than in MVC, it still has a starter time problem, so jump over it and whale away at her. This is also one of the characters in which Assist characters are definite must. Sometimes there are ambitous bastards who try to throw a Darkness Illusion at you. Make them regret this, since this Super is the only one in her repetoire with incredible recovery time when blocked, because if this super is blocked, she then jumps back. Remember, don't hesitate. A Super is what is called for right away. And just like Cammy, please try to get rid of her quickly when she's an Assist character or damage her quite a bit, before she comes out. Saves you alot of trouble. 34. Ryu - the Shotokan Master has come back to his 12th game!! Still an arcade favorite. all the way! Quote: "Good fight. Don't restrain yourself next time." (MVC) Launcher - d + HP Special Moves: Hadouken - qcf + P (can be done in air) Shoryuuken - dp + P Tatsumakishipuukyaku - qcb + K (can be done in air) Super Moves: Shinkuu Hadouken - qcf + PP (can be done in air) Shinkuu Tatsumaki Senpuu Kyaku - qcb + KK Shin Shouryuuken - dp + PP (Level 3 or higher) Good thing they took out that horrid Change ability of Ryu's in MVC. Yeech! I mean, gender- switching in the middle of the fight? Keeerist! FREEEEKEEEEE! Using Ryu - Now I'm not such an avid fan of Ryu's so I really can't tell you exactly on how best to use him. All I know is, he's one of the most balanced fighters in the game, which makes him maintain his status as Arcade Fave (At least, from what I've observed, although it's slowly waning.) Hell, the only button link-Super chain combo I know is the one my friend taught me, launch, A, C, A, C then ShinkuuHadouken in the air. That's all I know about Ryu. Sorry. So if you would like better info, go get tips from expert users. You must know some of them. Me? I'm still experimenting with Ryu. I'll find out how to use him well. When I find the time. I'll post my findings on Ver. 2. Against Ryu - This one is dangerous. Very dangerous. Seems like the CPU version has a nasty habit, when it's Super Meter is say at Level 4 or above, of throwing a Hadouken, then dashing back and Canceling it with a ShinkuuHadouken, which catches alot of players unawares and can put on the big hurt. I've even seen HUMAN players use this tactic with very painful results, to their opponents. Also, sometimes he does an aerial Tatsumakishipuu Kyaku, which is easily blocked. but the moment he touches the ground, he immediately goes Shinkuu Tatsumakishipuu Kyaku, which can pull an opponent close into the whirling vortex for quick hits. Worst of all, this move has NO recovery time, which means after blocking this attack, Ryu can immediately block against the opponent's counter- attack. There is no real way to beat a good Ryu player. (against the Cheapos however, there are plenty of ways.) The only way to beat Ryu is observance. Watch your opponent's style and counterattack when you feel a perfect oppurtuniy comes your way. Good Ryu players may be good, and I've gone up against the best of them, but they are certainly not unbeatable. I should know. I've kicked some of their asses. Each and every one of them has their styles. Learn them, view their strengths and weaknesses, observe their favorite combos, master them, beat them. 35. Ken - The Gaijin comes back with a vengence after resting for one game due to that (shudder) gender switching issue with Ryu. (Brrrrr). Quote: "You've got a lot to learn before you beat me." (MSHVSSF) Launcher - d + HP Special Moves: Hadouken - qcf + P (can be done in air) Shoryuuken - dp + P (can be done in air) Tatsumakishipuukyaku - qcb + K(can be done in air) Evade Roll - qcb + P Super Moves: Shoryuu Reppa - qcf + PP Shinryuu Ken - qcf + KK Shipuu Jinrai Kyaku - qcb + KK One of the fighters whose own popularity rivals that of his best bud. Let's see just how good Blondie is right now. Using Ken - Obviously, he's waaay faster than his rival Ryu, who opts for balance. That much I can tell you. To tell you all the truth, I have never used anyone from the Shotokan school of Martial Arts yet. I still have to practice using one of them, whether it's Ryu, Ken, (chukle!) Dan (though I'm not sure whether this loser is with the Shotokan school), Sakura, and Gouki. But hey, I'm accepting suggestions on how to use these guys properly. My e-mail is above, so please send in your suggestions along with your e-mail address and your name (name is optional, but e-mail is required) so I can thank you and give you credit in Version 2.0. But really Ken is so fast that practically all of his Supers, with the exception of the Shipuu Jinrai Kyaku, have a 100% success rate if used properly. Like his Shoryuu Reppa. Simply A, C or A, A and then go into Shoryuu Reppa (can also be done with Gouki.) or his Shinryuu Ken. Launcher, then Shinryuu Ken. Just like a Captain Sword. Cool. Against Ken - That speed of Blondie can be used against him. CPU Ken is no threat. HUMANS are deadly, with a captital D. His Hadouken, while impressive, disappears at a certain distance, sometimes not even getting close enough to give you block damage. Time it that when his projectile disappears, throw a projectile of your own. If timed right, your projectile will go through the disappearing Hadouken and strike Ken before he recovers from the hadouken throw animation. Also, try to trick opponents into going into a Shoryuken. Block this low and when he lands, nail the blonde geek! His Tatsumakishipuukyaku goes diagonally up, making him very susceptible to an anti-air move or Super. So take advantage of that. Take advantage of all his blocked Supers because once blocked, Ken leaves himself open to any move under the sun, especially his Shipuu Jinrai Kyaku, which, when blocked, ends with Ken stalling for a full second, showing you how smashing his red knee is. Bust him apart! And always use Assist characters whenever possible. Heaven knows that you'll need all the help you can get against him, especially against good Ken players who are almost unbeatable ( but not so unbeatable. I've kicked more than one blonde ass now and then). 36. Dan - The(snicker!)self taught fighter is back, (AH AH AH AH HA!!) and he's still as pathetic as ever! AH HA HA HA!! HOOO HA HA HA HA HA!!! Quote: ''The only master I need is myself." (MSHVSSF) Launcher - d + HP Special Moves: Gadouken - qcf + P (can be done in air) Kouryuuken - dp + K Hishu Burai-Ken - qcb + K (can be done in air) Autograph - qcf + K Super Moves: Dankuu Gadouken - qcf + PP Shoryuu Reppa - qcf + KK Desperation - qcb + KK Super Taunt - qcf, qcf + Start Oh yes. You REALLY are going to get anywhere with this guy..... Using Dan - Oh yes. I really want to use this Ryo Sakazaki/Robert Garcia clone. With pathetic moves and pathetic Supers, only those with the mettle can use him without being bothered by his (hhmph!) moves, such as they are. Look. Read this movelist and then talk to someone who likes using Dan as a serious competitor (Good luck finding him/her. Good Dan players are like rare Pokemon, like theMew or Mewto. Few and very hard to find.) You won't get anything from me other than this. Against Dan - He is the EASIEST character in the game. I'm only going to tell you what the score is on the CPU because the HUMANS using Dan who've gone up against me always got Dan busted up before the real fight started. Remember, all of his moves are pathetically slow. The only real danger comes from his Desperation Super. It comes out faster than the rest of his moves with decent speed, which gives it the potential to really catch you off guard. But other than that, take the fight to him, because CPU has weird habit of standing back and signing autographs, signing them and tossing them at you. Jump and take this joke out for good! 37. Sakura - Oh jeez! The little Sailormoon reject has come back again! And just like before, she's just as pathetic as ever. I mean, why can't she get her own moves, eh? Always copying, always following! What a crackpot fighter! Why the hell did she come back anyway? She should go f...waitaminit. Someone at the door. Well, hey, Saki, baby! how are ya? You're doing well? What!? ME!? Say bad things about you!? Oh, no no no! You must have heard someone else say that! I'm your biggest fan! Really! You don't beleive me, do you? Wait. Lemme explain. Please. Put that down! Wait! WAIT! NOOOO!! AHHHH! SOMEBODY HELP MEEEE!!!! YAAAARGH! Quote: "I'd never date someone as weak as you!" (MSHVSSF) Launcher - d+HP Special Moves: Shououken - qcf + P (can be done in air), dp + P if Dark Sakura Hadouken - qcb + P (can be done in air), qcf + P if Dark Sakura Shunpuu Kyaku - qcb + K (can be done in air) Ashura Warp - dp + PP/KK (only with Dark Sakura) Super Moves: Midare Zakura - qcf + PP, dp + PP if Dark Sakura Shinkuu Hadouken - qcb + PP, qcf + PP if Dark Sakura Haru Ichiban - qcb + KK Dark Sakura - rdp + PP Shun Goku Satsu - WP, WP, f, WK, HP(Level 3 or higher) She's still one of the better, no, NO, best, BEST, characters in MVC2, just as she was in MSHVSSF. Really! Honest to God!! You've gotta beleive me! (There. I said it now, Saki. Please don't kill me.....) Using Sakura - Is she gone? She is? Whew! Why the hell is she so touchy? Anyways, Just like Ryu, I have absolutely no idea how to use her well yet. I'm still experimenting and the experiment's not going so well so far. I'll let you know of any developments soon. Against Sakura - No HUMAN fighters yet, so the CPU version will have to do for now. Just like B.B Hood, Sakura is dangerous is the higher stages of the game. Always seems to be able to find a breach in your defense and throw a quick Shououken which really brings down your morale.Always pulls that combo off whenever she hits you and she's fast enough to do so. Try to block the Shououken all the time and counterattack quickly, but don't always resort to a Super. Her recovery time from a blocked Shououken may be long but it's not that long that you have the luxury to throw a Super at her. She's deadly, that I can tell you. Just Like B.B Hood, she's dangerous in the higher levels, as both an Assist character and as a regular fighter and enjoys throwing out Assists, which for some reason the CPU Sakura is always accompanied by some of the strongest fighters in the game. UNFAIR! But the one thing that's funny about her is that she enjoys throwing her three basic Supers, Midare Zakura, Shinkuu Hadouken, and Haru Ichiban right out of the blues. These three moves may prove to be your windows of opportunity if you master how to use them to your advantage. The initial hit of the Shinkuu Hadouken, when blocked on land, will push you away, giving you only one point block damage. But what's this? Sakura isn't even through throwing the rest of the Super, which leaves her very susceptible to a SUPER! Her Haru Ichiban, when blocked below, opens her up for either a Super or a Launcher, depends on what you want to do, and her Midare Zakura, When blocked, pushes her off a little ways. This one you must treat as an ordinary Shououken. No Super. Just a quick counterattack. Might I suggest using your faster fighters to take out this clown? What? She's coming back? Sorry, gotta go back into hiding for a while. 38. Gouki - The demon master, the man with the chaotic fist, has returned. Another victim of the gender-switching issue with Ryu. He really doesn't look too happy about that development. Quote: "This world is starting to lose its appeal." (MSHVSSF) Launcher: d + HP Special Moves: Gou Hadouken - qcf + P (can be done in air) Gou Shouryuken - dp + P Tatsumaki Zankuu Kyaku - qcb + K (can be done in air) Tenma Kuujin Kyaku - in air, qcf + K Forward Ashura Senkuu - dp + PP/KK Reverse Ashura Senkuu - rdp + PP/KK Super Moves: Messatsu Gou Hadou - qcb + PP Tenma Gou Zankuu - in air, qcf + PP Messatsu Gou Shouryuu - qcf + PP Messatsu Gou Rasen - qcf + KK Shun Goku Satsu - WP, WP, f, WK, HP (level 3 or higher) Just like Bison, Gouki has really gone down the tubes when he got transferred to the MVC series. Any good Gouki player can remedy that little problem. But he just doesn' have that same power which made him fearsome in SF3. Using Gouki - Fight fans, I know this must come as a great disappointment from me, but just like Sakura, I'm still in the stages of experimenting with Gouki. So I can't even begin to advice you on how exactly to use Gouki. I don't have the right. Perhaps the only combo-Super Cancel that I've been able to pull off so far has been, Launcher, A, C, A, C, HK Tatsumaki Zankuu Kyaku, then half way through that move, Tenma Gou Zankuu. Has an 87% success rate, but with constant practice you should be able to get that thing to work everytime. The same goes for his Messatsu Gou Shouryuu. A, A then Messatsu Gou Shouryuu. That simple. However there is one Super I've been meaning to try out. It's Launcher then Messatsu Gou Rasen. Just like Magneto's Shockwave after Launcher chain. I don't know if this works, though. I'm still testing it. But if anyone can confirm that I'll give him/her full credit in Ver. 2. Against Gouki - Gouki plays alot like a combination of Ryu and Ken, only alot more calculating. Figure out how to beat Ryu and Ken, pile up together what you do know about busting them up and use it against Gouki who fights like these two. Oh, and keep him on the ropes with low-high attacks and Assist Characters. Theres a good lad. 39. Roll - Tsk, tsk, tsk. Roll. Poor Roll. Thrust into a game for the big boys. But, hell! Does this little girl care? Hell, no! Watch it! She's comin' to get some! Quote: "Don't be mad at me. I'm just a little girl." (MVC) Launcher - standing HK Special Moves: Roll Shot - qcf + P (can be done in air) Deadly Bouquet - hcb + P (can be done in air) Get Rockball - qcf + K, repeat to use Get Tornado Trap - dp + K, repeat to use Get Leaf Sheild - qcb + K, repeat to use Super Moves: Hyper Roll - qcf + PP (can be done in air) Rush Drill - qcf + KK Beat Bomber - qcb + KK, p to shoot, K to drop bombs Plays a tad just like Megaman, only she doesn't belong in the Cheapo ranks. Capcom has also decided to tune her speed up a bit. One question, though. What the hell is she? Megaman's sister or the runt's girlfriend? Because in the earlier Megaman games, Roll is his sister. In the later ones and in MVC, she's his girlfriend. Wusssup with that? I'm more willing to beleive that she is his sister, since they play so much alike. But if she's also Megaman's girlfriend, then this is the most public display of incest in a fighting game, EVER, in the entire world! Whoa! Awesome! Using Roll - Now remember, you can't use her as some Megaman clone, in which you sit back and throw fireballs?! Uh uh. You do that, you get your ass royally kicked. She's been made faster, so use her enhanced speed to play like never before. Dash in and out of fights and keep launching your opponents for aerial raves. Forget about doing a Hyper Roll chain when you're done with an air combo. It is IMPOSSIBLE! Lemme put it this way. Her Hyper Roll comes out so slow, your enemy will have enough time to drop to the ground and block before she can complete the animation of Hyper roll and start firing away, leaving her open to any anti-air attacks and Supers that the enemy might throw at you from underneath. Don't take the risk. use instead her Rush Drill and her Beat Bomber if you really want her Supers. they're slow, but at least they're faster than the Hyper Roll. Like Megaman, switch weapons constantly to keep your opponents guessing. But no Rock Ball. It is PATHETIC. Easy to see and to block when it shoots. Be very careful when using her. Although she's been tuned up more to a real fighter, she still takes more damage from ordinary moves compared to the others. Best thing to do is wait and counterattack. And don't skimp on the Assist Characters. They can help you out alot. Against Roll - Play against her like you would Megaman, because both CPU Roll and Megaman play the same. Just watch it with the HUMANS. They're a whole lot craftier than the CPU. But still, not so much of a problem. One thing I ask of you is just: please go easy on her. She's just a little girl and she's not as annoying as her brother / boyfriend / whatever. C'mon. Have a heart. She's just a girl. 40. Megaman - Oh no. No no no no! Don't tell me! I said DON'T tell me! The leader of the Cheapo ranks is back, no? That idiotic little runt! AAAAAAARRRRRRRGGGGHHHHHHH!!!!!!!!!! May he be cursed to all perdition! Quote: "Wow! Dr. Wily really outdid himself this time!" (MVC) Launcher - standing HK Special Moves: Plasma Cannon - Hold HP for as long as possible and release (can be done in air) Mega Uppercut - dp + K (can be done in air) Get Rockball - qcf + K, repeat to use Get Tornado Trap - dp + K, repeat to use Get Leaf Sheild - qcb + K, repeat to use Super Moves: Hyper Megman - qcf + PP (can be done in air) Rush Drill - qcf + KK Beat Bomber - qcb + KK, P to shoot, K to bomb For once, that's all I ask, for once, no Megaman for the second series! But noooooo! The small bastard is back again! But that's okay! I always use him as a punching bag, anyways! MWA HA HA HA!!! Take that, boy! Using Megaman - Use him?! Are you crazy!? I wouldn't use him unless I was dead drunk or on extremely heavy drugs! Besides, his Hyper Megaman move come out alot slower than in MVC, so it's very difficult now to chain it into an aerial rave unlike in MVC. You know, Launcher, WP, WK, MP, MK, then Hyper Megaman. I'm not saying it's impossible, only it would take incredible timing to accomplish such a feat, because now, his Hyper Megaman comes out almost as slow as Hyper Roll! Look, if you're going to use Megaman, I can only give you two options, it's either if you're one of the players who beleives in really flexing your real muscles, you can ask those who know how to play Megaman well or you can do what most other players do. Sit back and fire away like crazy. Maybe the only thing I can say is to switch your weaponry often to keep your opponents guessing, though I think that won't help much since the names of the weapon comes out after you grab it, which is very noticable to your opponent, unless of course this is in the heat of the battle, where players don't pay much attention to anything else other than beating the tar from you. Also, try to keep charging that Plasma Cannon as long as possible and let go when your opponent least expects it. This ought to give out some heavy damage. (now enough about using Megaman. I'm feeling dirty. Yuch! Hey! Where's my hand sanitizer!?) Against Megaman - Now this I am good at. No matter who strikes you, most, no, 95.5% of the players who use Megaman like to take full advantage of an easy fireball. Very few like to use Megaman as a man, not some silly little boy pretending to be a man. Easily taken care of. But first the CPU version. Pathetic. Likes to rush back and fire his weapons, which of course, all of them now have incredible start up time. In short, Megaman telegraphs his moves to you, stamps it, delivers it and awaits your reply. Make sure it's the painful one. Now the HUMANS. Now I know there are those who play him like the pros they are, but still, majority of the Megaman players I've seen, and have beaten most righteously and heavily, plainly, SUCK! Him? No threat. Rush them with flying attacks while they're busy firing away, and get your Assisst characters out once in a while to join the party and to block some of those shots, but be careful. Every once in a while, they become crafty and start pulling moves which can pull the rug from under ya, by throwing unexpected Uppercuts and Plasma Cannons. But still, no threat. Block that Uppercut. The moment the runt lands, POW!. Or jump over that idiotic Plasma Cannon of his, since it takes a while to come, and POW! What's even more pathetic is that Megaman's Hyper Megaman, when it comes out, doesn't fire immediately unlike in the MVC game. Megman poses, he grows, he stalls for a while, THEN fires. Which means it can be knocked out of commission before Megaman can even fire a single shot! Even his Rush Drill and his Beat Bomber pose NO threat at all. Both can be blocked and when they end, leave Megaman so open, only the clinically brain dead would not take advantage of an incredibly tempting and incredibly stupid opening! The one thing irritating about him is his taunt after he Assists. Make him eat that damnable tongue of his! So all of you anti-Megaman players out there, pound the little runt! And have fun doing it! You have my blessing! 41. Zangief - The Crimson Tornado has returned. I wonder how come he's so damn popular. Must be that buff exterior. Quote: "Nothing can withstand my Final Atomic Buster!" (XMVSSF) Launcher: d+HP Special Moves: Double Lariat - PP Sky Toss - qcb + WP Banishing Fist - dp + PP Aerial Russian Slam - dp + K Screw Pile Driver - 360 + P (near foe, can be done in air) Double Crusher - hcf + K (very near foe) Flying Power Bomb - hcf + K Cyber Fire - hcf + P (only in Iron Body Mode) Super Moves: Final Atomic Buster - 360 + PP Iron Body - rdp + KK (again to switch back) Iron Tornado - 360 + KK (only in Iron Body Mode) Ultra Final Atomic Buster - 360 + KK (Level 3 or higher, only in Normal Mode) This one should be used with the caption, ''For Those Who Beleive That They're That Damn Good." I wonder what would happen if the Russian Atomic Bomb met up with either The Rock's People's Elbow, Kane's Tombstone or Triple H's Pedigree with his Screw Pile Driver. Wah ha ha ha ha! (Sorry. Rabid WWF fan.) Using Zangeif - I, however, do not deem myself worthy to call myself "That Damn Good"...yet. If I use Zangeif now with the skills I have, it would be like signing my death warrant. For one, he's incredibly slow, putting him in the "Wait and Bait" category. And two, his moves and Supers are extremely hard to pull off. I suggest you people find those who are That Damn Good and ask them, very nicely, on how to use Zangeif, that is, if you beleive yourself worthy of going one level higher to become better. or I can once again refer you to my friend Anthony Palma (email is above in Doc Doom's corner) so he can refer you to our mutual friend Doods who we beleive is That Damn Good because he has passed every MVC series with Zangeif. (Ask him NICELY.) Against Zangeif - One thing you must remember by heart when going against him, is NEVER GET WITHIN HIS REACH or you will be kissing floor, with both HUMAN and CPU. 4 Screw Pile Drivers is enough to knock you out of your misery while 2 Final Atomic Busters....weeeellllll, let's just say you won't be getting up to go back to play anytime soon. Play keep away, use projectiles and Assist characters to keep him away and make use of low attack-Launcher attacks. That's the only way you should play against him. Keep away. And stay away from him as often as possible. You want to win, doncha!? 42. M. Bison - the Dictator is back and I have to say, I'm really not impressed. Quote: "I shall rule all in this pathetic world." (MSHVSSF) Launcher - standing HP Special Moves: Psycho Shot - hcf + P Psycho Feild - hcb + P Scissor Kick - hcf + K Head Stomp - charge d 2 sec, u + K Demon Press - d+P after Head Stomp Teleportation - dp + PP Float - qcb + KK Super Moves: Psycho Crusher - qcf + PP (can be done in air) Knee Press Nightmare - qcf + KK Psycho Cannon - hcb + PP The Dictator? Of what? Of Losers Extraordinaire? Using Bison - In the SF game, his speed was something else. That little detail has carried over to the MVC series. He may not be the fastest, but he's still pretty quick. His Psycho Shot is good, but his Psycho feild is even better, since it does some big damage when unblocked and big cheese damage when blocked. Don't keep doing that Head Stomp move since all you'll be doing is leave yourself open to tons of anit-air attacks or Supers. but if you must, when it gets blocked, follow up with a Demon Press right away in order to knock out those opponents who expect you to land without any protection (which he does whenever the Head Stomp gets blocked. He recoils and lands very near opponents, giving that window of oppurtunity to kick your ass!) However, the Demon Press does not grant him invincibility against anti air attacks such as the Shoryuken or the powerful Captain Corridor. In other words, don't use this move often. Please. No Floating please. None of that since it makes you very susceptible to alot of attcks, because this move robs Bison of the ability to block attacks. UGH! make good use of your Teleportation move since if done properly can get you out of some very tight situations and prevent those players who enjoy trapping opponents in a corner and whale away from getting their way with you. You'll drive them nuts disappearing all of a sudden since you can teleport behind them and lay the smack down on them. Do not underestimate the effectiveness of his Scissor kick. omes out quick and has very little recovery time. Now I don't know about the others, but, as far as I know, his Psycho crusher is the only Super in his arsenal that can be used to end an aerial rave combo.(Launcher, A, A, then Psycho Crusher) His other Supers, the Knee Press Nightmare and the Psycho Cannon take some time to start up and has only a 20% chance of successfully taking out a foe since they have horrible starting time. If they do hit, good. They do tons of damage. If they're blocked, however, Bison is open all sorts of pain. Better learn how to use these things properly. Against Bison - In the SF games, Bison (why is it Bison? Vega sounded faaaaar better! Why IS it Bison?) possessed the power to chill even the most hardbitten fighters with his power and speed. He was almost unbeatable, almost godlike. Then when he got transmitted over to the MVC series, almost every players simply laughs at him now. He has got to be the easiest CPU fighter in the game to beat, since he moves fast yes, but not as fast as he would like to be just like in the SF series. His moves no longer intimidate, as they once did in SFA3. In that game, he was a force to be reckoned with. Even the best warriors really had to shed all of their knowledge to take him out. But here? HERE!? AH HA HA HA!! This guy always telegraphs his moves. And since they come out so slow, you have enough time to either block the moves or jump over it. And after you do either of these options, they leave Bison throwing stuff at a ready opponent who, when the move ends, is ready to retaliate because he has some wicked recovery time, (well, maybe except for his Scissor Kick.) But almost all of his moves do have soem serious recovery time. Recognize his animation for a Head Press, because that move is about to be your best friend. When it comes out, block it. Then when he recoils, don't wait for him to come down to bust his chops, because Bison all of a sudden might thorw a painful Demon Press. Not good. So throw an anti-air move, or better yet, an anti-air Super. Knocks him out of that move and blows away any Assist characters he has in store for youse. All of his projectiles can be jumped over. Good thing about his Psycho Feild is that if you pound him, that action automatically cancels out the projectile. Bison is also a sucker for low-high attacks, so use your best characters on him (fast or slow, in doesn't matter. Just use your best character against him) He's one of the easiest CPU players to beat, so consider this one in the bag. I don't know about the HUMAN players though. I've never gone up against anyone who could use Bison well. With his Supers, if you see a Psycho Crusher coming your way, here's the fun part. Block it, no, don't jump over it, and keep pushing away (PP). Make sure that when the Super ends, it ends with Bison in front of you recovering from the Super and pound him out! All of his Supers are easily defendedable since he telegraphs all of his moves horribly, which gives you ample time to block and counterattack. Oh, how the mighty have fallen. And fallen far. 43. Jill - Capcom must have been desperate to put out more new fighters in this game to decide to take a character from a popular action game who has absolutely NO experience in a fighting game. And so we have Jill Valentine, making her first ever debut into a fighting game. Launcher: d+HP Special Moves: Power Shoulder A - qcf + P Restrained Power Shoulder A - qcf + hold HP for a few seconds, then let go. Grenade Launcher - dp + P Gun Trapper - hcb + P Summon Dead Dog - qcf + WK Summon Killer Bird - qcf + HK Summon Trap Zombie - qcb + WK |
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