Marvel vs. Capcom 2 Walkthrough :
This walkthrough for Marvel vs. Capcom 2 [Playstation 2] has been posted at 21 Feb 2010 by semtecto and is called "Iceman FAQ". If walkthrough is usable don't forgot thumbs up semtecto 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 - Iceman FAQ================================================================================== MARVEL VS CAPCOM 2: NEW AGE OF HEROES -------------------------------------------- Iceman FAQ ----------------------------------------------------------------------- ================================================================================== _________________________________________ ____ | |/ __ \| _____| \ / | \ | \| | | | / \ | |____| | \ / | | \| \ | | | | | | _____| |\ \-/ /| | |_\\ \ | | | | \__/ | |____| | \ / | | || \ \ | |_|\______/|_______|_| \_/ |_|__||__\__\___| Version: 3.3 Last updated: 2/23/01 By: Silent J _________________________________________________________________________________ ======================================================================= This faq is copyright © 2000-2001 Jason Alexander a.k.a. Silent J. By reading this FAQ, you agree to the following : _________________________________________________________________________________ ======================================================================= 1) First of all Marvel has copyright to all of its characters, and Capcom has copyright to all of its characters, in no way have I tried to take credit for any of their creations, as my own 2) I, am not in any way responsible for ANY harm that anybody "thinks" came from this FAQ. Examples of this harm include physical ones (getting the crap kicked out of you because of something found in this FAQ), "emotional scarring", computer problems, etc. 3) This faq is free, plain and simple. 4) Give credit. I don't care if you use stuff from this FAQ, just please give me, or whoever I may have credited, full credit, for whatever you take. Plagerizing my work will piss me off. If you plagerize someone else's work, from this FAQ, they can sue you, and easily win. Yes I'm talking to you. 5) Last of all, if you are not willing to agree with any or even a little bit of the above, click off this FAQ, and read another one. ________________________________________________________________________________ ====================================================================== ------------------------------------------------------------------------------------------ --------------- =================================== Table of Contents =================================== ------------------------------------------------------------------------------------------ ---------------- I.INTRO A.Reasons to Read this FAQ B.Why Choose Iceman? C.Special Feature(s) II.ABOUT ICEMAN A.Iceman the character B.Iceman Cheap? C.Playing as the "Human Popsicle" D.The "Shake Off" technique III.ABBREVIATIONS IV.MOVE LIST A.General Move Commands B.Basic Attacks C.Special Basic Attacks D.Special Moves E.Hyper Combo V.ASSISTS A.What and how assists help Iceman B.Iceman's Assists -Projectile Type -Variety Type -Launcher/Balance Type VI.PARTNERING UP ICEMAN A.How he pairs up B.The one move kill C.The best team? VII.COMBOS A.Intro to Iceman's Combos B.Essential Combos C.Various Combos VIII.ICEMAN STRATEGY A.General Offense Strategy B.General Defense Strategy C.Specific Character Strategies (General Strategy CPU) (VS Human) 1) Akuma (Gouki) 2) Amingo 3) Anakaris 4) B.B. Hood (Bulleta) 5) Blackheart 6) Cable 7) Cammy 8) Captain America 9) Captain Commando 10) Charlie (Nash) 11) Chun-Li 12) Colosus 13) Cyclops 14) Dan 15) Dhalsim 16) Dr. Doom 17) Felicia 18) Gambit 19) Guile 20) Hayato 21) Hulk 22) Iceman 23) Iron man 24) Jill 25) Jin 26) Juggernaut 27) Ken 28) Magneto 29) Marrow 30) M.Bison (Vega) 31) Mega man (Rockman) 32) Morrigan 33) Omega Red 34) Psylocke 35) Rogue 36) Roll 37) Ruby Heart 38) Ryu 39) Sabertooth 40) Sakura 41) Sentinel 42) Servbot (Kobun) 43) Shuma-Gorath 44) Silver Samurai 45) Sonson 46) Spider-Man 47) Spiral 48) Storm 49) Strider Hiryu(u) 50) T(ron) Bonne 51) Thanos 52) Venom 53) War Machine 54) Wolverine 1 (Metal) 55) Wolverine 2 (Bone) 56) Zangief IX.ABYSS STRATEGIES X.OTHER STUFF A.Using Iceman's "True Power" B.Animations C.Voices D.Storyline of MvC2? XI.BEATING ICEMAN XII.CHARACTER RATING A.Offense B.Defense C.Power D.Speed E.Recovery F.Comboability XIII.REVISIONS XIV.CREDITS ______________________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ============================================================================= 1)- Intro. - ============================================================================= --------------------------------------------------------------------- ============================ - Reasons to Read this FAQ - ============================ --------------------------------------------------------------------- This FAQ is designed to teach you how, or atleast help you to kick @$$ with Iceman. Once you have finished reading this FAQ you should: -Know how to execute all of Iceman's moves If you're a Newbie, to teach you the basics of the game -Be able to determine who he pairs up best with -Know how to set up some traps for your opponent -Know how to pull of some of Iceman's combos -And to know how beat your challengers with out being (too) cheap. (Thanks to ReCharred Sigh for the idea for this section) --------------------------------------------------------------------- ====================== - Why Choose Iceman? - ====================== --------------------------------------------------------------------- Most people will either say that Iceman is cheap, because of his no block damage feature and the Icebeam's guard damage. Or they will say that he is a weak character that takes damage like a wuss. I personally agree with the fact that he takes damage very badly, but I guess Capcom fig- ured that by giving him the no block damage feature he would probably be overly abused by most players, so they tried to balance him out. Iceman is an excellent character with great versatality. His abilites to be both combo-crazy, and his keep away skills make him appealing to players of all styles, shapes, and sizes. And he partners up very well withanyone. Having these traits allows you the player, to "mold" him into your team. Iceman also has a special fea- ture that is unique to him (BELOW). --------------------------------------------------------------------- ====================== - Special Feature(s) - ====================== --------------------------------------------------------------------- In MvC2, some characters have special feature or two, that is in most cases unique to them. Iceman is one of the char- acters that is blessed with one. His special feature is known as the "no block damage " feature. His special reflective Ice sheild, entitles him to this. --------------------------------------------------------------------- ============== - Ice Shield - ============== --------------------------------------------------------------------- - Motion: back (to block of course) Description: On the ground, Iceman spreads his arms vertically, as some Ice quickly appears between his hands, forming the Ice Shield. In the air, the Ice forms on the shoulder that is facing the opponent, as Iceman ducks behind it. (Thanks to Kao Megura for the following Implementation) - Iceman can block certain attacks without taking damage. But surprise, surprise, it's not just 'beam' or 'energy' attacks. There's a whole load of stuff that he takes no block damage from, including: Akuma (Gouki): Gou Hadou Ken, Zankuu Hadou Ken, Messatsu Gou Hadou,Tenma Gou Zankuu. Amingo: Nothing Anakaris: Ouke no Sabaki, Hitsugi no Mai, all his HCs. Blackheart: Dark Thunder, Inferno, Armageddon, Heart of Darkness. B.B. Hood(Bulleta): Smile & Missile, Happy & Missile, Cheer & Fire, Cool Hunting, Apple For You (far range or blocked). Cable: Viper Beam, Hyper Viper. Cammy: Nothing Colossus: Nothing Captain America: Nothing C.Commando: Captain Fire, Captain Corridor, Captain Sword. Charlie (Nash): Sonic Boom, Sonic Break Chun-Li: Reishiki Kikou Ken, Kikou Ken, Kikou Shou. Cyclops: Optic Blast, Optic Sweep, both HCs, also the 'eye blast' ending of Rising Uppercut and Rapid Punch. Dan Hibiki: Gadou Ken, Shinkuu Gadou Ken. Dhalsim: Yoga Fire, Yoga Flame, Yoga Blast, Yoga Inferno. Dr. Doom: Plasma Beam, Photon Shot, Photon Array, Electric Chage. Felicia: Sand Splash, Hyper Sand Splash. Gambit: Kinetic Card, Trick Card, both of his HCs. Guile: Sonic Boom, Sonic Hurricane Hayato: Engetsu. Hulk: Gamma Slam, all HCs (except the 'hand' hit of the Gamma Quake). Iceman: Ice Beam. Iron Man: Unibeam, Repulsor Blast, Proton Cannon (except for the physical hit with the cannon barrel). Jill: Nothing Jin S.: Saotome Dynamite, Blodia Vulcan. Juggernaut: Earthquake Punch (except for 'hand' hit part). Ken M.: Hadoken. Magneto: E-M Disruptor, Magnetic Blast, both of his HCs. Marrow: Bone-merang, both HCs. M.Bison (Vega): Psycho Shot, Psycho Field, Psycho Explosion. Megaman (Rockman): Hyper Rockman. Morrigan: Soul Fist, Soul Eraser, Silhouette Blade. Psylocke: Psi-Thrust, Kochou Gakure. Rogue: Nothing Roll: Hyper Roll. Ruby Heart: Fant“me, Supremacion, Milles Fant“mes, Pare-tonn‰re, Tour de Magie. Ryu: Hadoken, Shinkuu Hadoken. Sabretooth: Armed Birdie, Hyper Armed Birdie. Sakura K.: Hadou Ken, Shinkuu Hadou Ken (either form). Sentinel: Plasma Storm. Servebot (Kobun): Kobun Fire. ShumaGorath: Mystic Stare. S. Samurai: Raimei Ken, Hyouga Ken, Homura Ken. Sonson: All her HCs. Spider-Man: Web Ball. Storm: Lightning Sphere. Strider H.: Formation B (If Ducked). Thanos: Death Sphere, all his HCs. Venom: Venom Rush, Death Bite. War Machine: Repulsor Blast. Wolverine: Fatal Claw. Zangief: Banishing Flat, Vodka Fire (in Mecha Zangief form). Abyss #1: Trident (splash part, not the actual trident), Blue Sparks, both HCs (Stomach Blast and Green Rain). Abyss #2: All of his attacks except the Green Bubbles. Abyss #3: The Ground Flames, Arm Pound Column, Horizontal Flames, and his Horizontal Flames SC. _________________________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ================================================================================== ============================================================================== 2) - About Iceman - ============================================================================== ------------------------------------------------------------------- ======================== - Iceman the Character - ======================== ------------------------------------------------------------------- (Thanks to www.marvel.com for this information) Real Name: Robert "Bobby" Drake Birthplace: (Fort Washington) Long Island, New York Height: 5'8" Weight: 145 lbs. Eyes: Brown Hair: Brown History: Bobby Drake discovered his mutant power to create ice while he was in his early teens, but kept it a secret from everyone except his parents. One night, however, Drake and his girlfriend, Judy Harmon, were attacked by a bully named Rocky Beasley and his friends. To save Harmon, Drake temporarily encased Beasely in ice. When they heard what had happened, the local townspeople thought Drake was the real menace. They formed a lynch mob who broke into his home and overpowered him. The local sheriff took Drake into custody for the boy's own protection. Meanwhile, Professor Charles Xavier learned what had happened and sent Cyclops, his only X- Man at the time, to contact Drake. Cyclops broke into Drake's cell, but when Drake refused to go with him, the two began fighting until they were caught by the lynch mob. Cyclops and Drake were about to be hanged when they broke free. Professor X used his mental powers to stop the mob, and afterwards to erase their memories of Drake's powers. The grateful Bobby Drake then accepted Xavier's invitation to join the X-Men and took the code name Iceman. He was the youngest of the original five X-Men. Recently, Emma Frost, the White Queen, took mental possession of Iceman's body and was able to activate the full extent of his powers, turning his body to all ice. Since then, under Frost's prodding, Iceman has learned to transform his body into its "ice" state on his own. Known Powers: Iceman has the ability to freeze, or unfreeze at will, without causing harm to himself. He can also create objects, structures, etc., out of unusually hard ice, by freezing the air around him. (For more info. check out www.marvel.com) -------------------------------------------------------------------- ================== - Iceman Cheap? - ================== -------------------------------------------------------------------- Why does everyone complain that Iceman is so cheap? Just because he has lots of cheese damage on his Icebeam? Or because he takes no guard damage from some attacks? What about the fact that he has hardly any specials? Or the fact that he takes damage like a wuss? Or his poor priority? I use Iceman as something I like to call, an "Anti-Cheese" character. He takes care of Cables and Dooms very nicely. The best thing about him, the thing that separates him from most other "cheese" characters, is that he doesn't have to be played that way to win. It's almost like he can't be cheesed, a good player shouldn't need cheese anyway. I think that's what Capcom had in mind when they designed him. -------------------------------------------------------------------- =================================== - Playing as the "Human Popsicle" - =================================== -------------------------------------------------------------------- Iceman is a good character for you to learn. Beginners can use his Ice Shield, and Icebeam to their advantage, while experts can be creative with some ways to air combo into his Arctic Attack. No matter how good you are, you should primarily go on defense when playing as Iceman. He requires a certain level of prediction as well as some decent skill in order to play him to his fullest extent. Defense, and keep away are two diff- erent things. Any idiot can throw Icebeams all day, but what if your opponent get's close to you? That's what I thought. A good Iceman player can probably whoop you without even using his specials. Even though they will play a big roll in playing Iceman, they aren't his only chance. ------------------------------------------------------------------- ============================== - The "Shake Off technique" - ============================== ------------------------------------------------------------------- The "Shake Off technique" is one of the must learns, in order to master Iceman. This really is not a technique, but the way that Iceman's basic, and special basic attacks should be used. This consists of using your basic attacks (or even your assists if you have the right ones) to shake your opp- onent off of you. A certain level of timing, as well as pred- iction, and accuracy are needed in order to successfully use this technique. You will use a different move for each situation. These are the situations you will use this in. Every situation has a move, and an assist that I will suggest that you use. * means this move is not really suggested. ** means this move is okay, but there are better choices. *** means that this is one of, if not the best choice, for this situation. There are reasons that Capcom programmed the assists into the game, your main character may not always be able to do the job alone. Jump ins: * Launcher ** Shake Off kick ***Anti-Air Assist Dash ins: *C. Fierce ** Dashing Assist. ***S. Roundhouse Standing, or close next to you: *** "Shake Off" combo (See "Combos" section) Corner trap attempts: (physical attacks only) ***Guard Push ______________________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =========================================================================== 3) -Abbreviations- =========================================================================== THC= Team Hyper Combo DHC= Delayed Hyper Combo QCF=Quarter Circle Forward QCB=Quarter Circle Back C.=Crouching (Ex: C.Fierce= Crouching Fierce) S.=Standing (Ex: S.Roundhouse= Standing Roundhouse) J.=Jumping (Ex: J. Short= Jumping Short) Launcher = C. Roundhouse For those of you who don't know: Jab= L Punch Short= L Kick Strong= M Punch Forward= M Kick Fierce= H Punch Roundhouse= H Kick A1= Assist 1 A2= Assist 2 _________________________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =========================================================================== 4)- Move List - =========================================================================== ------------------------------------------------------------------- ========================= - General Move Commands - ========================= ------------------------------------------------------------------- Dash: Press; Forward, Forward Backdash: Press; Back, Back Iceman's dash is quick, and goes the full length of the screen. Use if you don't wanna jump, or to start air combos, but be careful, 'cause you are left open for a second while you use it. Guard Push: (While Blocking) Press; both punches Use this to push away a combo-happy opponent. Super Jump: Press; down, then up (Do not HOLD down, before pushing up, simply tap it.) By doing this, you are enabled to jump almost twice as high as you normally could. Use this to get close, or to run away. Roll: Press; back, down/back, down Iceman doesn't really "roll" he "slides". You definately have to learn this, or you will be hit by many, OTG's (off the ground hits). Always use this after getting knocked into the air, to have a better chance of escaping more hits. Tag Out: Press; both Light, or both Hard attack buttons Depending on which one you press, your first, or second partner will come in. If you look at your lifebar, you will notice your two buddies' lifebars under yours. The one directly underneath you, is the one that will come in when you press both Light attacks. The one at the very bottom, is the one that will come in when you press both Heavy attacks. Note, that when you tag out, the partner you tagged in taunts, leaving him/her/it open to attack for a brief period. Snapback: Press; down, down/forward, forward + A1/A2 A light effect occurs, then Iceman throws his H Punch attack. Depending on which assist button you pressed, your opponent's 1st, or 2nd partner comes in, if it connects. In other words, you can control the order in which your opponent's team members fight. Since most opponents tag, after their main character is hurt, you can use this to bring the &@$+@^% back in! This wastes one super bar though, so don't abuse it. Tech Hit: Press; the direction towards your opponent (while being thrown) Mastery of this is very important. If you time this right, that voice will say "tech hit" and you will not go into throw stun. Very important, that you learn this, because some characters, such as Guile, Iceman, etc., can combo their throws. Team Counter: Press; Back, Down/Back, Down + A1/A2 While blocking an attack, this causes either your 1st partner (if you pressed Assist 1) or your 2nd partner (if you pressed Assist 2) to jump in, do their Variable Counter special attack, then you switch. It uses 1 hyper bar, but it's probably the safest way to switch. It also counters most attacks. Variable Counter (THC): Press; Both Assist Buttons All three of your team members perform their selected super. For most characters, the type of assist you select, determines the super that they will use in the Variable Counter (For Ex- ample, when you pick War-Machine's Anti-Air type, you get an Anti-Air super. When you pick his projectile type, you get a projectile super. Note: not this does not apply to all of the characters). This costs 3 super Bars. Taunt: Press: Start (Dreamcast: L Kick + Start) Iceman unfreezes, stands up straight, and says, "Yeah!", then he re-freezes, and assumes his stance. Don't do this too often, because you are left open while you use it. Try it after you're opponent misses with a super, or after the match if you don't like your win pose. Dis-respect: After you K.O. opponent, press start. If you win a match by K.O. with only one member of your team, you can press start, and hit them while they're down. For the most "dis-respect" (with Iceman) try one of these four things: - Get close to your opponent, and after score is showed, drop an L Kick Avalanche on them. - Hit them with an S.Rondhouse, and chain an Arctic Attack afterwards. - Jump, and shoot them with some Icebeams. - Hit them with this combo: C.Short, C.Roundhouse, J.Jab, J.Short, Punch Throw. (This one may take some practice to get used to, but once you do, it looks kind of cool) Also, if you don't like the win pose, press, start, and make up one of your own. ------------------------------------------------------------------ ================= - Basic Attacks - ================= ------------------------------------------------------------------ Most of Iceman's Basic attacks have poor priority. However some are fast and long reaching which can get you out of some sticky situations. ===================== - Standing Attacks - ===================== Jab - A "Kung-Fu" style type jab. The priority sucks, and the reach isn't much better. An ok poking move, but a better starter for ground chains. Strong - Iceman turns the end of his hand into a cone shaped form, and performs a spinning back fist. Best used in ground chains. You can combo an Arctic Attack off this. Fierce - Iceman turns the end of his back hand into a small version of the Ice Fist, and throws an overhead style haymaker punch. This is NOT an overhead, but you can combo an Arctic Attack off this as well. This can nullify some projectiles. Short - Like the S. Strong, Iceman turns the end of his foot into a cone shaped form of ice, and throws a standard sidekick. Excellent as a poking move, or to chain an Icebeam afterwards. Forward - Your basic head kick. This pushes the opponent fairly far away, making it good for shaking off your opponent. Roundhouse - Iceman pivots both of his feet as some of his "unusually hard" ice, shoots up from the ground in the opponent's direction. I've seen Iceman use this move in some of his comic books. It has excellent speed and reach, and can DESTROY smaller characters, because of the fact that it hits both high and low at the same time. This can stop dahers, and to a certain extent, jump ins. Use it to keep your opponent from getting too friendly, as an ender to a ground chain, or even to chain an Icebeam afterwards. The priority is so high, it actually beats out some projectiles. ====================== - Crouching Attacks - ====================== Jab - Iceman throws an elbow, which has the virtually same use as the S. Jab, but is even better at poking, because of the fact that Iceman is crouching when he performs it. Strong - Huh? Iceman stands up, with his knees slightly bent, and does his C. Jab. The only purpose it serves, is comboing, but I wouldn't advise it. Fierce - Iceman's sweep. He swings his back arm in a horizontal choplike motion, as more of that "unsually hard" ice is shot in the opponent's direction. A good sweep, basically, the crouching version of the S.Roundhouse. Short - Iceman kicks with his lower foot(while crouching). Good for poking, or for starting the "Shake-Off" combo. Otherwise, a pretty wussy kick. Forward - Same as the Short, but with a longer reaching animation. Like all other mediums in this game, this can only be used for comboing. Roundouse - Iceman does a hand stand while kicking at a up forward angle. This is Iceman's launcher. It aims at sort of an up-forward angle, as the animation suggests. Use it to start air combos. ======================= - Jumping Attacks - ======================= Jab - Iceman strikes you with his back hand. Basically a standard Jumping weak attack. Used mainly for air-combos, or to jump-in. However you should only use it for air-combos, since you have the beat punch for jump ins. Strong - Same as the Jab version, but only used in combos, and with different animation. Fierce - This time Iceman strikes with his front hand. This actually has good priority in the air, because of its reach, and because it charges you up for an Arctic Attack. But still, the shake-off kick is better. Short - Same as the standing version, only this time Iceman kicks at a downward angle. Good for jumping in, or for air-combos. Forward - Same as the short, with longer reaching animation. Used only in combos. Roundhouse - The animation is the same as the standing forward. Can be used as a combo ender, in air battles, or to jump in. =================== - Throws - =================== Punch throw: (when close) + H Punch. =========== Description: Iceman yells, "FREEZE", as he grabs his opponent, freezes them, and hurls them across the screen where they are still frozen. By far what I consider, the best throw in MvC2. In regular cases, the opponent is frozen enough for an Icebeam/assist to combo. In the rare case you corner the opp- onent and do it, it easily chains into a launcher, which of course leads to an Arctic Attack. You could also use the air version after a 2-hit air combo (SEE Various combos), land, and proceed to do another air combo into an ARctic Attack. Kick throw: (when close) + H Kick ========= Description: Iceman grabs his opponent by the head, and slams it into some jagged-looking Ice (Ouch!). The damage isn't all that high, and since the punch throw stuns the opponent, this move is pretty useless. ------------------------------------------------------------------ ========================= - Special Basic Attacks - ========================= ------------------------------------------------------------------ Iceman has 2 Special basic attacks Beat Punch: ========== (while airborne) Press down+H Punch Description: Iceman swings his arms in an axhandle like motion, and releases a very weak projectile. Useful for basically the same thing as a jump in, except Iceman himself doesn't actually touch his opponent. (This beats out a shoryuken, if you are far enough away when you use it) Shake off kick: ============ (while airborne) Press down+H Kick Description: The end of Iceman's leg changes form for a short moment, as he throws a kick at sort of an up-forward angle. Useful against opponents that are airborne opponents that are close to you, but not below you. This is Iceman's most dominant air-to-air attack at close range. ------------------------------------------------------------------ ================== - Special Moves - ================== ------------------------------------------------------------------ Iceman has 3 specials Ice Beam: motion-QCF+either punch ======== (when grounded or airborne) Description: Iceman simultaneously yells "ICE BEAM!", sticks his arms straight out, and shoots out a very fast beam projectile from his hands (obviously). The L Punch version shoots straight out, while the H Punch version shoots at an angle (upward if you're grounded, and downward if you're airborne). Probably Iceman's most useful special. On the ground you can use it in a beam war, or to knock an air borne "web ball", or "proton shot" abuser out of the air. In the air this gives Iceman HUGE range. Just be careful not get too predictable with it, 'cause anyone could easily jump over, or maybe even duck under, it and nail you. Avalanche: motion-QCF+either kick ========= (when grounded or airborne) Description: Iceman points his hand up, then brings it down as a giant ice ball falls from the sky. The L kick version falls almost directly infront of him, while the H Kick version lands on the other side of the screen, or close to it if you're grounded. I strongly suggest you jump before using this move, so you can drop it on your opponent, and recover on the way down. Especially useful on a block abuisng Iceman. After the shake-off kick, or your launcher connects you could try to combo it. Could be used as an anti-air counter, but you should have a good anti-air assist so use it insted. Something that I learned from playing the CPU, is that if you want to get guard damage from an Arctic Attack, first, drop an L Kick Avalanche on your opponent then cancel it into an Arctic Attack. Since your opponent will probably already be blocking the Avalanche, their only choice is to block the Arctic Attack. Of course, this should only be done at close range (if your want long range guard damage use the Icebeam, unless you're playing against Iceman). Otherwise pretend this move doesn't even exist. Ice Fist: motion QCB+either punch ====== (when grounded) Description: Iceman grabs his hand, and a small light effect occurs. When he lets go of his hand, there is a small Iceball created on it. The ONLY TIME you EVER use this is when fighting someone that is bigger, or stronger than you. All this does is adds damage to your H Punch attacks. After three hit's, the Iceball breaks, and you'll have to repeat the move again. Make sure you are safe when you use this move. ------------------------------------------------------------------- =============== - Hyper Combo - =============== ------------------------------------------------------------------- This is Iceman's only Hyper Combo. Arctic Attack: motion QCF+Both punches =========== (when grounded or airborne) Description: Iceman brings both of his arms up, and yells "Arctic Attack!!!" NEVER, EVER throw this out at random. It starts up way to slow, and you will only get guard damage if you're lucky (the Icebeam actually does more overall guard damage than this). Anyone can easily super jump over this and nail you if you miss. The only way to safely get all of the hits, is to combo into it (this includes using it as a DHC/THC ender). (See combos sec- tion [BELOW] to learn how to combo into this.) _________________________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ========================================================================== ========================================================================= ***************************************************************************************** 5)- Combos - ***************************************************************************************** ------------------------------------------------------------------------------------------ ----- ============================ - Intro to Iceman's Combos - ============================ ------------------------------------------------------------------------------------------ ----- Iceman is no combo machine. His combos are mainly used to either, shake your opponent off of you, or to set up the Arctic Attack. Some people have a hard time doing them. Well, here's some advice: First of all you have to get close. Do this by either dashing, or jumping in. The safest way to do this, is by jumping in with a beat punch, duck,(C. Short if you want an extra hit) launch, then proceed with the combo. If you've got guts, you can dash insted. A very common problem people have with air-combos are the combos themselves. By dashing in you can auto- super jump after the launcher, simply by pressing up. Dashing in however is risky, because you are left open for a second while you dash. Dashing can be predictable, and severely punished if you abuse it. However by doing it the "safe" way, people are faced with the problem of jumping after their opponent. Something I see alot, is people launching, then dropping an Avalanche on their opponent, in the attempt to jump after them. The key to air-combos, is control. After launching, let the control stick go to the center, then quickly press toward/up. True, it can be done by pressing straight up, but the aim of Iceman's launcher aims sort of at a diagonal angle so by pressing diagonally up you go with the launcher, rather than going against it. One more thing, (that I learned of ReCharred Sigh's Ryu FAQ) is that when facing smaller characters, such as Servebot, press the weak attack buttons slowly, wait almost half a second, this makes it easier to hit smaller targets. When facing larger characters, such as Juggernaut, press the buttons quickly, to get more hit's on a larger target. Keep in mind. That some of the power characters have super armor, and will not launch, unless they are hit at least once first. Anyway, these are the only combo's that you really need to know with Iceman. ------------------------------------------------------- ================ Basic Air Combo: ================ ------------------------------------------------------- C. Short, Launcher, J. Jab, J. Short, J. Strong, J.Forward, Arctic Attack!! You could dash in, but jumping in with a beat punch is safer. If you don't have the bar(s) for an Arctic Attack, or you just don't want to use it, it can be substituted with an Icebeam, or a Heavy attack. ------------------------------------------------------- ================== "Shake Off" combo: ================== ------------------------------------------------------- C. short, C. Forward, S. Roundhouse. This is part of the "Shake Off" technique mentioned earlier. It's RIDICULOSLY easy to pull off. You could also chain an Icebeam afterwards for more damage. Another must learn combo. ------------------------------------------------------- ========================= Air Combo, into a throw?: ========================= ------------------------------------------------------- Launcher, J.Jab, J. Short, -->H Punch (Air Throw) Personally, I love this combo! The damage is not too high, but it looks awsome! If your quick, you can chain another air combo into an Arctic Attack/Icebeam, before your opponent realizes what has happened. But because this ends in a throw, you'll have to wait about half a second in between the three air hits, and the throw. The reason for this being that the combo ends in a throw. Throws require you to hold forward, for a short time, and to be lined up perfectly with your opponent, in order to successfully be pulled off. If you're quick, you could add a J.Strong, and a J.Forward in between the two air hits and the throw. Don't get to predictible with the throw (opponents can easily tech. hit to escape predictable throws). ------------------------------------------------------- ============================= Iceman's killer ground chain: ============================= ------------------------------------------------------- Start with a J.Short, or J.Fierce, or Beat Punch, then; J.Forward, S.Short, S.Roundhouse, --> H Punch Icebeam This is an easy to do Iceman ground chain. You get 10 hits off of this combo, which is pretty good for a ground chain. You can also add in an S.Forward in between the S.Short, and the S.Roundhouse. But it's best, if you only do that in the corner. ------------------------------------------------------- ======================== Iceman's infinite combo: ======================== ------------------------------------------------------- For those of you who don't know what an infinite combo is, it just basically means that once you connect with a certain combo, you can repeat it over and over again, until your opponent is dead. Iceman has an infinite in the corner, and it goes like this: Jump in with a J.Short, now hold forward for a split second, but before your opponent can recover from the move stun of the J.Short, chain a punch throw. Now, while your opponent is stunned, repeat, as many times as you like! But, sadly, since there is a throw involved, your opponent can perform a tech. hit to escape. That's okay, 'cause since you are both in the corner, launch after the tech. hit and proceed into an air combo. ------------------------------------------------------- ============================= Iceman's Gruond to air combo: ============================= ------------------------------------------------------- Iceman does have a ground to air very similair to that of Cable's. It goes like this: Avalanche\/ c.short,c.roundhouse/\ sj.jab,sj.strong,sj.fierce throw,d.s.short,s.fierce-->Arctic Attack. Restrictions on this combo: 1)You must corner the opponent first. 2)The Avalanche must be done like the ground-to-air hyper viper beam.(down,down/forward,forward,up/forward+kick) 3)The Avalanche uses the light kick button. 4)The fierce throw is done when Iceman is the exact level as the opponent. Picture a horizontal beam that goes through Iceman's head and feet, and the opponent must be aligned in the same height. This one's mainly for show, because of the Avalanche's slow start-up. Looks very nice, and if you want, you can add the ice fist at the beginning, since it adds damage to the punches. (Thanks to ReCharred Sigh, and also, this time, to "The Kid", for this combo) _________________________________________________________________ _________________________________________ - Various Combos - _________________________________________ LP=Light Punch HP=Heavy Punch Ground Chains: ------- - S.Rounhouse -->HP Icebeam - S.Jab, S.Fierce -->LP Icebeam - S.Short, S.Fierce -->LP Icebeam - C. Short, S.Fierce -->LP Icebeam - C.Jab, S.Fierce -->LP Icebeam - S.Jab, S.Roundhouse -->HP Icebeam - S.Short, S.Roundhouse -->HP Icebeam - C. Short, S.Roundhouse -->HP Icebeam - C.Jab, S.Roundhouse -->HP Icebeam - S.Jab, S.Strong, S.Roundhouse -->HP Icebeam -S.Jab, S.Forward, S.Roundhouse -->HP Icebeam -C.Jab, S.Strong, S.Roundhouse -->HP Icebeam -C.Jab, S.Forward, S.Roundhouse -->HP Icebeam - S.Short, S.Strong, S.Roundhouse -->HP Icebeam -S.Short, S.Forward, S.Roundhouse -->HP Icebeam -C.Short, S.Strong, S.Roundhouse -->HP Icebeam -C.Short, S.Forward, S.Roundhouse -->HP Icebeam - S.Jab, S.Strong, S.Fierce -->LP Icebeam - S.Short, S.Strong, S.Fierce -->LP Icebeam - C. Short, S.Strong, S.Fierce -->LP Icebeam - C.Jab, S.Strong, S.Fierce -->LP Icebeam S.Jab, C.Strong, S.Fierce -->LP Icebeam - S.Short, C.Strong, S.Fierce -->LP Icebeam - C. Short, C.Strong, S.Fierce -->LP Icebeam - C.Jab, C.Strong, S.Fierce -->LP Icebeam - S.Jab, S.Forward, S.Fierce -->LP Icebeam - S.Short,S.Forward, S.Fierce -->LP Icebeam - C. Short, S.Forward, S.Fierce -->LP Icebeam - C.Jab, S.Forward, S.Fierce -->LP Icebeam - S.Jab, C.Forward, S.Fierce -->LP Icebeam - S.Short,C.Forward, S.Fierce -->LP Icebeam - C. Short, C.Forward, S.Fierce -->LP Icebeam - C.Jab, C.Forward, S.Fierce -->LP Icebeam - S.Jab, S.Strong -->Arctic Attack - S.Jab, S.Fierce -->Arctic Attack - S.Short, S.Forward -->Arctic Attack - S.Short, S.Fierce -->Arctic Attack - C. Short, S.Fierce -->Arctic Attack - C.Jab, S.Fierce -->Arctic Attack - S.Jab, S.Forward -->Arctic Attack - S.Short, S.Strong -->Arctic Attack S.Jab, S.Strong, S.Fierce -->Arctic Attack - S.Short, S.Strong, S.Fierce -->Arctic Attack - C. Short, S.Strong, S.Fierce -->Arctic Attack - C.Jab, S.Strong, S.Fierce -->Arctic Attack S.Jab, C.Strong, S.Fierce -->Arctic Attack - S.Short, C.Strong, S.Fierce -->Arctic Attack - C. Short, C.Strong, S.Fierce -->Arctic Attack - C.Jab, C.Strong, S.Fierce -->Arctic Attack - S.Jab, S.Forward, S.Fierce -->Arctic Attack - S.Short,S.Forward, S.Fierce -->Arctic Attack - C. Short, S.Forward, S.Fierce -->Arctic Attack - C.Jab, S.Forward, S.Fierce -->Arctic Attack - S.Jab, C.Forward, S.Fierce -->Arctic Attack - S.Short,C.Forward, S.Fierce -->Arctic Attack - C. Short, C.Forward, S.Fierce -->Arctic Attack - C.Jab, C.Forward, S.Fierce -->Arctic Attack Corner Combos: --------- - J.Short, Punch Throw, -->Arctic Attack - J.Short, Punch Throw, -->LP Icebeam - J.Short, Punch Throw, C.Short, C.Roundhouse, J.Jab, J.Short, J.Strong, J.Forward, -->Arctic Attack - J.Short, Punch Throw, C.Short, C.Roundhouse, J.Jab, J.Short, J.Strong, J.Forward, -->Icebeam - J.Short, Punch Throw, C.Short, C.Roundhouse, J.Jab, J.Short, J.Strong, J.Forward, -->J.Roundhouse - J.Short, Punch Throw, C.Short, C.Roundhouse, J.Jab, J.Short, J.Strong, J.Forward, -->J.Fierce More Air Combos: ----------- - Launcher , J.Jab, J.Forward, J.Strong -->HP Icebeam - Launcher, J. Jab, J.Forward/Short -->Arctic Attack - C.Short, Launcher , J.Jab, J.Forward, J.Strong -->HP Icebeam - C.Short, Launcher, J. Jab, J.Forward/Short -->Arctic Attack _________________________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ========================================================================= ========================================================================= **************************************************************************************** 6)- Assists - **************************************************************************************** ____________________________________ - What and how assists help Iceman - ____________________________________ (Thanks once again, to ReCharred Sigh for about 90% of this section) MVC2 is a game full of assists. There should always be at least one assist on the screen. Utilize assists to your advantage. There are 3 main ways to implement assists- *setting up combos *stopping offense-based attacks *distracting the opponent(so you can hammer em while they try to hammer your bud) Here is the complete list of different types of assists in MVC2: 1)=Capturing Attack Type= Description: Your partner jumps in, throws an unreliable projectile out, then taunts and jump out. The difference between this and the projectile assist is that when your projectile hits, the opponent is left stunned, or wrapped in whatever was thrown. Implementation: THE combo starter and lengthener. Attacks that usually don't combo without quirky startups can now combo off of these attacks(Arctic Attack), this also Get it to connect by the projectile crossup technique(see projectile type). More useful offensively by helping you set up your combos rather than def- ensive tactics preventing offensive rushes. You can also start a ground combo string, and call out this assist so that just when you hit the opponent with the standing fierce, the opponent is captured. Just remember, only one assist to one combo. Best version: Magneto's holds the opponent the longest for those attacks that seem impossible to combo, but Spiderman's is the easiest augmented, since it is most closest to a good projectile. Thanos's version is sort ot a com- bination of both. 2)=Ground Attack Type= Description: Your partner jumps in, performs his/her special attack that is stationed from the ground, and doesn't move anywhere. Sort of imagine a projectile attack from the ground that doesn't move anywhere.(Yoga Flame, for instance) Implementation: Not much to say, not many people have these attacks. Just have good judgement as to whether this assist will set up a combo(multi-hitting), stuff an offensive rush(good distance in attack/good startup), or just distract the opponent. Best version: Dhalsim has the best version, besides stunning the opponent long, opens combos up, and has great range. 3)=Expansion Type= Description: This is known in Japanese arcades as the "Moving Attack" type. Basically your partner moves slightly forward while attacking. They then taunt, and then move off the screen. Like a dash type, except with less speed moving forward. Implementation: More used as an offensive tool, in setting up super combos. There are many varieties, though, so realize which one is best. Best version: Akuma's Hurricane Kick is the best Expansion Type. His hurricane kick not only has high priority, it does great damage, and holds the opponent very long, so that many of your attacks will combo! Be very creative, and either launch after his attack into an air combo, or use this to set up an Arctic Attack! 4)=Dash Type = Description: Known as the "Rushing Attack" Type in Japanese arcades, your character jumps in, and does a dashing attack that in most cases, has high priority. They then taunt, then jump out. Implementation: A great substitute for the projectile type, this assist is great offensively and defensively. Many dash types can nullify projectiles, so it becomes great for stuffing offensive rushes. And in many cases, the opponent gets jacked into the air, enabling Iceman a free shot at an Icebeam. Best version: Sakura definitely has the best dash type. Hers goes full screen like Cammy's, but can also absorb projectiles like the Hulk! It also starts up even quicker than Captain America's!! That means she is a great assist! She can also hit people trying to cross up Iceman. 5)=Launcher Attack Type= Description: Your buddy jumps in, and does their launcher. They then taunt, and then jump out. Implementation: Useful for turning defense into offense, or confusing. Many launchers are good for antiair, with less range, so back up while calling out your character. If the opponent gets hit, follow up with an air combo. Just remember that you must press down, up instead of just up. Best version: I would guess Magneto has the best version. His launcher has really good priority and range. 6)=Anti-Air Type= Description: Your buddy jumps in, does an attack that has great priority and has good vertical range, but so-so horizontal range. They then taunt, and then jump out. Implementation: Perhaps your all time best defensive assist. This attack prevents your opponent from becoming too aggressive with jump-ins. Throw one out every time you think your launcher won't come out in time to snuff the jumper. To a certain extent, they are also good for stuffing dashers, just wait until the opponent is really close. Best version: I would have to say Dr.Doom has the best Anti-Air assist. There are so many ways you can use it. On defense it can be used to stop jumpers, or dashers, or even for keep away. On offfense, either use the projectile cross-up tech- nique (see projectile type), or as a shield, while you throw a barrage of att- acks out at your opponent! Cap.C's is decent, but the recovery is kind of slow. Blackheart also has a good one, but his is suprisingly better for keep away! 7)=Throw Assistance Type= Description: Your partner does a special attack that is usually unblockable(exceptions to Omega Red) and then taunts and jumps out. Implementation: Anti-turtler assist. In most cases, these types of assists allow no follow ups, and sometimes they are easily seen, but these attacks are great against the turtlers. Start a ground chain, and when you do your middle attack, call in the assist, then continue hammering away to not arouse suspicion. After your opponent throws the opponent, you may have a chance (slim as it is) to combo with an Icebeam. Best version: Zangief of course! The master of throws must use this assist to really en- hance Iceman's game! 8)=Ability Assistance Type= Description: There are many types of assist names for this type, including Power, Defense, Speed, etc. Your partner jumps in and presents to you an item that boosts your attributes in some way. After you receive the item, there will be green letters on Iceman that say "*name of power-up*- up." Implementation: This assist is most useful in helping Iceman when you need it. Obviously, use your common sense. Depending on what increase of strength you get, you should use it that way. In most cases, go offensive whenever you get one of these power-ups, since all of them help Iceman's offensive game. Best version: I would have to say that I think Amingo has the best ability type. It halves the damage that Iceman takes! (making up for his seemingly short lifebar) 9)=Recovery Assistance Type= Description: Known as the life assist, it basically works like the ability assistance type |
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