Hi I'm Higher-Jin
I know how hard it is to find information on low tier characters in MVC2 and actually for the most part you may have to find out alot of the info out yourself
I wanted to make a low tier thread so all the low tier players can come together and anyone curious enough to try out low tiers can get some good data.
In order to be succesful with low tiers you have to be willing to put more time into them you have to be more technical than most simply because alot of low tier characters have very specific strenghts and tend not to have stuff that is so easily exploited.
This guide/thread has alot of the basics:
- Stamina for each character
- How to mash throws properly
- Link to Joo's frame data that can help you find out just how useful your normals are
- A complete list of char-specific ways to avoid sentinel's unblockable during a super jump with low tiers
- Low tier rankings list (A tier list but confined only to low tiers) and yes I will take feed back and maybe even change the tier list
- Various Mvc2 system information you may not know about
VERY SOON TO COME:
- Character Specific comboes, strategies and mini-faqs
- I will try to find the best threads on specific characters from various msg boards and then have a list where each character has a thread(s) that have useful information
IMPORTANT: Please if you have anything to contribute please do so, feel free to post ideas, comboes, and tricks ect.
Now here is the information:
Stamina Tiers: (originally posted by magnetic hail in srk, but he did not make this)
the life bar is 143 points longs. The average jab does about 4-5 damage, and the average fierce does about 12-16. Dan's suicide move (Otoko Michi) takes off 100 points of damage. From highest to lowest, the stamina tiers run:
75%: (highest) Sentinel
81%: Colossus
87%: Blackheart, Hulk, Juggernaut, Zangief
93%: Captain America, Dr. Doom, Omega Red, Rogue*, Silver Samurai**,
Thanos, Tron Bonne
100% (average stamina) Amingo, Cable, Captain Commando, Charlie,
Cyclops, Gambit, Guile, Iron Man, Jin, M. Bison, Ruby Heart, Ryu,
Sakura, Venom, War Machine
106%: B.B. Hood, Chun-Li, Hayato, Jill, Ken, Magneto, Megaman,
Sabretooth, Spiral, Storm
112%: Cammy, Dan, Dhalsim, Felicia, Iceman, Pyslocke, Shuma Gorath
118%: Marrow, Morrigan, Sonson
125%: Anakaris, Spider-Man, Strider, Wolverine
137%: Akuma, Roll, Servbot, "Bone" Wolverine (aka Bonerine)
* Rogue takes 46% damage upon receiving "Defense Up" from her Power Drain.
** Silver Samurai takes 117% damage if he uses his lightning power-up once or twice. Should he use his lightning power-up three times in a row, his stamina will return to 93%. Silver Samurai takes 46% damage if he uses his ice power-up once, twice, or three times in a row.Silver Samurai takes 140%! upon using his fire power-up once, 117% after using it twice in a row, and after using it three times in a row, his stamina returns to 93%.
dunno who originally wrote that but i found it lying on my pc, i think from some site...
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Frame Data
and here is Joo's Mvc2 Frame Data
http://www.video-opera.com/features/mvc2/mvc2-joo.php
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Mvc2 Special Move Crossup "Glitch"
Here is another piece of information that is important to know:
Mvc2 Special Move "glitch"/property
It really isn't a glitch but it's important and it makes special moves work in a way you probably didn't think they did.
The Special Move property is something in marvel that really hurts special move cross ups (ken's command roll + assist, bison devil's reverse + assist ect.)
The rule is that you aren't considered on the other side (cross up) until the opponent's sprite turns around to face your character
another neat thing is using a cross up hurricane kick, you can't hit them with one normally but wait until their sprite turns around and then do one and you'll see it will hit.
Special Move Cross ups can still be used but they require specific timing and are alot slower becaue of this... this is just to help you out in case you decide to try to use something like this with your characters... however i wouldn't rely on this rule completely always test out your tactics and if you have two controls simply hold down+back on one control while you do your cross up
Pro Tip: If you can't get a friend to help you and you can't move your hands fast enough to test it out or do 2 controls at once
here is a good way to do it with 2 controls:
Do a move with one character, press pause with that control
then get the other control quickly press start on the first control then press start on the second control
now all you have to do is un pause on the control you now have (should be the second control) and do your move , or block or whatever.
This comes in handy because it's hard to press start on control 1 and then move on to control 2 and input a command at times.
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The Low Tier Rankings List (this is just personal opinion if you feel you want to correct me go ahead)
Tier 1
--Top--
Omega Red
Rogue
Dhalsim
Juggernaut (with glitch)
--Middle--
War Machine
Anakaris
Morrigan
Venom
--Low--
Colossus
Hulk
Son Son
Silver Samurai
Ice Man
Ruby Heart
Cammy
BB Hood
Wolverines (I'm not sure where to put them but they are at least 2nd tier)
Charlie (He is top second tier at least, you can put him up in 1st too)
Tier 2
--Top--
Marrow
Gambit
Bison
--Middle--
Spiderman
Jill
Hayato
Chun Li
Shuma
Amingo
--Low--
Strider (NO DOOM!)
Captain America
Sakura
Guile (he could be bumped to middle even just for his good match against sentinel)
Akuma
Ken
Ryu (I still think ryu is the worst of the 3 although i admit he is alot better than i thought if it wasn't for the HK glitch he'd prolly be the best.. maybe)
Tier 3
--Top--
Zangief
Servbot
Jin
Sabretooth
--Low--
Dan
Roll
(A space indicates i think that a character is better than another even though they are in the same category)
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Avoiding the Unblockable
Here is a quick list of low tier moves that can attempt to avoid the unblockable (this is for super jump mode)
Felicia: Wall Cling , Dp + K in the air
Mega Man: Wall Jump, Dp + Lp right before he lands on the laser, he's too short to be hit by the rocket punch on recovery.
Shuma Gorath: Mystic Smash
Wolverines: Dive Kick so they wont' know when you'll do a real super jump and it alters your decension, Drill Claw, Wall Jump
Thanos: Knee Dive , Do Air Tackle before the normal jump screen you can block afterwards
Dan: Do light kick kyaku to delay the landing, block afterwards
Guile: Flash Kick
Amingo: Onion Dash might work i'd do it before i get to the normal jump screen.
Ken: Don't think he has one, Upper cut might work right before the laser I'd suggest Hurricane Kick Over to him before then so he can't set it up.
Ryu: Hadouken to slow decent if he tries to rocket punch xxx shinkuu
War Machine: Air Dash/Smart Bomb/Fly xxx Unfly
BB Hood: Double Jump, Cock Tail before Laser does too
Son Son: Air Dash, Fierce DP into Stick Super, Air Monkey Projectile
Marrow: Missle Super Stops it Cold, Bone Rang, Double Jump
Silver Samurai: Air Projectile
Ruby Heart: Ball Special, Ball Super.
Sabretooth: Wall Jump
Charlie: Razor Kick before lazer
Akuma: Air Fire Ball, Dive Kick
Zangief: SPD in the air to mess up timing, Lariat before rocket punch might work.
Ice Man: Artic Attack, Ice Beam in the air to mess up timing, Ice Ball
Gambit: Air Kinetic Card to mess up timing
Anakaris: Air Curse to mess up timing , Coffins, Air Dash to mess up timing
Hayato: Diving Sword right before lazer should work, diving sword just to mix up timing
Jin: Dive Kick MIGHT work doubtful
Captain America: Shield Slash to mess up timing, Double Jump
Spider Man: Max Spider, Web Dash, Air FB to mess up timing, Wall Jump
Juggernaut: Splash might work
Bison HP Teleport should work, Scissor Kick, Flight mode/Fly xx Unfly
Morrigan: Upward Air Dash, Air FB to mess up timing, Dive
Sakura: Air Fire Ball To mess up timing, desperation Dashing Uppercut before laser
Venom: Hp venom Fang, Web Swing
Jill: Tackle before normal jump screen (she takes a while to recover but she does eventually)
Hulk: Air HP to mess up timing
Cammy: Double jump, Desperation HK cannon drill before lazer
Strider: Air Dp+ Punch move, Horizontal qcf+ attack move, double jump, wall jump
Rogue: Air Dash, maybe dive kick
Servbot/Roll: air fireball to delay
Chun: Lighning kicks to delay, triple jump, wall jump, air dash
Omega: qcf+ attack move, air dash foward before lazer press back before he cancels into rocket punch.
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Throw Mashing:
This is what Zaza told me in his wolverine thread
Quote
ONE of these days I'll get back to this thread properly. Until then, I'll answer Higher-Jin.
Usually, mashing (which SHOULD be called 'wiggling') is less in the buttons and more in the stick. This would be useful if everyone were southpaws, but since most people are right handed, they put more emphasis on the buttons.
When it comes to wiggling, "make the wood clack" is what I usually say (meaning: wiggle it fast and hard enough to knock the wood around the joystick). That's step one.
Step two is learning to respect a stick's neutral position. People that play P-groove or 3S know what I'm talking about here. You can't parry instantly by going from block to forward. Well, you can... but it requires a smooth motion from back-to-neutral-to-forward. An easier way is to operate in neutral. Most people operate their defense from the back or down-back position.
All in all, if you want to become a parry fiend (or are preparing to parry), then stay keen and watch for what's coming. Operate your defense from neutral to get them off steadily.
WHAT'S ALL THIS GOT TO DO WITH MARVEL, JOE??
Step two is: instead of making the wood clack (don't try to skip step one... make the wood clack first!), respect neutral and wiggle that way. The CPU will respond to the movements quicker if you wiggle with it in mind. In other words, step two is to NOT make the wood clack.
Now the BUTTONS are a different story. I have a theory about the buttons that works whenever I care to test it, but I rarely do. The only useful and systematic way to accelerate mashing with the buttons is a 'lil thing I call "rotation."
Take the four buttons your point attacks with. Start at LP and rotate clockwise (from LP to HP to HK to LK back to LP again). This can be done with your index (LP) to middle (HP) to ring (HK) to thumb (LK). One you're in that position, you can actually rotate clockwise or counter-clockwise. But it's what works best, depending on how fast you get rotations.
OF COURSE you can learn to "palm" the method and OF COURSE you can TRY to skip a button to increase rotation speed... all I'm trying to point out is that perhaps Capcom intended for its CPU to process the phenomena (which is actually our theory) of "random mashing" this way. I've always been about precision when it comes to fighting games... this is the most precise I've gotten when it comes down to it.
Don't take all this to the bank and expect me to be #1 MASHA!! It takes energy. Like I said before: sometimes I can do it well (damn well) and sometimes I can't. So :p
Anyway, hope that helped.
That about does it.
Post up about specific character and i'll prolly share any info i know and hopefully some people who play those characters will come in and post some strats aswell.
thanks for reading hope some peeps post up
This post was edited by trunksoul (04-26-2005 00:39 GMT, --- ago)
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