Marvel VS Capcom 2



The basics Marvel VS Capcom 2 can be learned in about a day, but it takes years to master this complex game. This brief guide will attempt to give you a leg up on the steep learning curve. It is assumed that you already have a basic understanding of the game mechanics. Furthermore, it is advised that a joystick is used to practice on instead of the traditional dpad. These strategies can be practiced in training mode but it is also necessary to play against a human opponent.

INFINITES

A video featuring an infinite performed by each of the characters in MVC2.

Let’s start with the “easiest” infinite in the game: Iron Man’s infamous 4 hit normal jump infinite. The combo is simply holding up-forward and inputting j.lp j.lp j.lk j.hp. The set up for this infinite can take dozens of forms but the idea is always the same: to catch the opponent at just the right height. Any anti-air assist will work will for this purpose but the easiest by far would be Psylocke’s anti-air assist. Stand close to the opponent and hit them with a simple lp, mp + call Psylocke at the same time. Then simply jump up and input the j.lp j.lp j.lk j.hp while holding up-forward. Don’t worry if you drop the opponent many times, it will take time to get the rhythm down. Take a look at this video and study the timing:

Remember that practice makes perfect.

Although every character does have an infinite, many are so complex that they are impractical in a real match. Iron Man, Magneto, Storm, and Strider are characters who have "practical" infinites. Practical infinites are easy to set up and should be easy to moderately difficult to continue. A player who knows how to use infinites becomes a lot more dangerous of an opponent. You want to be dangerous.

RESETS & MIX UP

Have you noticed that the longer your combo is, the less "effective" it seems to be? That is due to the "damage scaling" implemented in the MVC2 fighting engine. After the first 3 hits in a combo, every subsequent hit does progressively less damage. After about 15 hits, each attack will only take away 1 hit point from your opponent. So how do advanced player solve this problem? Easy, the simply end the combo they are doing and then immediately try to start a new combo – thus they “reset” the combo counter and the damage scaling. Here is a video of “Romneto” using resets to get a perfect game:

BrettH123 uploads many MVC2 videos.


GUARD BREAKS OR UNBLOCKABLES

Guarding against an opponent’s attack is as simple as holding the opposite direction, and occasionally crouching to block low attacks. Yet at certain time it an opponent’s guard can “broken” and be left vulnerable to a combo, a super, or worse – an infinite. So how does a guard break work? It relies on what some consider a flaw in the game. That flaw is that any character that is in the “normal jump state” is allowed only one action. And guarding an attack is considered an action, so any character can only guard once during a normal jump. To perform the guard break against your opponent you have to make them guard an attack at the peak of their jump state. Then, after a brief pause, follow up with any attack(although it is advisable that you either do a combo that ends with a super or try going into an infinite). The easiest set up is to attack an opponent that is coming in from the side of the screen, either after they lost their point character or after they got snapped out. Here is a great video by Dj-B13that demonstrates guardbreaking or unbloackables:

Wow, just WOW.


MORE TO COME

If you learn what is described in the sections above you will be a much better player. You might also realize that there are a lot more things you need to learn. More will be added to this section so you can take your game to the next level. In the mean time master the concepts that are already presented and experiment on your own, you never know when you will discover the next great infinite!