|
|
(34 intermediate revisions by 7 users not shown) |
Line 1: |
Line 1: |
| [[Image:Xmcota.jpg|right]] | | [[File:Header Resized 2.png]] |
| == Introduction ==
| |
| The first Marvel 2D fighting game made by Capcom. First released in Japanese arcades in December 1994, and US and Europe in January 1995.
| |
|
| |
|
| [[Image:Xmcotau001.png]]
| | {{Infobox Game |
| | | | gamename = X-Men: Children of the Atom |
| | | | abbreviation = XCOTA |
| Everything here is a Work In Progress --[[User:JedahsMinistry|JedahsMinistry]] 15:22, 18 June 2006 (CDT)
| | | image = Xmcota.jpg |
| | | | developer = Capcom |
| == Game Mechanics == | | | system = CP System II<br>JP: December 8, 1994<br>AS: December 17, 1994<br>NA: January 5, 1995<br>EU: March 31, 1995 |
| Be sure to read the : [http://sonichurricane.com/articles/sfnotation.html SF Notation Manual], as this game uses the standardized Capcom control scheme.
| | | system2 = Sega Saturn<br>JP: November 22, 1995<br>NA: April 6, 1996<br>EU: 1996 |
| | | | system3 = PC<br>NA: May 31, 1997<br>EU: 1997 |
| In addition to the usual mechanics and controls of Capcom fighting games at the time, all characters are capable of:<br>
| | | system4 = PlayStation<br>EU: February 1998<br>NA: February 1998 |
| -[[Glossary A-H#Dash|Dashes]] (tap toward 2x or 2 punches at the same time): Dashing adds momentum, which can add stun, change juggle arcs and make forward jumps go farther.<br>
| | | netcode = Rollback (via Fightcade) |
| -[[GlossaryI-Z#Super_Jump|Super Jumps]]/[[GlossaryI-Z#Super_Jump_Cancel|SJ Cancel]] (tap down, up quickly or 3 kicks at the same time)<br>
| | | resources = [https://www.fightcade.com Fightcade Official Website] |
| -[[Glossary A-H#Chain|Chain Combos]] (varies per character)<br> -[[Glossary A-H#Buffer|Normal-to-Special/Super Buffers]]<br>
| | | community = [https://discord.gg/e2pQFFj X-Men COTA community Discord server] |
| -[[GlossaryI-Z#Juggle|Juggles]]/[[Glossary A-H#Air Combo|Air Combos]]<br>
| | }} |
| -[[GlossaryI-Z#Super_Combo|Supers]]<br>
| |
| -[[Glossary A-H#Counter_Throw|Tech Hit/Safe Fall/Counter Throw]] (varies per character)<br>
| |
| -"Kara"/Empty/Whiff cancel their chains as well as cancel to SJ (more detail under basic)<br>
| |
| -Supers act as Guard Cancels (but few characters can use it as a "true" guard cancel)<br>
| |
| | |
| '''X-Power''': Many characters have an "X-Power up" that requires a minimum of Level 2/Orange to use. This usually grants an ability for a certain amount of time (flight/power up/armor/speed, varies per character). More details will be in the character sections. You also need it to tech hit.
| |
| | |
| | |
| '''Tech Hitting (Throw Escape/Safe Fall and Counter Throw):'''<br>
| |
| You need meter to tech hit. Orange(Level2) or blue right before it turns to orange, is the minimum required.<br> <br>
| |
| *A reliable method to tech hit is do DP/RDP motions while pianoing punches. Officially, it's "hold toward/back and press punch", but the former seems more reliable. Or when in doubt, mash.
| |
| <br><br>
| |
| Half of the cast can escape and take no damage, or take the first part of damage and then "safe fall" out of the rest; and the other half can counter throw which must be done immediately, they cannot safe fall.<br>
| |
| Escape/Safe fallers:<br>
| |
| *Cyclops, Wolverine, Omega Red, Spiral, Storm, Silver Samurai, Akuma
| |
| Counter throwers:<br>
| |
| *Colossus, Iceman, Psylocke, Sentinel
| |
| | |
| Note: Escape/Safe fallers can escape Omega Red's Coils, Counter Throwers cannot.
| |
| | |
| Some Tech tactics for safe fallers: A common tactic is to throw someone, and if you tech immediately, they will walk up and try to throw you again. One way to disrupt this is, instead of immediately teching, wait until they go for the first hit of the combo and try to tech after they've committed to a move. Ideally though, you'll just try and throw them first after they go to throw again.
| |
| | |
| | |
| '''Normal Jump Notes''':<br>
| |
| During a normal/regular jump, you are limited to two "normal" punches/kicks, whether they are chained or linked, unless the character has a modifier (double jump/air dash/flight and other certain x-specials*). Before, inbetween or after, you can also use one special move. During any of this, if you go into a state where you're not attacking or in recovery, you are able block if need be. You could block an attack, do an air move/special, then be able to block again when you recover. This is not the case in MSH and every game after, where once your block releases, you're vulnerable to hit.
| |
| <br>
| |
| -* Certain X-Specials are also allowed after everything, and Spiral's Sword Summons and Tosses can be used as many times possible during her regular jump arc.<br>
| |
| -Another Normal Jump limitation is all normal chains must "crossover", in that you cannot chain from punch to punch, or kick to kick. Only one to the other.
| |
| | |
| | |
| '''Knockdowns and Wakeups''':<br>
| |
| If you are knocked down, press toward or back and any attack to roll. You can also wakeup with a special attack or super. If you are hit on your back before you roll, it's important to note that once you get out of that hit animation, you STAND UP. If you are still attempting to roll (or do a wakeup attack) after being hit, there's a very good chance you'll eat another hit, should the opponent be attacking. Wakeup times (time until you can roll or wakeup move) vary per character, see [[Combo_Engine_Overview_(XMCOTA)#Throws|OTG times]] for more info.<br>
| |
| - Generally after a ground sweep attack, the opponent cannot be hit again until they've completed their "falling down" animation, and are flat on their backs. If the sweep manages to hit as a juggle (very situational) they'll be a window to hit them while they're still in the air, but once they start hitting the ground, the same rule applies.<br>
| |
| - After a throw where the opponent crashes into the ground, they can be OTG'd and the opponent will be in standing hitstun as you continue your combo. This is different from throw OTGs in later games, where continued hits will make them airborne. This only applies to hitting OTGs after throws.
| |
| | |
| | |
| '''Dizzy/Stun Factor''':<br>
| |
| If you take too many hits, whether comboed or not, you will spin out and be dizzy, completely open to attack. Your character's portrait near their health meters will tell you if you are in danger of being dizzied. Several attacks have more stun "power" than others, and if you take uncomboed hits from powerful moves back to back, you could end up dizzied "out of the blue" or yellow. If you get thrown alot in a short period of time, it will take very few hits to get dizzed.<br>
| |
| - Colossus and Sentinel have normals with extra dizzy power, and if they are the dizzying hit, the opponent will be dizzy on the ground (except Akuma, who has no ground dizzy animation).<br>
| |
| - Not all character "wake up" into dizzy the same way. Some bounce right up after the spinout, some go through their hit-the-floor animation then standup (more time for unique combo setups).<br>
| |
| - Mash the directions and buttons to recovery from dizzy faster. If you are Storm, you may note she stands up into a few frames of her regular stance. From here (and any point in her dizzy) she can Lightning Attack. Because it's not invincible it's not exactly a "get out of jail free" card.<br>
| |
| - Something to note about dizzy animations are hitbox changes. Omega Red for instance isn't as tall (eg Storm's s.HK which usually hits him, will now miss), Silver Samurai and the "forward leaning" frames of Psylocke's dizzies may make normals with an outward hitbox miss them (like Silver Sam's c.HP, if too close on these characters it will miss).<br>
| |
| - If a character recovers from a dizzy, or you break a combo not long after a dizzy to "reset" the damage scaling, the opponent is in a state where it takes them far longer than normal to become dizzy again. Some "resets" get around this faster than others.
| |
| | |
| '''Dash Bonus and Penalty''':<br>
| |
| A dashing normal attack inflicts extra hit stun compared to a standing one. The penalty for this is getting pushed further away from the opponent.<br>
| |
| Pushback/Slide distances vary per character and per opponent. Some might incur extra push penalties, Storm for example: Standing AND dashing, her jabs push her further away than most other characters (dashing especially) due to the bonus of her electric stun on hits.<br>
| |
| It does seem possible to lessen the pushback by crouching, which has the added bonus of lessening recovery for some characters, and outright cancelling recovery for a few.<br>
| |
| Dash momentum also changes the trajectory of juggle attacks, and can lengthen the distance of forward normal jumps.<br>
| |
| More detail to come in character pages.
| |
| | |
| | |
| '''Sudden Death Event''':<br>
| |
| Sudden Death occurs when the round score is tied, and a draw or double KO happened. You have 30 seconds to kill your opponent with one hit. It's important to note that NO CHIP KILLS can happen in Sudden Death, period. An opponent can block an entire super and it won't kill them.
| |
| | |
| '''Stages'''<br>
| |
| Several backgrounds not only affect combos, but the flow of the match as well. The most obvious would be the continually breaking floors in Spiral's stage at the start of the match. Objects that you crash into also effect combos. -[[Combo Engine Overview (XMCOTA)#Stage Influence|More on stages.]]
| |
| | |
| '''In Depth''':<br>
| |
| * [[Combo Engine Overview (XMCOTA)|Combo Engine Overview, Chain Combo Terminology and Damage Breakdown]]
| |
| | |
| == Basic Strategy ==
| |
| | |
| '''Super Meter Building:'''
| |
| Unlike all later Marvel games, you cannot build meter by whiffing normal attacks. Attacks must connect with the opponent (hit or blocked) to build meter. Whiffing specials on the other hand, does build meter. <br>
| |
| Most characters can't build any meter at all during X-Special power ups. Exceptions are: Flights, Psylocke's Ninjutsu images and Spiral's Invisibility. Iceman can build meter during the icefist with anything but his punches, until the fist breaks.<br>
| |
| | |
| '''Super Jump Canceling''':<br>
| |
| As in, cancel any normal attack into a super jump whether the attack hits or misses (in later games, you can only SJC if the attack hits). The ability to do this makes normal attack pokes very safe in many cases. Characters with good mobility options and good air specials can take even better advantage of this, rushing with normal pokes, SJ cancel and still keep the pressure on from the air in whatever way they can.
| |
| | |
| '''Whiff Canceling''':<br>
| |
| Characters with any-Punch-to-Kick and any-Kick-to-Punch chains are able to do things like: HK whiff cancel to LP or HP whiff cancel to LK, significantly reducing the "Harder" attack's recovery time. This can greatly aid poke/rush strings, and combos.
| |
| | |
| '''Guard Cancel Supers''':<br>
| |
| All supers ''can'' be used as guard cancels, but only a few characters have truly useful ones. Wolverine, Spiral, Colossus and Akuma (DP Super) are the most useful. Those supers could also be used as stuffs, but it's usually best to wait for the opponent to actually attack so you don't get baited. The rest of the cast's supers have too much startup time to be useful GC's, though Sentinel's may have some rare situational use (anti-air vs a low vital opponent).
| |
| | |
| '''Throw Tactics''':<br>
| |
| When anti-airing your opponent, if they block and land before you recover, you can be thrown. Even if you try to superjump out, there are still frames where you're in range to be grabbed if you do it too late.
| |
| | |
| '''Start of a Round''':<br>
| |
| For the first (roughly) 2 seconds of a round, no player can throw (except for "blockable" throw types like Colossus's Tornado Grab and Omega Red's Coil). The goal at the start of the first round in particular is to get meter, due to needing meter to tech hit throws.
| |
| | |
| == Advanced Strategy == | |
| '''Suki Cancelling''': A subset of SJ cancelling - the idea being you use the first frames (around 4ish) of a superjump where you are still considered on the ground; if you're holding back and there's a threat onscreen, you won't jump but instead will block.
| |
| | |
| '''Weight Classes''':<br>
| |
| * Feather - Storm, Spiral, Psylocke
| |
| * Light - Akuma, Wolverine
| |
| * Middle - Iceman, Cyclops
| |
| * Heavy - Omega Red, Silver Samurai
| |
| * Super-Heavy - Colossus, Sentinel
| |
| | |
| '''Corners''': Corners in this game are different sizes, with the right being "looser" than the left, meaning you can cross under your opponent (on purpose or accidentally), particularly during juggles and jumps. Crossovers can happen on the left somewhat rarely, but the left corner appears to have a bug where certain moves when performed "offscreen" (because you dashed underneath your jumping opponent and attacked so deep the hittable area of the move is as far left as it can go) will either be unblockable, or must be blocked fowards rather than backwards. This does not occur on the right side (unless you end up behind the opponent legit). This seems to be most noticeable with upwards-striking moves and vs large characters.
| |
|
| |
|
| | == Introduction == |
| | The first Marvel 2D fighting game made by Capcom. First released in Japanese arcades in December 1994, and US and Europe in January 1995. X-Men Children of the Atom would be the precursor to the Marvel VS. Series and influence how the mechanics would evolve in the later VS games! |
|
| |
|
| The top 5 lightest ''might'' all be in the same class, but I don't believe so. Weights may possibly be further broken down into an order (eg: everyone's a different weight even if it's by a little), but I'm not certain. <br>
| | Here's a beginner guide to help new players get started: |
| Pushback (how far the attacker gets pushed back after a ground hit, the opponent in hitstun is the variable) and ground hitstun length seem related to weight, with heavier characters having less of both.
| |
|
| |
|
| == Approximate Tier List ==
| | <youtube>https://www.youtube.com/watch?v=MVZYXlsclF4</youtube> |
| Based off of a tier list by Spider-Dan, with some alterations, pertains to Version 3.00<br>
| |
| '''Top'''<br>
| |
| Wolverine, Omega Red, Sentinel, Colossus<br>
| |
| '''Mid'''<br>
| |
| Cyclops, Psylocke, Iceman <br>
| |
| '''Low'''<br>
| |
| Silver Samurai, Spiral, Storm<br>
| |
| '''Broken'''<br>
| |
| Akuma, due to blockstun infinites (without that, he'd be mid at best)
| |
|
| |
|
| == Game Versions == | | ==The Characters== |
| | {| |
| | |- |
| | ! |
| | ! |
| | ! |
| | |- |
| | | |
| | | |
| | <div class="row"> |
| | <div class="cell portrait">[[Image:XCOTA_Storm_Face.png|165px|link=X-Men:_Children_of_the_Atom/Storm |Storm]]</div> |
| | <div class="cell portrait">[[Image:XCOTA_Cyclops_Face.png|165px|link=X-Men:_Children_of_the_Atom/Cyclops |Cyclops]]</div> |
| | <div class="cell portrait">[[Image:XCOTA_Wolverine_Face.png|165px|link=X-Men:_Children_of_the_Atom/Wolverine | Wolverine]]</div> |
| | <div class="cell portrait">[[Image:XCOTA_OmegaRed_Face.png|165px|link=X-Men:_Children_of_the_Atom/Omega Red | OmegaRed]]</div> |
| | <div class="cell portrait">[[Image:XCOTA_Sentinel_Face.png|165px|link=X-Men:_Children_of_the_Atom/Sentinel | Sentinel]]</div> |
| | </div> |
|
| |
|
| * [[CPS2 (XMCOTA)|Arcade (CPS2)]]
| | <div class="row"> |
| * [[PC (XMCOTA)|PC]]
| | <div class="cell portrait">[[Image:XCOTA_Iceman_Face.png|165px|link=X-Men:_Children_of_the_Atom/Iceman | Iceman]]</div> |
| * [[Playstation (XMCOTA)|Playstation]]
| | <div class="cell portrait">[[Image:XCOTA_Colossus_Face.png|165px|link=X-Men:_Children_of_the_Atom/Colossus | Colossus]]</div> |
| * [[Sega Saturn (XMCOTA)|Sega Saturn]]
| | <div class="cell portrait">[[Image:XCOTA_Psylocke_Face.png|165px|link=X-Men:_Children_of_the_Atom/Psylocke | Psylocke]]</div> |
| | <div class="cell portrait">[[Image:XCOTA_SilverSamurai_Face.png|165px|link=X-Men:_Children_of_the_Atom/Silver Samurai | SilverSamurai]]</div> |
| | <div class="cell portrait">[[Image:XCOTA_Spiral_Face.png|165px|link=X-Men:_Children_of_the_Atom/Spiral | Spiral]]</div> |
| | </div> |
|
| |
|
| == The Characters == | | <div class="row"> |
| * [[Image:20%.gif]] [[Akuma (XMCOTA)|Akuma]]
| | <div class="cell portrait"></div> |
| * [[Image:40%.gif]] [[Colossus (XMCOTA)|Colossus]]
| | <div class="cell portrait"></div>[[Image:XCOTA_Juggernaut_face.png|140px|center|link=X-Men:_Children_of_the_Atom/Juggernaut | Juggernaut]] |
| * [[Image:20%.gif]] [[Cyclops (XMCOTA)|Cyclops]]
| | <div class="cell portrait">[[Image:XCOTA_Akuma_Face.png|165px|link=X-Men:_Children_of_the_Atom/Akuma | Akuma]]</div> |
| * [[Image:20%.gif]] [[Iceman (XMCOTA)|Iceman]]
| | <div class="cell portrait"></div> |
| * [[Image:50%.gif]] [[Omega Red (XMCOTA)|Omega Red]]
| | </div> |
| * [[Image:50%.gif]] [[Psylocke (XMCOTA)|Psylocke]]
| | </div> |
| * [[Image:50%.gif]] [[Sentinel (XMCOTA)|Sentinel]]
| |
| * [[Image:20%.gif]] [[Silver Samurai (XMCOTA)|Silver Samurai]]
| |
| * [[Image:50%.gif]] [[Spiral (XMCOTA)|Spiral]]
| |
| * [[Image:40%.gif]] [[Storm (XMCOTA)|Storm]]
| |
| * [[Image:20%.gif]] [[Wolverine (XMCOTA)|Wolverine]]
| |
|
| |
|
| | {{Navbox-XCOTA}} |
| [[Category: X-Men: Children of the Atom]] | | [[Category: X-Men: Children of the Atom]] |