Marvel vs Capcom 2/Esoterics: Difference between revisions

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The purpose of this page is to describe system mechanics that cause edge-case or niche scenarios, or otherwise group information about gameplay that doesn't become relevant very often when discussing the game.
The purpose of this page is to describe system mechanics that cause edge-case or niche scenarios, or otherwise group information about gameplay that doesn't become relevant very often when discussing the game.


== Flying screen ==
====Defense Modifiers====
Each character has a unique defense modifier that determines how much damage they take from attacks.  For example, Akuma takes 137% damage from attacks (ie 37% extra damage), while Sentinel takes 75% damage (ie 25% reduced damage).  Each character's defense modifier is displayed below:


This term describes a camera positioning mechanic in the Capcom Versus games. Specifically when the Flying Screen is activated, the camera follows the character being hit in the combo. The only moves the other player can use are jumping, walking, crouching, and magic series. Anything else, such as special moves, dashing, super jumps, assists, rolling, or tagging, are disabled. If the camera focuses off of the attacking character, they will dash back into the screen from the side they disappeared.
{| class="wikitable"
!Damage % !! Characters
|-
|75% || Sentinel
|-
|81% || Colossus
|-
|87% || Blackheart, Hulk, Juggernaut, Zangief
|-
|93% || Captain America, Dr. Doom, Omega Red, Rogue*, Silver Samurai*, Thanos, Tron Bonne
|-
|100% (normal) || 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, Psylocke, Shuma-Gorath
|-
|118% || Marrow, Morrigan, Sonson
|-
|125% || Anakaris, Spider-Man, Strider, Wolverine
|-
|137% || Akuma, Roll, Servbot, Wolverine (Bone)
|}


Most hyper combos activate a flying screen, but moves such as Hulk's HCB+P grab also does it.
== Flying Screen ==
This term describes a camera positioning mechanic in the Capcom Versus games. Specifically when the Flying Screen is activated, the camera follows the character being hit in the combo. The only moves the other player can use are jumping, walking, crouching, and magic series. Anything else, such as special moves, dashing, super jumps, assists, rolling, or tagging, are disabled. If the camera focuses off of the attacking character, they will dash back into the screen from the side they disappeared. Most hyper combos activate a flying screen, but moves such as Hulk's HCB+P grab also does it.
 
=== Flying Screen Deterioration ===
Section to be written.


== Hitstun ==
== Hitstun ==
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** '''Ground hitstun:''' The hitstun state entered when a character is hit during a ground state.
** '''Ground hitstun:''' The hitstun state entered when a character is hit during a ground state.
** '''Air hitstun:''' The hitstun state entered when a character is hit while in (or into) an air state. At the end of air hitstun, the character will usually perform a little flip and enter Super Jump state.  This is not the same as when a character gets knocked all the way to the ground by Flying Screen.
** '''Air hitstun:''' The hitstun state entered when a character is hit while in (or into) an air state. At the end of air hitstun, the character will usually perform a little flip and enter Super Jump state.  This is not the same as when a character gets knocked all the way to the ground by Flying Screen.


=== Characteristics ===
=== Characteristics ===
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Attacks on the ground generally send the opponent away from the attacker while attacks in the air usually send them upwards. A handful of attacks send the opponent in unusual directions, like [[Juggernaut (MvC2)|Juggernaut's]] Headcrush and [[Shuma-Gorath (MvC2)|Shuma-Gorath's]] Mystic Smash, which send backwards on hit. Generally weak and heavy attacks result in small and large magnitude of directional velocity respectively.
Attacks on the ground generally send the opponent away from the attacker while attacks in the air usually send them upwards. A handful of attacks send the opponent in unusual directions, like [[Juggernaut (MvC2)|Juggernaut's]] Headcrush and [[Shuma-Gorath (MvC2)|Shuma-Gorath's]] Mystic Smash, which send backwards on hit. Generally weak and heavy attacks result in small and large magnitude of directional velocity respectively.
If a character is in a knockback-type hitstun, they stop being in hitstun [https://youtu.be/1--fIlGmYmc?si=ed8uSV7p04s5g0gE&t=3161 once they bounce off] of the floor. They become airborne and actionable (they can block!). If the hitstun ends before they bounce, they'll simply land standing instead.


=== Weight Classes ===
=== Weight Classes ===
There are [https://youtu.be/1--fIlGmYmc?si=woIT8UuQf_eSqpuD&t=2979 4 weight classes] in the game. [[Blackheart (MvC2)|Blackheart]], [[Juggernaut (MvC2)|Juggernaut]], and [[Sentinel (MvC2)|Sentinel]] share a weight. [[Hulk (MvC2)|Hulk]] is in his own weight class. Every other character is the same weight, except [[Servbot] (MvC2)|Servbot]], who is lighter. In most cases, hitstun is the same regardless of weight, but sometimes [https://youtu.be/1--fIlGmYmc?si=6eVwpRIRdJHKt33_&t=3038 weight plays a factor]. Within the same weight classes, character height can result in different sequences (not) working. Certain throws take weights one step further, and can [https://youtu.be/1--fIlGmYmc?si=-F44e94M52ZCOsy2&t=3151 vary in results] between characters. Spider-Man's Web Throw sends Blackheart and Sentinel different distances, despite sharing a weight.
There are [https://youtu.be/1--fIlGmYmc?si=woIT8UuQf_eSqpuD&t=2979 4 weight classes] in the game. [[Blackheart (MvC2)|Blackheart]], [[Juggernaut (MvC2)|Juggernaut]], and [[Sentinel (MvC2)|Sentinel]] share a weight. [[Hulk (MvC2)|Hulk]] is in his own weight class. Every other character is the same weight, except [[Servbot] (MvC2)|Servbot]], who is lighter. In most cases, hitstun is the same regardless of weight, but sometimes [https://youtu.be/1--fIlGmYmc?si=6eVwpRIRdJHKt33_&t=3038 weight plays a factor]. Within the same weight classes, character height can result in different sequences (not) working. Certain throws take weights one step further, and can [https://youtu.be/1--fIlGmYmc?si=-F44e94M52ZCOsy2&t=3151 vary in results] between characters. Spider-Man's Web Throw sends Blackheart and Sentinel different distances, despite sharing a weight.
=== The Floor ===
If a character is in a knockback-type hitstun, they stop being in hitstun [https://youtu.be/1--fIlGmYmc?si=ed8uSV7p04s5g0gE&t=3161 once they bounce off] of the floor. They become airborne and actionable (they can block!). If the hitstun ends before they bounce, they'll simply land standing instead.
===== Character-specific hurtbox and collision quirks =====
Different characters have different hurtboxes and collision boxes, and depending on their size, there are some instances where they can be hit before they transition into knockdown states. This can lead to some character-specific combos. Here are some [https://youtu.be/1--fIlGmYmc?si=G6fKDe9m8Q7zniOz&t=3195 examples of ] characters that can get hit when others typically wouldn't be hit.


== Suki Cancel ==
== Suki Cancel ==
A "Suki Cancel" is the act of cancelling a normal attack into a superjump then immediately cancelling that superjump into a block.  It is only possible if there is something onscreen causing your character to block.  The easiest way to do this in the Training Room is to have the other player perform Guile Somersault Kick THC glitch (or the Ruby Heart Ghost glitch).
A "Suki Cancel" is the act of cancelling a normal attack into a superjump then immediately cancelling that superjump into a block.  It is only possible if there is something onscreen causing your character to block.  The easiest way to do this in the Training Room is to have the other player perform Guile Somersault Kick THC glitch (or the Ruby Heart Ghost glitch).


Suki Cancelling is not typically useful, but can be used in combo videos to perform normally impossible moves.  It can also be used to charge meter very quickly, as you are able to cancel moves earlier than normal.
Suki Cancelling is not typically useful, but can be used in combo videos to perform normally impossible moves.  It can also be used to charge meter very quickly, as you are able to cancel moves earlier than normal.


== Unblockable moves ==
===Suki Cancelling===
[https://youtu.be/1--fIlGmYmc?si=UAe2EYBJaitly_O6&t=3261 Super Jump Guard Cancelling] (SJGC), also known as [https://www.youtube.com/watch?v=fUi3sIjjGE8 Suki Cancelling] is the act of cancelling your Super Jump by entering the blocking state. For example, Dr. Doom's cr.HK can be Super Jump Cancelled (SJCd) before it finishes, without even hitting anything. If there is something on screen that can cause him to block, he can do cr.HK > super jump up-backwards (cancel the sweep with super jump, and cancel the super jump with pre-block and stay grounded) repeatedly to get meter very quickly. It isn't particularly common, but it can [https://youtu.be/fUi3sIjjGE8?si=AvcEWOg52vWtSlfm&t=80 come in clutch mid-match] or even [https://youtu.be/1--fIlGmYmc?si=0zqhL0cuu1MucQPX&t=3372 allow some otherwise impossible combos]!
 
===Guard Stiffness===
Section to be written.


Sentinel's Fierce mouth beam, Doom's crouching HK, and Cable's fourth bullet. Unblockables are not blockable if they collide with your hitbox. These are discrete from cross-ups - there are many cases in Marvel where characters face opposite to their screen positions (for example, Magneto air dashing over a character will not have where he is facing reset until he lands) which thus create very hard to block cross-ups.
====Snap oddities====
The A2 snap back causes strange effects for some characters:
*Gambit does A2 snap back and right after a Cajun Strike (make sure he goes to the left wall) and he’ll fly out of the screen.
*Ruby Heart does a phantom and before it comes out does a snap back (a2) and if the phantom doesn’t hit anyone it will cause the other person to go into block animation even when there is nothing on screen.


There are DHC unblockables that work when you are using a character whose super flash doesn't cause the other person to block. After the initial superflash you must DHC very quickly into someone like Iron-Man or Morrigan. Iron-Man's Proton Cannon is instant when you DHC into it so if the person wasn't block they're going to get hit and since there wasn't anything to block in the first place it's unblockable.
There is a bug that happens with Snap Backs with the A2 button, where if you counter with assist two while the 'x' is still on your name you will disappear and hop back (the animation of a counter) as if you were leaving but instead stay on screen in addition to that you become invisible and semi-invincible. A general rule for invisibility is that you have it as long as your character doesn’t come back to standing animation after doing a move. So say you were Doom and you were invisible and you did his S.LP after the move was finished he would go into standing animation and that is when he will be visible. Also, jumping requires you to go through standing animation so it will cause become visible. As for the semi-invincibility, some characters are safe from being hit low or high, and some characters, both. The characters that have immunity from high and low attacks can only be hit if they move and turn visible again or if the other character causes them to turn around.
Snap backs can cause things to hit more than they should. For instance Cyclops does a LP Optic Blast and right before it hits the other character performs a snap back, if timed right the Optic Blast will hit more than it should. A snap back kills frames and this affects characters in strange ways some will lose the frames of when their move hits others will get extra hits for their moves.  


== Mash moves ==
====Super Flash Glitch====
Work in progress, for now: follow this link [https://zachd.com/mvc2/data/mashing.html table of mashable moves].
During the super flash screen the game pauses characters for about four frames but projectiles advance.  This four frame kill most notably lets [https://www.youtube.com/watch?v=LgVEnzeJ95A Magneto combo hyper grav into Magnetic Tempest].  Additionally, if the super flash starts on exactly the frame that an assist hits, [https://youtu.be/tjUpzgppc6Q  that assist will hit twice]. ([https://archive.supercombo.gg/t/wierd-glitch-i-found-in-mvc2-commandos-aa-hits-twice-in-a-combo-for-2x-the-damage/9110 Further discussion on SRK.])


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Revision as of 10:47, 4 July 2024

The purpose of this page is to describe system mechanics that cause edge-case or niche scenarios, or otherwise group information about gameplay that doesn't become relevant very often when discussing the game.

Defense Modifiers

Each character has a unique defense modifier that determines how much damage they take from attacks. For example, Akuma takes 137% damage from attacks (ie 37% extra damage), while Sentinel takes 75% damage (ie 25% reduced damage). Each character's defense modifier is displayed below:

Damage % Characters
75% Sentinel
81% Colossus
87% Blackheart, Hulk, Juggernaut, Zangief
93% Captain America, Dr. Doom, Omega Red, Rogue*, Silver Samurai*, Thanos, Tron Bonne
100% (normal) 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, Psylocke, Shuma-Gorath
118% Marrow, Morrigan, Sonson
125% Anakaris, Spider-Man, Strider, Wolverine
137% Akuma, Roll, Servbot, Wolverine (Bone)

Flying Screen

This term describes a camera positioning mechanic in the Capcom Versus games. Specifically when the Flying Screen is activated, the camera follows the character being hit in the combo. The only moves the other player can use are jumping, walking, crouching, and magic series. Anything else, such as special moves, dashing, super jumps, assists, rolling, or tagging, are disabled. If the camera focuses off of the attacking character, they will dash back into the screen from the side they disappeared. Most hyper combos activate a flying screen, but moves such as Hulk's HCB+P grab also does it.

Flying Screen Deterioration

Section to be written.

Hitstun

Terminology

Certain terms will be defined in this article to accurately describe and simplify the content. If these terms differ from commonly accepted terms, please edit them accordingly.

  • Actionable state: a state where a character can move and attack freely.
  • Hitstun: The state a character enters after being hit by an attack. There are many different kinds: some knock down, others launch at different heights or angles.
    • Ground hitstun: The hitstun state entered when a character is hit during a ground state.
    • Air hitstun: The hitstun state entered when a character is hit while in (or into) an air state. At the end of air hitstun, the character will usually perform a little flip and enter Super Jump state. This is not the same as when a character gets knocked all the way to the ground by Flying Screen.

Characteristics

Hitstun disables action

Hitstun is a state where a character cannot perform any action. Hitstun and its animations are dependent upon the attack received by a character from the opponent. For example, jabs generally produce very short stun and mild hit reel animation where an opponent recovers almost immediately, while heavy attacks generally produce longer stun and a more exaggerated hitstun animation. If a character is in hitstun, subsequent hits during their hitstun will start combos, and the combo count even increases if the original target is no longer being hit, but someone else (an assist) is.

Hitstun moves the character

A character in hitstun also inherits a directional velocity from the opponent's attack. Under most circumstances, the attacker will also be pushed back, but this is not always the case (FSD) This directional velocity may override the velocity of a character entirely, or may simply alter the characters current velocity. In the case of air combos, the hits performed apply a slight velocity in the direction the attacker is going (in addition to the inherent properties the attack has), as a way to keep combos stable.

Attacks on the ground generally send the opponent away from the attacker while attacks in the air usually send them upwards. A handful of attacks send the opponent in unusual directions, like Juggernaut's Headcrush and Shuma-Gorath's Mystic Smash, which send backwards on hit. Generally weak and heavy attacks result in small and large magnitude of directional velocity respectively.

If a character is in a knockback-type hitstun, they stop being in hitstun once they bounce off of the floor. They become airborne and actionable (they can block!). If the hitstun ends before they bounce, they'll simply land standing instead.

Weight Classes

There are 4 weight classes in the game. Blackheart, Juggernaut, and Sentinel share a weight. Hulk is in his own weight class. Every other character is the same weight, except [[Servbot] (MvC2)|Servbot]], who is lighter. In most cases, hitstun is the same regardless of weight, but sometimes weight plays a factor. Within the same weight classes, character height can result in different sequences (not) working. Certain throws take weights one step further, and can vary in results between characters. Spider-Man's Web Throw sends Blackheart and Sentinel different distances, despite sharing a weight.

Suki Cancel

A "Suki Cancel" is the act of cancelling a normal attack into a superjump then immediately cancelling that superjump into a block. It is only possible if there is something onscreen causing your character to block. The easiest way to do this in the Training Room is to have the other player perform Guile Somersault Kick THC glitch (or the Ruby Heart Ghost glitch).

Suki Cancelling is not typically useful, but can be used in combo videos to perform normally impossible moves. It can also be used to charge meter very quickly, as you are able to cancel moves earlier than normal.

Suki Cancelling

Super Jump Guard Cancelling (SJGC), also known as Suki Cancelling is the act of cancelling your Super Jump by entering the blocking state. For example, Dr. Doom's cr.HK can be Super Jump Cancelled (SJCd) before it finishes, without even hitting anything. If there is something on screen that can cause him to block, he can do cr.HK > super jump up-backwards (cancel the sweep with super jump, and cancel the super jump with pre-block and stay grounded) repeatedly to get meter very quickly. It isn't particularly common, but it can come in clutch mid-match or even allow some otherwise impossible combos!

Guard Stiffness

Section to be written.

Snap oddities

The A2 snap back causes strange effects for some characters:

  • Gambit does A2 snap back and right after a Cajun Strike (make sure he goes to the left wall) and he’ll fly out of the screen.
  • Ruby Heart does a phantom and before it comes out does a snap back (a2) and if the phantom doesn’t hit anyone it will cause the other person to go into block animation even when there is nothing on screen.

There is a bug that happens with Snap Backs with the A2 button, where if you counter with assist two while the 'x' is still on your name you will disappear and hop back (the animation of a counter) as if you were leaving but instead stay on screen in addition to that you become invisible and semi-invincible. A general rule for invisibility is that you have it as long as your character doesn’t come back to standing animation after doing a move. So say you were Doom and you were invisible and you did his S.LP after the move was finished he would go into standing animation and that is when he will be visible. Also, jumping requires you to go through standing animation so it will cause become visible. As for the semi-invincibility, some characters are safe from being hit low or high, and some characters, both. The characters that have immunity from high and low attacks can only be hit if they move and turn visible again or if the other character causes them to turn around. Snap backs can cause things to hit more than they should. For instance Cyclops does a LP Optic Blast and right before it hits the other character performs a snap back, if timed right the Optic Blast will hit more than it should. A snap back kills frames and this affects characters in strange ways some will lose the frames of when their move hits others will get extra hits for their moves.

Super Flash Glitch

During the super flash screen the game pauses characters for about four frames but projectiles advance. This four frame kill most notably lets Magneto combo hyper grav into Magnetic Tempest. Additionally, if the super flash starts on exactly the frame that an assist hits, that assist will hit twice. (Further discussion on SRK.)


Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief