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[[File:Mvci_lp.png]][[File:Mvci_lk.png]][[File:Mvci_hp.png]][[File:Mvci_down.png]][[File:Mvci_hk.png]] into [[File:Mvci_down.png]][[File:Mvci_hp.png]]<br> | [[File:Mvci_lp.png]][[File:Mvci_lk.png]][[File:Mvci_hp.png]][[File:Mvci_down.png]][[File:Mvci_hk.png]] into [[File:Mvci_down.png]][[File:Mvci_hp.png]]<br> | ||
Even though we already used [[File:Mvci_hp.png]] early on, we can always link into a launcher at the end of your | Even though we already used [[File:Mvci_hp.png]] early on, we can always link into a launcher at the end of your ground combo string. Some characters also have "command normals" which are normals that act differently when holding a direction. These command normals also take a similar priority, if for example you had a command normal on [[File:Mvci_fwd.png]][[File:Mvci_lp.png]] and [[File:Mvci_fwd.png]][[File:Mvci_hp.png]], you should be able to do this combo:<br> | ||
[[File:Mvci_lp.png]][[File:Mvci_fwd.png]][[File:Mvci_lp.png]][[File:Mvci_lk.png]][[File:Mvci_hp.png]][[File:Mvci_down.png]][[File:Mvci_hk.png]][[File:Mvci_fwd.png]][[File:Mvci_hp.png]] into [[File:Mvci_down.png]][[File:Mvci_hp.png]]<br> | [[File:Mvci_lp.png]][[File:Mvci_fwd.png]][[File:Mvci_lp.png]][[File:Mvci_lk.png]][[File:Mvci_hp.png]][[File:Mvci_down.png]][[File:Mvci_hk.png]][[File:Mvci_fwd.png]][[File:Mvci_hp.png]] into [[File:Mvci_down.png]][[File:Mvci_hp.png]]<br> | ||
After launching your opponent, hold [[File:Mvci_up.png]] and you will chase your opponent in the air and continue the combo. Try this combo:<br> | |||
[[File:Mvci_lp.png]][[File:Mvci_lk.png]][[File:Mvci_hp.png]][[File:Mvci_down.png]][[File:Mvci_hk.png]][[File:Mvci_down.png]][[File:Mvci_hp.png]] then jump by holding [[File:Mvci_up.png]] then [[File:Mvci_lp.png]][[File:Mvci_lk.png]][[File:Mvci_hp.png]][[File:Mvci_hk.png]]<br> | |||
As a universal rule of thumb, [[File:Mvci_hk.png]] is an air combo ender that will place your opponent into a Ground Bounce which can be followed up with another combo. After your first air [[File:Mvci_hk.png]] is used in an air combo, your next air [[File:Mvci_hk.png]] will put your opponent in a knockdown that you cannot follow up with, thus limiting your air combo potential to only two reps per character (however each characters combo paths are unique and you are encouraged to explore this system using your characters capabilities). | |||
== Player Mechanics == | == Player Mechanics == |
Revision as of 20:57, 19 October 2017
Character Vitals
Bracket 1 [~9,000 Health]
Arthur
Chun Li
Morrigan
Rocket Raccoon
Spiderman
Strider Hiryu
X
Zero
Bracket 2 [~10,000 Health]
Captain America
Captain Marvel
Chris Redfield
Dante
Doctor Strange
Dormammu
Firebrand
Frank West (Lvl 1)
Gamora
Ghost Rider
Hawkeye
Iron Man
Jedah
Nova
Ryu
Spencer
Ultron
Bracket 3 [~11,000 Health]
Haggar
Hulk
Nemesis
Thanos
Thor
Streamed and tested by LI Joe: twitter and twitch.
Compiled here by CharityLegion who can be found moderating for fLoE here.
Additional documentation by BTide here.
Universal Mechanics
Combo System
MvCI sports a versatile combo system which allows any character to reach their full potential. As a universal rule of thumb, all buttons can chain into the next of greater strength. For example combos into
which can then combo into
followed by
. Punches are the lower priority with Kicks at a higher priority, however any combination of buttons can always lead into
which is a universal launcher that begins an air combo. For example you can do this combo:
Even though we already used early on, we can always link into a launcher at the end of your ground combo string. Some characters also have "command normals" which are normals that act differently when holding a direction. These command normals also take a similar priority, if for example you had a command normal on
and
, you should be able to do this combo:
After launching your opponent, hold and you will chase your opponent in the air and continue the combo. Try this combo:
As a universal rule of thumb, is an air combo ender that will place your opponent into a Ground Bounce which can be followed up with another combo. After your first air
is used in an air combo, your next air
will put your opponent in a knockdown that you cannot follow up with, thus limiting your air combo potential to only two reps per character (however each characters combo paths are unique and you are encouraged to explore this system using your characters capabilities).