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-[[GlossaryA-H#Counter_Throw|Tech Hit/Safe Fall/Counter Throw]] (varies per character)<br> | -[[GlossaryA-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> | -"Kara"/Empty/Whiff cancel their chains as well as cancel to SJ (more detail under basic)<br> | ||
-Supers act as Guard Cancels (but | -Supers act as Guard Cancels (but few characters can use it as a "true" guard cancel)<br> | ||
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'''Tech Hitting (Throw Escape/Safe Fall and Counter Throw):'''<br> | '''Tech Hitting (Throw Escape/Safe Fall and Counter Throw):'''<br> | ||
You need meter to tech hit. Orange(Level2) or | You need meter to tech hit. Orange(Level2) or blue right before it turns to orange, is the minimum required.<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> | 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> | Escape/Safe fallers:<br> | ||
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Note: Escape/Safe fallers can escape Omega Red's Coils, Counter Throwers cannot. | Note: Escape/Safe fallers can escape Omega Red's Coils, Counter Throwers cannot. | ||
'''Super Jump Cancelling:'''<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 Cancelling:'''<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. | |||
== Advanced Strategy == | == Advanced Strategy == |
Revision as of 05:27, 25 July 2006
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.
Everything here is a Work In Progress --JedahsMinistry 15:22, 18 June 2006 (CDT)
Game Mechanics
Be sure to read the : SF Notation Manual, as this game uses the standardized Capcom control scheme.
In addition to the usual mechanics and controls of Capcom fighting games at the time, all characters are capable of:
-Dashes (tap toward 2x or 2 punches at the same time)
-Super Jumps/SJ Cancel (tap down, up quickly or 3 kicks at the same time)
-Chain Combos (varies per character)
-Normal-to-Special/Super Buffers
-Juggles/Air Combos
-Supers
-Tech Hit/Safe Fall/Counter Throw (varies per character)
-"Kara"/Empty/Whiff cancel their chains as well as cancel to SJ (more detail under basic)
-Supers act as Guard Cancels (but few characters can use it as a "true" guard cancel)
Dash Bonus and Penalty:
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.
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.
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.
More detail to come in character pages.
Sudden Death Event:
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.
In Depth:
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.
--X-Power: Many characters have an "X-Power up" that requires a minimum of Level2/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.
Tech Hitting (Throw Escape/Safe Fall and Counter Throw):
You need meter to tech hit. Orange(Level2) or blue right before it turns to orange, is the minimum required.
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.
Escape/Safe fallers:
- Cyclops, Wolverine, Omega Red, Spiral, Storm, Silver Samurai, Akuma
Counter throwers:
- Colossus, Iceman, Psylocke, Sentinel
Note: Escape/Safe fallers can escape Omega Red's Coils, Counter Throwers cannot.
Super Jump Cancelling:
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 Cancelling:
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.