X-Men: Children of the Atom: Difference between revisions

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-"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 few characters can use it as a "true" guard cancel)<br>
-Supers act as Guard Cancels (but few characters can use it as a "true" guard cancel)<br>
'''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.  Normal jumping "guard break" does not exist in COTA.<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.





Revision as of 05:31, 14 August 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. Xmcotau001.png


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)

Normal Jump Notes:
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. Normal jumping "guard break" does not exist in COTA.
-* 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.


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.


Guard Cancel Supers:
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).

Advanced Strategy

Weight Classes:

  • Feather - Storm, Spiral, Psylocke
  • Light - Akuma, Wolverine
  • Middle - Iceman, Cyclops
  • Heavy - Omega Red, Silver Samurai
  • Super-Heavy - Colossus, Sentinel

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.

Game Versions

The Characters