Marvel Vs Capcom 2: New Age of Heroes Magneto FAQ V1.0 =---Legal Stuff-------------------------------------------------------------= This FAQ is Copyright 2000 Isao (William Chiang) Capcom characters are Copyright 2000 Capcom Co., LTD. Marvel characters TM are Copyright 2000 Marvel Characters, Inc. United States and International Copyright laws protect this FAQ. No part of this document may be reproduced without the expressed consent of Isao (William Chiang) (Isao4Ever@aol.com) =---------------------------------------------------------------------------= ============TABLE OF CONTENTS=========== I. Revision History and Introduction II. Marvel Vs Capcom 2 Game System III. Character Specifics and Move List IV. Strategies (Specific and General) V. Last Thoughts and Thanks ========================================= =---------------------------------------------------------------------------= I. REVISION HISTORY AND INTRODUCTION ------------------------ ====Revision History==== ------------------------ V1.0 (6-16-00): First Version of FAQ. Everything is new. ------------------- ====Introdution==== ------------------- The Vs series has been Capcom's bread and butter in the arcades these past few years, and even between the ludicrous two and a half year wait between MvC 1 and MvC 2, mindless drones have been dumping in quarters like no tomorrow. My personal opinion about the Vs series is rather mixed. It's fun and entertaining, but I have to admit that the gameplay isn't too great. Of course Capcom has fixed the horrendous balance problems since X-men Vs Street Fighter, Marvel Vs Street Fighter (the absolute low point in the Vs series), and Marvel Vs Capcom 1. But in the extraction of some problems, and in the quest to make an even more entertaining game, Capcom has allowed some glaring problems in Marvel Vs Capcom 2. Almost every character has a 100% combo, and an Infinite. Personally, I prefer games with more gameplay than flash (Like King of Fighters). However I also prefer playing against a human opponent rather than the computer, so I have committed myself to learning and becoming a master of Marvel Vs Capcom 2. This FAQ about Magneto is for the educated reader and player only. I know it is long, but if you take your time to peruse the whole FAQ (including the Legal Stuff ^_^), you will learn lots. I will try to stress fairness in gameplay (i.e. stay away from throws), however even I have my cheap inclinations sometimes, so I will not deny the reader of SOME cheap info. But please, PLEASE do not play like a scrub. It just makes you seem like an ass. In the Strategies Section, I will go into more depth about cheapness and cheap characters, and how not to be one and how to stop one. Have fun, and thanks for reading. (Note: An asterisk * beside a title means that there are current plans to update that section.) =---------------------------------------------------------------------------= II. Marvel Vs Capcom 2 Game System ----------------------------------------- ====Control Abbreviations and Symbols==== ----------------------------------------- Do not, I repeat, DO NOT pay attention to the button labels on the Arcade Board. They are wrong, and are labeled for MvC 1. Do not get confused when I say Roundhouse (HK) and press the button labeled Roundhouse, which is actually the Assist 2 (A2) button! ==Button Abbreviations== LP: Light Punch (Jab) MP: Medium Punch (Strong) HP: Hard Punch (Fierce) P: Any Punch 2P: Two Punches (LP + HP) LK: Light Kick (Short) MK: Medium Kick (Forward) HK: Hard Kick (Roundhouse) K: Any Kick 2K: Two Kicks (LK + HK) A1: Assist 1 A2: Assist 2 ==Joystick Abbreviations== F: Forward D: Down B: Back U: Up DF: Down-Forward DB: Down-Back UB: Up-Back UF: Up-Forward QCF: Quarter Circle Forward QCB: Quarter Circle Back HCF: Half Circle Forward HCB: Half Circle Back 270: Rotate Joystick 270 Degrees 360: Rotate Joystick 360 Degrees +: Denotes button or joystick movement that must be performed in conjunction with another button or joystick movement. (i.e. D + LP = Down and Light Punch at the same time) ,: Denotes button or joystick movement that must be performed immediately one after the previous button or joystick movement. (i.e. D, DF, F = Down, then Down-Forward, and then Forward) -------------------------------- ====Basic or Universal Moves==== -------------------------------- For more info, please refer to other FAQs. Jump: Simply tap up on the joystick. Super Jump: Quickly tap Down, and then up. Or you may just press up from a crouching (down) position. Or you may press two kicks (LK + HK) for most characters (excluding Zangeif). Dash: Simply tap forward twice. Or you may press two punches (LP + HP) for most characters (excluding Zangeif.) Roll: When falling from a knock down attack, quickly roll the Joystick Back, Down-Back, and then Down plus any punch button. Force Block: When blocking a multi-hit attack, such as a beam super, Press two punches (LP + HP). Switch Characters: To switch out to Character 1, simply press Jab and Short buttons (LP + LK) at the same time. To switch out to Character 2, press Fierce and Roundhouse (HP + HK) at the same time. Switching out causes the character jumping in to lose all RED LIFE (The red life bar behind the main life bar). So use smarts, and don't switch out every three seconds, like some idiots do. Assist: To call out an Assist, simply press the Assist 1 (A1) for the second character, and Assist 2 button (A2) for the third character in the team. Snapback: Move the joystick Down, Down-Forward, and then Forward (QCF) and press either Assist button (A1 or A2). The opponent will be knocked out of the screen, forcing another opponent team member to jump in. Uses 1 Hyper Combo Level. Team Counter: To counter an attack by the opponent, simply press the Assist 1 or Assist 2 (A1 or A2) button whilst blocking the attack made. Either the second or third character will jump out accordingly and attack the opponent. The characters will switch out at this point. Uses 1 Hyper Combo Level. Triple Delay Hyper Combo: Simply ram on both Assist buttons at the same time (A1 + A2) and all three characters will appear on screen to perform their according HC. Rather worthless if you ask me. Uses 3 Hyper Combo Levels. =---------------------------------------------------------------------------= III. Character Specifics and Move List Magneto is a character who has the ability to win matches with only his normal and special moves. In many cases he is considered overpowered due to his overwhelmingly high priority attacks. (My rating system goes from 1: Really Crappy or worst to 10: Totally Overpowered or best. 5 is the median rating, duh.) ------------------------ ====Character Rating==== ------------------------ Strength: 9.0. He dishes out damage pretty damn well. Hit for hit, he causes the opponent to lose life very quickly. You can easily take out Gouki (Akuma) out in less than 10 seconds if played correctly. Vitality: 4.5. He takes damage rather poorly. Since 5 is the average score, and he takes a bit more damage per hit (not much) than the average character like Ryu, he gets a 4.5. :( Speed: 7.0. At times, his moves have way too much execution and lag time. However, some of his moves come out instantly, thus offsetting the score a bit. His dash is the fastest in the game. Attack: 7.5. The difference between Attack and Strength is the character's ability to go on the offensive. Someone may be powerful, but their offense can completely suck (i.e. Hulk). Magneto plays the offensive game rather well. He has a number of jump-ins that are effective, and he can fight pretty well at close quarters. His speed (or lack thereof) on some moves makes him more of a defensive minded character though. Defense: 9.0. The difference between Defense and Vitality is the character's ability to sit back and go on the defensive. Someone may have high Vitality, but their defense can totally suck (i.e. Silver Samurai). Magneto is one of the masters at keep away. If played correctly, his defense is almost impregnable. His crouching Fierce, standing Fierce, and Jab EM Disruptors can keep anyone away. Overall: 8.5. The overall score is independent from the rest of the scores. It depends on the overall effectiveness of the character when played at maximum ability. Which explains the 8.0. Magneto is definitely one of the best characters in the game if played correctly. His assists are questionable, but as a main character, he can definitely dish it out before having to use another character. ==------------Assist Options------------== Every character has three variations of assists. Your choice is extremely important, as it decides whether you lose or win. Magneto's assists are okay, but they're far from being overpowered. Alpha Assist/Projectile Type: EM Disruptor. A beam Assist. Hits once. Read EM Disruptor info for more. Select if you want to play a keep-away game or if you want to keep projectile opponents in check. Rating: 7.0 Beta Assist/Capture Type: Hyper Grav. An attack Assist. See Hyper Grav info for more. A rather useless Assist if you ask me. Comes out too slowly to be useful. Rating: 3.0 Gamma Assist/ Launch Type: Crouching Fierce. Good priority, but sorry range. Use this if you want to stop people who constantly jump-in or dash in. It's okay for setting up combos, but again, the range is pretty bad. Rating: 6.5 Recommended Assist: Either Alpha or Gamma. Your choice. ==------------Normal Moves-----------== ------------------- ====Light Punch==== ------------------- To perform a Light Punch, press the "Jab" button once. Standing: Magneto sticks his hand out, jabbing the opponent with his outstretched fist glowing with magnetism. Rather quick for a big man like Magneto, and it has pretty high priority. Use it for poking and combo starting. Rating: 7.0 Crouching: Magneto does the same animation, just crouching this time. Execution seems to be a bit quicker than his standing Jab, but it still has very good priority for a jab. Same use as standing. Rating: 7.0 Jumping: Magneto takes his arms and waves them forward, creating a wave of energy in front of him. It has good execution time, however, the range is rather small compared to other jumping attacks. Use as an Aerial Rave starter or an air poke. Rating: 6.0 -------------------- ====Medium Punch==== -------------------- To perform a Medium Punch, press the "Jab" button a second time. Standing: Magneto brings his hand upwards in a sort of uppercut motion with the same field of magnetism around his hands as his jab. If done close enough, it causes two hits. Decent execution time, but since Magneto can only chain a Weak Punch into a Strong/Hard Punch/Kick, there's really no reason for you to use this. It has better Vertical range than horizontal. It's okay as a poke. Rating: 5.0 Crouching: Magneto sweeps his hand along the ground, causing a small ball of magnetism to travel along the ground a short distance. The execution time is decent again, but the lag time afterwards is almost unbearable. Use this to poke and instead of a crouching Fierce if the opponent is too far away. Rating: 4.5 *Jumping: Combo filler. I believe that it is the same animation as his standing Strong. I'll have to check back on this. Rating: 4.0 (For now) ------------------ ====Hard Punch==== ------------------ To perform a Hard Punch, press the button that is labeled "Strong" on the arcade board. This is incorrect, due to the new button setup that MvC 2 has introduced. Pressing the "Strong" button will result in a Hard Punch (Fierce) to come out. Standing: Magneto takes his arm back for about 1/4 of a second, and then swings his whole arm forward, creating a large wave for magnetism in front of him. Not only does this move create insane damage; it has insane range and priority. If the opponent blocks it, then the are pushed back to the opposite edge of the screen. If the opponent is hit, then the same thing happens. There is no real drawback to this move, except for maybe the execution time. Abuse if you want to be cheap. Rating: 9.0 Crouching: Magneto sweeps his arm forward, creating a short column of twisting magnetism in front of him. This is his launcher. It has a little start up time, so you'll have to anticipate your opponent's move before you pull this out. It has a bit of lag time, and the horizontal range leaves much to be desired. However, the vertical priority is massive. Few moves can beat out his crouching Fierce if done correctly. Don't abuse it, but use it wisely, and the crouching fierce can be deadly. Rating: 9.0 Jumping: Magneto creates a double fist and punches downward with the same magnetic field as his standing/crouching jab. This has very good priority, and decent range. The execution time is rather pleasing, and it has almost no lag. This is actually my preferred jump in. Use this to finish Aerial Raves and to play a careful poking game with. Rating: 8.0 ------------------ ====Light Kick==== ------------------ To perform a Light Kick, simply press the "Short" button once. *Standing: Magneto's kicks pale in comparison to his punches. His short kick has some start up and very little range. Has more range than jab, but that's about it. Use Jab instead in most situations. Rating: 3.0 Crouching: Magneto sticks his foot out rather slowly. The priority is great, however the execution time leaves much to be desired. Use this for distancing and careful poking. Rating: 5.0 *Jumping: Not much to say about it. His jumping Short is so worthless that I hardly ever use it other than in an Aerial Rave. More info later once I play some more. Rating: 3.0 ------------------- ====Medium Kick==== ------------------- To perform a Medium Kick, press the "Short" button as second time. *Standing: I'm not too sure about this one... like I said before, I usually stick to Magneto's punches. This has almost no use at all. Rating: 2.0 Crouching: Magneto sticks his foot out again, EXACTLY like his crouching Short animation, but this time slower and more damaging. It's execution and lag time isn't that great. However, what saves this move is the ignorance of the human opponent. For all the people I play against, they always expect another foot sweep to come out after the crouching Forward for some reason. When nothing else comes out, they just sit idle waiting for another hit. Use this in conjunction with a crouching Roundhouse to get good results. Rating: 6.0 *Jumping: Aerial Rave filler. I don't know much about it. Sorry. More later. Rating: 3.0 ----------------- ====Hard Kick==== ----------------- To perform a Hard Kick, press the button that is labeled "Forward" on the arcade board. This is incorrect, due to the new button setup that MvC 2 has introduced. Pressing the "Forward" button will result in a Hard Kick (Roundhouse) to come out. Standing: Does a short kick (I think) and then follows it up with another upwards kick. This acts like a mini launcher once the second kick connects. The range is a bit pathetic, but the execution and lag really isn't half-bad. I still prefer the standing Fierce though. Rating: 6.0 Crouching: Magneto slides forward with a small magnetic field surrounding his outstretched foot. It has pretty good priority and range, however the execution and lag time just totally kill this move. The lag time is almost so bad that even if it connects, a character may get up and counter you. It can cancel into a 'Hyper Grav' though, making it a combo starter, instead of a combo ender. ^_^. Rating: 5.5 Jumping: Magneto sticks his foot out in about a 30 degree angle downwards, with a magnetic field surrounding the foot, like his crouching Roundhouse. For a Roundhouse, this lasts actually a long time. Meaning that it has very good priority, and almost no lag. It barely has any start-up either. It tends to knock opponents a bit back however, making comboing afterwards harder. I can't say that this is really worse than the jumping Fierce, but I can't really say that it's better either. Rating: 8.0 ==------------Command Moves------------== -------------- ====Throws==== -------------- F + HP: Magneto grabs his opponent and summons shards of metal to create a sort of cocoon around the opponent. This throw actually stuns the opponent for at least 1/2 a second, enough time for you to dash in and combo. It's cheap, and I try to stay away from using it. I usually only accidentally throw in most cases. Rating: 8.0 F + HK: Magneto grabs his opponent and pumps them full of electricity and then throws them across the screen. Beware of good opponents, because they will usually roll out of harms way afterwards. Against scrubs, go for an OTG to follow up this throw in the corner. Rating: 6.0 ==------------Special Moves------------== -------------------- ====EM Disruptor==== -------------------- QCF + P (Air or Ground): Magneto brings his arm out to shoulder level and sends out a wide beam of magnetism towards his enemy. This is only a single hit projectile, no matter which punch button is used. EM Disruptor is a major weapon in Magneto's keep-away game. The Jab version of this can be totally abused, almost to cheap levels. It has very little execution time, and no lag time at all. You can even pull this move out at close quarters and not worry about being countered. The Fierce version comes out slower, thus making it more avoidable and less effective. The EM Disruptor is essential in Magneto's fighting style, and it also makes a great cover for Partner Assists when they're taunting. So many people attempt to combo my Partner Assists when they start taunting. I just throw out a couple of Jab EM Disruptors and the opponent can't do anything except take hits or block. I've aggravated lots of people this way. The Jab and Fierce versions get two different ratings, but both take off considerable damage. Jab Version Rating: 10.0! Fierce Version Rating: 7.5 ------------------ ====Hyper Grav==== ------------------ HCB + K (Air or Ground): Magneto stands straight with his arms flexing at his sides and sends out four magnetic spheres towards the opponent. If the spheres hit the opponent, he/she is dragged towards Magneto for miniscule damage and stunned for about 1.5 seconds. They are open for combos at this time. Sounds great huh? Well, no one ever gets hit by a Hyper Grav, because it's so easy to see coming out and travels rather slowly across the screen. However, you can combo into a Hyper Grav ONLY IF you are VERY skilled. It takes lots of time and practice to pull off a Hyper Grav after a Jumping Forward or crouching Roundhouse. See combo section for more. Short makes the execution time shorter, but lessens the distance the spheres travel. Roundhouse increases the already horrid execution time but allows the spheres to travel full screen. The spheres are sort of auto aiming, but they can't really seek and latch onto the opponent. I only use this move to keep people away or for fun ^_^. It's rather useless though. Never pull this off at close quarters if your opponent is rushing at you. You can't abuse it at all. Short Version Rating: 5.0. Roundhouse Version Rating: 4.0. --------------------- ====Overhead Wave==== --------------------- U, UF, F + P (air only): Exact same animation as Magneto's jumping Jab, but the magnetic waves actually travel out in a rather steep angle. Does little damage, but you basically use this move to play a keep away game, or to lead a combo off with. The Jab version travels slow enough so that you can land and combo at the same time it connects (like Guile or Nash's Sonic Boom). The Fierce version is used to keep opponents on their feet. Execution time needs work, but there is punishable lag time. Use Overhead Waves more often in Flight Mode. Jab Version Rating: 7.0. Fierce Version Rating: 6.0 ------------------- ====Force Field==== ------------------- HCF + K: Magneto spreads his arms out as a magnetic field spreads around his entire body. This is strictly used as a counter move. If the opponent performs a physical attack on you while the Field is flashing, then they are countered in two ways according to the kick button used. If the Short button is used, then the field expands a bit and the opponent is knocked back for minor damage. If the Roundhouse button is used, then Magneto performs a single 'Magnetic Shockwave' to knock the opponent back. The timing is difficult on this move, and it has lots of lag time if the opponent doesn't activate the counter process. The Roundhouse version is a bit wishy-washy, as it sometimes doesn't even connect. Both have quite a bit of start-up. I really don't even bother with this move, since the risk is far greater than the return. If anything I'd just stay away completely from this move. Short Version Rating: 3.5. Roundhouse Version Rating: 3.0 -------------- ====Flight==== -------------- QCB + 2K: Magneto levitates off the ground. You can hold up on the joystick to make him go up. There is a maximum height to his flight though, so it isn't was useful as one may think. You can't block during his flight either. The only real reason to use this is to play a keep away game with your opponent. To cancel the flight mode, just perform the QCB + 2K again. Rating: 4.0 ---------------- ====Air Dash==== ---------------- Any Direction + 2P (ONLY during Flight): Dash in any direction very quickly in flight mode. Makes flight a bit more useful. Might as well constantly use it during flight mode to keep your opponent confused. Rating: 6.5 ==------------Hyper Combos------------== -------------------------- ====Magnetic Shockwave==== -------------------------- QCF + 2P: Magneto rears back for about half a second, and then brings his arm down to feed the ground full of magnetic energy. The result is a Power Geyser like column of energy that emits out of the ground. The wave travels in individual columns towards the enemy. There about eight total individual columns. Out of the two Hyper Combos Magneto has, this is the more useful one. Although it doesn't take off as much damage as the Magnetic Tempest does, the Magnetic Shockwave is much easier to connect. You can easily OTG or perform this after a crouching Fierce. See Combo Section for more info. You can add you own combo to the end if you keep on dashing forward quick enough to catch the opponent before he/she is blasted away by the last column. Ramming on the buttons does nothing for the damage in this Hyper Combo. Do not use this in the corner, or else you'll just waste a Hyper Level and leave yourself open to retaliation. Rating: 7.5 ------------------------ ====Magnetic Tempest==== ------------------------ HCF + 2K (Air OR Ground): Magneto rears back, exactly like his Hyper Grav animation. Instead of just magnetic spheres coming out, countless shards of metal fly out in almost all directions (they don't fly out from about a 255 degree angle to a 285 degree angle, if you remember your geometry and considering that 0 degrees is a straight line from his back). The stronger of the two Hyper Combos magneto has, but Magnetic Tempest has a hard time connecting. You can connect fully on this only if you have connected on a Hyper Grav. See Combo Section for more details. If you ram on the buttons during the duration of the Hyper Combo, more metallic shards will fly out and more damage will be done. The chipping damage is alright. Basically use this as a keep away tool, a combo ender, or a combo starter (Heh heh heh). Rating: 6.0 =---------------------------------------------------------------------------= IV. Strategies (Specific and General) ==------------General Strategies------------== To truly become a masterful Magneto player, you must pay attention to several things. His strengths: + A master at keep-away and distance games + He's really fast for such a big person + His combos aren't too shabby + His moves have high priority + His strength is something truly amazing His weaknesses: - A total weakling when it comes to taking hits - Lots of his attacks have lag time and are punishable by all means - His supers aren't as useful as you'd wish them to be - He's not a mashing character (bad for some of you, good for me) - He is a rather large target, as the opponent often has the smaller size advantage. Basically, you have to just remember to play calm and cool, and not mash on the buttons all day. If you sit back and wait for the opponent to make a mistake, Magneto will hardly ever lose. Many people call this "Cheap Turtling," but I call this being smart and taking advantage of Magneto's abilities. If your opponent is someone of an ass and he/she chooses Ice Man, then it is the prime time you go on the offensive. Basically, on beam based characters, you definitely have to go on the offensive. Against Fireball or Physical characters, just sit back and play defense. *More stuff later. ------------- ====Teams==== ------------- Magneto works well with certain characters Assisting him. Here are some teams that I have found very effective. Most of these teams have earned me 15 or more win streaks. 1. Magneto, Jin, Captain America: The trick to winning in MvC 2 is constant assisting. Never should there be a second in the match when there is no partner assist coming out. Pick either Alpha or Gamma Assist for Magneto (Projectile or Launch), Beta Assist for Jin (Anti-Air), and Gamma Assist for Captain America (Dashing). Whenever the opponent nears, use the Jin assist and they will be knocked back. Or if they pull out a non-beam super, throw Jin out too. He can stop such supers as Beserker Barrage X or even Oroburos. Whenever you face an opponent who just sits back or is a cheap Fireball/Beam character (I.e. Ice Man), whip Captain America out. His Charging Star negates all normal Fireball/Beam attacks, and does impressive damage. His taunt afterwards leaves him in a lot of danger, so to cover his ass, throw out a couple of Jab EM Disruptors. Either the opponent will be stupid and try to combo Captain America and will get hit by the EM Disruptors or they will sit back and just block. Usually, the former happens. I have beat most teams with just Magneto this way. People tend to get pissed when you play this team (for several reasons) because it is so effective Assist wise. Many consider this style of play cheap, but it's not like it's unstoppable. In fact, with this team, comboing after the assists is almost impossible, so the overall strength is weakened a little. Go for powerful, calculated hits instead. Jin's supers are amazingly useful, and Captain America can take on whole teams by himself. This team is amazing. The Delayed Triple Hyper Combo for this team is hard to connect, so don't use it. In fact, never use Delayed Triple Hyper Combos. They all suck anyhow. Team Rating: 9.0 2. Magneto, Gouki (Akuma), Dr. Doom: The trick to winning in MvC 2 is constant assisting. Never should there be a second in the match when there is no partner assist coming out. Pick either Alpha or Gamma Assist for Magneto (Projectile or Launch), Gamma Assist for Akuma (Variable), and preferably Alpha or Beta Assist for Dr. Doom. Akuma is your all purpose combo Assist. You can't pull Akuma out carelessly, however, since he takes damage horrendously and his Tatsumaki Zankuu Kyaku loses against projectiles. Pull him out once the opponent jumps in, or when the opponent nears, and he will be an effective assist. If he whiffs, make sure you cover him with Jab EM Disruptors when he taunts. With Dr. Doom's Assists, the opponent should be kept at a distance. For his Alpha assist, his Photon Shot spreads to all areas of the screen, so it is useful to keep pixies like Wolverine away. His Beta Assist, Molecular Shield, is amazingly effective. It plays as a keep-away and a projectile. This team seriously lacks a defense against beam characters though. Plus the fact that two out of the three characters take damage poorly (Magneto and Akuma) makes the team weak. It's not as good as other teams, but with Magneto and Dr. Doom being able to play a keep away game, and Akuma being able to go heavy on the offensive, this team can hold its own. Again, you should tend to stay away from a Triple Delayed Hyper Combo. Again, Triple Delayed Hyper Combos suck. I think that Akuma is rather overrated (he just takes damage so poorly!), and unless you are a master, Dr. Doom is hard to play entirely well. Team Rating: 7.5 3. Magneto, Ryu, Captain America: The trick to winning in MvC 2 is constant assisting. Never should there be a second in the match when there is no partner assist coming out. Pick either Alpha or Gamma Assist for Magneto (Projectile or Launch), Alpha or Gamma assist for Ryu (Anti-air or Variable), and of course, Gamma assist for Captain America (Dash). This team is just like the first team I mentioned, only with Ryu instead of Jin. Basically played the same way. Ryu's Alpha assist is very reliable, but still lacks the punch if Jin's. Ryu's Gamma assist is used similarly as Captain America's assist to a certain extent. His Tatsu Maki Senpuu Kyaku doesn't negate projectiles though, so you'll have to be more careful with it. Ryu as a character can take on teams by himself. He takes damage decently only, however he can play both offensive and defensive game incredibly. This team is weaker in the assist area than others, however, as individual fighters, it is EXTREMELY strong. The Triple Delayed Hyper Combo of this team works to a certain extent, but I still suggest staying away from it. This team has its weaknesses, but they are hard to take advantage of. On par if not better than the first team I mentioned. Team Rating: 9.0 4. Magneto, Ryu, Venom: The trick to winning in MvC 2 is constant assisting. Never should there be a second in the match when there is no partner assist coming out. Pick either Alpha or Gamma Assist for Magneto (Projectile or Launch), Alpha or Gamma assist for Ryu (Anti-air or Variable), and Alpha assist for Venom (Variable). Like the team mentioned above, except Venom adds a little twist to it. Venom has the ability to completely dodge projectiles with his Venom Fang assist. Venom, however, as a character is weaker than others. His game is rather limited in certain areas, making him strong, but nowhere near the best. The Triple Delayed Hyper Combo for this team works terribly well. This is one time that I may actually suggest using it. I basically play this team for a bit of a change and for fun. Not as strong as other teams. Team Rating: 8.0 *More Teams to come soon! I need to play a little more and experiment. ------------------------ ====Cheap Characters==== ------------------------ These are characters you shouldn't be playing for many reasons. Either they're just cheesy, overrated, or just stupid. This is good advice to follow if you want to become a respected player, not a loser scrub. This section is bound to piss off lots of gamers out there, because so many call themselves "Masters" at these cheese characters. People will argue that these characters are good, but in truth, do you ever see the best players using them without being cheesy? Character Ratings are based on how most people play them, NOT how a master plays them. That is why their ratings are so low. I'm not claiming to be a "Master" at these characters either, so please do not e-mail me about being conceited or something. 1. Ice Man: Grrr... the only people who play him are complete scrubs and worthless idiots. His no blocking damage for "energy" attacks is an unfair advantage. People just sick back and shoot Ice Beams all day. He's a scrubby character that can't stand on his own. He takes Damage poorly, and without that cheap ability to take no block damage, he'd be totally worthless. Stay away from playing him. It only takes about two minutes to master his style of play. If you rely on him, you're a scrub. Nothing brings me as much pleasure as beating the living crap of an Ice Man player. If you play him, you might as well label yourself as a no-skilled, worthless scrub. Enough said. Character Rating: 4.0. 2. Wolverine (Both Versions): It doesn't matter whether or not Capcom weakened him; he's still a masher's dream. He almost totally sucks now, and is mostly flash. There's almost no reason to play him at all. It's boring to play him too. He's old and tired out. Capcom, please just let him age gracefully far, far away from the video game spotlight. Most people who play him are beginners or people who haven't realized how crappy he is. Character Rating: 3.0. 3. Strider: Overrated, overrated, overrated! Sure, he has the speed and sometimes the priority, but he's pretty much just a one trick pony. All people ever try to do is jump in, Aerial Rave, and then Uroburos or Legion. Sigh... he's so predictable, and so boring to play. Masher's dream too. His assists are totally worthless. Only idiots will keep on choosing him. Please, just let off, because he sucks. Most people that use Strider are beginners, cheap asses, or people who are not skilled enough to play a concentrated game. Character Rating: 5.0 4. Cable: So many people do not know how to play Cable correctly. They just use his Viper Beam over and over again. It's as if they don't know the meaning of Execution and Lag time. He's actually pretty good if played correctly; but then again, he's almost never used correctly. Basically a second scrub version of Ice Man. If you wish to play him, please read up on some nice FAQs first, or practice hard. Because if you don't then you just look stupid. Character Rating: 4.5 5. Spider Man: Sigh... like a second version of Strider. Jump-in, ground combo, Aerial Rave, Web Ball, crap poking game, and sweep into a Crawler Assault. Spider Man players are very predictable also. Spider man can not play a varied game. He is limited to the same moves and same combos over and over again. If played even at maximum ability, he is far from the best. He's a semi- masher for semi-experienced characters. Most people who use Spider Man are decently skilled, however they like to use predictable and characters with an easy game to learn. Character Rating: 5.5 6. Jill: Geez, she seems to be the most favorite, new character. She is used in about 3/5 of all the matches I have played. She really isn't that great of a character either. And most people are very predictable when they play Jill too. All they do is dash in for a ground combo, Aerial Rave ending in her Hyper Combo, call countless undead helpers onto the screen, and try to do chip damage with her Rocket Launcher hyper Combo. And they're not very successful with it either. I have never really met someone who could play her at her maximum ability. She has potential to be a very good Pixie character, but no one seems to bother to learn how to use her correctly. Use Jill only after practicing and reading up on her. But you'll still won't get much respect for playing her because Jill players are a dime a dozen. Masters are very rare. Character Rating: 4.5 *People to be added/removed to the list as time goes on. ==------------Specific Strategies------------== Jab EM Disruptor, Assist, and Repeat. ^_^ Just kidding. *Coming Soon! =---------------------------------------------------------------------------= V. Final Thoughts and Thanks Sorry for the missing sections, but they will be coming soon! I think that this FAQ is a respectable size already ^_^. Anyway, just remember, the most important part of playing a game is to HAVE FUN! Don't let the lust for winning totally ruin your enjoyment of the game. Don't be an ass. Have manners. Nothing's worse than a loser who takes the game too seriously. There was once this guy who called me a derogatory name for African Americans while playing me >_<. Even though I am Taiwanese, that's a no-no. Please don't be like that. It's not cool. Oh yeah, and don't bring your boy/girl friend to the arcade! It sucks for them! Thanks to: All the scrubs who have forced me to learn to play fair and still kick ass. My best friend who's Importing habits have given me lots of time to play. All the people who write FAQs. The owner of www.Gamefaqs.com. You. Please e-mail me at Isao4ever@aol.com if I have violated any Copyright Laws or have insulted you in some way. Or just e-mail me if you have comments or opinions or suggestions. Please limit your bitching to 1 e-mail only please. Replies will take some time so please wait. That's it for now! Look for more FAQs on other characters and updates! Laters people! Copyright Isao (William Chiang) 2000.