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View Full Version : Arcade fighters: strats and tactics discussion



ubersaurus
06-08-2004, 05:51 PM
We all know how popular arcade fighters are-few arcades these days exist without at least one. Here's your thread to improve at the game, and last longer on your quarter. I know some good stuff about various Capcom and SNK fighters, but anyone with good info to contribute, feel free :P

Balloon Fight
06-08-2004, 08:58 PM
The only question is, which games should we discuss? I'm an expert in Marvel vs. Capcom 2, and to a lesser degree in Marvel vs. Capcom. I'm also pretty good at Capcom vs. SNK 2.

The only game that I vote out of this thread is SvC: chaos. ;)

ManekiNeko
06-08-2004, 09:17 PM
Dan is more powerful in Marvel vs. Street Fighter than any of his critics seem to realize. He's good for hustling people who think he'll be an easy target. Just be sure to back him up with a powerful secondary character like Wolverine, and make good use of his Shin Gadouken (super fireball), and you'll be all set.

JR

ubersaurus
06-13-2004, 02:39 PM
I see no reason to exclude any game, though I reckon that classic fighters like SF2T, MK2, and Sam Sho 2 would probably see more action here.

I was playing SF2 turbo last night and I have to say Honda is better then people may give him credit for. Ryu destroys him for free, but he can hold his own against most other characters. His assdive move is fast and pretty good for moving over fireballs if timed right, and his jab headbutt is a great anti air, since he's invincible on the startup (and if they jump behind him enough, he'll hit them a few times for big damage and a dizzy). One of my favorite tricks is to get someone with the fierce grab, the sumo hugs, and then go straight into the hand slaps when he lets em go. Although he can be thrown out of it, or, dragon punched out of it, the timing is tight, and if you're lucky, they'll miss their opening and you'll get some free chip damage, or actually connect for more pain. Again, though, Ryu does own honda, since his fireball is so fast, honda has trouble getting over it, and even if he does, Ryu has enough time to antiair him with a sweep, a crouch fierce, or an SRK.

Balloon Fight
06-15-2004, 09:19 PM
Well heres a little info for you MvC2 players. I think I'll give strats for 1 character every other day or something:

Todays:

Cable: Cable is one of THE cheapest characters in the game. He may not be as fast as the other god tiers (storm/magneto) but he can keep anyone grounded. Cables best friend is his AHVB (Air Hyper Viper Beam) which comes without delay. Probably cables bread and butter combo is his c.lk, s.lk, s.fk, AHVB, land, AHVB. This takes out at least half of someones life and can keep going so long as you have bar.
Cable also has his jumping fp (j.fp) which can keep someone from jumping and/or getting close to you. Basically, j.fp, then grenade keeps the character grounded. Usually with cable you'll want Sent as an assist so you can lockdown the opponent easier.

S.fp x4 is also another effective tool Cable has. Basically this with sents ground assist either hits or annoys the opponent to hell.
Random psimitars when you're facing a runaway storm is also a nice idea because it will most likely hit.

Reg. Viper Beams are pretty decent, but always use a jab one. Comes out quicker and is a hell of a lot safer.

Another key to winning with cable is using his Guard Break. Whenever you kill the opponents character and another one is coming in, do a j.fp. It will either hit the character while hes blocking or not blocking. If it hits while not blocking, then land and do an AHVB. If it hits him while they are blocking, then land, wait a half second, then do an AHVB. The j.FP cancels the characters block and leaves them open to attack.

Next one will be Magneto.