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Finding Marvel vs. Capcom 2
February 28, 2004
Bwah hah hah! I just found a video game arcade place about two blocks from my workplace, and it is awesome! It doesn't have DDR, which is a bummer, but . . . it has Marvel vs. Capcom 2! Woohoo!
Although I woudn't put MvC2 on the technical level of Soul Calibur (which is more about using counters and blocks), I would still say that Marvel vs. Capcom 2 is probably the most enjoyable fighting game I've ever played. I guess a main part of this is the fact that the MvC2 battle system rewards button-mashing and the characters have such exaggerated damage routines, but I guess that's just because all the game characters are super-hero individuals, which typically pursue brute force (not strategy) in their own little worlds.
Anyway, it was fun to resurrect my old team of Gambit, Morrigan, and Captain Commando and beat the heck out of the AI opponents -- Gambit is superb at long-range combat, Morrigan is super-fast, and CC has really sweet supporting combos. I lost at the last boss (I really need to practice), but it was nevertheless quite fun (^_^)
In any case, today I went to gamefaqs.com to check out some more combos for Gambit, so, fortunately, here are all of them, courtesy of "_gbit":
*KINETIC CARD*
QCF+P (air) Gambit pulls out a handful of cards, charges them, and throws them at his opponent. This is Gambit's main projectile. Light punch throws an almost instant Kinetic Card, holding the opponent for a very short time, while the fierce punch version comes out slower, holding the opponent longer, making it more able to be comboed off of. You can super cancel his fierce Kinetic Card directly into the Royal Flush. The air version of this move is angled downward. It doesn't have quite the start-up and slows Gambit's fall.
*TRICK CARD*
QCB+P The same as the Kinetic Card, but at a 45 degree angle upwards. Once again, the punch determines the speed and holding time. This move has been improved greatly in Marvel vs. Capcom 2. It is now faster with much more priority. If the opponent is hit by this move, they will fall stunned, ready for some nasty combos.
*CAJUN SLASH*
DP+P (LK+HP for fierce version) With this attack, Gambit uses his staff to either combo his opponent or launch a suprise counter attack.
LP- Gambit performs one quick attack with his staff. Good for countering or a suprise attack.
HP-Gambit attacks with a 3-hit combo. This attack is very good to end OTG combos with.
LK+HP- Gambit attacks with another 3 hit combo. This attack covers more distance, but doesn't OTG as well. Use this attack to end ground combos.
*CAJUN STRIKE*
D (CHARGE), U+ K For this attack, Gambit bounces off a wall and delivers a diving kick. You can control which wall Gambit jumps to by holding Up and the direction of the wall. You can also bounce to another wall by pressing the direction of it after Gambit bounces off the first. This attack is better used bouncing off a simgle wall because the attack is very quick and sometimes confusing. Bouncing of a second wall gives the opponent more time to block and often puts Gambit in danger.
*CAJUN ESCAPE*
D (CHARGE), U+ P Another version of the Cajun Strike, Gambit starts the attack the same way but attacks the opponent overhead with his staff. Like the Cajun Strike, Gambit can bounce off the other wall and with this move, it's better too. It makes the move more confusing and The opponent doesn't always know when to block. This is a very underrated move as a skilled player can make this one of the best in their arsenal.
*ROYAL FLUSH*
QCF+2P Gambit tosses his staff up in the air, and unloads a deck of cards. This attack is best used while the opponent is on the ground. If the opponent is above Gambit, the staff will knock the opponents into the cards, or sometimes behind Gambit, leaving him open. If the staff hits the opponent into the cards, it does a reduced amount of hits, but the staff alone does the damage of a kinetic card. This attack can easily be comboed into after a c.Fierce, c.Roundhouse, or Kinetic Card. After Gambit performs the Royal Flush, he does a short taunt, which can put him in possible danger. This attack has average start up speed and must be timed well. Do NOT use this in desperation situations. Gambit uses this in team supers.
*CAJUN EXPLOSION*
QCF or QCB+2K Gambit jumps to a wall and unleashes an attack of super-charged cards charged to their highest potential, causing huge shockwaves of kinetic energy to bombard the opponent. This attack does fairly good chipping damage, although less then in Marvel vs. Capcom, but the power, speed, and number of hits have been greatly improved. This attack has fairly slow start up, but is still fast enough to hit an opponent in the middle of a move. This move is better to use than the Royal Flush as a desperation attack, because it has no recovery lag, so once it's performed, Gambit is perfectly safe. The direction you do this move in determines the wall Gambit jumps to.
Pretty neat, huh? Gambit's Royal Flush is one of the best comboes in the whole game, and must be seen to be believed -- it is absolutely ludicrous (heh heh)
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