Whereas before in MvC2 you could do an attack with, say, Captain America and go for a Launcher at the end of the Chain Combo, if the opponent blocked the Chain Combo you could always cancel the Launcher into a Shield Slash to save yourself from delay. This is not the case in Marvel Vs. The easiest way to do this is by performing a "Tiger Knee" motion on the Special Move. But remember, you can't do this on block because if a Launcher is blocked, you can't cancel it into a Super Jump.
No matter how far along into a combo you are, if you manage to hit the opponent with a Launcher, they will reel the same length of time and get launched into the air the same height no matter how much Hit Stun Deterioration has kicked in. You can skip buttons in the middle of the Magic Series, you can delay the timing of the canceling as long as the move connects, if the move whiffs you cannot chain it into another move, etc.
However, the main difference is that pretty much every character has the same Magic Series in the air. So, appropriately enough, it is referred to as the Air Magic Series:. That sequence has produced the most success between all characters. Obviously there will be variations and exceptions, but when starting off learning Air Combos, that seems to be the best place to start and adjust from there.
Most Unique Attacks that are performed during a Jump end the Magic Series immediately, such as Wolverine's dive kick from the air performed by pressing Down and Hard Attack. Again, there are always exceptions to this rule. So, once again, experiment with your characters to find out exactly what is possible. Also, don't forget that the Special Button in the air counts as a Normal Attack, so unlike Launchers on the ground performed by hitting the Special Button, attacks from the Special Button in the air have all the same properties as a Normal Attack so you can cancel it into Special Moves and such, except in the case of being used as an Air Combo Finisher after a Launcher See Air Combo Finishers.
Like the ground-based Magic Series, there are some characters that possess a 3 move limit So even though, while Super Jumping, a character can perform a Chain Combo of 6 moves in the air, a regular Jump only allows them 3 moves total.
However, if he tries any more hits, nothing will happen. As long as he obeys the Magic Series, he can do any combination of 3 attacks while in regular Jump. Again, this is very character dependent. Many characters can easily chain as many moves as they feel like in a regular Jump, so you'll have to experiment with your character to find out your limits. Air Combo Finishers can only occur after a Launcher connects.
When you connect with an Air Combo Finisher, you will cause what was referred to in previous games in the Vs. You'll also hear a whistling noise whenever an Air Combo Finisher connects. The camera view will pan down and follow the victim to the ground and your character will get scrolled off the screen. Once the screen stops moving, you'll reappear in the playing field by dropping in from the top of the screen unless the screen scrolls so far sideways that you are scrolled off the side where you will then appear back into the fray from the side of the screen.
What makes Air Combo Finishers so potent are a couple of things. First of all, it causes a Hard Knock-Down. You have absolutely no limits after an Air Combo Finisher so, when you land the Hard Knock-Down on the opponent, you're free to do anything you want to continue the combo When you land an Air Combo Finisher, the opponent will bounce on the ground when they hit the floor.
Obviously, you'll have to experiment with all your characters on the best timing to land you Air Combos fully. Launchers also set up special properties with Air Combos. So they definitely put the opponent into a special "Launched State" that sets them up for specific results. On block or whiff, however, Launchers cannot be canceled into a Super Jump. So if you start performing a Chain Combo on the opponent and they block the attacks, do not cancel the last Normal Move into a Launcher.
If you do and it is blocked and it puts you in a delay, your opponent can counter you and there really isn't anything you can do about it save for calling an Assist before the Launcher connects to protect you after the opponent blocks your Launcher. If you noticed in the Magic Series section of this guide, there was no discussion on Launchers and where they fit in to the Magic Series. The way you can tell this is because there are many Normal Moves in the game that cannot be Chained into another Normal Attack but can be Buffered into a Special Move And moves that cannot be Buffered into a Special Move also never have the ability to be canceled into a Launcher.
More evidence is that you cannot actually perform a Cross-Over Assist during a Launcher, you can only do it before the Launcher itself is performed. Date Posted: 28 Feb, pm.
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Some geospatial data on this website is provided by geonames. View mobile website. This creates an attack where, if it connects, you tag out to one of your other teammates to come in and continue the combo, and you'll also gain some meter except on Upward exchanges. You can do this one more time to create a combo with all 3 of your characters and gain some meter for Hypers. Now, to do an Aerial Counter, you have to anticipate when your opponent is going to attempt an aerial exchange, and then you have to press the same button press that they do!
A downward aerial exchange will grant you a full bar of hyper meter if it connects, so a 3-character air combo can get you 2 free bars. So this is most likely going to be the attack they attempt to tag-team air combo you with.
The attack that creates a team air combo is signified by a quick flash of darkness and a bit of an orange glow, kind of like a snapback. There is also no such thing as a "Team" Aerial Counter.
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