Marvel vs Capcom 2: New age of Heroes
Version 1.1
e-mail:
[email protected]
This document Copyright 2000 Jun Lockheart (Lazuli)
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CONTENTS
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01 - Introduction
02 - Version Info
03 - Legend
04 - Character Info
05 - Special Moves
06 - Hyper Combos
07 - Spiral Strategies
08 - Specific Character Strategies
09 - Partners
10 - Special Thanks
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INTRODUCTION
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When I first tried to play with Spiral, I lost bad! She couldn't even
damage my opponent a little... But she is so cool that I decided to
practice a lot. I made this FAQ because there isn't much info about
Spiral around there. I never saw anyone playing with her, but I bet
that there is a lot of people that do. This is my first FAQ. My english
isn't that good to please forgive any mistakes. Feel free to submit
combos, questions, corrections, anything.
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VERSION INFO
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1.0 - First release. It was packed with mistakes, errors and everything
that a first release demands :)
1.1 - Second and current release. I fixed most of errors (I think),
and a changed/added some sections.
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LEGEND
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U up
D down
F forward
B back
QCF down, down-forward, forward
QCB down, down-back, back
HCB forward, down-forward, down, down-back, back
LK light kick
MK medium kick
HK heavy kick
LP light punch
MP medium punch
HP heavy punch
A1 assist 1
A2 assist 2
PP light + heavy punch
KK light + heavy kick
XX cancel into
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CHARACTER INFO
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Spiral, Witch from Strange Dimension
I don't know about her history or profile... all I know is that she is
a witch from Strange Dimension :)
Pros:
1. Teleport alone is a reason, but there is more.
2. Speed Dance and Power Dance gives her great power/speed (her speed
and power are already good).
3. Dancing Swords are great for chiping and keep away!
4. Her Metamorphose is damn good and you can trap your opponent to be
sure that it will connect.
5. Spiral is very versatile.
Cons:
1. She isn't that good at close range.
2. The teleport is hard to learn with 9 variations.
3. With Spiral you can't just charge or throws swords and expect to win.
You must think, she demands a lot.
4. Her assists aren't the better ones.
5. Some people don't realize that she takes skill and will call you
cheap because they can't get near or leave the corner.
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SPECIAL MOVES
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Six-Hand Grapple -> f, d, df + P, then d/u (air)
It's a good anti-air and can be used in air combos with the correct
timing (your opponent must be above you).
Dancing Sword -> hcb + P, throw swords with LP/MP (air)
Always have swords around you! It's good for close-range and great at
keep-away and chiping.
Tsurugi Tobashi: Forward -> qcf + LP after Dancing Sword (air)
Good for combos (Air Tsurigi Tobashi: Circular XX Dancing Sword -
Tsurugi Tobashi: Forward and combo away). Chips good... If you are far
away from you opponent you can try to use this, teleport behind him and
grab after he blocks.
Tsurugi Tobashi: Upward -> qcf + HP after Dancing Sword (air)
You can use this in air combos and then use Six-Hand Grapple, I think.
It isn't a good anti-air move.
Tsurugi Tobashi: Circular -> qcf + LK after Dancing Sword (air)
Chips good, and can be used for cover sometimes. This move is used for
the Metamorphose trap.
Tsurugi Tobashi: Six-Way -> qcf + HK after Dancing Sword (air)
I don't even bother...
Teleport Dance -> qcb + LK, then hold (d+) P/K (air)
qcb + LK Spiral appears over her opponent's head.
qcb + hold LK Spiral appears in the lower-left corner.
qcb + hold LP Spiral appears in the center of the playfield.
qcb + hold HK Spiral appears in the lower-right corner.
qcb + hold HP Spiral appears in the upper-right corner.
qcb + hold d + LK Like (hold LK), but she's closer to her enemy.
qcb + hold d + HK Like (hold HK), but she's closer to her enemy.
qcb + hold d + LP Like (hold LP), but she's closer to her enemy.
qcb + hold d + HP Like (hold HP), but she's closer to her enemy.
When you master this move, your Spiral will be the nightmare of your
opponents. It can be used at her keep-away, to evade attacks and to
confuse your opponents.
Kyuukouka Dance -> In air, qcb + HK
Use this if you are in the air and want to land quickly. Good after
teleports.
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HYPER COMBOS
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Stamped Sword -> qcf + PP
Not that good but chips nice.
Power Dance -> qcf + KK (air)
People fear Power Dance, usually they will try to keep you away while
it it active. So use it when you are sure that you can hit something.
Good when you teleport behind a beam super (Proton Cannon!!!)
and don't have 3 Levels for Metamorphose.
Speed Dance -> qcb + PP (air)
I don't use it that much. Use it when you want to go fight at
close-range. With this speed up she have a semi-infinite (LK, HK,
dash - repeat).
Metamorphose -> qcb + PP, grab w/ P (air) (Level 3)
The best one, but it costs 3 Levels. Use it when you are sure that it
will work. See Metamorphose trap below.
Hyper Metamorphose -> A1 + A2 (gamma variatiable combination)
Like metamorphose (but Level 1 and weaker), and can be comboed
(crouching LK, MK XX Hyper Metamorphose). The chiping is good too.
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ASSISTS
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Alpha - Projectile Type: Tsurugi Tobashi: Forward / Stampede Swords
Beta - Variety Type: Tsurugi Tobashi: Upward / Stampede Swords
Gamma - Ground Type: Standing HP / Hyper Metamorphosis
Always use Gamma. Her assists aren't good at all, but with Gamma you
will get Hyper Metamorphose (comboable). Her Gamma assist also can be
used to add some extra hits at your combos, to start some combos and
Hyper Combos.
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COMBOS
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This section will be very short.
1. LK, HK - Super Jumping LK, LP, MK, MP, HK/HP/Six-Hand Grapple.
2. Activate Speed Dance - Dash LK, HK, Dash LK, HK, repeat...
3. Crouching LK, MK XX Hyper Metamorphose.
4. Air Tsurigi Tobashi: Circular XX Dancing Sword - Tsurugi Tobashi:
Forward and combo away.
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SPIRAL STRATEGIES
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Keep-Away
Her keep-away game is very mean. Jump and throws swords (fast as you
can). If you are fast enough, you can re-activate Dancing Sword while
your opponent are still blocking the last salvo. If not, have a nice
assist to cover you (projectile or dashing) while you re-activate
Dancing Swords. Teleport if your opponent comes close or you predict
a super. Just be careful with his assists.
Teleports
To win with Spiral, you must learn to teleport. When you are playing
keep-away and your opponent comes close, teleport to the other side of
the screen. Teleport when you predict a super or beam coming, you are
cornered, your opponent jumps-in, dashes, teleport all the time to
confuse your opponent, just don't get predictable.
Close Range
Her combos does solid damage (with Speed Dance she will be a combo
machine, and her Power Dance will boost her strength). You can try
jump-ins and dash, but the best time to start combos is after
your opponent mess things up. When you teleport behind him while
he is in the middle of a move with some lag time, when you use
the teleport + assist and he blocks to the wrong side. Dancing Swords
can be used for extra damage, or chiping if he blocks the combo start
up.
Confusion Tactics
Teleport is great to confuse your opponent. Throw swords, call assist
and teleport to the other side. Make your opponent blocks to the wrong
side. If he does blocks, throw. You can try an unblockable assist for
extra cheeziness ;)
Metamorphose Trap
Metamorphose is cool, and gives a lot of damage. But what happens if
you couldn't connect this? You can't aford to lose 3 Levels without
even chip. When you use this, be sure that it will connect. The best
way that I know for this to connect is to make the opponent block or
get hit by an Air Tsurugi Tobashi: Circular XX Metamorphose and grab
him quickly after the last knife block or hit (you can't grab while
they are blocking or geting hit). You can also use assists to keep your
opponent blocking. The best time to use the Metamorphose trap is after
a snap back or your opponent character dies and the next is coming.
Your opponent will be caught if he isn't expecting this. If he is, he
may jab you, so don't get predictable.
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SPECIFIC CHARACTER STRATEGIES
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Not so specific...
Against Fireball Happy People
Fireball Happy People have trouble dealing with Spiral because each
sword cancels one fireball. If your swords are fast enough, they will
not have time to fireball you. Spiral's keep-away is enough to handle
them. Be careful at close-range fighting because some fireballers
(shotos for example) can be deadly at close range. And when you feel a
Shinkuu Hadouken or Hyper Mega Man, teleport behind them.
Against Beamers
Beamers are harder than fireballers because beams are a lot faster and
usually eats Spiral's swords. If you are fast enough to keep them from
beaming, fine. If not, use assists for cover and remember that beamers
have more recovery lag time (not Cyclops), so teleport when you predict
a beam. If your keep-away doesn't work, you can go close fighting since
some beamers (and every beamer in scrub hands) aren't that good at
close range.
Against Dialers
Keep away! Keep away! If you have to go close range, don't forget to
use Speed Dance first. Don't try to go toe to toe with these guys,
you just don't have the priority.
Against Really Big Guys
Keep away and you will be fine. You can also go close range, but be
careful since big guys are *really* strong. With Speed Dance you won't
have problem.
Against Assist Happy People
You will face assists in every fight, be it agains beamers, big guys
or dialers. Some assists can really mess your keep-away game (like
Sentinel, Captain America) or mess everything (JUGGERNAUT PUNCH!!).
If that happens, don't worry. Snap back is the key. Wait for the
opportunity to snap back to this assist and try the metamorphose trap.
And don't forget that you can always teleport...
Against "Death from above" People
For me this is the hardest kind of opponents. Characters like Iron-Man,
Doctor Doom, Storm that just stay in the air chiping you from above.
Your best hope of survival is throw swords very fast to keep them from
super-jumping. If this don't work, it will be a lot harder. The scrub
will just super-jump and throw smart bombs and photon shots until you
teleport behind them and grab. The skilled player will keep moving a
lot to make you teleport into a photon shot. You must watch for some
pattern and use your teleports wisely. At airborne fighting you should
use HK.
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PARTNERS
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To win with the keep-away alone you will need a projectile assist that
chips good and give some cover (Cable, Ice Man, Doctor Doom, Silver
Samurai) or a dashing one that gives great cover (Juggernaut, Sakura,
Captain America). Maybe both? For confusion tatics you can use a fast
dashing assist (Juggernaut anyone?), an unblockable one (Zangief,
Rogue) or anyone that keeps your opponent blocking for long time
(Doctor Doom). Spiral is so versatile that any assist will do. You can
put her in your current team and have good results. Your team must work
as a whole, but each member must be able to fight for himself. If you
depend to much on a assist and he dies, you will have trouble. I will
list few:
Juggernaut (Dash assist)
All around assist, good to cover you and keep the pressure in your
keep-away game, to keep your opponent from dashing and jumping a lot,
to confuse him while you teleport to the other side and grab.
Sakura (Dash assist)
Works like Juggernaut. Not so strong but she is great at stoping
projectiles.
Doctor Doom (Anti-Air assist)
It doesn't offer a lot of cover, but it's great at confusion and close
range fighting.
T. Bonne (Throw assist)
Call her (you must be close to your opponent) and teleport to the other
side. Follow with OTG Crouching LK...
Sentinel (Ground assist)
Great for cover while you are chiping!
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SPECIAL THANKS
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1. Kao Megura for his great Marvel vs. Capcom 2 faq (where I found
Spiral's Moves and "profile").
2. Gamefaqs.com for hosting this FAQ.
3. You people that play with Spiral.