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MK vs DC character guides

CAPTAIN MARVEL

BEST NORMALS:
*3 - mid knee that gives adv on block and hit.

*113 - three hit mid,mid,mid string that gives adv on block and hit.

*b4 - low kick that give adv on hit, punished by L cancel uppercut on block.

*b1 - high launcher that gives adv on block.

*d1 - special mid crouching jab that grants anb on block and hit.

*114 - three hit combo used for corner juggles.


SPECIALS:
*db1(lightning bolt) - hits high, very slow projectile.

*db4(teleport) - goes through the ground to appear behind the opponent. very easy to punish.

*db4 2(teleport launcher) - appears behind opponent with a mid launcher that is safe on block. very easy to punish with u2 before the move even comes out.

*db4 4(teleport to kick) - appears behind opponent with a mid kick that is an unbreakable attack. very easy to punish with u2 before the move even comes out.

*bf2(power punch) - true mid attack that has great range. unsafe on block.

*db2(clap) - short range projectile type special. unsafe on block.

*bf4(bear hug) - hits high, breakable, unsafe on block or if ducked.

*db3(SHAZAM lightning bolt) - unblockable lightning bolt, cannot be linked off of any normal.


PRO-MOVES:
*db1*db2 - start up of the high hitting lightning bolt attack then canceled inot the mid power punch.

*bf4*tap 2 - bear hug to shazam lightning.



METER:
Captain Marvel's meter game consists of corner rage combos and an activate open space 50/50.

*Meter Examples
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STRATEGY:

ANTI ZONING:
Captain Marvel's db4 2/4 teleport is basically made for this and this only. you cannot just throw the db4 2/4 because its way to easy to punish with a launcher on reaction, it must be used as an anti-zoning tool and not a way to get close to the opponent. db4 4 is unbreakable so if you need the damage and the opponent has meter you can finish with this, its great for punishing a GL or Kahn zoning attempt while avoiding combo breaker.

POKING:
Captain Marvel has advantage on d1, 113, and 3 on block or and on b4 on hit only. 113 and 3 are all mids so you can mix up with a b4 or throws. because 11 is so slow he cannot follow up his adv on block with 11. after 3, d1, or 113 are blocked Captain Marvel can be beat out of his 1 even though he is at advantage because his jab isnt fast enough. this gives him 2 options after d1, 113, or 3 get blocked.

1. u2 to beat out any strike or a jump attempt.
2. d1 to beat out any strikes.

Captain Marvel's high b1 launcher has a lot of advantage on block. after b1 is blocked he can follow up with another b1 or. because now he is at a greater advantage, 113 or 3. so there are some good trape in close here. 3 and 113 are mids so in respecting those not only can Captain Marvel use is b4 low which will keep them in the same mix up, but he can also use b1 because they wont be ducking it out of respecting the mids and thus having a bigger advantage to follow up on when its blocked. obviously you cant allow Captain Marvel to hunt with a frame adv launcher so at times the opponent will have to crouch which frees up his 11, 113, 3, u2, etc..


USING SPECIALS:
db1 lightning bolt is a great way to bait out an anti zone punisher. by using db1 from far range the opponent may be baited to get into a zoning battle with you which can get them to carelessly anticipate you doing a db1 so they continue to side step and zone. when they do this is when you use db4 2 and punish the opponent for zoning carelessly.

db3 is great on wake up or when you dash in and stop short and vs breaker combo characters. on wake up you can dash in and db3 and if the opponent tries to block or jump forward they will be hit. they key is to place the move on screen as the opponent is rising, if you do this right they will not recover in time to jump forward past the lightning. dashing in then canceling your dash just short of the opponent is another great use. sometimes you can catch opponents reacting to your forward dash and punish them for trying to meet you with an attack by canceling your dash with db3. db3 also works great for punishing a character with breaker combos when then stand there holding f+block trying to land an obvious breaker. if knocked down you can cancel you recovery frames with db3 for a wake up unblockable. after db3 hits vs cornered opponents you can follow up with a guaranteed bf4*2 pro bear hug for a quick juggle.

bf4 is you main ranged punisher and a move that you can take a risk with to "check" the opponent. on wake up you can recover faster by canceling you recovery frames with bf4 and this will connect on an opponent trying use pressure with normals. also, if the opponent is a little closer then mid range and side stepping or trying to back up you can "check" them with bf4 because of how fast it comes out. you can use the treat of this to get in from mid to closer ranges because the opponent will then respect the threat of bf4 but in doing so it allows Captain Marvel to come forward for pressure.

db2 SHOULD only be used as closer ranged punisher vs when a character has a breaker as the attack is unbreakable.


*Strategy Examples:
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PUNISHING:
1. moves punished by combo of choice - 11~db4 2 into combo

2. moves where the opponent is left spinning in mid air - b1 into combo

3. moves that cause the opponent to stumble back - bf4*tap2

4. closer ranged projectiles blocked or side stepped - bf4*tap2


COMBOS

UNBREAKABLE:
any launcher then db1 or db2 is unbreakable.

*Unbreakable Example:


STANDARD COMBO COMMANDS:
1. u2/b1, b1,113~bf4*tap2
2. 11~db4 2, b1,113~bf4*tap2
3. L1 throw into pillar, bf4*tap2
4. L1 throw into pillar, 113~bf4*tap2
5. **OPPONENTS BACK TO WALL** db3, bf4*tap2
6. **OPPONENTS BACK TO WALL** any launch,114, 114, 114, u2, db3, bf4*tap2


RAGE COMBO COMMANDS:
1. **OPPONENTS BACK TO WALL** u2/b1,RAGE,u2,(1)14,114,114,u2, db3, bf4*tap2
2. **OPPONENTS BACK TO WALL** 114,u2RAGE,u2,(1)14,114,114,u2, db3, bf4*tap2
3. **YOUR BACK TO WALL** 11~db4 2,b1,RAGE,u2,(1)14,114,114,u2, db3, bf4*tap2

COMBO EXAMPLES:
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ll Nooby ll

To Live is to Die
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Is there any chance you will ever redo the videos that you deleted for your guides or maybe do a quick written guide in their place? I really wantedto see the Raiden and Scorpion one. Thanks
 
captain marvel vids added.
Oh, man...!
These guides are AMAZING.
Seriously-- they totally blow out of the water anything that Prima ever cooked up.

Could you please go on to making guides for the other characters...?
One character that I'm particularly interested in is Catwoman, because I'd like to know how to follow up the df3 special move cartwheels to inflict more damage to the opponent.