Marvel vs. Capcom 2 - Gambit/Morrigan/Megaman Playthrough (Part 1/2)

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Duration: 11:52
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As per the usual, it's nothing special. Just a casual run of Marvel vs. Capcom 2 on my Dreamcast. This recording was done around the same time as my Marvel vs. Capcom playthrough a while back, so this has been lying on the shelf for quite some time. Anyway, this is just a normal run on the settings that were saved in the game's file (basically normal mode). Due to the length of the run, the playthrough is split into two parts mostly because of no time limit (I don't like winning or losing via time out) and sloppy battles which thanks to the lack of a time limit make some fights hideously longer than it should. You'll see eventually what I mean as you watch.

The characters I chose to play are the ones you have seen me play throughout my videos, mostly in MUGEN, obviously. Thus, it is Gambit, Morrigan and Megaman fighting through whatever MVC2 decides to throw at me. Just to note, while Gambit is a main, Morrigan and Megaman are not. Gambit is usually accompanied by Iron Man and War Machine (ha, ha, similar styles) in a majority of my plays. Morrigan and Megaman are at least secondaries and are crutches to Gambit as War Machine was as such in MVC. As it stands, the team is setup as such: Gambit - frontrunner/melee/supers, Morrigan - secondary/mostly melee/supers (mostly Soul Eraser dependent), Megaman - last resort/projectile specialist. This is mostly setup as such for the final boss, but whatever.

As for the controls for the game, it's not as much as the Dreamcast controller feels awkward as the overall 4-button scheme messes with the normal flow of my attacks. With Gambit, this scheme makes my Cajun Slash combos sloppy as the Hard Cajun Slash is the hopping version which is the most tedious to chain with; with Morrigan, there isn't all that much of an issue; however, for Megaman, my style is ALL out of whack as the button scheme for the chargable Mega Buster makes it hard to keep it charged and still attack not without accidentally letting go and prematurely firing it. This makes the fighting significantly more sloppy than it would if it was a 6-button arrangement, but it's unavoidable and got to suck it up.

Anyway, it's been some time since I played this, so sloppiness is going to be a given anyway, but some parts are more visible than others, so bare with me. Also, don't expect too much use of character assists or snap backs as I don't rely on them much at all. Now, with these boring block of words out of the way, here's the stage notes:

-Stage 1 - Rogue, Amingo, Hulk: It's the first group, so it's easy with hardly any AI activation. Gambit wipes them all out.

-Stage2 - Colossus, Storm, Servbot: Colossus is a bit of a hassle when he unleashes his Super Armor, but since it's still early, he doesn't make much use of it. Storm and the Servbot(s) aren't too bad. Gambit and Morrigan take care of things.

-Stage 3 - Guile, Juggernaut, Ryu: The AIs are beginning to activate as they are getting better at defending and using character assists. It gets to a point where I had to get Megaman out for some action. Juggernaut was the real issue with his armor, but it wasn't anything I couldn't handle.

-Stage 4 - B.B. Hood, Jill, Chun-Li: This is where the sloppiness hits breaking point, and it doesn't help that Baby Bonnie Hood is around as she's one of the most annoying characters in the game [for me]. However, it was the fact that I couldn't finish characters off effectively that make this hard to watch. Blame my rust on that one, but at least I didn't lose much except style points... if that's any consolation?

That's all for part 1. Watch out for part 2 shortly. Enjoy.




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Tags:
Marvel
vs
Capcom
[2]
Gambit
Morrigan
Megaman
Rogue
Amingo
Hulk
Colossus
Storm
Servbot
Guile
Juggernaut
Ryu
Baby
Bonnie
Hood
Jill
Valentine
Chun-Li
Sega
Dreamcast
Playthrough
LordVucious



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