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MvC2 Switch Trick (10.23.03)
Joey "eKiN" Nguyen
What is the Switch Trick?
The switch trick is a technique that allows you to start the round with a pre-buffered attack or action that consists of
any combination of normal buttons (LP HP LK HK) only. Since joystick motions are allowed before the match, you can actually
begin the round with a combination of pre-buffered buttons with a joystick direction (such as command normals).
How is the Switch Trick done?
1) Pick your team in the wrong order (e.g., Storm/Cable/Cyke)
2) During Versus screen, hold one of the assist buttons to bring another character in
3) As the game starts, release the assist, hold down the button you want to buffer
When "FIGHT" appears, the normal attack will come out instantly (i.e. hold down LP, a stand jab will come out straight away)
Note 1: You are free to move around for positioning before the round starts, as long as you are holding down what you want
to come out when "FIGHT" appears (e.g. you can hold forward and 2P, and then hold back right before "FIGHT" to get dash back.)
Note 2: You can also utilize the switch trick by keeping your first character in and only switching the assist order (A1+A2 during Versus screen).
This will allow you to start every new game (assuming you win) with the same character and still use the switch trick.
How does this change the game?
Jump straight up and block (up, then back) was previously one of the best opening defenses in the game (if not the best). Holding
up/back is actually slower because the direction contains one frame of ground/block before going to the air. If the opponent
goes low when you are holding up/back, you will go into a high guard animation and eat their low attack.
Jump straight up leaves the ground in one frame, and tapping back
straight away allowed the option of airblocking without the weakness the low attacks of jumping up/back. For
example, take Sentinel against Magneto:
a. [ Magneto - c.LK + Psy assist, c.LK ]
If Sent tries to jump upback, he will get hit. If he tries to do any
normal move, he gets hit. Safest option - jump straight up -> block
b. [ Magneto - j.HK + Psy assist ]
If Sent blocks low, he gets hit. Instant overhead. Any other blocking
action is safe. Safest option - jump straight up -> block
c. [ Magneto - s.LP + Storm assist, c.HK ]
If Sent tries to jump in any direction, and does not BLOCK LOW
while in the air, he gets hit, as the s.lp will bring him back to the ground where he will get hit by the
sweep.. If he tries to do a normal, he'll get hit. If he blocks low, he's safe. safest option - jump straight
up -> block low
Now Magneto gets a new starting option - "switch" -> stand LP-HK, or "switch" -> stand HK, hold upforward,
into infinite, etc. This will catch Sentinel no matter what way he jumps, even straight up. (Why does this hit?
Because it takes time for people to tap up -> block, and your normal move is being executed instantly.
However, as mentioned above, since you can buffer COMBINATIONS of normal move buttons, Sent also gets a new option
which is "switch" -> dash back (hold back + 2p). The only thing Magneto can do is stand LP, which Sent's armor
absorbs before he dashes away. You could "switch" -> dash forward as well (which isn't a very safe option). Magneto's
other normals aren't fast enough to hit Sentinel before he gets out of Magneto's reach. Storm, with her fast dash, can
also use this backdash technique. You can also buffer things like tags, lightning attack, smartbombs etc. If you are a
Lone Ranger and you are willing to take the risk... try some other stuff out!
There are a lot of possibilities with switch trick. Here are some common examples:
The Big 4:
Magneto: s.LP -> launcher | s.HK -> infinite
Sentinel: s.LK-s.MP -> Rocket Punch -> HSF | s.LK+Commando
Cable: c/s.LP-s.HK -> AHVB (iffy)
Storm: s.LP-c.HP (doesn't combo, but often catches people who try to retaliate)
Other Common Chars :
Cyclops: d/f+HK -> air combo... (top opener that beats or trades with everything)
Ironman: s.HK -> air combo...
Blackheart: c.LK...
Megaman: s.LP...
Dhalsim: c.LP...
Strider: c.LP-c.MP-c.HP -> air combo
Remember that these are things that will only work in certain situations, not every one. Just about anything
will stuff the Sent opener for example, and you may be best sticking to the basics and what's safe: "switch" ->
c.LK+Psy AA-c.MK or "switch" -> dash back.
Doing the motions for a switch opener can also lead to a new level of mind games. You pick Storm/Mag/Psy and hold
down A1 to bring in Magneto first, and they expect a switch s.HK or c.LK+Psy AA-c.LK, so they block low, and
instead you hold upforward and dash down on them with ad.LK-c.LK+Psy-c.MK. Just because you went through the motions
doesn't mean you have to commit to it - the old options are still available and perhaps more effective in different
situations.
Try it yourself and see what you can come up with. Have fun!
Discussion Thread >>
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