Scorp, Mil, JC, and Sub's Playstyles and Normal Move Properties

Quick Index of terms used:

Low attack: Still hits opponents if they are blocking high

Overhead: Still hits opponents if they are blocking low, but could be blocked high.

High Attack: Could be ducked

Launcher: Pops opponent up in the air for a juggle combo.

Normal String: Combo on the ground(all in command list).

Example of frame advantage: "Lets say I'm johnny cage and I throw out a frame advantage move.
If you block it then IMMEDIATELY afterward do your quickest move and *I* as Johnny do the same quickest move. Johnny's would land. Not yours. Frame advantage moves on block are used to trick your opponent into thinking they are safe to attack, when in reality they aren't. The frame advantage isn't too big. But in a pro players hands this could be epicly dangerous.

Playstyles:

Johnny Cage:

Johnny has ALOT of frame advantage moves on block from up close. Frame advantage on block means: if your opponent blocks the move, instead of you being at the disadvantage, you are at the slight advantage still.
You got to know what you're doing to find openings but it doesn't matter. This guy is a pressure god....

Back Triangle(chargeable) = Unblockable normal that could be dashed out of in between.
Square, X, Triangle = The last hit is really close range, but has frame advantage
Triangle, Square, Triangle = Last hit is an overhead mini laucnher
Triangle, Square, Back Circle = instead of the overhead launcher you could throw a low instead
Forward X, Triangle = Last hit is a duckable LOW range frame advantage move. Amazing move.
Forward X, X, Back X = Ends in an overhead
Forward Circle = Overhead Launcher

Also, incredibly just his normal jab has frame advantage unlike the other characters. Pressure god.


Sub Zero

Sub Zero has SOOOOOOOOOOOO MANY OVERHEADS AND LOWS. It's ridiculous. Mix that in with the fact that he could freeze with all his specials and this is a fierce ass character. Just not finishing his normal strings and grabbing instead is an amazing strategy because grabs can't be ducked.

Back Triangle(chargeable) = A frame advantage move if fully charged. Could be dash canceled.
Back Square, Triangle, Square = The second AND last hit are overheads.(if the second hit misses you can't keep attacking)
Back Square, Triangle, Circle = Same move but you could make the last hit a low
Triangle. Triangle. Triangle= Really hard hitting move. Last hit is an Overhead
Forward Circle, Triangle + Square= First hit a reallllly far range overhead, second hit a low.



Mileena

Mileena is clearly the most ranged of the 4 choosable demo characters. Her normals all attack from such a ridiculous distance that you could keep someone at her mid range all day. Mix that in with her SUDDEN and scary special moves and your on your way to alot of flawless victories.

Back Square, Circle = Last Hit overhead. Really ranged.
Back X, Back Circle = Tricky animationed low on the first move. Could add the second move for an additional low
Up Circle: Overhead Launcher that hops over enemy attacks


Scorpion:


Scorpion has a good arsenal to him. Of course we all know his specials, but his normals are a little bit of everything. Seems like the most balanced character out of the 4 playable.

Back Triangle = Overhead Launcher
Forward X, X = Ranged advancing overhead.
Forward Circle , X= Advancing low. Could tag on the last hit(which is high) because on block the low isn't too hot.
Square, Square, Square = Either frame advantage or almost frame advanatage. Hard to tell. But definitely not a vulnarable move.
Triangle, Square, Triangle = Ends in overhead






I know this isn't ALL their normals, but I tagged on the ones with really special properties. I hope you all appreciate it. The demo is great and the characters are sooo wonderful. I can't wait to try them all out and see what people are going to do as them. No one plays like another character. All the characters have there obvious strengths and weaknesses.

Mileena isn't too hot up close. Sub Zero is definitely a stronger and tad slower character. Johnny doesnt have too many low/overhead mixups. Scorpion is well rounded... <_<

And this is just me talking about their normals. Remember to mix in there specials in your head when thinking of strategies.
Also... just like in Street Fighter, everyone could option select specials onto your own whiffed moves. So you could input a normal and a special really fast and the normal will only come out if you miss, BUT if it lands both the normal and special will come out.

OH! ALSO! Jumping kicks can be blocked high and low. But all the jumping PUNCHES hit people while they are blocking and ducking. Mindgames.

Second also. Sweeps are really good but could be seen coming, they aren't as fast as they were in MK2 for instance. If your eyes are quick you could definitely see them coming.

Any questions on gameplay, just shoot.
 
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I love it how me and my buddy are just sitting here pausing every 3 seconds to write shit down lol. We're trying to make some sick combos now.

Out of the 4 I like Johnny fits my style the best, and my buddy likes Mileena because he says she practically owns the whole field no matter where she is.

Quick FYI.. this is a VERY offensive game. With the playstyles so far and the fact that there is chip damage AND that grabs can't be ducked..... you have no choice but to be quick on your feet.
 
cool stuff here, so are these normals short combos? and is a frame advantage move like a quicker dash, or a longer dash or something? thanks :)
 
Added this to the OP:

"OH! ALSO! Jumping kicks can be blocked high and low. But all the jumping PUNCHES hit people while they are blocking and ducking. Mindgames."

cool stuff here, so are these normals short combos? and is a frame advantage move like a quicker dash, or a longer dash or something? thanks :)

Lets say I'm johnny cage and I throw out a frame advantage move.
If you block it then IMMEDIATELY afterwards do your quickest move and *I* as Johnny do the same quickest move. Johnny's would land. Not yours. Frame advantage moves on block are used to trick your opponent into thinking they are safe to attack, when in reality they aren't. The frame advantage isn't too big. But in a pro players hands this could be epicly dangerous. Understand?
 
I love it how me and my buddy are just sitting here pausing every 3 seconds to write shit down lol. We're trying to make some sick combos now.

Out of the 4 I like Johnny fits my style the best, and my buddy likes Mileena because he says she practically owns the whole field no matter where she is.

Quick FYI.. this is a VERY offensive game. With the playstyles so far and the fact that there is chip damage AND that grabs can't be ducked..... you have no choice but to be quick on your feet.

I'm just so glad to hear that. My biggest concern was balance and difference in playstyles. Keep up the good work!
 
Mileena's outfit ripped and was hanging (the side of it) off her hip when I was kicking her ass with Scorpion.
 
I love it how me and my buddy are just sitting here pausing every 3 seconds to write shit down lol. We're trying to make some sick combos now.

Out of the 4 I like Johnny fits my style the best, and my buddy likes Mileena because he says she practically owns the whole field no matter where she is.

Quick FYI.. this is a VERY offensive game. With the playstyles so far and the fact that there is chip damage AND that grabs can't be ducked..... you have no choice but to be quick on your feet.

just wonderin,, if you go to do a combo on someone (just punches and kicks on ground) and the opponent goes to throw you at the same time, who wins? the throw or the combo?

and since the throws not duckable is it blockable? any other way to counter it?
 
just wonderin,, if you go to do a combo on someone (just punches and kicks on ground) and the opponent goes to throw you at the same time, who wins? the throw or the combo?

and since the throws not duckable is it blockable? any other way to counter it?

If the first hit of these normal strings lands then all the rest will combo it. They are the "on the floor" combos.

And blocks could be broken out of if you tap block exactly when you are grabbed. An attack will beat out a grab.

EDIT: By the way I answered your frame advantage question above.
 
why do you call they're combo's normals? sounds strange to me, and what do you call pop-ups? each to his own i guess.
 
By the way, grabs have very low priority(they get hit out of by many things) and are just a little slower than jabs. Only plausible use for them that I could see so far is to grab a predicted block.

How easy are the fatalities to pull off?

Not really at all actually. Timer is longer than the classic games and most are stuff like Back, Forward, Back Forward, Triangle.

why do you call they're combo's normals? sounds strange to me, and what do you call pop-ups? each to his own i guess.

Sorry I'm using Street Fighter and Tekken terminologies =(
And I'm calling the pop-ups launchers.
 
The game is very good. If you have been playing Marvel vs. Capcom a lot, it is a nice departure of the games frantic pace. It reminds me a lot of part 2 and part 3 combined. The inclusion of the run button makes it feel a little slower then Mk3 but once you get into the meat and potatoes of the game it has a lot more depth. I have been learning Sub-Zeros moves and they are impressive. A nice mix up of highs and lows to confuse your opponent and his Ice abilities let him get closer to the opponent with ease. The games combo system takes some getting use to. It is actually harder to pull of the custom combos then you think. I thought the game would be a tad floaty but luckily it was not and forces you to move fast and clean to perform the combos effectively.

Here is a good combo that I have leaned with Sub-Zero. It is easy to perform and effective. It is a 11 hit combo. You can jump in with Back Punch to start the combo. You can even freeze your opponent with Sub-Zero to make it easier.

Front Punch, Front kick, Iceball,double tap Forward, Jump strait up with Back Punch, double tap forward, Front Punch, double tap forward, Back Punch, Front Punch, Back Punch, Enhanced Attack- Power Slide or just regular power slide if don't have any bars left.

Remember it has to be performed fast and clean. It is a good combo with Sub-Zero because you can use variations of the combo with other moves. You can start it off from the air, the ground, and with one of Sub-Zero's freezes.

This combo is a variation of Sub-Zero's last big combo in his trailer video. The way I perform it is easier to perform then the trailer combo and adds a extra hit. It also looks cooler because there is more Ice components to the combo. Enjoy!!!

If want to perform it exactly like the trailer at the end of combo instead of Back Punch, Front Punch, Back Punch, Enhanced Attack- Power Slide. Do this- Back Punch, Back Punch, Back Kick, Enhanced Power slide. This way you have to do the Enhanced Power Slide or the combo won't work. You have to be close to the edge to I believe. The way I perform the combo you can do it from anywhere on screen.

The combo is at 1 min exactly in his trailer video. Not his story video.

Front Punch, Back Punch, Front Kick, Back Kick is how they reference the buttons.
 
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