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Marvel vs. Capcom 2: New Age of Heroes
  PS3FightingUC  
  opened by paleface at 17:40:33 09/16/20  
  last modified by paleface at 12:27:18 03/05/24  
  paleface [sys=PS3; cat=Fighting; reg=NA]
           
1080p, widescreened (although you can set it back to 4:3 if you want) version of the Dreamcast/Naomi (see entry 1257) classic manic team fighting game. The true fans keep the DC flame burning for this game, but old softcore me appreciates the convenience, and extra sharpness, of this later version, which of course has everything unlocked from the get-go.
 
  paleface 18:39:06 09/16/20
           
Download added: ps3_mvc2_title.jpg (121845 bytes)
  "Title screen."
 
 
  paleface 18:43:04 10/08/20
           
 
  paleface 16:08:40 11/18/20
           
- there are two Wolverines! Metal claw Wolverine, and a bone claw Wolverine with fewer moves
- you can just pick the same character repeatedly?!?
- picking characters with a diff one of the 6 attack buttons gives different colors--not all of them good, necessarily!
- I still can't play Colossus :p
- Mecha Zangief lives! (back-uppercut+LK) But don't do his metal mode-only super (360+K or something), that will change him back
 
  paleface 00:58:02 11/29/20
           

 
Sure helps to have a big gun super vs the boss!
 
I finally realized the difference between Arcade Mode and Score Attack Mode is that in Score Attack Mode you can't continue--and I usually don't want to continue so I should play that mode! And the stage-transition background is green rather than blue. : P
 
  paleface 18:50:18 02/11/21
           

 
Playing Score Attack Mode with the two teams of Thanos, Wolverine, and Hayato, then Captain Commando, T.Bonne (Tron Bonne), and Rogue on Marvel vs. Capcom 2 on PS3! I cleared it on the single credit with CapCom, T.Bonne & Rogue! : D
 
This game is good fun. Definitely helps to have beam supers against the boss though! ; ) Love T.Bonne's Servbot super, with his big plastic hammer. ^_^ And Hayato's humming lightsaber sword!
 
(Hayato Kanzaki is the main character from Capcom's "Star Gladiator" fighting game series: Star Gladiator on PS1, Plasma Sword on DC); Star Gladiator was originally meant to be a Star Wars Game!)
 
Aside from having no Continues and a green inter-match background, Score Attack Mode also differs from Arcade Mode in having only one difficulty level--it feels equivalent to the default (Normal or whatever it is) difficulty level in Arcade Mode.
 
The illustrator for the game generally goes by the name "Bengus"; he has other aliases, but I can't find any that would seem to match up with the "MF" listed as the sole listing under "Illustrators" in MvC2's credits.
 
2/10/21
 
  paleface 12:06:05 12/08/21
           

 
Had way too much fun with Ruby's "boat knife" qcf+2K and B.B.Hood's qcf+2P supers. ; ) Live by the boat knife, die by the boat knife! = oo
 
That technical thing I talked about at the end for getting delayed audio working with audio "ducking" in the OBS Studio streaming/recording software is spelled out in an obsproject forum post by Suslik V, specifically
 
"Voxengo Sound Delay VST Plugin, try to add it to the mic source first from all (Sync Offset from Advanced Audio Properties not needed in this case, let's say it moves position of the track, only whole track, during encoding) and set Quick entry in ms of your delay to this VST filter.
 
When you installing the VST filter, please select "VST for 64-bit host audio applications" from the list of the components and specify the destination directory as C:\Program Files\VSTPlugins (if you running Win x64 and obs64.exe) otherwise OBS Studio unable to find VST plugin installation.
Then you need to add filter VST 2.x Plug-in to your mic under OBS Studio Filters. Select from dropdown list Sound Delay and click Open Plug-in Interface button to adjust filter's settings."
 
(Oh I'd thought Suslik was a developer since they also replied to a bug entry on the problem in what appears to be OBS's old "Mantis" online bug tracker (since early 2020 they've been using github instead); they seem to be more like a very knowledgeable civilian, though. But the solution they gave using a VST filter to delay the mic audio instead of the usual setting in OBS's "Advanced Audio Properties" window sure did the trick!)
 
No more 1/5th of a second gap where the game sound gets quieter *before* my dumb voice comes in, yay! : D
 
I wanted to have the game sound come back in a bit quicker than the default 200 ms "release" delay, but trying it at lower delays results in some static bursts...so I guess that's why the default delay is 200. : P
 
  paleface 00:27:13 03/19/22
           

 
These dudes are too strong! ; D
 
Oh! I'm dumb; I bet if I'd done the LIGHT version of Sabretooth's hcb+K, that would have had Birdie shooting at a different angle; all I tried was the heavy kick version, where she shot slightly upward, and I completely failed to hit the second boss form. In fact, according to Sabretooth's MvC2 FAQ ... Yep, light would have shot horizontal. Oops! ; )
 
I looked up Birdie! Well, in the actual Marvel comics, there was no "Birdie"; there was, however, a tall slender blonde woman pretty much identical to her, with a more fabulously '90s costume, named "Birdy"--somehow the spelling just came out differently in the games. Birdy was a sort of Gal Friday to Sabretooth, and had a telepathic power that conveniently helped control his blind rages. Introduced in his employ in 1992 ("X-Men" 2001 series #6), she was killed by Mystique's mutant-serial-killing non-mutant (go figure) son in 1993 ("Sabretooth" limited series #4); this was firmly back in the awful "women in refrigerators" ridiculously testosterone-overblown era of comics where the industry's male hack comic writers routinely murdered female supporting characters in gruesome ways as a desperate means of generating drama.
 
Not to mention that their "relationship" was written in grotesque ways even before she was killed off. In one issue of the Sabretooth limited series, for instance, while she's massaging his poor tired muscles from the side of his hot tub, he gets mad and throws her into the tub, yelling at her to "do her job." Irked by that treatment, she zaps him with an extra-big psychic zap, which not only chills him out hard but also manifests his younger self. She converses with the younger self and hugs him--after he's slipped his weird manacles and lunged at her--at which point Sabretooth snaps out of his trance, shouts at her some more, and punches her right in the face, knocking her out flat on the floor. He puts on a towel and walks out, talking and smiling to himself. ; P
 
MvC2 came out in 2000, so when "Birdie" appeared as part of Sabretooth's special and super attacks in the game, "Birdy" had already been dead seven years in the comics; the game is a call-back to the glory days of Marvel's 1990s excess! (Granted, she and Sabretooth first showed up in 1996's X-Men vs. Street Fighter, but her comics alter-ego had still been dead THREE years at that point.)
 
(Sabretooth and Birdie weren't in MSHvSF and MvC, the two vs games between XvSF and MvC2.)
 
Only three characters left to try out! Can you guess who they are? Two are eh sort of related, and the other is a character I'd scratched off the list at one point early on, but need to try out again!
 
  paleface 19:20:29 06/23/22
           

 
Morrigan and her laser super are about as overpowered as Ryu and Iron Man. ; ) Bad at standing neutrals w/ Felicia--her standing heavies are very short range--but she worked a lot better in air, air to ground, and I think on lows. Anakaris and his weird kick-you-upward-from-the-ground-while-gliding-above are actually pretty fun?!?
 
  paleface 22:24:42 06/27/22
           

 
Tested and seemed to confirm that starting the first run (1:24)--where I almost always face Omega Red, Colossus, and Doctor Doom--then quitting and starting a new run changes the AIs I face. I wish it would do that the first time, but it's good to know there's a workaround to vary things up, at least!
 
Still working on fighting as Amingo and Anakaris; Amingo's pretty good at melee, and I found he can hit and run with his jumping HK if necessary. With Anakaris, took me a bit to remember it's his jumping HK (hm, a theme here) I like for evasive shenanigans. Yolo Anakaris snake arm super got blocked an awful lot; with Amingo, although his um plant munchy super is effective if you can combo into it, I of course had trouble doing that in later matches, and ended up just saving super stocks for Juggernaut. : P
 
Still gotta work on not getting trashed by SonSon. = oo Try blocking, maybe? = ppp
 
Didn't manage to figure out super use on the 2nd and 3rd boss forms, oof! Come to think of it, Amingo's vine super probably would'a been ideal! Dang.
 
  paleface 21:48:35 07/15/22
           

 
Colossus was just crushing everyone until they started blocking. : P Did okay w/ Psylocke & Guile when I'd finally swap them in; Guile's super could grind things out pretty well when necessary--wish I'd had him in better shape for the final boss form! But then I finally found a target big enough for me to hit with Colossus' super dive, whewww. 'pppp'
 
Restarting Time Attack mode *IS* forcing it to generate random teams, it seems like. Weird, man--but, okay. Although actually, some of those teams it came up with this time were pretty scary! = o
 
  paleface 21:14:11 07/25/22
           

 
Team way too strong! Could just grind things out with Morrigan fireballing and lasering while Juggsy and Venom bonked and bashed the AI to bay. ; D
 
Venom showed me that the most important thing in the boss fight--aside from a big laser--is being able to jump high so you can just hopscotch over the first form!
 
  paleface 20:34:45 08/24/22
           
Ooh RE: 28_rotor.jpg, they also forgot to move the score over when widescreening the PS3 version, so it would stay above the health bars. ; D
 
  paleface 12:49:14 10/07/22
           
From now on when I play Sabretooth I'm only gonna use his Beta assist, because that's the one with Birdie! : D
 
  paleface 22:23:20 10/19/22
           

 
Playing Score Attack mode in Marvel vs. Capcom 2: New Age of Heroes in widescreen on PS3 with the team of Zangief, B.B.Hood, and SonSon! And B.B. plays a win pose I've never seen before!
 
B.B.Hood getting paid and counting her money while smoking (smoking is bad for you, BB!) is apparently a random win pose for her; I went back and checked my other play-throughs with her and this is the first time it's come up!!
 
Characters playing random win poses there does explain a few other wacky things I've seen I suppose. ^ _^ (According to GameFAQs, Sakura and Roll--I don't play Roll because her sprite looks awful :P--have win poses you can trigger specifically by holding certain buttons.)
 
Zangief's B assist--jumps out and throws--worked really well with my usual silly attack spam play style: I force the AI to block, and Zangief leaps out of nowhere and throws them while they're immobilized! ^^D
 
Almost got Z killed soloing the first boss form... BB disintegrated the second, but then vs the 3rd I had this problem I've noticed more and more lately, where I fall into trying to hit them with a character who just...can't seem to hit them! I mean, I was OVERLAPPING the huge devil dog with SonSon's jump attacks, and they just didn't hit. What. The. HEck. MAN. Gahhh. There seems to be something fundamental that I don't understand about the 3rd form's hit box.
 
A SonSon jumping kick at 27:35 went right through his neck area; but an air uppercut right after hit the ball behind that part. I got jump-ins on the ball after that...
 
A neutral jump at his shoulder @ 27:57 went right through; but then he leapt past and my next neutral jump there hit his hindquarters.
 
Another neutral jump at his neck 28:09 went right through.
 
A forward jump over his head and down through his neck at 28:16 went right through. A follow-up forward jump through his shoulder hit nothing.
 
A forward jump with the kick arcing down through his neck and the back of his head at 28:34 hit nothing.
 
A BB forward jump uzi attack up through his middle, coming out just behind the ball and over his hindquarters, hit nothing. 27:08
 
On the other hand, a BB forward jump attack on his forehead 27:26 hit.
 
So, I'm thinking maybe he has only three discrete hit areas:
a) Forehead, maybe face
b) Ball / top of his back
c) Hindquarters
 
and anything between those will pass through harmlessly. : P
 
  paleface 23:31:51 10/25/22
           

 
Why were Amingo and Ryu standing on each other in the win screen? ^ D^
 
Medium Kick was a great color for Amingo (dark green/red/black/umber) and Felicia (brown/black/red/magenta)!
 
YET AGAIN fell into the trap of wasting most of the round trying to hit boss form 3 with a character (Felicia) who has a hard time hitting his three tiny hit boxes after getting my big blaster (Ryu) stupidly zapped right away (trying to uppercut his back/orb hit box, and missing twice into a huge lava juggle ;_;). ARGGGGGGHHH. Actually though Amingo was just pretty good at drilling him in the face or back! So that's a good back up to have especially when low on meter.
 
I was starting to feel pretty down on Amingo here until I found his standing Heavy Punch just drills the AI. A lot. Alternating that with his jumping Heavy Kick drill--and maybe sometimes his jumping Heavy Punch spiked bongo gourd double whambo!--proved ridiculously effective! And with his repeat hits and me avoiding his supers since I'm not good at them, I build up HUGE meter with him!
 
LOADS of fun in melee with Felicia. And I do love that qcf+2K kitty litter super. It even auto-corrects on cross-up! = o
 
  paleface 21:42:39 06/18/23
           

 
~ Frames of light punch input lag on my set-up:
 
Marvel vs. Capcom 2
Dreamcast: 3
PS3: 2-3
Flycast: 1
 
  paleface 18:46:35 06/26/23
           

 
Last time I tried an Arcade mode in MvC2 was in the PS3 version, at the highest difficulty setting--but that version has just FOUR levels of difficulty; the Dreamcast version has EIGHT!
 

 
On the PS3, 4/4 ("EXPERT"; default is 2/4 "MEDIUM") difficulty was about as hard as Score Attack mode in both versions, both of which I can just about 1cc--which means they are NOT very hard at all. ; )
 
But in the Dreamcast version's Arcade Mode, difficulty 8/8 (the default is 2/8) is tough! The enemy teams can combo off their assists--and air juggle that right into a super! (14:09) Oof! ^_ ^ The AI never game close to anything like that in the PS3 version! = oo
    
 
references:
· Marvel Super Heroes (PS1)
· Marvel Super Heroes vs. Street Fighter (PS1)
· Marvel vs. Capcom (DC)
· Marvel vs. Capcom 2 (DC)
· Marvel vs. Capcom 2: New Age of Heroes (DC)
· Marvel vs. Capcom: Infinite (PS4)
· Marvel vs. Capcom Origins (PS3)
· Ultimate Marvel vs. Capcom 3 (PS4)
· X-Men: Children of the Atom (PS1)
· X-Men vs. Street Fighter (PS1)

 
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