An Analysis of Tournament Champion Duc Do's MvC2 Team

By Jay Snyder, Derek Daniels, and John Choi

December 25, 2000 |

Spiral-A/Cable-A/Cyclops-B

Team basics:

This is a Cable-based team and follows the very common team dynamic of battery/user/primary assist. What this means is that although Cable is second in the team order, the whole team revolves around him by using Spiral as a battery (a term used to describe a character whose main purpose is to build super meter) and Cyclops as the main assist of choice. What sets this team apart from others is how each component of the team complements one another. Spiral builds meter for Cable and allows Cable to tag in relatively safely. Once Cable is in, Cyclops protects Cable and provides him with Air Hyper Viper Beam openings.

Basic team dynamics:

In most matches, Spiral will start since her main job is to build meter for Cable, the user, to use for his dreaded Air Hyper Viper Beam (AHVB). Why does she do this job better than others? Spiral can actually put Cable assist to a productive use, and the effect of this is two-fold. Obviously, it helps her out by helping her trap (see individual sections). But the most important use of this is that it conserves the use of Cyclops assist, keeping him fresh for Cable. Since every successful hit of the Cyclops assist means a free AHVB opportunity, you can see the great importance in keeping Cyclops alive.

Once Cable comes in after Spiral charges enough supers, he can chip away at the opponent's life using Spiral-A assist and Viper Beams from long range. If an opponent closes in, he can use Cyclops assist to keep them away and AHVB if the assist hit, or Viper Beam/Grenade if the assist was blocked so that Cyclops can get off the screen safely. If Cyclops ever comes in, he can use up his Mega Optic Blast (MOB) super to chip away life (each super does about 10% chip) or use his double jump and fast Roundhouse kicks in the air to charge up meter.

Individual specifics:

Spiral-A:

Spiral with Cyclops assist is actually superior to Spiral with Blackheart assist in getting the initial set of knives. All you really have to do is get someone to block Cyclops assist, which will allow you to super jump and reload knives. After this, Cyclops assist should be used minimally, as Cable helps out her knife trap more. As was seen on the B4 tape, Spiral normal jumps, throws three knives on the way down, three remaining ones on the way up, calls Cable and reloads, then repeats the process.

When Spiral throws knives, it always comes out in the following order: high, mid, low, low, mid, high. The importance of throwing the first one at the peak of your jump is so that you can throw the first one higher than most characters can jump. The knives will form a nice staggered wall preventing you from jumping out or walking under. The Cable assist increases the time you spend blocking, covers her reload time, and does some chip damage. To counter this wall of knives, you can either take to the high air (as the near air is quite well covered) or you can find a way to stop the knives before they get to you, like Ruby Heart does with her Short Sublimation or calling a ground controlling projectile assist, such as Storm-A. If you choose option number one, she can notice you super jumped, reload and do an expanding knife circle (QCF+Short), reload knives while they deal with the circle, then repeat the trap. Anytime the opponent manages to get close enough, you can rely on Cyclops to keep you safe and you also have the option of teleporting to various parts of the screen to safety.

While they're being trapped, a handy and important side effect is that lots of super meter is being built. And since Spiral rarely has a need for her supers, it all goes towards Cable to use for AHVB's.

Duc does not use the speed or power up supers and will only use metamorphosis super in a high probability situation such as an air combo, (after a launcher and with full set of knives), super jumping Short, Forward, expanding knife circle cancelled into metamorphosis, grab with Fierce. If timed correctly, the grab super is very hard to escape and is basically considered a combo.

As soon as you have sufficient super meter charged, it's time to bring in Cable to do some real damage. Spiral excels here by being one of the very few characters in the game with a "safe tag." When she has knives, throw 3-4 on the ground as quickly as possible then tag Cable when the last one is leaving her. Cable will come in, taunt while the knives are still being blocked and will be able to recover before they can retaliate. Also, if the knives happen to connect, Cable can combo off his tag into AHVBs. You can see an example of the tag combo in the B4 tape. Duc tags in Cable and knocks the opponent into the air. He waits until the opponent is very low to the ground then follows up with a low Short, stand Roundhouse, AHVB combo.

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