Marvel vs. Capcom 2 lives on in Romneto’s latest online match highlights

Marvel vs. Capcom 2 is a game that will likely never die, even now, just months away from the release, the game still has an active community online.

Following up on his previous highlight video, Brett “Romneto” Harbach has shared another highlight video featuring a number of veterans playing Marvel vs. Capcom 2 online.  These includes players such as Khaos, Worldmatchue, Phil0pia, Dereklearnslow, Skitz, VDO, and many more.

In addition to this, Romneto has also included a segment at the end featuring footage  from various Marvel vs. Capcom 2 tournaments with a number of players, including those in this video giving their insights on this immortal game’s community.

Source: Romneto

Learn the difference between a meteor smash and a spike in this latest guide from SSBM Tutorials

SSBM Tutorials and CDK are back with another Super Smash Bros. Melee guide, this time covering meteor smashes and spikes. While used interchangeably by some people, a meteor smash and a spike are different from one another, with this tutorial hoping to inform players about these differences.

Meteor smashes and spikes look the same on first glance; they both send an opponent flying downwards at high speed. However, while you can effectively cancel the momentum of a meteor smash through meteor cancelling, you cannot cancel the momentum of a spike. There are only four so-called “true” spikes in the game–Ganondorf’s Wizard’s Foot, Marth’s down air, the upper hitbox of Falcon’s down air and Falco’s down air. In the PAL version of Melee, Marth’s down air is actually a meteor smash.

Players can meteor cancel by inputting either an Up B or a jump eight frames after the initial hit-stun of a meteor smash. If you try to meteor cancel too early, you won’t be able to meteor cancel again for 40 frames and mostly likely die. If you lock out the jump meteor cancel window, you can always use the Up B one as the lock out windows are different. Trying to save yourself with the jump meteor cancel after an failed Up B cancel can be tricky, as you can press Up too hard on the Control Stick during the Up B and buffer your double jump before the initial eight frame window ends. Make sure to practice your meteor cancels and learn which moves can and can’t be cancelled out of.

Source: SSBM Tutorials

See Darkseid, Green Arrow and Green Lantern in action with these Injustice 2 character walkthroughs

While yesterday saw the announcement of the first character pack for Injustice 2, NetherRealm Studios were also on hand for one of their informative Watchtower streams. Friday’s stream focused on Green Arrow, Green Lantern and the pre-order character Darkseid, showing off their special moves and various Gear sets which can be used in combat. GameSpot has compiled all of the relevant character walkthroughs into three dedicated videos for your viewing pleasure. First off is Green Lantern, who retains much of his moveset from the original Injustice. He also has dedicated Gear sets which turn him into a Red and Blue Lantern.

Next up is Green Arrow. Much like Green Lantern, he retains much of his moveset from the original Injustice. He can now move around while prepping one of his elemental arrows, as well as storing it in his quiver for later use. One of his new Gear pieces allows him to swap out his trademark boxing glove arrow for a bola arrow, which ties enemies in place for a few seconds.

The final character is the tyrannical ruler of Apokolips, Darkseid. Besides his trademark Omega Beams, Darkseid has control of three different minions to use in battle. One can be detonated on command, another one flies next to Darkseid and can either charge forward or fire a fireball, while the final minion teleports in for a quick overhead strike. Unlike Killer Instinct’s minion master Gargos, Darkseid’s Para-demons will disappear if Darkseid takes a hit.

Source: GameSpot via NetherRealm