Gameplay

Oleh: rd4k1

Chain Combos

The basic combo system of SoM2 revolves around the concept of chain combos, which is the canceling of standard attacks into each other in order of strength. Since SoM2 operates on a Light – Medium – Heavy scale, that would mean chaining Light Attack – Medium Attack – Heavy Attack. During these chains, characters can alternate between standing and crouching attacks, and between punches or kicks, as long as they are still in order of strength. For example:

Standing LP – Crouching MK – Standing HP

Try different series of these attacks with different characters to find optimal combinations based on range and speed.

Also, an important note is that most characters can cancel chain combos at any stage into certain special moves, which can then be canceled into certain Super Moves. Be sure to practice with each character to discover the specifics of each.

Launchers/Air Chain Combos

Every character in SoM2 has a Launcher, which is a move, usually an uppercut or kick, that sends the opponent flying into the air unable to recover for a short time. During the opponent’s moment of vulnerability, press Up + Forward to follow the opponent into the air and deliver a follow-up attack.

The most impressive and damaging of these follow-up attacks would be an Air Chain Combo. Air Chain Combos operate under the same rules and conditions as Standing or Crouching Chain Combos.

Dash Attacks

By tapping Forward or Backward twice, your character can perform a quick dash or hop toward or away from their opponent, respectively. During a forward hop/dash, you are unable to guard (however, you are able to guard during a backward hop/dash due to the defensive nature of the maneuver).

To keep from being pummeled, you can perform Dash Attacks during the forward hop/dash by pressing any of the six attack buttons during the maneuver. These attacks have different properties than the standing air attacks, the key difference being that they cannot be chained together.

Throws

Every character can perform a quick throw in close quarters by pressing HP+HK simultaneously. Throws are not guardable. Try pressing forward or backward along with the throw command with different characters to discover alternate throws with different properties. Not every character has multiple throws.

E.O.A.

New to SoM2 is the E.O.A., or the Easy Overhead Attack. By pressing MP+MK, your character will perform a short hop along with a quick physical attack that must be blocked high. Try this to counter someone who is crouching a lot or trying to sweep you.

EX Moves

Every character (except for Apollo) has EX Moves, which are powered up versions of their special moves. Not every special move for a character with EX Moves has an EX version. EX Moves also sometimes have additional properties outside of higher damage and priority, such as homing capabilities, multiple hits, or invulnerability. Each EX Move uses up 1/6th of your character’s Super Meter.

To perform an EX Move, use the same command as the corresponding Special Move, only instead of pressing just one attack button, press two attack buttons of differing strength. For example:

Sabotage’s Earthquake Test – B,D,DB,P

Sabotage’s EX Earthquake Test – B,D,DB,MP+HP, or LP+MP, or LP+HP

EX Moves can be great alternatives to Super Moves.

Super Moves

Super Moves are powerful moves that require a certain number of levels of your Super Meter. Every character has at least one Level 1, Level 2, and Level 3 Super Move. The higher the Level, the more damaging the moves are. Some characters have multiple supers of each level, such as Snow, who has two Level 1 Super Moves. These moves are often very fast, highly damaging, and more impressive uses of a character’s special abilities.

Desperation Moves

Desperation Moves, or DM for short, are the most powerful moves the SoM2 cast has to offer. These moves are often cinematic in nature and can easily turn the tide of a battle.

To use a DM, your character must be at or below 250, or 1/4th, of their life. DMs do not have any specific Super Meter level requirements, but they will deplete any available Super Meter, whether it be 1/8th or 3/4th of the way full. Try to reserve your DM until absolutely necessary, because if you attempt the move and miss, you will not only be left vulnerable, but you can’t attempt the move again until the next round (if there is one).

Guard Crush

Above your Super Meter is your Guard Crush Bar. As your character guards attacks, the bar will be depleted. Once it is empty, your character’s guard will be “crushed,” and they will enter into a stunned and vulnerable state for a moment, giving your opponent ample time to attack. After the character’s guard is crushed, the meter returns to normal and must be depleted again.