Marvel vs. Capcom 2 – Team Dynamics Vol. 1 (Charlie/Iceman/Thanos) by Romneto

By on March 1, 2013 at 9:54 am

Romneto is one of those people that you automatically think of when you see/hear about a new Marvel vs. Capcom 2 video. With more than 7,000 videos on Youtube, he’s definitely the go-to guy for MvC2 content nowadays.

He recently sent us volume one of his “Team Dynamics” series, giving us an in-depth look at one of his favorite teams: Team Romneto. With Charlie on point, Iceman as his secondary and Thanos as anchor, you’ll see how scary this team can be. Romneto covered all his bases by showing combos, resets, guard breaks and much more. If you’re looking for a change of pace in Marvel content, you might want to see this video.

Source: Romneto

  • Rahavic

    Makes me wanna play Iceman again +_+

  • RenaTurnip

    Is it just me or does Arctic Attack do unthinkably hilarious damage? xD

    Also I would be less impressed by some of the resets if he didn’t hit them so often in real matches. That alone is enough for me.

    •  Arctic Attack does a massive amount of hits/damage when the Icebeam Kara [Empty] cancel is performed. Whiffing the Icebeam in an aircombo then immediately canceling to Arctic Attack causes Iceman to descend at a slower speed. That keeps him relatively even with the opposing character. Thanks

      • RenaTurnip

        There was one instance where it was used on the ground against Tron (just after 8:45?) and I think it must have done over half her health bar there too.

      • Louis Lam

        Also the ice pellet generation doesn’t slow down with hitlag/hitstop so if several characters are getting hit or one attack is hitting several characters at once or some combination of the two Arctic Attack will do more hits than usual.

  • OmNiExiZt

    I prefer to watch his uploaded matches over just about any UMVSC3 match. I don’t know why, but that UMVSC3 is boring to me now. It’s just way to easy to kill characters off because of the ground and wall bounces that can’t be teched out of. Without infinites in MVSC2, it’s nearly impossible to TOD any character with good health being used by a decent player.  In 3, the only reason you’d have to do a reset is if you’ve run out of meter or don’t have the proper assist to otg once you’ve used up your ground bounce. In MVC2 you have a 50/50 chance to avoid an otg by rolling. Now your opponent has to guess back dash to catch you or go for an otg if you don’t move. In UMVC3, you just take it, there is no option. It’s like saying you shouldn’t have gotten hit in the first place. How is that even possible with all the shit coming at you on the screen? Your bound to get hit by something. Alright, I’m done kicking that dead horse. While I do enjoy 3, I still love to play 2 more.