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spiderBOY
06-09-2002, 01:50 PM
my friend told me that there is and ice man inf. how is it done? is there a vid i can dl to see how its done? explain..................

thanx.

SaBrE
06-09-2002, 02:20 PM
look at joo vol6 video. he does iceman ground infinite. he uses down cancelling to do it. s.short,s.fierce,down cancel(tap down),dash forward,s.short,s.fierce,down cancel, dash forward. repeat. you gotta have good timing to do it tho. down cancelling cancels some of the recovery frames to allow larger combos. only some attacks in mvc2 can be down cancelled i believe. like silver samurai had a down cancel infinite fierce,down,fierce,down,fierce,down...

spex
06-09-2002, 03:43 PM
Actually, I think Joo used the infamous "suki cancel" to perform that iceman ground infinite in vol.6.

myleftshoe
06-09-2002, 04:27 PM
So how is this down cancel done i've seen a jin noo vid where they did it with the iron man s.hk and withmagneto s.hk


I couldn't do it when i tried it. I just try tapping down in middle of the snimation to cancel it, but i've never read a good explanation of it b4.

Could anyone explain it a little more clearly? it's very interesting.

FlamingJackass
06-09-2002, 04:39 PM
isnt suki canceling , canceling a normal into a normal, so iceman would be able to dash only do another normal. but crouch canceling allows iceman to cancel a normal into whatever else.

Nate X Grey
06-09-2002, 07:01 PM
I THINK its suki cancelling. I don't think that Iceman's moves can be crouch cancelled. Almost no move can anyway. Is there even such a technique...? Suki cancelling takes away the lag from the move. So yes. I believe Iceman can dash after the suki cancel to continue the combo. He's not limited to only normal moves. Think Sj cancelling baiting. You cancel your normal's lag with a sj XX block. You can do anything after that. Not only another normal. I'm no expert on suki cancelling so don't take me too seriously anyway. :)

KKCapcom2
06-09-2002, 07:11 PM
its suki. The only thing that is down cancel are SiverSam's HP in MvC2, and Wolverine's mp in passed games. Suki is just canceling normal in superjump when hit, but if you get something to block (like the frozen blade in guile's glitch)when you superjump back, you will still be on the ground. After you cancle you normal move, you could do anything you wan't beside moving back.

Nate X Grey
06-09-2002, 07:18 PM
KKCapcom2 I think you're mixing suki-cancels up with sj-cancels. What you described is sj-cancelling. Suki-cancelling is another thing entirely. You only need the block to activate it. I don't think I can explain it well enough cause I don't know enough bout it. Let's hope some suki-cancel guru comes in here... I have a feeling Japan is still keeping some stuff though. Doesn't seem like they revealed everything about suki-cancels... :D

KaiSing
06-09-2002, 07:26 PM
we should send someone to Japan to find out...

50mOrEcEnTz
06-09-2002, 07:28 PM
suki cancelling.....you can do a normal move then cancel into another normal, and from that normal, you can cancel (get the point)

to activate suki cancelling you must go OVER or UNDER the opponent while blocking. in the air, you must be in block animation. if you roll under, you just must block WHILE they attack. once you have done one of the two you are in the suki or guard cancel mode.

while in this mode you execute a normal, then press back which will cancel the normal, then execute the normal again.





not too affective in my opinion. but i GUESS i could see some possibilities with it. i just don't know how the jap claim this is their secret weapon against USA players. suki cancelling infinites are only on the ground right?


hope this helped

NooBiE
06-09-2002, 07:48 PM
seems to me it is indeed suki-cancelling.... take a look at the combo vid again... (i love the music in it!!) if u look carefully, you can see in between iceman's s.fp and dashing s.lk a BLOCK ANIMATION for a split second... and if my memory serves me right, suki-cancelling involves blocking

joo or yuta or whoever did the combo prolly activated the suki before the actual combo itself, which is why we didn't get a chance to see iceman block while going over or under the other character, like 50morecentz was saying

my 2 cents....

KaiSing
06-09-2002, 07:55 PM
Originally posted by NooBiE
seems to me it is indeed suki-cancelling.... take a look at the combo vid again... (i love the music in it!!) if u look carefully, you can see in between iceman's s.fp and dashing s.lk a BLOCK ANIMATION for a split second... and if my memory serves me right, suki-cancelling involves blocking

joo or yuta or whoever did the combo prolly activated the suki before the actual combo itself, which is why we didn't get a chance to see iceman block while going over or under the other character, like 50morecentz was saying

my 2 cents....

he's right. here's a screenshot i took of the vid at the exact moment.

http://kaising.homestead.com/files/screenshot.jpg

taiji
06-10-2002, 01:58 AM
have any of u got suki cancel to work on the us version? all the vids i see its the jap. version , i have tried and cant get it to work.

Also , i always thought when they get popped up from being dizzy, the combo ends, yet in the vid, they combo after it. maybe works only in the japanese version?

Dark Strider
06-10-2002, 06:58 AM
Originally posted by taiji
have any of u got suki cancel to work on the us version? all the vids i see its the jap. version , i have tried and cant get it to work.

Also , i always thought when they get popped up from being dizzy, the combo ends, yet in the vid, they combo after it. maybe works only in the japanese version?

That's an interesting idea taiji. I wonder if Capcom worked out some of the glitches before bringing the game out here. Ya think?

SaBrE
06-10-2002, 10:39 AM
US version has all the same shit as japan mvc2. remember, mvc2 was released just a couple weeks after japanese release. that definitely isnt enough time to fix stuff. there is,however, a very poorly distributed arcade upgrade where things are fixed, like juggernauts power up glitch. but its a rare board. one arcade by me has it. damage scaling seems different too

Dark Strider
06-10-2002, 01:33 PM
Originally posted by SaBrE
US version has all the same shit as japan mvc2. remember, mvc2 was released just a couple weeks after japanese release. that definitely isnt enough time to fix stuff. there is,however, a very poorly distributed arcade upgrade where things are fixed, like juggernauts power up glitch. but its a rare board. one arcade by me has it. damage scaling seems different too

Actually, the US DC version didn't come out untill late June (2000), but if your refering to the arcade version, i'm not sure. We didn't get it over here untill early May (of 2000), not sure about you guys and your arcades. I know a lot of the Golfland places in Cali. and stuff got it earlier. I think Capcom had plenty of time to fix some stuff in the game before it's DC release here. I know that the US arcade version has glitches in it that don't work on the DC, like Guile's blade lock glitch, which only works on US arcade machines. Who knows what Capcom did in those few months in between.

CMM171
11-24-2002, 05:49 PM
I'm thinking about playing Iceman. The big four get boring sometimes and I need a break. I know he's great at chipping and basic stuff like that but it would be nice if any Iceman players could post some good teams, combos, strats, etc. Let's get this thread started.

Running Uppercut
11-24-2002, 06:44 PM
I remember one thing I used to do to increase hits on his air combo is doing: launch, jab, short, jab, short, jab icebeam immediately canceled into arctic attack. Cancelling the jab ice beam holds them in the arctic attack more for more hits.


PS: If Geekboy finds this it is going to be raped like his first sex victim.

CMM171
11-24-2002, 06:52 PM
Originally posted by RunningUppercut
I remember one thing I used to do to increase hits on his air combo is doing: launch, jab, short, jab, short, jab icebeam immediately canceled into arctic attack. Cancelling the jab ice beam holds them in the arctic attack more for more hits.


PS: If Geekboy finds this it is going to be raped like his first sex victim.

Thanks for the combo but what did you mean about Geekboy raping this? Bashing Iceman or closing it? There's no other Iceman thread(that i know of) and i checked the sticky and searched...:confused:

Magnetro
11-24-2002, 07:05 PM
I don't know either but lets keep this going at least. Well as for stuff to do w/ "winning" w/ ice man well I think you should try to get to know your opponents Jumping Pattern thats really important. If you know it you be like "psychic" cuz you can be at full screen and throw lp IB (Ice Beams) then keep doing them till you feel there going to jump up and then do the hp IB. Well now if there rushing you down call an assist or try to do hk or cr. hk they have very low amounts of start of frames. Also try to use those big balls of ice he drops cuz they cover a big part of the screen. They are useful for certain things like killing specials that are lower than he is. And like someone said earlier when you do his air combo do the ice beam XX to artic attack[you should do it so fast that you think you meesed up!!] well then it should do a lot of hits. Well I have an idea on fighting cable just let the time run out cuz almost everything he does is a beam or something that ice man can block w/o having to take damage. I'm not sure about that idea but whtevr someone will prolly correct me. Well hmm I think thats all that I know hope tht helps. Sorry if thats hard to read.

CMM171
11-24-2002, 07:14 PM
That wasn't hard to read. Thanks. This is a list of moves Iceman can block w/ out taking chip. Obvious, but might be useful to some people. BTW: It's from GameFAQS


-Akuma (Gouki)] Gou Hadou Ken, Zankuu Hadou Ken, Messatsu
Gou Hadou,Tenma Gou Zankuu.
-Anakaris: Ouke no Sabaki, Hitsugi no Mai, all his HCs.
-Blackheart: Dark Thunder, Inferno, Armageddon, Heart of Darkness.
-B.B. Hood(Bulleta): Smile & Missile, Happy & Missile,
Cheer & Fire, Cool Hunting, Apple For You (far range or blocked).
-Cable: Viper Beam, Hyper Viper.
-C.Commando: Captain Fire, Captain Corridor, Captain Sword.
-Charlie (Nash): Sonic Boom, Sonic Break
-Chun-Li: Reishiki Kikou Ken, Kikou Ken, Kikou Shou.
-Cyclops: Optic Blast, Optic Sweep, both HCs, also the 'eye blast'
ending of Rising Uppercut and Rapid Punch.
-Dan Hibiki: Gadou Ken, Shinkuu Gadou Ken.
-Dhalsim: Yoga Fire, Yoga Flame, Yoga Blast, Yoga Inferno.
-Dr. Doom: Plasma Beam, Photon Shot, Photon Array, Electric Chage.
-Felicia: Sand Splash, Hyper Sand Splash.
-Gambit: Kinetic Card, Trick Card, both of his HCs.
-W. Guile: Sonic Boom, Sonic Hurricane
-Hayato: Engetsu.
-Hulk: Gamma Slam, all HCs (except the 'hand' hit of the Gamma Quake).
-Iceman: Ice Beam.
-Iron Man: Unibeam, Repulsor Blast, Proton Cannon (except for the
physical hit with the cannon barrel).
-Jin S.: Saotome Dynamite, Blodia Vulcan.
-Juggernaut: Earthquake Punch (except for 'hand' hit part).
-Ken M.: Hadoken.
-Magneto: E-M Disruptor, Magnetic Blast, both of his HCs.
-Marrow: Bone-merang, both HCs.
-M.Bison (Vega): Psycho Shot, Psycho Field, Psycho Explosion.
-Megaman (Rockman): Hyper Rockman.
-Morrigan: Soul Fist, Soul Eraser, Silhouette Blade.
-Psylocke: Psi-Thrust, Kochou Gakure.
-Roll: Hyper Roll.
-Ruby Heart: Fant"me, Supremacion, Milles Fant"mes, Pare-tonn?re,
Tour de Magie.
-Ryu H.: Hadoken, Shinkuu Hadoken.
-Sabretooth: Armed Birdie, Hyper Armed Birdie.
-Sakura K.: Hadou Ken, Shinkuu Hadou Ken (either form).
-Sentinel: Plasma Storm.
-Servebot (Kobun): Kobun Fire.
-ShumaGorath: Mystic Stare.
-S. Samurai: Raimei Ken, Hyouga Ken, Homura Ken.
-Sonson: All her HCs.
-Spider-Man: Web Ball.
-Storm: Lightning Sphere.
-Strider H.: Formation B (If Ducked).
-Thanos: Death Sphere, all his HCs.
-Venom: Venom Rush, Death Bite. -
War Machine: Repulsor Blast.
-Wolverine: Fatal Claw.
-Zangief: Banishing Flat, Vodka Fire (in Mecha Zangief form).

Magnetro
11-24-2002, 11:25 PM
I just was playing Ice man and well did you know his dash is full screen! his forward and backwards. yeah it's weird cuz he dashes and when he stops he skids and he goes the extra foot. N` try to play ice man iron man and doom heh i was trying to figure out a good team and well i i tried those guys out there ok but i still need to work on it:D

ironflip
11-25-2002, 08:36 AM
this is gonna sound really cheap but hey. i would play iceman/cable/cyce. i think u might need an ati air because he can get rush the f down man. and when he gets hit he takes them hard. well i would just keep them away and they would probably make a mistake once they start noticing that the ice beams are draining their lives away. when playing cable make sure you wait beacause you don't want to get ahvb. then ice man is dead just play keep away. if u get bored just dash like like u said his dash is full screen. and bait out thier assist by wave dashing bask and fourth and then do that super. it's an ok assist killer. just don't do it on cable

magnus
11-25-2002, 11:31 AM
Originally posted by ironflip
this is gonna sound really cheap but hey. i would play iceman/cable/cyce. i think u might need an ati air because he can get rush the f down man. and when he gets hit he takes them hard. well i would just keep them away and they would probably make a mistake once they start noticing that the ice beams are draining their lives away. when playing cable make sure you wait beacause you don't want to get ahvb. then ice man is dead just play keep away. if u get bored just dash like like u said his dash is full screen. and bait out thier assist by wave dashing bask and fourth and then do that super. it's an ok assist killer. just don't do it on cable

iceman/cable/cyke is not a bad team. But I would reccomend that you use iceman/sent/aa, or another assist that would do damge to assist in the lack of damage iceman can do bye himself.

I want to stress that you must abuse his down fp in the air xx the big ice ball. (don't remember the motion at this time) It is good to control the air, and will take sentinels out of the sky. If anyone could locate them, Rattana from team seattle used iceman at a SHGL tourney a long time ago and did really well. Iceman is underrated and must be looked at in a different way.


Read the wavedashing xx throw tactics posted by dasrik. It will help him alot. Btw, ice man has a different imput to wavedash, I don't remember the imput. It was posted by clockwork a while back.

Running Uppercut
11-25-2002, 11:53 AM
Originally posted by CMM171


Thanks for the combo but what did you mean about Geekboy raping this? Bashing Iceman or closing it? There's no other Iceman thread(that i know of) and i checked the sticky and searched...:confused:

I remember when there was an Iceman thread. So I expected it to get closed by Geekboy. And in regards to Iceman's dash, it is horrible. That extra foot as you called it is just asking to get supered or taken up to be hit by 3 DHC'd supers. Avoid his dash.

Magnetro
11-25-2002, 06:20 PM
first thing i got to mention is : Ironflip's av is too good!!:D:D
2nd: try this combo w/ iron man and see if you like it: cr+im(aaa) /\ hk XXice beam XXartic attack. it does a lot of damage im going to go and see if i can get any combos:D that I haven't done:D

ironflip
11-26-2002, 05:00 PM
Originally posted by Magnetro2000
first thing i got to mention is : Ironflip's av is too good!!:D:D
2nd: try this combo w/ iron man and see if you like it: cr+im(aaa) /\ hk XXice beam XXartic attack. it does a lot of damage im going to go and see if i can get any combos:D that I haven't done:D

i know this av is mad hizot. thanks to the great eek i gib him all the credit and ack 2 the subject. when magnus said that you should try iceman/sent/aaa. he was right man. i tried it in the arcades today and i had a 11 win streak.here's wat you do. run away with im and keep chipping them with icebeams. this has mad chipp damage it's ridiculous. and heres the good part if u ever get sent in u can chipp them the f off. hahahaha. u can cr fp,ice man assit(ice beam) fly fp. u can also incorporate it into his stomp pattern. 2 damn good

CMM171
11-27-2002, 11:33 AM
What AAA did you use? Capcom? Cammy?

Alphastorm
11-27-2002, 12:37 PM
try BH for AAA. I know he sucks but when you call out BH, sj. back and do down fierce and then fierce icebeam to chip them.

monkeyspank
11-27-2002, 01:48 PM
Heres a combo with iceman and ironman.OK have ironman on aaa and do this............jump f.p,lp,lp,callout ironman,f.p,ironman hits,f.icebeam,go back alittle then,c.lk,c.hk(launcher),lp,lk,lp,lk,icebeam xxx (do this fast) artic attack.

The cancelled icebeam into artic attack should do as much as magnetos tempest does.Also this combo is if they dont roll.

The teams that i use with iceman is.......
Iceman,doom,commando
Iceman,sentinal,storm
Iceman,magneto,cyclops
Iceman,sentinal,cable

Those are some teams.Well hope i like helped you out with your game.Peace.

CMM171
11-27-2002, 04:56 PM
Originally posted by monkeyspank

The teams that i use with iceman is.......
Iceman,doom,commando
Iceman,sentinal,storm
Iceman,magneto,cyclops
Iceman,sentinal,cable

Those are some teams.Well hope i like helped you out with your game.Peace.

Thanks. Those teams sound good. What do you think of Iceman/Sentinel/Capcom? I might try that team.

Magnetro
11-27-2002, 06:40 PM
/\ yeah thanks for those things well heh I did this weird thing w/ ice man in the corner I think it's old but it goes like this ice beamXXartic attack and it connects:D It might be old but.....Well I have to go i need to beat down my friend w/ ice man:D hehe.... ok then ummm we all know the Joo&Yuta glicht w/ mag venom ice manX3 ....(it's in the corner.....) well I don't want to spell every thing out but i'm sure someone will:D laterz...

_MJ_
12-09-2002, 10:36 PM
can anyone give me some tactics and good combos with Iceman. Thanks

Ex_MaTT
12-09-2002, 10:55 PM
uhhh
Ice Beam

_MJ_
12-09-2002, 11:57 PM
yea that helps..:rolleyes:

WiLD_DaIGo
12-10-2002, 01:42 AM
launch, magic series, ice super

u prob could use doom also and chip like hell, not really sure im not an iceman user

Th3 0N3
12-10-2002, 02:27 AM
Iceman is a solid character and one of those characters that can't function all to well w/o an assist ie. Cable.

good assists w/ lag time like storm's proj. and sent's ground assist cover Iceman's tracks really good and make it safe to hop around.

Iceman is best played to build meter, hence not a good point character; so your left poking and chipping. Iceman can pretty much hold his own from a distance but then when someone gets in it's just too hard to shake them off. try just calling out assist and calling out ice boulders to hold them at bay. also be sure to activate his ice guantlet because lp is a great poke and w/ the guantlet it gives you greater priority.

the only combo ya should be doing is his b&b d.hk -sj- sj.lp sj.lk sj.mp sj.mk xx ice beam xx artic attack.

_MJ_
12-10-2002, 04:13 AM
Thanks for the tips. Oh and is it true that Iceman is chip proof meaning he doesnt take damage from chipping?

Thongboy Bebop
12-10-2002, 04:32 AM
Ayuh, except for physical chips, like Doom's Anti-Air assist.

N

left
12-10-2002, 08:47 AM
yep he doesnt take any chip damage from any energy attacks. No photon array chip :)

MalignantMouse
12-10-2002, 09:49 AM
his launcher has similar priority to storm's c.HP, so it will beat a lot of jump ins. if your opponent super jumps, wave dash to get under, then go for a launch + doom (or some assist).

BH is another decent partner for iceman...you can call BH, superjump, d+fp, angled icebeam.

don't do ground icebeam against cable unless you plan on nailing him.

taunt a lot.

gbursine
12-10-2002, 11:15 AM
I HATE this sob. he always gets me with his bloody icebeam(yea its probably just me). He zones or w.e pretty decently.


doesn't the icefist keep him from doing simething?


Spiral/sent chips him to death.:)

CMM171
12-10-2002, 01:02 PM
Originally posted by _MJ_
Thanks for the tips. Oh and is it true that Iceman is chip proof meaning he doesnt take damage from chipping?

I started an iceman thread a while back. Use the search feature. I posted a list of what he doesn't take chip damage from.

WiLD_DaIGo
12-10-2002, 03:21 PM
sort of safe from cable... then again cable isnt really much for chipping.. just a guard break then ahvb.......

CMM171
12-10-2002, 04:04 PM
Originally posted by WiLD_DaIGo
launch, magic series, ice super

u prob could use doom also and chip like hell, not really sure im not an iceman user

You should do bla bla bla...launch, magic series icebeamXXarctic attack to get more hits off the super.

BarrelO
12-10-2002, 06:26 PM
You can usually get more hits out of air combo into super if you start magic series with short instead of jab.

_MJ_
12-10-2002, 08:46 PM
found that other thread of iceman http://shoryuken.com/forums/showthread.php?s=&threadid=16344&highlight=iceman+chip



good stuff in there!

So good assist are sent/Bh??

erco
12-10-2002, 08:49 PM
not to be a stickler, but his launcher is more like Iron man's then storms. storms has good horizontal range while the two beam happy boys have great vertical range.

Again, sj back, down fierce, Ice Beam is stupidly effective.

Chun-Li's Pimp
12-10-2002, 11:45 PM
Just a tidbit I found out: His variety assist (iceball) is really good and beats out doom clean 100% of the time(assuming you can get your assist out). Also, it's a good assist in general for zoning because it does take up a nice 80% of the screen. I always used Icy/Doom/Cable :D

MalignantMouse
12-11-2002, 12:06 AM
Originally posted by erco
not to be a stickler, but his launcher is more like Iron man's then storms. storms has good horizontal range while the two beam happy boys have great vertical range.

Again, sj back, down fierce, Ice Beam is stupidly effective.

I'm talking about storm's c.hp launcher. are you thinking of her s.rh one?

_MJ_
12-11-2002, 06:23 PM
whats some good setup combos after the ice hold grab useing assist too for extra damage, other then the standard combos..

Mischief
12-12-2002, 09:39 AM
Does any one know how to do the iceman infinite? The one on the ground, it looks easy to do but i can't get it.

Dasrik
12-12-2002, 10:04 AM
I find it's way easier to kara cancel ice avalanche into Arctic Attack in an aircombo than icebeam.

Anyway, Iceman is a good character, and can actually be used as a sort-of "Cable on second" counter character. If your first guy can beat his first guy, you can get in Iceman and just block. It works fairly decently, and is a good way to not have to think on average comp at least. LOL

Chun-Li's Pimp
12-12-2002, 11:43 PM
Originally posted by Dasrik
I find it's way easier to kara cancel ice avalanche into Arctic Attack in an aircombo than icebeam.

Anyway, Iceman is a good character, and can actually be used as a sort-of "Cable on second" counter character. If your first guy can beat his first guy, you can get in Iceman and just block. It works fairly decently, and is a good way to not have to think on average comp at least. LOL

That sounds like something YOU'D say...damn turtle. Play mags. =P

lol cable/doom > iceman and grenades chip for somereason...

iMPULSZE
12-13-2002, 12:28 AM
Some good BOBBY strats....
-build meter quickly, and relatively safely..... SJ, at peak, d+fp-cancel to ball....
-do normal aircombo, then cancel icebeam into super.....
-use iceman against beamers on point....and use him as an assist against physical attackers...

_MJ_
12-13-2002, 11:05 PM
Originally posted by Mischief
Does any one know how to do the iceman infinite? The one on the ground, it looks easy to do but i can't get it.


whats this infinite that i hear of??? How does it go?

EEK
12-13-2002, 11:19 PM
It was shown in one of Joo & Yuta's combo vids over on gamecombos.com. Probably volume 6.

S. Short kick, S. Fierce punch, dash S. Short kick, S. Fierce punch, dash S. Short kick, S. Fierce punch...

Probably involves suki cancelling or something like that. Absolutely NO idea how they did it. :eek:

Naslectronical
12-13-2002, 11:22 PM
His infinite does involve Suki Cancelling.

Saige
12-14-2002, 12:08 AM
And what is Suki Cancelling?

EEK
12-14-2002, 12:56 AM
Complicated to explain. I originally read about suki cancelling on gamecombos.com forums, I think eidrian posted a thread explaining it. I tried searching for that thread for you but it doesn't seem to be there anymore.

Here is the next best one I found:
http://www.gamecombos.com/forums/showthread.php?threadid=6607&highlight=suki+cancel

I'm not even going to try to explain it myself, it gives me a headache. :sweat:

Rick Fn Stalvey
02-27-2008, 01:41 PM
bison is strong:china:

You know who elese is strong???? Some guy you never heard of named Cordell in Orlando I lost a bet with him now he is the best in the world!!! OMG Too Strong!!!!:rofl:

RisunoMeijin
03-03-2008, 01:58 PM
Just general info guys but,

Suki Cancel = Canceling a normal to block, to cancel recovery from your normal. This allows you do do follow up attacks not normally possible because you are canceling your recovery time. There are conditions, however.

- There must be something on the screen you can block, or you may not enter block from a normal.

- You must be mid combo to safely accuratly preform it, as you can not sjc off a blocked normal.

It is match doable, but is very situational, and generally you wont find many good uses for it in a match. More important is learning all the guard cancel setups, and how to combat them, and learn everything about pushblocking in general.