Dasrik
03-04-2003, 02:15 AM
I've mentioned this before, but this is actually some pretty good shit going on here. Megaman has a triple option setup off his airthrow, and if you can work it, it can go in your favor very well. Although I have yet to play with this in training mode (because of lack of DC), I definitely intend to break this open once I get the chance.
Anyway, the setup is...
launch, sj.jab, [sj.short], sj.strong... wait, then airthrow, then sj.jab (or short) as soon as you release them from the airthrow.
Drop the first short if you launch them out of the air. Now, what happens is you'll land before the opponent, close enough to switch sides easily. From here you have three options:
1) launch. If the opponent is mashing on buttons or getting hit by it the first time, this is what you do. MM's launcher's priority is good enough so that it will beat all light attacks and stuff heavy attacks before they come out (more effective if you use jab, which hits them up lower than short), and you can repeat the triple option setup. Plus, you can choose sides which makes it very hard to block (it's a 50-50 guess at best).
2) airthrow. This works best after you land #1 on them, but also good if you know they're going to try to block. You can get an OTG after that is hard to roll from, which means you can repeat the option (although I'm not sure if that's possible because of two-throw rule).
3) groundthrow plus assist. An assist like Storm is great here because she lets you relaunch and continue the option, but if you don't have it, the option ends here. It's fine though because you keep momentum pretty much (and can usually drop Doom or some other assist on top of them).
Alternately, you can combo Hyper Megaman after the airthrow, jab. Since it resets, damage is funtastic, and sets up DHCs well, especially Sentinel's which is hard to do consistently off regular airthrow.
Overall, this is a pretty powerful technique. If you like to use Megaman, you can play around with it and see how well it serves you. More importantly, have some guts and just try it.
Anyway, the setup is...
launch, sj.jab, [sj.short], sj.strong... wait, then airthrow, then sj.jab (or short) as soon as you release them from the airthrow.
Drop the first short if you launch them out of the air. Now, what happens is you'll land before the opponent, close enough to switch sides easily. From here you have three options:
1) launch. If the opponent is mashing on buttons or getting hit by it the first time, this is what you do. MM's launcher's priority is good enough so that it will beat all light attacks and stuff heavy attacks before they come out (more effective if you use jab, which hits them up lower than short), and you can repeat the triple option setup. Plus, you can choose sides which makes it very hard to block (it's a 50-50 guess at best).
2) airthrow. This works best after you land #1 on them, but also good if you know they're going to try to block. You can get an OTG after that is hard to roll from, which means you can repeat the option (although I'm not sure if that's possible because of two-throw rule).
3) groundthrow plus assist. An assist like Storm is great here because she lets you relaunch and continue the option, but if you don't have it, the option ends here. It's fine though because you keep momentum pretty much (and can usually drop Doom or some other assist on top of them).
Alternately, you can combo Hyper Megaman after the airthrow, jab. Since it resets, damage is funtastic, and sets up DHCs well, especially Sentinel's which is hard to do consistently off regular airthrow.
Overall, this is a pretty powerful technique. If you like to use Megaman, you can play around with it and see how well it serves you. More importantly, have some guts and just try it.