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View Full Version : Megaman's Triple Option


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.

angry
04-02-2003, 02:30 PM
Excellent work, i'm going to mess with this myself.

FOBio
04-03-2003, 05:49 PM
i just tried it (having no life sucks) and it's pretty cool. at first, it seemed like the sj. jab after the throw wouldn't work, since you throw them far, but after awhile it just seemed to work. i tried Hyper Megaman after the throw/jab, but it doesn't work...do you need to jab and then short? and to air throw them again after the first one...how does that work? do i just jab then air throw again?

Dasrik
04-03-2003, 08:28 PM
It works, but the timing is hella stringent. You have to do HMM basically immediately after the jab, or they can block the first hit.

Dasrik
01-06-2004, 11:20 PM
Some things I've found:

* You can vary the height by which the opponent falls by either hitting them with short after the throw, or jab-strong. You can play around with them to see which one is better for you. Generally, you want to get them high enough so that you can quickly dash under them for a crossup, but not so high that they have time to attack you. Also, crossing up and calling an AAA is an option, so keep that in mind if you screw up and they are too high.

* To go for the crossup, you need to dash under them, then crouch and hit short. This is done with a wavedash motion (PP, tap down)

* if you throw them into the corner, another option is the infinite if you can do it. Doing two reps does considerable damage, and if you're good enough to keep doing the infinite, why not?

* If you get the airthrow in normal jump space, it's better to try to short/roundhouse kick them as they fall on the ground and try to launch them into an aircombo. If they roll out, that's okay because they'll be in the space you want them to be anyway - fullscreen.

MMMasterSTE
01-07-2004, 06:17 PM
Originally posted by Dasrik
Some things I've found:
* if you throw them into the corner, another option is the infinite if you can do it. Doing two reps does considerable damage, and if you're good enough to keep doing the infinite, why not?
.

Yea, I got the infinite up to like 17 hits and it wasn't too much more damage because of the scaling, but MM's FP's power REALLY makes this worth trying even if you can't keep the momentum..

Juggrknott
01-08-2004, 08:10 AM
That's actually pretty dope.... good $h!t.

MegamanDS
01-08-2004, 04:20 PM
megaman plus sent ground assist = ownage