View Full Version : Ask the Random God of Mvc2 anything
Arsenal
03-09-2007, 08:36 AM
yeah, i don't think there's a community with more abbreviations than Marvel (GG maybe? probs not). I understand why they have to do it, but sometimes reading a combo transcript is looking at a bunch of random numbers and capital letters...
every scene has some sort of abbreviations, but Marvel is just nuts with it.
Slick Vic
03-09-2007, 01:45 PM
ROM to corner, HG xx Tempest until dead.
Thanks I've been working on it, I just got to get the timing right to mash the HG xx Tempest. Something about the ROM throws my timing.
Biolink
03-18-2007, 12:57 PM
Any good video's of the Strider/Doom trap at work?Who would be a good third member?
I want to start using that team,because I think it would be an easier beginner team to learn since I don't have to worry about pulling off crazy infinites,just keeping Strider alive for as long as possible.
CrimsonDisaster
03-21-2007, 12:00 PM
Any good video's of the Strider/Doom trap at work?Who would be a good third member?
I want to start using that team,because I think it would be an easier beginner team to learn since I don't have to worry about pulling off crazy infinites,just keeping Strider alive for as long as possible.
:rofl:
Doing a proper S/D trap is hella harder than learning ROM or LA > LS DHC HSF to air combo.
In any case, Sentinel is the most popular 3rd character for S/D.
rYo_sakaZaki
03-21-2007, 02:01 PM
why is it mags ground dash is long? it's like from corner to corner (almost)...
shoultzula
03-21-2007, 02:07 PM
Any good video's of the Strider/Doom trap at work?Who would be a good third member?
I want to start using that team,because I think it would be an easier beginner team to learn since I don't have to worry about pulling off crazy infinites,just keeping Strider alive for as long as possible.
s\d isn't something that I would suggest for a rookie. Its too much work and the actual damage output isn't that great hit for hit. I'm speaking too you from straight up exp. You have to have every aspect of striders gameplay down pact as well as having an awesome doom and 3rd character. Then once you fully grasp the team concept, you then have to apply that to matchups and what your able to do vs certain teams will always change.
your time would be better spent learning mag\storm\sent. Its just too beastly to say no too. Learn the cheap shit and never look back.
it only took me about 5 hrs to do mag infinite consistently. Have someone show you how they do it and copy them.
Green
03-21-2007, 02:29 PM
why is it mags ground dash is long? it's like from corner to corner (almost)...
Why? May as well ask why his c.lk is 1 frame. It just is.
tech master
03-22-2007, 11:40 AM
long dash = snap out king yeeeee
rYo_sakaZaki
03-23-2007, 06:41 AM
^ so mags really doesn't need to wavedash?
ILLiterate
03-23-2007, 10:47 PM
BIG LOW TIER MADNESS QUESTION
MvC2 machines are everywhere, and I love the randomness, so I want to start being able to play it, maybe even enter in it when I go to a 3s tourney or something. So my question is...
What are some good overall lower tier teams?
I've been messing around with Juggs, and his glitch is life changingly good. Spider-Man is fun for combos and such but his hypers suck. CapCom has a good assist but I can't figure out how to play him good. Charlie is awesome but I find it hard to do his HK grab combos, they always roll before I can start it up
Any ideas?
Ken34
03-23-2007, 11:49 PM
BIG LOW TIER MADNESS QUESTION
MvC2 machines are everywhere, and I love the randomness, so I want to start being able to play it, maybe even enter in it when I go to a 3s tourney or something. So my question is...
What are some good overall lower tier teams?
I've been messing around with Juggs, and his glitch is life changingly good. Spider-Man is fun for combos and such but his hypers suck. CapCom has a good assist but I can't figure out how to play him good. Charlie is awesome but I find it hard to do his HK grab combos, they always roll before I can start it up
Any ideas?
you can combo in to spidey's supers ya know.
for maximum spider, just do:
S.HK xx spider sting xx maximum spider
for spidey assault:
dash in s.lk, s.hk xx assault.
Deluded
03-24-2007, 09:38 AM
Sorry if I sound like a noob, but does anyone knows what is a reset?
Triplejjj
03-26-2007, 07:45 PM
I'm aware this question has probably been asked by lots of other noobs like myself, but exactly why isn't the Ps2 port used at Evo? I checked this thread http://forums.shoryuken.com/showthread.php?t=119996 and it was mentioned that the ice stage is messed up, which stage is it and what exactly is the problem?Secondly, and I do realise this may be a bit tedious to list, but what glitches have been ommitted from the Ps2 ver that are present on the Dreamcast?, I checked gamefaqs for info on the glitches, but it seemed somewhat inaccurate. Thanks in advance for helping this MVC2 scrub out.
Green
03-26-2007, 07:52 PM
The most obvious stuff is the crappy sound and graphics, but there's also stuff like screwed up alpha countering; the person you counter out with can still be hit, IIRC, which doesn't happen on arcade or DC. Sent's unblockable may or may not have different timing.
Triplejjj
03-26-2007, 08:51 PM
Wow, thanks for the quick reply Green. However I forgot to include this question in my original post, is the correct speed for this game on both ports, turbo or turbo 2?
rYo_sakaZaki
03-28-2007, 11:42 AM
so that's why i mess up the unblockable on PS2...
Triplejjj
03-29-2007, 06:29 PM
Umm, well I checked the Evo site out and I think, I've got the answer to one of my questions, turbo should be the correct speed for both dreamcast and Ps2 ports right? But I still didn't have any luck finding definitive answers on what glitches may or may not be present in both ports.
rYo_sakaZaki
03-30-2007, 06:32 AM
would you end up in normal jump if this happens?
you get hit by:
laser xx rp xx hsf (you blocked hsf coz your opponent canceled it late)
now, after hsf, are you in normal jump state?
beatsofdevil
03-30-2007, 07:48 AM
would you end up in normal jump if this happens?
you get hit by:
laser xx rp xx hsf (you blocked hsf coz your opponent canceled it late)
now, after hsf, are you in normal jump state?
nope super jump state. any move that sends you into the air puts you in superjump state
If moves put you in normal jump state that would just be plain wrong.....forced guardbreaks abound and whatnot....magneto would be more evil *shudder*
rYo_sakaZaki
03-30-2007, 11:29 AM
gee... "more evil" mags would lead into more headaches for me... (>_<)
tetsuye00
04-05-2007, 12:24 PM
alright did a search through the forums and couldn't find it, so...
Is there a copy of the Official Japanese Marvel Gamebook available anywhere for download?
I've come over from CVS, and the guidebook for that is awesome. Just wondering if the same kind of resource exists here, or if it is even useful in Marvel. Let me know.
BornAgainCommunist
04-05-2007, 03:53 PM
BIG LOW TIER MADNESS QUESTION
MvC2 machines are everywhere, and I love the randomness, so I want to start being able to play it, maybe even enter in it when I go to a 3s tourney or something. So my question is...
What are some good overall lower tier teams?
I've been messing around with Juggs, and his glitch is life changingly good. Spider-Man is fun for combos and such but his hypers suck. CapCom has a good assist but I can't figure out how to play him good. Charlie is awesome but I find it hard to do his HK grab combos, they always roll before I can start it up
Any ideas?
omega...thanos....ken....wolverine....venom
ILLiterate
04-05-2007, 10:40 PM
Out of those, Thanos I like because of the bubble, but otherwise I don't really like the way he plays at all. Ken was my MSHvsSF character (with Spider-Man) but I'd rather have someone like Guile or Charlie than him
Also, I didn't know Venom was ANY GOOD, he always felt like complete crap to me at all times in every game I've seen him in
Shinshoryu†Ken†
04-09-2007, 07:38 PM
Ok I know After watching MVC2 combo videos all the time trying to learn That I am Basically a Scrub Amongst all these Mag/Sent/Storm/Cable etc players. But I have been playing MVC2 long enough and now I am going to try to learn the only problem is I always have Ken on my team and from what I hear he is one of the worst characters in the game so I just wanted to know anything that could help me utilize Ken combos good pairings good assists to help him combo anything would help.
ParryPerson.
04-09-2007, 08:04 PM
sorry ShinshoryuKEN I refuse to read that red shit.
Shinshoryu†Ken†
04-09-2007, 08:08 PM
sorry ShinshoryuKEN I refuse to read that red shit.Ok then......I will change it
Juggy
04-13-2007, 03:46 AM
Sorry if I sound like a noob, but does anyone knows what is a reset?
It is ending a combo, but starting a new one. It resets the number of hits in a combo, thus resetting the damage, hence the name "reset". A simple example is this:
Start up the ROM, and get a decent amount of reps in, then after a rip, dash under the opponent and do something like relaunching (c.lk -> c.hp). They CAN block it, obviously, but the point is to throw out different shit each time so they don't block. You can just stop the combo and relaunch, or dash under and reset it, or do the first 2 lk, land, and do either of the first two options. Lots of shit like that.
Green
04-13-2007, 08:57 AM
dash behind c.lk c.hp is not a good reset. dash behind c.hp is better.
BornAgainCommunist
04-16-2007, 10:34 AM
Out of those, Thanos I like because of the bubble, but otherwise I don't really like the way he plays at all. Ken was my MSHvsSF character (with Spider-Man) but I'd rather have someone like Guile or Charlie than him
Also, I didn't know Venom was ANY GOOD, he always felt like complete crap to me at all times in every game I've seen him in
Thanos has a pretty fast dashing jump in, covers alot of ground.
Venom is a great character. not easy to master and mabey a little boring for some people, but he has alot of priority and wierd attack angles. venom vs sentinel is one of the most fun match-ups in the game.
beatsofdevil
04-16-2007, 11:34 AM
venom with doom against sent....fun
slowtactician86
04-16-2007, 05:04 PM
Hey just a curious thought, how come Dj-B13 doesn't win that many of the MVC2 tourneys when he has come up with the "cross up bibles" that my friends refer to? Is it just the fact that instead of adapting the gameplay he just tries to do what he does on videos to be flashy?
tech master
04-16-2007, 07:17 PM
he's definitely not bad but theres a bunch of aspects to the game that can get oyu out a lot of resets and many of the combos are just flashy. all the top players block VERY well, so a lot of the time stickin to simple combos gets you the win. for instance, if you're magneto and opponent has half life. why bother reseting? you can just rom to 40 hits and DHC if they're not dead. if you're good, all you ever really need is to perform one reset/dhc/unblockable per person. not one of each, but performing one of those should usually mean the opponent is dead. or you could just play the defensive counter game which is also highly effective without being as fancy.
a person can not know shit for combos but block EVERYTHING. all they need is one launch with storm, to a DHC to sent and thats death for them if they didnt have perfect life.
50mOrEcEnTz
04-16-2007, 09:21 PM
I need this question answered for me, so any input is appreciated.
When playing with blackheart, when you do ice to HOD dhc'ed to cable's HVB but instead of making it hit regular, im trying to get his HVB to otg to take max damage and force the opponent to roll backwards. The timing is tight i've heard. I am just wondering if there is an experienced blackheart player that could guide me to doing this DHC
Juggy
04-17-2007, 03:48 AM
dash behind c.lk c.hp is not a good reset. dash behind c.hp is better.
Giving him the concept of resets > giving him the technical breakdown of why one reset is better than another. But point taken.
Dander
04-19-2007, 04:35 AM
Who should I substitute CapCom to make the best team possible?
I have
Storm
Sent
Capcom
but I hate using Capcoms Projectile assist cause it sucks.
Green
04-19-2007, 10:52 AM
Why are you using projectile assist?
ParryPerson.
04-19-2007, 11:14 AM
He's joking I'm guessing, by looking at his avatar.
Probably making fun of True Grave in the low tier thread saying he only uses projectile assist with commando.
slowtactician86
04-20-2007, 06:05 PM
How do most of the good players do their tri jumps? The claw method (heard from a friend) where you press both punches and then either use your thumb for the low kick or hard kick or the slide method?
ducvader
04-20-2007, 06:27 PM
How can spiral/cable/sent win in any match? Can you give me some tips on how to be a top player with that team? It's so hard cause everyone likes to rush down and spiral ALWAYS dies in 2 seconds. Thanks for the answer MVC2 GOD
Duc.
UCRJesse
04-20-2007, 06:33 PM
How can spiral/cable/sent win in any match? Can you give me some tips on how to be a top player with that team? It's so hard cause everyone likes to rush down and spiral ALWAYS dies in 2 seconds. Thanks for the answer MVC2 GOD
Duc.
Spiral sucks, you should use storm/sent/capcom or cable/sent/capcom. I've seen a few of your matches as well and your sentinel sucks. You should watch videos of Justin Wong and copy what he does. Thanks for the Q
RGofMVC2
icefuzzion2003
04-28-2007, 02:13 PM
What abotu BB Hood proj, blackheart aa, and juggy ground?
dhcflip
05-01-2007, 07:45 PM
Heres a new question:
My magneto is ok... i think i really need to perform more execution intensive moves in training mode... i dont... the hardest team i fight on a day to day basis is santhrax and it seems like my magneto cant touch them at all for the life of me...
i normally stay high in the air block and meter for the dhc with storm... how can i find openings in this team.. cause when capt. comes out with the corridor... sentenel is using s. fp to a fly ready to deal me the FIERCE PUNCH (frying pan is what i call it..) how can i get around this... and what openings should i look for...
please some one help me
noskid313
05-02-2007, 07:31 AM
How can spiral/cable/sent win in any match? Can you give me some tips on how to be a top player with that team? It's so hard cause everyone likes to rush down and spiral ALWAYS dies in 2 seconds. Thanks for the answer MVC2 GOD
Duc.
are you kidding me??? does anybody find that a bit ridiculous? or is it just me.
Jin Cena
05-02-2007, 09:54 AM
are you kidding me??? does anybody find that a bit ridiculous? or is it just me.
Duc was joking. That's all.
eczangief
05-02-2007, 11:58 AM
lolz hecka ROFLcopter
sealhunta
05-02-2007, 03:12 PM
Heres a new question:
My magneto is ok... i think i really need to perform more execution intensive moves in training mode... i dont... the hardest team i fight on a day to day basis is santhrax and it seems like my magneto cant touch them at all for the life of me...
i normally stay high in the air block and meter for the dhc with storm... how can i find openings in this team.. cause when capt. comes out with the corridor... sentenel is using s. fp to a fly ready to deal me the FIERCE PUNCH (frying pan is what i call it..) how can i get around this... and what openings should i look for...
please some one help me
this one is a toughy. this is a common match up that occurs.
the best thing to do is attack after he calls his capcom assist so u gotta bait it but then u cant let him spit beam u. so super ump in the air and get on top of him. he'll probbably call his capcom assist so this is when u either block or u go on the other side so the assist doenst hit u and then ur on top of sentinel coming down on him. attack do a cross up etc. if he gets used to this and doesnt call his capcom right away thinking hes got u fooled then dont wait just rush down and then hold back while he calls his capcom assist in fear then u merk him. it helps to have ur own anti air assist.
if u play mag/storm/capcom or cyck or cammy
do as much damage as u can with mag then when he calls his assist do HG XX hailstorm and then run away for the rest of the match, if he gets impatient and starts making mistakes u can land a hit with storm and follow up with an aircombo XX LS DHC into whatever
dhcflip
05-02-2007, 05:46 PM
santhrax is soo safe of a team... and the moment your not thinking about it... commando hits you...
its more of a patience game isnt it... with magneto is more of a cross upgame/ rushdown...
Asura
05-02-2007, 07:51 PM
Usually after I play about 5-8 games of MVC2 my hands and arms start aching. Is it better to keep playing or stop and take a break?
Also, I use Sent-A/Storm-A/Cammy-A People tell me my team sucks and that I should switch to Capcom. Should I? I find cammy's AA to be more useful then capcom and I can hold my own better with her with storm or sent backing her then capcom.
Are there any combos with making Sent and Cammy's AAA connect into big damage?
Augmint
05-02-2007, 08:29 PM
Nothing wrong with that team - cammy anti air has pro's and con's - it tracks - whereas commando doesn't.
If you can play better with her than commando then use her.
sent drones is something I'd use over sent -proj. for storm and cammy.
Good cammy combo with drones (near corner - sometimes works midscreen)
d+Lp and drones, d+Hp, sj HK, cannon drill, drones hit, dash, qcb+2K XXHail.
sealhunta
05-02-2007, 08:31 PM
sent/storm/cammy is still a good team. u got storm and sent pluss an AA.
the only drawbacks to cammy over Capcom are:
1) it is not fullscreen
2) capcom's assist hits high and it his forward so it covers more ground
3) the hitstun is shorter with cammy's AAA so its harder to do [call assist + hailstorm] (with capcom, u can call capcom and wait till u actually see it hit and then do hailstorm and it comboes. With cammy u have to call the assist and then XX into hailstorm before u actually see it connect.
the advantages to cammy vs capcom are:
1) invincible ( u can just call assist and jump back and block if ur scared, if someone does a hyper move on u and u just happened to call ur assist and then block, cammy will shoot through and knock sent out of HSF or storm out of hailstorm etc.
2) cammy's assist does tracking. there are only two ways to avoid getting hit my cammy's assist(i'm talking about blocking cammy's AA). the enemy must be full screen away from your point chracter or they are above super jump hieght
3) better point character, its easier to make a combo with cammy then it is with capcom, espcially if its one on one.
maybe u should switch ur team up to storm/sent/cammy. That was justin wong's second team.
u can watch some match vids of him.
i like the team mag/storm/captain cammando i think that team is bananas and suits the way i play. but i absolutly hate having capcom as my thrid chacter cuz i dont know hwo to use him so i just picked cammy. mag/storm/capcom might be a better team than mag/storm/cammy but i find it fun playing someone who is sorta low tier and makin combacks.
plus storm [launch LA xx LS DHC KBA does >100 damage on cable
plus she has air resets.
for storm and sent, when ever u launch u can just press launch+CAmmy assist and then release ur fingers then super jump up and proceede like normal. do magic series and ur hyper move nad cammy will just add like 15 poitns of damage. I think its really hard to do fast fly comboes with cammy AA as her assist knocks dem a lil ways unlike capcom who knocks them relatively close
gouki10
05-03-2007, 06:29 AM
Cammy AAA is pretty, Santhrax vs S/S/Cam is really a turtle match up, both teams are designed to turtle with those assists unless forced to rush, In which case it will storm doing that.
Imo Matrix is more well balanced, but it's tricky getting Mag off with of Sentinel with Cyc AAA, Mags are smart enough to learn how to angle them selves so the AAA misses so you have to learn to use Pushblocks + Storm-A to get them off or force them into the air agian so that you see where they are comming from to counter.
sealhunta
05-03-2007, 11:18 AM
i dont like cyck assist, it can be used to combo into roms and 5 fierces but it doesnt have that "GET THE FUCKK OFf Of ME" property. and i seen alot of ppl mess up fast fly comboes with cyck assist cuz that bullet goes no where near the enemy.
i would put like psylock and cyclops in a similar catergory and put capcom and cammy in another similar category.
myleftshoe
05-04-2007, 02:36 PM
when you next character is comin in, is it possible to throw mags when he does sj.lk? I've had the computer throw me a couple times just wondering if its possible. Actually i think i just did it too late, but still, you can air throw coming in right? :nunchuck:
tech master
05-04-2007, 02:40 PM
ive been grabbed a couple times. its kinda weird though
dhcflip
05-04-2007, 02:41 PM
im not too sure about that timing its rough
dhcflip
05-04-2007, 02:43 PM
i dont like cyck assist, it can be used to combo into roms and 5 fierces but it doesnt have that "GET THE FUCKK OFf Of ME" property.
i think its pretty useful... i mean different situations may cause cycke to be one of the better assists in the game right... i think he beats doom....
what assist would be considered as have the "GET THE FUCKK OFf Of ME" property? like sent RP?
myleftshoe
05-05-2007, 09:16 PM
i think he means like ken assist or cyclops that beat out and knocks both point and assist away.
If you have mags on point what type of teams do you want to try and get a snap combo on? Usually i do it one msp,mst, and santhrax.
And what if you are in a situation where you almost have their first guy dead would you rather snap in the assist ans kill him later or just kill him and move on?
MSP for example:
be left with full storm psylocke
or
rape assist and be left with storm and almost dead magnus.
i usually just kill the point character seems like less trouble. kind of a pointless question but i guess this info could more useful to other people anyways:wink:
gouki10
05-05-2007, 10:26 PM
^Full Storm/psy
Storm/Mag-A isn't a Great combination, but still has some uses.
dhcflip
05-05-2007, 10:31 PM
i like magic series fp+mag a assist to LS super on storm
sealhunta
05-05-2007, 11:47 PM
okay i guess i got a lil carried away, i shoulda labeled it "GET THE FUCK AWAY FROM ME"
i was thinking assists like. capcom, cammy, ken, even cable. But i guess those type of assists suite a keepaway type of game play cuz u can reset ur defenses.
but sent rp, psylock and cyclops are excellent for comboing but i like the first catergory better cuz i like sending ppl back i'm more of a turtler type player with high patience.
and to my left shoe
if ur facing a team like MSS or SSC or MIMS or any team that isnt a thrid chacter assist based team then just kill the point character
but if ur facing MSP or santhrax or scrub then if u can, snap in the 3rd chracter and go for the kill,
out of the top teams ur either gonna have a team with 3 solid point chracters or a team with 2 solid point chracters and one abusable anti-air assist.
dhcflip
05-08-2007, 07:08 AM
new question:
what set of characters beats clockwork?
Slick Vic
05-08-2007, 11:13 AM
Why can't I get passed 10 hits with iron mans infinite?
I'm talking about the lp,mp,mk,fp one.
It's driving me crazy!
dhcflip
05-08-2007, 01:42 PM
do the lp, lp like consecutively then time out the mk then fp as soon as u do the mk u should be good
Slick Vic
05-08-2007, 02:38 PM
do the lp, lp like consecutively then time out the mk then fp as soon as u do the mk u should be good
Worked like a charm..I'm already up to 30 hits.
Thanks for the info.:wgrin:
Se7in
05-08-2007, 05:05 PM
new question:
what set of characters beats clockwork?
Excellent question. From what I've seen, Cable does well against Doom and Strider, as an AHVB can destroy Doom and Strider at the same time if the player gets stupid with assists. Gotta watch the teleport though.
Spiral does well too.
Since I play Clockw0rk though, I can't say too much because I'm not sure.
sealhunta
05-08-2007, 09:54 PM
when doing the ironman infinite i notcied that if the character is too high u can slow down the infinite to LP pause LP pause MK pause hp for like two reps and then go back to the normal one and it lowers the character.
if they go to low do lk mp mk hp
ParryPerson.
05-08-2007, 10:06 PM
with IM infinite the only thing you really need to look at as far as timing is the last up+hp.
if you do it early every rep, the come lower and lower, you do it later every rep, and they rise.
It's not hard to get the hang of after a couple of times.
De4dEyE
05-08-2007, 10:41 PM
Excellent question. From what I've seen, Cable does well against Doom and Strider, as an AHVB can destroy Doom and Strider at the same time if the player gets stupid with assists. Gotta watch the teleport though.
Spiral does well too.
Since I play Clockw0rk though, I can't say too much because I'm not sure.
well placed bombs stop cable if placed correctly
the only problem with this is if the cable player gets lucky and a bomb misses, then it's over for you if he has 2+ bars, I've seen this happen a few times where the bomb LOOKS like it's going to hit, but gets blown up by the avhb or some shit before it can connect
jump back spam shit out happy cables get eaten alive by teleport throws
probably the best team to stop strider/doom is storm/cable/cyke
runaway + cyke can break imperfect trap cycles, and cable + cyke should be obvious
dhcflip
05-09-2007, 05:32 AM
storm cable cyke sounds good... thats one of the teams thats i use... of course we know that cyke beats doom assist any day of the year so yes i can see that one...
cable contains sent... and cyke keeps his assists in check...
storm im sure beats sentenel... on over 60% of the time success rate... supposing your not being stupid with her...
Omski2k4
05-16-2007, 03:01 PM
I have a question about push blocking:
by how many frames does it stop a move, if at all?
example: storm dash.df with a hp I block the lighting with a push block and activate captains corridor super. have I added recovery frames to storm's hp or was the push blocking all for naught ? thanks !
xxphilopiaxx
05-22-2007, 01:18 PM
Stupid question:
When your character is killed or snapped out and the next one is coming in...That character is in normal jump, right? It has all the properties of a normal jump-block, normal, normal > special, normal > super, special > super...everything a normal jump will allow, right?
So, why cant I call out an assist when Im coming in?
gouki10
05-22-2007, 01:45 PM
you can
xxphilopiaxx
05-22-2007, 02:53 PM
I've never been able to or at least they never come out.
Hmmmmmm...When Im playing mags or storm and I have a character coming in, I try mashing on cykes AAA to interrupt them, but he never comes out. is calling in my assist an action in itself? Say, I use up my 1 action when I block, can i still call them in?
Of course it would be silly to call them out if you're playing certain characters. you're just asking to be guard-broken and then, snapback on you + assist, then watch your assist die.
Green
05-22-2007, 03:31 PM
It may be easier to pushblock first, then mash assist. Then again, it gets your guard broken more easily. You can do what some people do and pushblock, mash assist, and time a high-priority special/super to hit them immediately after you come out of block stun, e.g. Psylocke calls Storm and does the short shoryu special.
sealhunta
05-22-2007, 07:29 PM
when u call ur assist are u in block stun? cuz u have to wait till after u get out of block stun to call an assist and i dont think it counts as a move cuz u can attack and call an assist
Green
05-22-2007, 07:41 PM
If you already know the answer to your question, why did you ask it?
myleftshoe
05-23-2007, 11:05 PM
Does every good cyclops player know the infinite at anytime? I 'm a great cyke player without it, but the inf i usually do atleast two reps or a cross up in middle in match. I think i may have answered my own question, but feedback anyways please:rolleyes:
sealhunta
05-24-2007, 10:54 AM
yeah of course, every _____ player has mastered their character or at least is trying to.
doing two reps and then ending it with some super or a reset is good cuz damage scaling kicks in that time anyways.
Juggy
05-24-2007, 03:53 PM
There are a lot of top Cyke players that don't bother with the infinite.
myleftshoe
05-26-2007, 01:22 AM
i hear that when people have juggernaut on thier team they usually power him up and then tag him out for the glitch.
It just seems like the opportunity for doing a power up and then doing a cold tag would be pretty difficult.
Is there a safer way of doing this that is commonly used? Or is it not recomended to not even try for the glitch since he does deent damage already
i need help pls... currently im a newbie to the game playing with this team:
BB Hood a/ Tron y/ XXX (usually psylocke,because the assist is good)
who should fill up that third spot?
BTW: i really dont care if you suggest taking tron out, but pls keep bbhood in (i like her a lot)
thanks!
Radiant93
07-05-2007, 06:52 AM
i need help pls... currently im a newbie to the game playing with this team:
BB Hood a/ Tron y/ XXX (usually psylocke,because the assist is good)
who should fill up that third spot?
BTW: i really dont care if you suggest taking tron out, but pls keep bbhood in (i like her a lot)
thanks!
Try Spiral [y]... then do c.lk ->c.lk -> A1+A2 (oh.. btw, you need level3 for this one).
kick a** one hit kill.
beatsofdevil
07-05-2007, 08:03 AM
i hear that when people have juggernaut on thier team they usually power him up and then tag him out for the glitch.
It just seems like the opportunity for doing a power up and then doing a cold tag would be pretty difficult.
Is there a safer way of doing this that is commonly used? Or is it not recomended to not even try for the glitch since he does deent damage already
alpha counter.....
Try Spiral [y]... then do c.lk ->c.lk -> A1+A2 (oh.. btw, you need level3 for this one).
kick a** one hit kill.
thanks! i will try to play spiral....can you pls (or anyone else) suggest other characters?
Radiant93
07-05-2007, 05:15 PM
oh. and btw... if it's ok for you to take tron out, then i would suggest putting in one of the top 4. Probably storm or sent. and pairing them with a good assist. like capcom or cyke.
lilzizzay814816
07-05-2007, 06:59 PM
i would say doom bbhood and doom(rocks) r gud
when im just playin around i use bbhood Doom Sent.....when somebody has a projectile(like sent) and they do a rocket punch u could call out your assist(sent) to take the hit and super...them guns hurt sent alot
thanks guys for helping....
i guess my team/s then will be:
bb hood a/ tron y/ storm/doom
bbhood a/ storm a/ AA
i tried spiral.....her sword move is too hard for me to input, so maybe when i play better....
and who's has a good AA assist AND newbie friendly when used as a point character.
pls dont say cable... :lol:
myleftshoe
07-06-2007, 09:01 AM
alpha counter.....
wow i'm retareded
lilzizzay814816
07-06-2007, 11:05 AM
thanks guys for helping....
i guess my team/s then will be:
bb hood a/ tron y/ storm/doom
bbhood a/ storm a/ AA
i tried spiral.....her sword move is too hard for me to input, so maybe when i play better....
and who's has a good AA assist AND newbie friendly when used as a point character.
pls dont say cable... :lol:
I WOULD SAY CAMMY JUS BECAUSE I LIKE TO PLAY HER AND she has gud DHC properties when it comes to bbhood
so if my team is bb hood a/ storm a/ AA
and im new to the game that i am sure i will be down to my last character almost always, whos better suited for newbies on point: cammy, Cyke or capcom?
BornAgainCommunist
07-10-2007, 07:42 PM
so if my team is bb hood a/ storm a/ AA
and im new to the game that i am sure i will be down to my last character almost always, whos better suited for newbies on point: cammy, Cyke or capcom?
Guile.
osek206
07-19-2007, 05:07 PM
How do you get out of Sent's drone super? I've seen countless videos where people are able to jump out of the second drone with storm.
Green
07-19-2007, 05:24 PM
First of all, if Sent does HSF out of the blue and you're not in block stun, you can jump out before the drones hit you. If Sent does s.hp/c.hp xx HSF (or anything that puts you into block stun when the super starts), pushblock when the first wave of drones reaches about the middle of the screen. Let go of the joystick, and then superjump out immediately after the second wave hits you but before the third wave hits you.
If you are Sent, pushblock immediately after the super freeze ends, but jump out at the same time.
osek206
07-20-2007, 01:49 AM
^ What do you mean by the middle of the screen with the first set of drones. Don't you have to wait till a attack happens before you push block it? And does this work 100% of the time if you get it right?
Another question, with storm after you launch and the player is to far the magic series xx.la attack do you dash plus lk to connect the magic series.
RisunoMeijin
07-20-2007, 02:33 AM
^ What do you mean by the middle of the screen with the first set of drones. Don't you have to wait till a attack happens before you push block it? And does this work 100% of the time if you get it right?
Another question, with storm after you launch and the player is to far the magic series xx.la attack do you dash plus lk to connect the magic series.
~Pushblock the beam/rocket punch really late, like after the screen is unfrozen from sentinels super. When you use pushblocking like this it is called a guard cancel. Alot of the time you will pushblock an attack/assist/super late and when you recover from the pushblock you have no delay on your recovery. (blockstun) Even if you arent trying to escape the Hyper Sentinel Force, the frame advantage you recieve from timing this correctly will often exceed your opponents expectations of the amount of time they have to dick around while you are in blockstun. For example say Magneto rushes in and c.lk,c.lk and calls Psylocke, you can pushblock mag off of you, psy keeps you in blockstun after the pushblock, mag dashes back in to rush you down. Often times in this situation you can simply launch mags, because after the recovery from your pushblock you can move instantly without blockstun. Guard canceling is a pretty advanced technique, ridiculously practical when mastered, apply it liberally.
~sj., AD/UF sj.lk,sj.lk LAxxLAxxLS
[iHate]Youthattack
07-24-2007, 06:38 PM
im having trouble with cammys air Hp throw XX lp lp.
this is what im doing:
launch, lp mk lp, hp grab(tap lp twice right after)
then ill either double jump on the other side, lp lp cannon drill xx kba
or land on the other side launch, hk, drill xx kba
problem is i can only get it like 1 out of 10 tries
Timing on the lp lp after the throw seems very strict. just got a couple questions
how do u guys do this combo.
Does holding forward or down forward help at all?
Ive heard some people say they use hk instead of lp lp?
Green
07-24-2007, 06:42 PM
^ What do you mean by the middle of the screen with the first set of drones. Don't you have to wait till a attack happens before you push block it? And does this work 100% of the time if you get it right?
You can pushblock whenever you're in block stun. The block stun from Sent's s/c.hp or RP lasts until well after the start of HSF.
If you time it right, you can always get out.
Another question, with storm after you launch and the player is to far the magic series xx.la attack do you dash plus lk to connect the magic series.
You're never too far if you use s.hk, but I like to use c.hk since it almost never whiffs after a connected c.lk c.mp. c.hk does push them away, so after you sj after the launcher, you need to air dash up-forward to connect the sj.lk.
vegetta
08-02-2007, 06:29 AM
who is best to use with juggernaut, i want to use Cable since im best with him, would that work and who should be my third
I was thinking maybe Jugg,Cable,Sent
Ryu & Ken
08-11-2007, 06:24 PM
Edit
unprotectedSEX
08-18-2007, 08:47 PM
im 7 years behind this game i just started is it possible for me to get good enough to hang in tournies?
also whats a good team for a newb to start off with?
sealhunta
08-18-2007, 11:25 PM
it is never too late marvel shall live on forever
gouki10
08-19-2007, 07:37 AM
With all the good info, and vids. I'd say all you need is comp to play with, and then from there it's about how much you practice, play, and think about your game.
DjClayFace
08-19-2007, 12:25 PM
also whats a good team for a newb to start off with?
Team Scrub-Sentinel, Cable, Captain Commando(anti-air assist)
Grimm_Demize
08-19-2007, 04:59 PM
im 7 years behind this game i just started is it possible for me to get good enough to hang in tournies?
also whats a good team for a newb to start off with?
Like another poster mentioned, team scrub can teach you a lot about the game. Another suggestion would be Team Row (Magneto/Cable/Sentinel proj.). This team teaches you the basics of Magneto play, and gives you both an anti-air (Cable) and Magneto's projectile to work with when you've got Sentinel on point. The team is versatile enough to keep you competing as you start to understand some of the more advanced nuances of the game.
Also, if you're trying to learn Storm/Sent, Storm/Sent/Cable is an awesome team to start out with.
icefuzion.remix
08-21-2007, 05:38 PM
Whats the best Dr Doom point team?
ParryPerson.
08-21-2007, 05:46 PM
Doom/Storm/Sent
icefuzion.remix
08-21-2007, 05:56 PM
storm on aa?
Grimm_Demize
08-21-2007, 06:14 PM
I play a lot of MSS-a, and so does a lot of the competition I face often. A lineup of Mag/Storm/Sent is what I'm comfortable with, but I've always felt that solely playing MSS-a is limiting. I've started experimenting with MSS-y in training mode, but have yet to apply anything to an actual match.
My question is this--how are you supposed to play MSS-y against MSS-a? I know this seems like an overly broad and vague question, but even though this is a mirror match on paper, the difference in assist types makes them two totally different team.
Which team (if any) has an advantage here?
XenoKaze
08-21-2007, 08:51 PM
Actually i think Doom, Blackheart, Commando is the Best Doom on point team with blackheart and commando both on anti air and run away pink shit doom works very efficiently. DEF. try this.
shoultzula
08-21-2007, 10:43 PM
doom\cyke\tron
doom\cammy\tron
doom\storm\cyke
doom\sent\capcom
doom\mag\psy?
doom\mag\cyke?
doom\bh\aa - b5 cheap
BornAgainCommunist
08-22-2007, 07:59 AM
Cables AA is my favorite assist with Doom and is also my favorite way to use Cables AA assist. Dooms air normals work well enough in that there is less random hit effects on the character then with other people on point. You can pretty much catch the assist hitting them with pretty liberal timing and position and its still reliable.
Tigerboi
08-22-2007, 11:23 AM
Doom with BH AAA is hella good.
Doom/cyke is a great team overall with either of them on point.
icefuzion.remix
08-22-2007, 12:22 PM
Thanks a lot, what about Zangief? Gief Capcom an sent?
Tigerboi
08-22-2007, 01:01 PM
Beeble put us down with the gief knowledge.
This is all the stuff I know with gief... I was gonna make a vid but due to lack of recording equipment and the scene where I am it's not gonna happen. So here it is in wonderful text form.
GIEF SPECIFIC NOTATION
SPD (Spinning Pile Driver) - 360 + p
FAB (Final Atomic Buster) - 360 + p
RBG (Running Bear Grab) - hcf + k
ARS (Aerial Russian Slam) - dp + k
BF (Banishing Flat) - dp + p
lariat - pp or kk
nuts - df + k throw
bite - hk throw, k after dash
flop - d+hp in air
GROUND ASSIST (A)
- alpha counter can be cancelled into FAB
- sets up for supers/snaps nicely (4 hits)
- good OH setup (only hits high, so opponents duck so no chip)
- gb setup: call gief, jump + attack, opponent gets hit by gief
Generic - Jump, call gief, air throw into
Iron Man - cr.lk + call gief, cr.lp, j.lp, j.lk, j.lk, j.uf+hp, inf
Magneto - cr.lk, cr.hp, sj.hk, ad/df, d+lk, lk, land, j.lk + call gief, j.hp, j.hk, tempest (the end can be inputted anywhere during rom reps)
- cr.lk, cr.hp, sj.hk, ad/df, d+lk, lk, land, j.lk + call gief, j.hp, j.hk, land, sj.lk, ad/df, cr.lk (reset) ... (ditto for here)
- cr.lk + call gief, cr.lk, dash, rom
- in corner, launch, magic, hp throw, cr.hp + call gief, sj.hp, ad/d, hp, land, snapback/cr.hp...
- in corner, launch, magic, hp throw, cr.hp + call gief, sj.lp, sj.hp, d+lk, lk, rom
Morrigan - cr.lk, cr.hp + call gief, sj.lk, sj.d+hk, darkness illusion
Rogue - s.hk + call gief, (hold forward), sj.lk, sj.hp, lk, kiss
Sentinel - s.hk, magic, fly, hp throw, f.lk + call gief, f.hp, unfly, dash, s.hk...
- call gief, hp throw, s.hp, hp rocket punch, HSF
- s.hk, sj.lp, sj.lk, fly, ff.lp + call gief, f.hk, unfly...
Storm - cr.lk + call gief, cr.lk, s.hk otg, sj, ad/f, lk, lk, lightning attack x2, lightning storm
- cr.lk + call gief, cr.lk, s.hk otg xx lk typhoon xx hailstorm
- cr.lk + call gief, cr.lk, s.hk otg, sj, ad/f, lk, cr.lk... (mixup with trijumps etc...)
- in corner, s.hk, sj.hk, ad/df, hk, land, s.lk, s.lp, s.hp, s.hk, call gief, hk throw, repeat
THROW ASSIST (B)
Chun Li - in corner, s.hk, sj.lp, sj.lk, sj.lp, sj.d+hk, call gief
Magneto - launch, magic, ad/uf, magic, fly, call gief, unlfy
- launch, sj.hk, ad/df, d+lk, lk, j.lk + call gief, j.lk
- call gief, dash, rom
Iron Man - cr.lk + call gief, cr.lp, dash, inf
Sentinel - in corner, s.hk, magic, fly, hp throw, f.lk + call gief, unfly
Storm - in corner, s.hk, sj.hk, ad/df hk, s.lk, s.lp, s.hp, s.hk, j.lp + call gief
SNEAKY DHCs
Setup throws with things like AHVB! Good times.
Cable - cr.lk, cr.lk, s.hk, hp psimitar xx HVB, DHC FAB
Cammy - launch, magic, air throw, cr.lk, cr.lk (whiff), qcf+kk, DHC FAB
- hp throw, cr.lk, hk cannon drill xx KBA, dash up, qcb+kk, DHC FAB
Hayato - b+lp (plasma series start), lp, hp, lk, lp, (non plasma series link) cr.hp, sj.lp, sj.lk, sj.lp, sj.d+hk (whiff), qcf+pp, DHC FAB
- in corner, b f+pp (command throw), cr.hp xx qcf+kk, DHC FAB
Magneto - launch, magic, ad/uf, magic, tempest, DHC FAB
- launch, sj.hp, ad/df hp, hk, land, cr.hk, tempest, DHC FAB
- launch, sj.hk, ad/df, d+lk, lk, tempest, DHC FAB
- in corner, cr.lk, s.hp, sj cancel, ad/f hp, tempest DHC FAB
Rogue - in corner, cr.lp, cr.lp, cr.hp, sj.lp, sj.lk, sj.d+hk, super DHC FAB
Ruby Heart - cr.lk, cr.lk, cr.hk, lk sublimation, j.hp, dash, partinelle, DHC FAB
Sentinel - hp throw, cr.lp, fly, ff.lk, f.lk, turbine, DHC FAB
- cr.hk, ff.lk, f.hk, turbine, DHC FAB
Wolvie (ME) - in corner, cr.lk, s.hp xx Fatal Claw DHC FAB
GENERIC DHC SETUPS
- rush super (good on block), dhc (works well with shotos where last part is overtop opponent)
- dp, air super, dhc (a la cable, also works with ryu, cyclops, sonson etc...)
NOTE - for shits and giggles, other throw supers may be subbed in for FAB (akuma/d.sakura raging demon, dan suicide, sim yoga strike [specific DHCs only], bb hood hyper apple for you)
COMBOS/THROW SETUPS
- cr.lk, cr.lp, sj.lp, sj.lk, SPD
- cr.lk, cr.lp, sj.lp, sj.lk, sj.hp, land, follow up
- cr.lk, cr.lp, sj.lp, sj.lk, pp lariat, land, cr.lk(pseudo crossup), cr.lp relaunch [or] jump back flop, df+lp relaunch [or] follow up throw
- cr.lk, s.hk, lk ARS
- cr.lk, s.hk (one hit), hp BF, follow up throw
- in corner, nuts, otg cr.lk, cr.lp...
- (blocked) s.lp, s.lk, lp BF, follow up throw
with mags(a)- crossup flop + call mags, s.lk, s.lk, RBG/FAB
- in corner, bite/nuts, otg cr.lk + call mags, cr.hp, jump in hp SPD
- in corner, bite/nuts, otg cr.lk + call mags, s.lk, j.lk, follow up throw
- in corner, flop + call mags, s.lk, lk ARS
- in corner, flop + call mags, s.lk, s.hp, lp BF, follow up throw
with sent(y)
- jump in flop, s.lk, s.lk, lariat xx FAB framekill dhc HSF (for those of you who prefer guaranteed combos)
- cr.lk, cr.lp + sent, sj.lp, sj.u+lp, lp (on way down), follow up throw
- crossover flop + call sent, cr.lk, cr.lp, reset
with spiral(a)
- cr.lk + call spiral, cr.lp, sj.lp, sj.u+lp, cr.df+hp relaunch
- cr.lk + call spiral, cr.lp, hold forward when you follow the launch, sj.lp, sj.hp, reset
- cr.lk + call spiral, s.hk, lk ARS follow up throw
with doom(b)
- cr.lk + call doom, s.hk, lk ARS, j.lp, reset
with most assists
- in corner, bite/nuts, otg cr.lk, + call assist...
to mecha gief
- flop, s.lk, f+lariat, transform (transform on last hit to knock away or earlier to keep opponent near, can be used to setup throws/combos)
FOLLOW UP THROWS
SPD
RBG
FAB
walk up nuts
dash throw
psychic lk ARS
Jump in air SPD
ARS MOVEMENT
- use hk ARS as a better normal jump to cover long distances and crossup
- you come out in jump mode so you can call assists
- bait with lk ARS when they expect the hk version
- if you feel lucky, use it as a psychic on wakeup
- useful to fake "jump" in, then throw (use aerial SPD for most surprise factor)
ON MECHA GIEF
- mecha gief (rdp+lk) can't block, but cannot be hit out of anything, only thrown
- use sparingly. Not a bad idea in a 1v1 situation (depending on who its against). Not worth it to pop first thing in a round and switch
- his ARS sucks. it goes no where close the distance of normal giefs. DONT USE IT
- fire is good to stuff other assists
- remember to switch playstyles. Mecha gief can't block so go all out
- you can transform back to normal gief using the same command, and since it only costs one meter this is a good idea at times
- crossup flop + call sent, s.lk, s.lk, hp breath (xx super if you really want to, but damage isn't too hot after all the buffering, dhc possibility though, can also be used to set up normal gief pop)
HK CANCELLING
I'm not sure as to how useful this is, but I do know that it isn't worthless. So you can SJC gief's s.hk on the second hit. The trick for the timing is to do both the down and the up motion of the SJ during the second hit. This can be used with assists to extend an otherwise short combo. The two I found to work are with spiral (a) and thanos (a).
Cr.lk, s.hk + assist, SJC, lk, lp, hp.
You can follow up thanos assist with another combo. Spirals can lead to either a tick throw or a relaunch with df+hp.
RANDOM NOTES
- with mags, if you connect a cr.lk on a short character or a croucher, and want gief a assist to connect, use cr.lp as a follow up
- if you are interested in gief's y assist, check out murakumo's second dhalsim vid; at the end there's some really nice guaranteed resets. It's better then anything I can come up with. Also Check out his own gief vid.
- mashable: bite, nuts. Mashed nuts does 48 damage(!!!). Do 360s during SPD/FAB for more damage.
- you can air spd standing characters
- check out the srk newbie thread under mvc2 general for advice on mashing (courtesy of joe zaza). It can also be applied to getting more damage out of SPD/FAB
- trick from Higher Jin: after hp air combo finisher (midscreen), hold back. This will put gief into flying screen but in dash range, pretty much guaranteeing a throw
- after landing a RBG/SPD (where the opponent is thrown away), if they roll you can cross them up via FAB DHC HSF during the roll (they will roll behind sentinel). Other anti-roll options include jump back flop and standing SPD. Opponents will learn to stop rolling.
- alpha counters with (a) gief are sweet. If your point character is getting rushed down do a 360 during block starting with the alpha counter, then continue rolling the joystick for a FAB.
- if you land a lariat, you can cancel into FAB then framekill DHC into stuff like hail/proton canon/HSF for guaranteed damage
- you can 'float' in the air by just doing whiff spds. Good vs sentinel who will want to ub you whenever you jump.
- empty jump ins are your friend. If you do knees (d+lk) or flop or lariat while jumping, you don't get to do anything else until you land so be wary.
- poke and poke and poke. His normal lights may not be on par with other chars, but they are pretty good for block strings and more importantly, setting up throws.
- don't rush blind, you'll get killed. Play smart and deliberately.
- Ultimate Atomic Buster aka UAB aka the level 3 super (360+kk) is useless. It's a waste of 3 meters. Don't use it
- to avoid sent UB when snapped, do an aerial spd when you come on screen to float
VIDS TO CHECK OUT
- murakumo's gief vid (really crazy aaa assist stuff)
- djb13's TotT vol.24
- magnetro's gief vid
in a fly sent vs fly sent battle whats the battle plan?
i know as far as getting him grounded but what do i do to achieve that?
fly up as high as possible and dodge rps get in close and lplprp+AAA?
Wheat Toast
09-03-2007, 03:37 AM
doom\cyke\tron
doom\cammy\tron
doom\storm\cyke
doom\sent\capcom
doom\mag\psy?
doom\mag\cyke?
doom\bh\aa - b5 cheap
No Team Z love?
in a fly sent vs fly sent battle whats the battle plan?
i know as far as getting him grounded but what do i do to achieve that?
fly up as high as possible and dodge rps get in close and lplprp+AAA?
Either that, dodge -> RP, or just Pan. When you're that high, it's almost useless adding an AA in the combo, seeing as how sometimes it can cause them to recover above the top of the screen (Plus, I don't think CapCom AA doesn't even go that high).
-snip-
hey, quit trying to impress me.
Wheat Toast
09-03-2007, 04:25 AM
I want your hat.
Biolink
09-03-2007, 06:13 PM
I'm sure this has been asked a dozen times already,but I'm having trouble connecting the 4th hit for Magneto Rom
Cr lk.>cr. HP(launch)>[lk+lk(3 hits)>addf lk+lk]>superjump(Repeat what is in the brackets)
I'm practicing on mostly Big characters like Hulk and Sent and still can't get the timing down.
Yes I am playing on the shitty Ps2 version(Hangs himself).It's all I have for right now at least until I can start working.
Anyway,after the launch I immediately lk(2x),I pause for like 1 second ADDF,but it doesn't combo.
I keep going after that and I can rack up combo and sort of ROM afterwards,but what's the point because if that 4th hit doesn't land nothings going to combo after that unless the person is a retard and forgets how to block.
Green
09-03-2007, 08:48 PM
You're forgetting the hp/hk. The solo setup goes like this, and there will be no silly arrows:
c.lk c.hp ^ sj.hp/sj.hk addf sj.d+lk sj.mk v [^ sj.lk sj.mk addf sj.d+lk sj.mk v]
^ is super jump, v is land
It might be easier to practice off of Psylocke's AA assist.
Biolink
09-04-2007, 04:46 AM
Oh shit awesome.
Radiant93
09-04-2007, 05:57 AM
You're forgetting the hp/hk. The solo setup goes like this, and there will be no silly arrows:
c.lk c.hp ^ sj.hp/sj.hk addf sj.d+lk sj.mk v [^ sj.lk sj.mk addf sj.d+lk sj.mk v]
^ is super jump, v is land
It might be easier to practice off of Psylocke's AA assist.
@ Biolink
try doing the input on the mk a bit slower from the lk.
Biolink
09-04-2007, 01:49 PM
I can do it a little bit now.
I have the basic gist of it.
Is this the best and recommended one?Or is there another one that's better,but probably just as easy?
-----
What about Mag's other,I want to call it a combo.
Jump ADDF HKv(land)Cr.HK(slide)and then it goes into Super Jump canceled HK v cr.HK.I think it hits up to six times(Though it might be an infinite)
Starts at 1:45
http://www.youtube.com/watch?v=vxR3N8yoZ2Q
sealhunta
09-04-2007, 01:57 PM
yeah that combo does nice damage but the first hit is rollable, and it is reasonable to assume that top players would be able to roll on reaction. You could probably get away with it once in a while. i like doing
c.lk, c.hk, SJC, ad/df lk, land, c.hk, SJC, ROM
lol i had to make a clip http://www.youtube.com/watch?v=j0boGq7T5gg
Biolink
09-04-2007, 02:56 PM
Fucking awesome.Thanks for the video.Practicing up right now
Moar questions(:rofl:)
1)What's a good setup into gravity balls for both of Magneto's supers?
2)Is Magneto's Air grab a command?
I get it at random,and it doesn't work when I try to airgrab leading me to bleieve that either it is a command or it's just random
3)What is a good basic Reset combo(Can anyone explain the gist of it)
Basically I see guys taking huge chunks out of the enemies health and overall it seems more useful than an infinite because infinite is more work,and it has damage scaling.If I am not wrong I think they do go hand in hand together though.
sealhunta
09-04-2007, 04:24 PM
1) well anything really, as long as they are in hitsun. I think there is a special procedure when doing it from the rom if u want to continue the rom afterwards. i think u airdash forward when ur in the corner so u can keep ROMing.
2)magneto's air grab is just like anyone else's generic air grab. u have to press forward+ HK or HP. I've never ever tried to grab on purpose, it happens in the heat of the battle when ur close.
3)infinites are guaranteed damage, i would consider them the safer more conservative option. resets do massive damage but they are not guaranteed and u can get punished for it too if ur opponent catches on. I don't know any good resets.
Green
09-04-2007, 04:46 PM
Fucking awesome.Thanks for the video.Practicing up right now
Moar questions(:rofl:)
1)What's a good setup into gravity balls for both of Magneto's supers?
2)Is Magneto's Air grab a command?
I get it at random,and it doesn't work when I try to airgrab leading me to bleieve that either it is a command or it's just random
3)What is a good basic Reset combo(Can anyone explain the gist of it)
Basically I see guys taking huge chunks out of the enemies health and overall it seems more useful than an infinite because infinite is more work,and it has damage scaling.If I am not wrong I think they do go hand in hand together though.
1)
c.hp ^ sj.lp sj.lk sj.mp sj.mk HG xx MT
s.hk (one hit) xx MS
ROM land ^ sj.lk sj.mk adf sj.lk (sj.mp) sj.mk HG xx MT
2) No, left/right+hp/hk. They can't be in hit stun or block stun.
3) I think you've got the idea of damage scaling. Resetting the combo allows you to start from big chunks of damage again, but it comes with the risk of them blocking the reset.
During ROM, you can do:
land, dash behind c.lk+assist c.mk
addf pause (crossup) sj.lk sj.mk
land, dash behind tj.hk c.lk+assist c.mk
land, slow tj.hk (crossup) c.lk+assist c.mk
nj tj.lp c.lk+assist c.mk
sj tj.lp c.lk+assist c.mk (experiment with the timing and type of trijump, one gets you more crossups than the other)
land, sj.lk sj.mk addf sj.d+lk sj.hp (cause flying screen) land nj-back adf+Psy/Cyke (crossup)
sealhunta, why would you show somebody c.hk sjxx tj.lk c.hk as opposed to three roundhouses?
sealhunta
09-04-2007, 05:07 PM
1)
sealhunta, why would you show somebody c.hk sjxx tj.lk c.hk as opposed to three roundhouses?
he already knows that one, read his other post. I just showed him what i find easier, he can do whatever he wants, also, u can also go into the slide infinite and do more then 3hk if u want
Green
09-04-2007, 06:03 PM
Yeah he knows of it but I don't think he's got it down yet. It's much more tolerant in terms of timing than the sj.d+lk version and does more damage to boot.
Slide infinite is cool to know but not worth doing in a real match.
Biolink
09-04-2007, 06:24 PM
Thanks guys.I have a lot of practicing to do. :rofl:
As of the slide thing I was talking about it,yeah I have seen it a few times,and I think I know the basic theory or whatever,but I don't have it down just yet(Practice...*Sigh*)
This is probably elementary,but do you guys know how to Fastfly and Unfly with Sent?
I think I know how to fastfly(It's hitting Forward+The attack button right?),Unfly is kind of strange.I read the guide and to my understanding you have to get hit by something and maintain flight.Should I be looking for any signs?
Wheat Toast
09-04-2007, 06:51 PM
I think I know how to fastfly(It's hitting Forward+The attack button right?),Unfly is kind of strange.I read the guide and to my understanding you have to get hit by something and maintain flight.Should I be looking for any signs?
If you get hit out of the air and flying screen isn't caused, then you should get unfly. Basically, if you get into the air (Or out of the air, while in flight for example) and land on your feet afterwards you have unfly. You lose it once you do it a few times (Most people say 6-8) or if you normal jump.
Green
09-04-2007, 06:51 PM
To get unfly, you have to be hit so that you recover in the air. Anything that doesn't cause flying screen or isn't deadbody-causing (like Psylocke, for example) will give it to you. Hailstorm will not (deadbody). Magnetic Shockwave will not (flying screen), unless it hits you funny and you don't get hit by all of them. HSF will not (deadbody). Cyclops/Capcom AA will (recover in air).
You'll lose it if you normal jump.
Biolink
09-04-2007, 06:57 PM
Thanks.
I'm done for the day with questions
UCRJesse
09-05-2007, 06:36 PM
damn look at all this good information
icefuzion.remix
09-06-2007, 01:48 PM
Whats a good setup for this team?
Bison/Sent proj/ground / IM or Cyke aa
[iHate]Youthattack
09-13-2007, 06:13 PM
hey guys i got a couple questions:
1) You know storms good'ol lightingstorm DHC to HSF. Well whats the best way to setup up the launch after the HSF with sentinal, ive found it easier to do the :r::r: dash rather then the :2p: .
2) With magneto how do you do that c.hk(they get juggled)c.hk then a hypergrap.
I cant seem to catch them after the juggle and ive tried with psylockes assist.
thx in advance
Augmint
09-13-2007, 07:33 PM
Youthattack;4288835']hey guys i got a couple questions:
1) You know storms good'ol lightingstorm DHC to HSF. Well whats the best way to setup up the launch after the HSF with sentinal, ive found it easier to do the :r::r: dash rather then the :2p: .
2) With magneto how do you do that c.hk(they get juggled)c.hk then a hypergrap.
I cant seem to catch them after the juggle and ive tried with psylockes assist.
thx in advance
You answered your first question - if you can dash with f, f better than the 2P method use it - only drawback to that is when you pick up someone like magneto you need to use 2P for ROMing.
When psylocke assist hits magneto does d+Lk (as an otg or juggle), d+Hk, hypergrab. d+Hk, d+Hk won't combo.
Violent By Design
09-14-2007, 11:13 AM
Dear God, im starting to use Bison/Hulk do you recommend any characters to go along with these two fine young men?
Also what are some good casual combos to do with hulk in game? I tried going to the hulk section but obviously the threads arent that great.
Shadow Ace 50
09-14-2007, 11:26 AM
Dear Sacred One, im using a Guile/Psylocke/Sent or cap team...so far im the shit with them(forgive me) but I know I would get crushed in a tournament..what combos and set-ups do I need to obtain victory?I thought by asking a "god" I will get amazing info
shoultzula
09-14-2007, 11:40 AM
first, that teams is pretty oddball and if you refuse to pick a good team, @ least pick tron projectile type as an assist. Its the only way low tiers can stand up to top tiers and have a solid chance.
guile\charlie\tron
guile\marrow\tron
guile\morrigan\tron
marrow is like a ghetto storm. No air dash and no overhead but you do have a mini typhoon (boomerangs) and a mini hail, qcb+pp. No super in the game takes out marrows mini hail super.
Guile builds bar pretty efffectively, so either start him, or keep in the 3rd spot to clean up. His c.fp has god like priority and guiles j.rh will constantly fuck up sent. Every time you do an AC always end with fp, rh since that does hella life.
lastly, I don't see anything wrong with guile\psy\tron if you want to play that. The only problem is dhcing IN safely. The teams I listed have sort of way to get in clean. Guile\morrigan\tron isn't the safest but guiles qcb+kk, has instant startup and morrigan PP super is a frame kill as a DHC in. You can catch someone off guard like you would with IM proton cannon frame kill.
on a side note, there are good guile teams that aren't low tier.
guile\sent\capcom
storm\sent\guile
guile\storm\cyke
cable\sent\guile
Knapstar
09-19-2007, 01:31 PM
I have always wondered how magneto does that air combo that keeps going seemingly forever and allows him to keep hitting for 30+ normal hits before he even does his hyper grav special into his super where he sends out the massive amounts or metal particles from himself doing at least 60 hits on average depending on how many hits he does before the hyper grav special of course.
I am an experienced player and never really figured out how he could hit a person so many normal attacks so fast without doing his air dash halfway at some point in the middle of it. Is there a limit as to how many hits his air combos actually do before they stop automatically if they even stop hitting at all
N_paul
09-19-2007, 05:14 PM
I'm playing Storm Sent Cammy. I took out Capcom for Cammy because:
1. I feel more stylish doing so (stupid, I know)
2. I'm very bad at calling Capcom because of the delay he has as opposed to Cammy's inviciblitiy and speed coming out. Also, she has a ton of horizontal range on her assist.
3. I feel way safer playing Cammy if she's snapped; especially against a Sent or Cable.
So, what should I do differently with her as an AAA as opposed to Capcom AAA?
BTW, as far as technical skill and experience with the game, I'm fairly average; can't land the Storm B&B LA xx LS in real matches consistently.
Green
09-19-2007, 05:20 PM
BTW, as far as technical skill and experience with the game, I'm fairly average; can't land the Storm B&B LA xx LS in real matches consistently.
Oy, that's not average. Practice up.
N_paul
09-19-2007, 10:59 PM
Oy, that's not average. Practice up.
I suppose that's relative. Among the people I play with (not many), I have way above average tech skill. Competition always helps. . .
just try launch, lk,lk LAXXLS way easier
N_paul
09-20-2007, 12:58 AM
just try launch, lk,lk LAXXLS way easier
Yeah, I think what I keep doing is floating in the magic series so the lightning attack rarely connects. I'll try that tomorrow.
also does about the same damage (due to damage reduction) as the normal magic series
only reason you'd do the full magic is for a reset.
Wheat Toast
09-21-2007, 02:02 AM
also does about the same damage (due to damage reduction) as the normal magic series
only reason you'd do the full magic is for a reset.
Or meter.
[iHate]Youthattack
09-25-2007, 03:35 PM
ok wtf why cant u air combo outa that one corner combo with storm s.hk sj hk addf hk (land) lk lp hp hk. i just learned it and im pissed cause i cant air combo outa it or connect it with an assist at the end, what gives?
Wheat Toast
09-25-2007, 04:14 PM
s.hk, /\, sj.hk, ad.df, sj.hk (This set's flying screen, so you can Superjump, call assist, special, or super until it breaks), \/, s.lk, s.lp, s.fp, s.hk. You have to wait for the combo to end before flying screen breaks, allowing you to do whatever again.
(Until it breaks, you're only allowed to perform normals and regular jumps, by the way.)
[iHate]Youthattack
09-25-2007, 04:39 PM
why does it do that, glitch?
Green
09-25-2007, 07:18 PM
It's not a glitch. It's regular flying screen.
Radiant93
09-25-2007, 10:02 PM
if there's no flying screen... you literally can repeat that combo over and over again.
SF_PHOCUS
10-01-2007, 05:45 PM
So wats the end result of that combo... ? just the standing hk?
anthonEEEzy
10-01-2007, 10:11 PM
lots of variations after that.
walk over for cross-up a.k.a the ricky special
SF_PHOCUS
10-01-2007, 10:38 PM
oh ok... Hmmm i wasnt even thinkin about that lol
SF_PHOCUS
10-03-2007, 12:14 PM
I have 2 questions...1) what would be the best way to practice im inf setup (c.lp c.mp sjaddf....) im havin problems super jumping after the c.mp... 2) which teams does team combofiend give the most trouble... or a better way to put it combofiend counters which teams??
SF_PHOCUS
10-03-2007, 12:18 PM
Oh and btw mixah ur a fuckin lame homie thats all i have to say to you.
sealhunta
10-03-2007, 06:14 PM
i'm trying to learn the sjc method of doing the ironman infinite my self, i can get
c.lk, c.mp, sjc, sj.lk but i dont know what to do from there i should go look up the past threads to find out the best way. this method is way better than learning the inf. starter where u launch the opponent with s.hk. its so iffy too so dont bother learning that method, focus on the Super Jump Cancelling method.
sealhunta
10-03-2007, 07:00 PM
i am watching the yipes vs. sanford FT10 (HOly MFSHit)
and anyways, i just seen yipes do this so... can psylock escape sent's unblockable by doing a qcf+lk just before she hits the beam? its in the match at 18 minutes
shoultzula
10-03-2007, 07:50 PM
yea, thats a way to escape it. The thing is though, is if you realize someone is going to escape with that, visual confirm off it, you can fly cancel big combo so its not like 100% safe or immediate sj combo as he comes in since he's going to cancel out. @ that level of play I wouldn't be surprised if he's actually done it before. Even if you fuck up the fly cancel but still get the visual confirm, its a free mixup but anything beats dying for free. I'd make the other guy visual confirm off my escape attempt if he had the unblockable down. Smart move. Make the other guy execute it and don't give him easy shit.
the uf+k guard break was hot sauce though. stolen.
SF_PHOCUS
10-04-2007, 12:58 PM
Hmm, Best way to rom is usin the slide or claw... im personally slide... i use my index and middle together... i hope i wouldnt have to relearn how to play usin claw if claw is the best bet
Wheat Toast
10-04-2007, 01:09 PM
Hmm, Best way to rom is usin the slide or claw... im personally slide... i use my index and middle together... i hope i wouldnt have to relearn how to play usin claw if claw is the best bet
The best way to rom is whichever way is easier for you.
SF_PHOCUS
10-04-2007, 04:11 PM
how do u rom? do u slide or claw?
RisunoMeijin
10-04-2007, 04:43 PM
I slide everything except for Iron Man and Dhalsim tri-jumping.
sealhunta
10-04-2007, 05:35 PM
do what ever u find easier, but i find that clawing gives u more leeway cuz u have a finger hovering over each button
SF_PHOCUS
10-05-2007, 10:57 AM
mixah hate?
Not at all... He just played himself on aim thats all... lol wat i look like hating on anyone???:rolleyes:
RisunoMeijin
10-06-2007, 12:52 PM
i'm trying to learn the sjc method of doing the ironman infinite my self, i can get
c.lk, c.mp, sjc, sj.lk but i dont know what to do from there i should go look up the past threads to find out the best way. this method is way better than learning the inf. starter where u launch the opponent with s.hk. its so iffy too so dont bother learning that method, focus on the Super Jump Cancelling method.
After the SJC you can either do
SJC, jab, AD, jab (up) fierce
SJC, short, short, AD, short, short, (up) fierce
both of these can be repped within the NJI, not to mention if you rep only these you dont lose unfly. You can also do another c.strong SJC while they remain in the air. This can be SJC'd back into the infinite, or chained into a Proton Cannon. IMO the SJC reps keep the opponent at a better heigth for PC as well, although this can vary with the speed you input the jab, AD, jab.
Corner-Trap
10-09-2007, 05:56 PM
Can I get an explanation of dead-body infinites and FSD?
tech master
10-09-2007, 07:05 PM
on heavy characters i find easier to do dead body infinites. say you're magneto and you just killed somebody like sent/bh/or juggz, you know how you see people [dash, otg, c.lk] repeat. well if you time it so you cross up (so that the dead body never hits the corner) you can do dead body infinites. its banned in tournaments.
FSD is when you continue to combo after fly screen animation.
Wheat Toast
10-09-2007, 11:43 PM
Can I get an explanation of dead-body infinites and FSD?
FSD is short for Flying Screen Deterioration, if I'm not mistaken. Essentially, when flying screen is caused, you aren't allowed to do specials, supers, super jump, snap out, or tag. However, certain situations allow for this to deteriorate within a combo, allowing for you to do any of the things previously not allowed.
beatsofdevil
10-10-2007, 08:09 AM
FSD is short for Flying Screen Deterioration, if I'm not mistaken. Essentially, when flying screen is caused, you aren't allowed to do specials, supers, super jump, snap out, or tag. However, certain situations allow for this to deteriorate within a combo, allowing for you to do any of the things previously not allowed.you can't call assist's either...and dash I believe? I don't know what the D stands for but you are correct. assist's usually deteriorate FS.
shoultzula
10-10-2007, 09:53 AM
you can't call assist's either...and dash I believe? I don't know what the D stands for but you are correct. assist's usually deteriorate FS.
FSD is short for Flying Screen Deterioration, if I'm not mistaken. Essentially, when flying screen is caused, you aren't allowed to do specials, supers, super jump, snap out, or tag. However, certain situations allow for this to deteriorate within a combo, allowing for you to do any of the things previously not allowed.
in one of the meikyusuki video's, i'm horrible @ spelling that name and too lazy to look it up, there's something called limit break which is in reference to FSD but your allowed to call assists, supers, SJ, etc...
i'm not sure how they did it or if its character dependant. I just remember seeing it.
Corner-Trap
10-10-2007, 12:22 PM
on heavy characters i find easier to do dead body infinites. say you're magneto and you just killed somebody like sent/bh/or juggz, you know how you see people [dash, otg, c.lk] repeat. well if you time it so you cross up (so that the dead body never hits the corner) you can do dead body infinites. its banned in tournaments.
FSD is when you continue to combo after fly screen animation.
Why is it banned in tournaments?
And to whoever negged me, I do apologize for not researching.
De4dEyE
10-10-2007, 12:43 PM
It's banned because you can potentially run the clock down with it. If you're winning and you just killed sent, you can juggle him till time runs out and win that way.
Corner-Trap
10-10-2007, 01:06 PM
Why is it banned in tournaments?
And to whoever negged me, I do apologize for not researching.
Well to whoever repped me, thanks. And I actually did use the search function. I found out that dead-body infinites are banned in tourneys and can only be used for positional advantage(but I didn't exactly know what a dead-body infinite was). I also found out that FSD stood for "flying screen deterioration" and that it had to do with combos of some sort(since people were talking about FSD combos and setups), so I took a guess that it had to do with that "meikyousisui 11" combo video I saw a good while ago(and this tron combo I saw done on CapCom). But I just needed a clear definition as to what it exactly was.
It's banned because you can potentially run the clock down with it. If you're winning and you just killed sent, you can juggle him till time runs out and win that way.
thanks
Wheat Toast
10-10-2007, 03:08 PM
in one of the meikyusuki video's, i'm horrible @ spelling that name and too lazy to look it up, there's something called limit break which is in reference to FSD but your allowed to call assists, supers, SJ, etc...
i'm not sure how they did it or if its character dependant. I just remember seeing it.
Yeah, I forgot about those for some reason.
Anyway, I'm pretty sure Limit Break and FSD are the same thing. In the video you were referencing to they broke flying screen and that's why they were allowed to call an assist, super, etc. during the combo.
In Meikyousisui 11 the first clip was BH performing a "Limit Break." He was only able to do this because of the Venom double grab glitch (That's also why Iceman can perform that infinite Arctic Blast glitch (FS never sets)... That's what it seems like to me, anyway).
EDIT: Does anyone know if performing a FSD combo allows for more that one assist to be called per combo? The only way I can see so far is by performing the two character glitch.
eczangief
10-10-2007, 04:32 PM
^
No, I don't think so. The game remembers Assist calls because the combo continues normally after FSD.
xxphilopiaxx
10-10-2007, 06:50 PM
The easiest way to do an FSD is to use an assist. Any assist that hits the opponent during a FS will cause the FSD and allow you to continue the combo normally.
The other way is to knockdown/trip the opponent out of the air during the FS. Im know that FSD combos work easiest on roll and captain commando.
Storm corner FSD combo on capcom. Note: I've never done this combo so if i've made some mistakes please correct me.
Launch, sj.fk xx ad df fk (flying screen), s.lp (juggle), s.lp (juggle), c.lk (trip), FSD occurs, s.fk (otg) xx sj xx ad down lk, s.fk > whatever.
The game also has pseudo FS as well done with dhalsim, shuma gorath, captain commando, and psylocke to name a few.
With dhalsim in the corner: launch, sj.lp, lk, lp, lk, ad back fk (FS), delay fk (FS), land, walk forward/FSD occurs, c.lk (otg), s.lp, sj. > air combo.
With shuma in the corner: Launch, sj.lp, lp, u+fp (FS), delay d+fp (FS), land, slight pause/FSD occurs, s.lk(otg) xx chaos dimension, jump grab.
Im not sure why this happens. it could be that the programmers never considered any player hitting an opponent with 2 far FKs with dhalsim and so they were a bit lenient with the FS. The same with shuma.
Capcom: After the captain storm, the opponent is put into a FS like state. You'll notice that you can otg with c.lk, s.fk, but you can super after these 2 hits (IIRC). You in fact need to do three hits: c.lk, s.lp, s.fk in order to do the sword which is what I believe to be a type of FSD.
Pylocke: after the qcf + kk super, if it knocks the opponent away, they are put into a FS like state as well. You can otg with a c.lk, c.fp > air combo immediately after.
If you watch meikyousisui 11 http://youtube.com/watch?v=H4hic37xWVQ you'll notice the limit breaks are done when the trip the opponent out of the air. They're also using the Suki canceling to cancel out the lag of some of the attacks.
On the cammy/guile setup, after the flashkick super: c.fp, sj.lp, lp, lk, fp (FS), delay fk, land, s.lp, s.lk, c.fk [1 hit]/trip out of air/FSD, xx suki cancel block, s.lk, s.f+fp xx sonic hurricane...
As for using multi assist during the FSD combo, as long as no assist had hit before the combo then an assist can be used. You can however use multiple assist as long as none of the assist prior had made any contact with the opponent.
EX with psylocke: call in thanos capture. do the qcf+kk super. False FS occurs, c.lk + thanos capture, the first bubble hits the opponent but the second one still comes, c.fp, sj.lp, lk, fp into second bubble assist. the reason it works is because thanos was called before the assist actually made contact with the opponent.
Green
10-10-2007, 07:07 PM
Good post.
Wheat Toast
10-10-2007, 11:46 PM
As for using multi assist during the FSD combo, as long as no assist had hit before the combo then an assist can be used. You can however use multiple assist as long as none of the assist prior had made any contact with the opponent.
EX with psylocke: call in thanos capture. do the qcf+kk super. False FS occurs, c.lk + thanos capture, the first bubble hits the opponent but the second one still comes, c.fp, sj.lp, lk, fp into second bubble assist. the reason it works is because thanos was called before the assist actually made contact with the opponent.
I understand this, like using Ken/ Cyke Expansion or Zangief Air throw for spacing in combos, etc. However, I was wondering what conditions allow for multiple assist hits in one combo aside from the 2 character glitch or ridiculous screen shifts that occur due to dashing or FS (For example, calling Ryu Projectile while dashing from one corner to the other or Magneto Shockwave + Thanos Bubble).
I hope I'm making sense. :lovin:
Also, good post Phil.
xxphilopiaxx
10-11-2007, 12:05 AM
I understand this, like using Ken/ Cyke Expansion or Zangief Air throw for spacing in combos, etc. However, I was wondering what conditions allow for multiple assist hits in one combo aside from the 2 character glitch or ridiculous screen shifts that occur due to dashing or FS (For example, calling Ryu Projectile while dashing from one corner to the other or Magneto Shockwave + Thanos Bubble).
I hope I'm making sense. :lovin:
Also, good post Phil.
I understand what you are saying. If you're not using any type of glitch or bug to do your double assist, then no. However, there is an exception to doing multi-assist combos.
If a character is DHC'd in during a combo while their assist is on screen, then that assist no longer has assist properties and becomes part of the on point characters attacks. So, even if it hits, an assist can still be called. Confused?
Quick example: Thanos(capture), bison(the the expanding ball assist), xx.
Call in bison, soul super. DHC into bison psycho crusher. (opponent gets popped up and lands on bison's assist), call in thanos, sj.lp, lp, fp (into assist).
So, even though bison's assist hit the opponent, since bison was on point during the actual attacks, its no longer considered an assist and the game allows you to call in thanos.
Vidness has a multi-assist combo that I'll try and find for you.
Magnetro
10-11-2007, 03:39 AM
I don't think people understand what an FSD is after all these years...
limit breaks = fsd = release limiter. japan has a weird way(s) of saying that. hopefully after this post you people will know what you're looking at.
Dhalsim stuff:
I think the first one that was shown in videos was the Dhalsim one which people still get wrong to this day. It has nothing to do with getting two of his (f)sj.hks to hit, it just has to do with setting FS or continuing FS with 1 (one) (f)sj.hk.
So for example, Dhalsim vs. Colossus in the corner: Dash in (c)s.lp, (c)cr.mp, link a (f)s.lp, (f)s.mp, (f)s.hk SJC (super jump cancel) xx dash forward, (f)sj.lk, (f)sj.mk, (f)sj.hk <-- 1 (one) walk forward, (c)cr.lk, (c)s.mp /\ Whatever.
*Note: The two SJ hits allowed the (f)sj.hk to set FS and allow Dhalsim to break it.
You can do 3 (f)sj.hks in the air with Dhalsim vs colossus and others but it doesn't change any fs properties or dizzy properties.
---
Anyway, I don't consider using assist as breaking FS, I guess it is technically, it's just a personal thing I guess.
As for legit ways to break it with a character by themselves, there are a few setups that count (you really have to know the game to get these):
Easiest one is setting FS with a character's move that knocks them down and allows you to otg them normally on its own. Example: Shuma-Gorath's: sj.d.hp, Dhalsim's (f)sj.hk, Spider-Man's Maximum Spider, Psylocke's Maelstrom. Magneto's Magnetic Shockwave.
The other one that's pretty straight forward is moves that trip the person in the air after FS was set. Example: Psylocke's cr.hk vs roll/servbot, cable's cr.hk vs capcom, megaman-sized dummies, roll, servbot, Magneto's cr.hk vs roll/servbot.
Here are the less seen ones that no one understands: Moves that cause FS but have it broken by the character's own projectiles. The way that works is that the character sets FS then has it broken by putting out a projectile that knocks a person down as well. examples:
Magneto vs Chun-Li (mid-screen): Launch --> Shockwave --> Auto Dash in, tigerknee tempest, --> screen shifts again ('cause of shockwave), chun-li gets up, she superjump cancels, magneto comes back in and superjumps and does sj.lk and sj.hk --> tempest rock hits them, magneto dashes back into the screen and does cr.lk --> whatever. So the way that works is that Magneto sets FS by doing SJ lk, hk, then the tempest he did hits them before they land allowing him to break FS.
That concept has been used for a while by joo but it's kinda hard to think of situations for characters because you have to know a lot about the game (sorry srk) and most of them require the dummy to do something complicated as well. Another example is with Doom vs Colossus as seen in Satsujin 2: I remade it. Leech Here (http://zachd.com/magnetro/olddoomfsd_x264.avi)
So the pre-setup (yeah) to that is having Doom: launch, /\ lp mp mk airsuper --> DHC, have the character dhc back into doom w/o hitting the other guy.
*Note: this allows doom to set fs with one hit of his fierce instead of 2+.
Okay so the clip: Doom's super normally sets fs and allows doom to break it by otging the person, in this situation we're not gonna break it using the easy way. So colossus counters into A2 colossus who was snapped, flies away to the corner allowing doom to recover from his super. Colossus jumps/supejumps (doesn't matter) out of his counter animation, doom super jumps (has to be superjump) and does sj.hp, 'cause the pre-setup, doom only needs 1 hit of his fierce in order to set FS. So after setting FS, the super hits them and allows doom to otg into whatever.
yet another example: the meikyousisui vol11 dhalsim combo vs colossus, (yes it uses assist but the assist doesn't single handedly break it for him): launch + omega red throw assist, hp --> yoga fire xx yoga inferno --> (f)sj.lp to FSD.
in that clip the yoga fire sets FS but the projectile (and I think ALL projectiles knock down in the direction that the character that launched it is facing at that moment) knocks them toward dhalsim who is doing his yoga inferno which also single-handedly breaks FS, then he otgs with a (f)sj.lp. This one is pretty simple i guess.
another example: storm vs sentinel (look, top tiers) in satsujin 2, storm does: launch /\ lp lk mp (or something), typhoon XX lightning storm. The typhoon hits and causes FS, then the lightning storm hits and allows her to break FS afterwards.
last example: cable vs sentinel (look top tiers again!): cable does timeflip, dashes does lp mp /\ lp mp hk (which sets fs) into cable's timeflip's last hit (which causes a knockdown as well), this allows cable to walk forward and break FS. <-- this one is actually really easy so you guys should be able to do it to see for yourselves (hahahaha)
Last couple of concepts:
Venom/Mag, Using jill's zombie,
I don't feel like explaining those in depth, but in short:
Venom/Mag, the bug allows the guy to move around and send out a projectile without taking the normal recovery. So, for example: the one in vol11 with blackheart, he does inferno, then sj's with venom and does lk mk which set fs, the inferno hits them and that allows BH to break FS.
The Jill Zombie one, anyone + an assist vs anyone w/jill. Jill sends out her zombie, tags, the other guy launches the assist and calls their assist out, /\ 1234/set fs --> have their assist get hit by jill's zombie --> normal otg.
---
To wrap this ridiculously great post up, almost everyone has an FSD, its not THAT hard to figure out if you if you know what you're looking for and understand the engine well enough. I think the easiest way is just to imagine setting up the trip version, if not, think of a way to set FS and having something else hit afterwards.
i can't believe i posted all that for you people here. if you feel like asking a question, please read THIS (http://www.catb.org/%7Eesr/faqs/smart-questions.html) first
Wheat Toast
10-11-2007, 04:46 AM
- Snip -
Ah, thank you, sir. I seem to remember seeing a video or two showcasing this now that you mention it. Much thanks for the explanation.
- Double Snip -
Epic post, sir. Thank you for the effort², laying down the knowledge and whatnot (Minus the insult :wgrin:).
icefuzion.remix
11-03-2007, 10:17 AM
Hi, my normal team is Charlie, Dr. Doom and Capcom. I have recently dropped Dr. Doom for Storm so that I may be able to handle trap teams more effectively. Was this a wise decision? What about Cyke instead of Capcom?
Also, what ways can Charlie handle Sent? Thanks for helping me upgrade my team in advance. If you would like to recommend a better Charlie team, I'm open.
[iHate]Youthattack
11-27-2007, 05:03 PM
has anyone tried this reset with storm
launch ^ lk lk ad/f lk lk slight pause(whiff) la xx ls. It seems pretty easy to see coming but i havent tried it on a person yet. You can also change it to lp lp ad/f lp lp seems harder to see coming but harder to do. Also on sent you can change it to ^ magic series ad/f magic series (whiff) la xx ls.
Green
11-27-2007, 07:29 PM
I don't think that'll work. Try this:
^ sj.lk sj.mp sj.mk adf sj.lk sj.mk LA-upx2 xx LS
UCRJesse
12-15-2007, 03:29 AM
Hi, my normal team is Charlie, Dr. Doom and Capcom. I have recently dropped Dr. Doom for Storm so that I may be able to handle trap teams more effectively. Was this a wise decision? What about Cyke instead of Capcom?
Also, what ways can Charlie handle Sent? Thanks for helping me upgrade my team in advance. If you would like to recommend a better Charlie team, I'm open.
charlie can't touch sentinel. best bet is to dhc in storm
gamemasterkobs
12-26-2007, 07:06 PM
What is the best strategy or characters to use against Mag/Sto/Psy? Im used to battle against Cab/Sen/Drd w/ no problems im using the team Mag/Sto/Cyc and IM/Cab/Drd
FOBio
12-26-2007, 07:27 PM
On paper, is storm/sent/cable a better order or storm/cable/sent?
i prefer storm/cable/sent. using rocket punch assist adds easy damage and i tend to abuse it (though i know that's wrong). putting him last allows him to heal faster when he gets hit. i also have a decent amount of meter whenever cable comes in thanks to storm. and i like a solo sent rather than cable.
but i do see a few advantages of storm/sent/cable - dhc gives tons of damage and can be used as a safe tagout, ff combos, AAA for sent.
are there certain matchups i should be putting cable last rather than sent, or does it not really matter? i'm guessing rushdown teams would be lots of trouble using storm/cable/sent since there's no AAA.
sealhunta
12-26-2007, 08:17 PM
arguments can also be made for starting sent on point too depending on the match up.
I kinda like storm with sent rocket punch assist but then u dont have drones. Drones covers so much space, rocket punch will always come out at downward angle.
Also, when u have cable on point u have no AAA but if u have sent on drones assist u can still do patterns.
but damage is so sexy with rocket punch plus with storm's s.hk its easy to combo out of
yes solo sent is better than solo cable but sent+cable AAA is better than Cable+sent assist
gamemasterkobs
12-27-2007, 06:37 AM
what to do against Mag/Sto/Psy? im used to battle against Cab/Sen/Drd my team is Mag/Sto/Cyc tnx in advance
icefuzion.remix
12-27-2007, 03:25 PM
Any combos for Cyke + Doom's assist?
BornAgainCommunist
12-28-2007, 09:48 AM
Any combos for Cyke + Doom's assist?
yeah, there are a ridiculous amount of combos with cyke and doom.
experiement with as many combo tempos and delays as possible. Alot of the combos are just sort of there, you just have to know how each of cykes moves affects the character.
an easy combo with dooms assist one into super with many variations is:
launch+doom, 123 regular speed/ 12 medium/slow speed combo and then Down+hp. the Down+hp should smash them right into the rocks...where they will pop up right infront of you. after that you can combo, super, or combo and super. This is one situation where qcf+pp super is very good, or try to gain positional advantage.
gamemasterkobs
01-10-2008, 12:24 AM
what strategy will i use against mag/sto/psy? i cant get near when they use psy assist A tnx in advance
sealhunta
01-10-2008, 01:46 AM
what charactesr are u using
jaded
01-10-2008, 07:19 AM
what strategy will i use against mag/sto/psy? i cant get near when they use psy assist A tnx in advance
colossus + tbonne = anti-msp
they will have to runaway from you for the whole match while you build a meter to reactivate iron-man mode over and over again hahah
Radiant93
01-10-2008, 07:45 AM
what strategy will i use against mag/sto/psy? i cant get near when they use psy assist A tnx in advance
Cable[b] , IronMan[b], Juggernaut[b] *glitched*.
Cable:(level 3 gauge)
c.lk -> c.lk -> s.hk -> A1+A2.
nah... what team are you using?
King Of Bums
01-11-2008, 09:11 AM
Why do most Mvc2 players prefer p360 over competition happ controllers? What are the technical advantages between the two models, and is it really worth it to refit my stick with one if I where to play marvel more seriously?
King Of Bums
01-11-2008, 09:15 AM
how do u rom? do u slide or claw?
I don't, thats why i use Matrix, Santhrax or clockw0rk:rofl:.
Green
01-11-2008, 09:48 AM
You can still slide with Matrix and Santhrax.
shoultzula
01-11-2008, 11:01 AM
Why do most Mvc2 players prefer p360 over competition happ controllers? What are the technical advantages between the two models, and is it really worth it to refit my stick with one if I where to play marvel more seriously?
compared to all other sticks, p360's are the most durable. No other game requires the abuse that marvel does. I've had agetecs and happs comp sticks in the past and they never lasted more than 2-3 months w\o some kind of maintenance while playing marvel constantly on them. I've had my p360 going onto 3 years now and it has yet to fuck up on me joy stick wise.
getting which stick is going to boil down to preference. I hated my agetec's but I loved my happs comp stick. My only gripe about the happs comp was that it was switch activated. So the pieces never truly gave up @ once, they slowly go bad and require regular maintenance.
sealhunta
01-11-2008, 08:29 PM
just to clearify. is it impossible to do hyper combos while out of the screen
like if u have storm and u do LA all the way up and off the screen, u cant do a lightning storm right?
i've noticed, if i do the extended air combo and then do 3 LA and both of us go off screen, if i mash hp i will usually end of trowing them, weird yo
gamemasterkobs
01-12-2008, 07:41 AM
im using Mag/Sto/Cyc, how will you use collosus?
Phobos
01-18-2008, 01:38 PM
Been away from marvel for long time... Who should start playing again?????
GREEK
01-23-2008, 03:35 PM
1. Why dreamcast mvc2 > ps2?
2. What game speed I play on, turbo or normal?
3. What are some top teams that DON'T use sent. this might be a hard concept for people to understand, but I DON'T LIKE SENTINAL. guys boring, and so simple I can't play him. regardless of whatever faqs you throw at me I'm not playing him. so far, from what I know (not much), the only good team that doesn't use sent is MSP. is that it? I'd really like some options here.
Augmint
01-23-2008, 10:16 PM
1. DC doesn't have the counter glitch plus ther's slowdown? on some stages.
There are a few threads explaining more if you look.
3. saying you don't know much then saying sent's simple is pretty foolish. He's quite difficult to use - esp when you start fighting vs cable.
but good non sent teams are (depending on how good your comp is)
cable/storm/cyclops or commando
MSCyke or Tron
BH/Cable/cyke
strider/cable/Doom
IM/Cable/storm
IM/Cable/Doom
etc...
sealhunta
01-24-2008, 12:54 AM
well there are 3 speeds
normal, turbo, and turbo 2
we play on turbo. it is the default anyways, if u have score attack
GREEK
01-24-2008, 02:17 PM
I shoulda been more specific. which speed do arcades and tourney/MM matches play on. if it's different all over, which is it in NY.
RisunoMeijin
01-29-2008, 07:06 PM
Arcades and tourneys use the naomi version, which runs at 1 speed. DC uses pretty much the same naomi engine so it runs at about the same speed. PS turbo1 is a little off, but the closest you are going to get.
The literal timing on complicated combos changes alot when you play on PS2. The rom, the IM NJI, and other staples of play require different timing when playing this version. So basically, if you really want to get good, either dont practice on ps2, or keep in mind you are going to have to refine your timing if you wanna play in a tournament setting, or with arcade locals.
As far as sent goes, if you dont like him, and wanna play marvel, I feel for you man. Youre gonna see alot of the robot, and if you want to get really good, you pretty much have to learn him so you know his options when hes got you in a tight spot. Its gonna be really hard to learn how to get around the stomp patterns + anti jump frying pan when you dont even understand his options.
Good luck with teh marvel!
beatsofdevil
01-29-2008, 07:11 PM