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onuj
08-08-2003, 07:09 AM
oops i got the name wrong when i watched the video...sorry my brain is out in space :confused:
but yes, after watching the mvc2 advanced tactics video, i still don't understand guard canceling. is the timing for pushes different depending on what character and what move you're blocking against?
i tried push blocking when this guy was unloading 5 levels worth of sentinel force supers on me but i was still pinned. can somone explain it a little more in depth than "using times pushblocks to cancel a character's guard in order to escape traps and punish moves which are otherwise unpunishable."?

iMPULSZE
08-08-2003, 03:12 PM
To get out of the sentinel hsf continous.... pushblock the first hit, neutral, sj just as the 2nd wave of drones comes across you.

onuj
08-09-2003, 09:14 PM
by first hit do you mean the fierce punch, the rocket punch, the first wave of sentinels in the super or the entire first wave of the first super?

Combo Master
08-10-2003, 11:05 PM
what do you do for Blackheart's Heart of Darkness super? like the Magneto vs. Blackheart demostration

D-Scythe
08-11-2003, 05:27 AM
Originally posted by Combo Master
what do you do for Blackheart's Heart of Darkness super? like the Magneto vs. Blackheart demostration

This is one is easy. As soon as Blackheart's Inferno gets blocked, let go of the joystick and pushblock. After that just hold up forward and you'll jump out of it easy.

Coutie
08-11-2003, 08:09 PM
For sent's HSF, pushblock the hit before the HSF hits. I usually pushblock right when I see the super was done (when I see the screen flash for the super). Then, set the stick in neutral (pushblock counter resets if you keep holding back). After the second set of drones passes you by, sj out or if you have cable, AHVB as you see in the video.

On a side note, pushblocking can be a good way to punish scrub pixies that try to rush you. If you see someone going for a lk, lk, rk launch sequence, pushblock the second lk and you'll recover as they do a rk away from you.

IronThread
08-11-2003, 08:39 PM
throwing ppl out of their rushdown with guard break is pretty sweet....i wonder why no one attempts it in tourneys....even escaping the HSF...[which should be pretty easy to get down since so many ppl use sent]...no one tries to escape. they just take the block damage.

they do escape before the first wave hits...but once they are in the semi sentinel trap most ppl just take that block damage...is it too risky or somethin?

onuj
08-12-2003, 12:56 PM
thanks for breaking it down IronThread. here's another q: if you're cable vs another cable and he does a tigerknee ahvb which you block, can you guard cancel that and get him with your own tk ahvb?

Coutie
08-18-2003, 03:37 PM
No, you can't counter a tk ahvb. The only time you can counter an ahvb is if they regular jump backwards then fire near the peak of their jump (people sometimes do this to catch you off-guard). Just do a tk ahvb as they finish theirs. I wouldn't recomment puchblocking this one because it can screw up the timing.

As for tourney's, using pushblock isn't too effective cause most people tri-jump. Also, good rushers will cover their launcher with an assist so you can't punish back. As for sent doing this trap, it depends on the situation. If you notice, most people try to chip away at the end of a close match or if they want to kill off a character with little health. In these situations, definitely sj out or punish with ahvb if you can. If your battery has a lot of health, then it's sometimes better to take the chip damage cause that takes meter away from other users like cable. But if you're mags or cable and just being in the game is a threat, then escape the trap. There's a lot of strategy involved and depends on how the game's played.

Feel free to flame me if anyone disagrees.

GeekBoy
08-18-2003, 04:05 PM
If you're unsure when to pushblock, do it when you hear the sound of the super. For Sentinel's.

Spider_Sting
08-20-2003, 11:20 PM
i noticed that when u guard cancel with sentinel the timing is a bit different

i can get every other character to sj out of hsf around 90% of the time but I can't seem to get it with sent for some reason...

someone wanna help out?

onuj
08-28-2003, 11:57 AM
Originally posted by D-Scythe


This is one is easy. As soon as Blackheart's Inferno gets blocked, let go of the joystick and pushblock. After that just hold up forward and you'll jump out of it easy.


let GO of the joystick and pushblock? or pushblock the inferno and then put the joystick in neutral?

iMPULSZE
08-28-2003, 02:33 PM
pushblock and let go of joystick. Then just hop forward. Easiest one in the game.

Also, it is possible to counter a tk ahvb.

Tron Jon
08-28-2003, 10:51 PM
Letting go won't take you out of block if you're getting hit continuously. Until the push-block registers, you won't get hit. Once it does, you'd better be jumping, because you'll get screwed if you aren't.

Still having trouble jumping out of the HSF. Pushblock before the first hit happens, then jump at the second set? Will coming out of blockstun be the cue?

Gotta try this. lol

Tron Jon

De4dEyE
08-29-2003, 01:18 PM
I can get out of HSF once in a while. I usually pushblock the first set of drones once it hits me, then jump out after the 2nd. But I tried pushblocking BEFORE the first set of drones made contact. Instead of pbing, my char threw out an attack and then got fucked up. Did I simply mess up pressing the two buttons? or is there a specific time you're supposed to press them?

Syntaxsk8er
08-30-2003, 03:12 PM
Originally posted by iMPULSZE
pushblock and let go of joystick. Then just hop forward. Easiest one in the game.

Also, it is possible to counter a tk ahvb.

This is a pretty dumb question, but can someone explain the tk ahvb? Thanks!

Weget
08-30-2003, 05:33 PM
down, down forward, forward, up forward + PP. Same as the fireball motion but with the upforward which will make you hop off the ground but still perform the HVB.

oh yeah, tk stands for tiger knee

Syntaxsk8er
08-30-2003, 11:43 PM
Originally posted by Weget
down, down forward, forward, up forward + PP. Same as the fireball motion but with the upforward which will make you hop off the ground but still perform the HVB.

oh yeah, tk stands for tiger knee

Which one is the tiger knee, or is the "down, down forward, forward, up forward + PP" it? I get the whole motion thing and what it's supposed to do, I am just not sure if tk is a move that comes before the ahvb. Sorry I know nothing about cable, just want to use him whenever someone kicks my ass with him.

AMX
09-06-2003, 07:56 PM
is it me or can you even guard cancel on the ps2 version.
or am i doing something wrong...

http://gemini.lunarpages.com/~mooted2/images/djhova/movies/guardcanceling.wmv

edit: plus when i look at the advance tatic video i dont even see the super jump wind under the characters feet...

eks
09-06-2003, 08:26 PM
hey dude, you got the right idea, but you have to pushblock the thing before the hsf. i.e. c.hp, or c.hp, rp hsf, pushblock RIGHT BEFORE the drones hit you, then you should be able to do it.

if you want to see if you are getting the timing, try pushblocking and letting go of the stick, you should block the 2nd set and then get hit by the third. and soon as you block the laser/rp you can let go of the stick, pushblock, then sj out after the 2nd set.

if they dont do a c.hp or a rp.. then you can just sj out before it touches you =]

AMX
09-06-2003, 08:41 PM
nm

Magnetic Hail
09-07-2003, 07:50 AM
Here's something that hasn't been ask b4, I hope. How does magneto guard cancel storm .:evil: while she's rushing him on the video hmmmmmm :confused: ? Advance Tactics video in the SRK media section

Syntaxsk8er
09-07-2003, 10:36 PM
Originally posted by AMX
is it me or can you even guard cancel on the ps2 version.
or am i doing something wrong...

http://gemini.lunarpages.com/~mooted2/images/djhova/movies/guardcanceling.wmv

edit: plus when i look at the advance tatic video i dont even see the super jump wind under the characters feet...

Hey sorry to veer off topic, but I was wondering if you recorded that yourself. If so, how do you do that? If you didn't, does anyone know how?

AMX
09-08-2003, 10:49 PM
video capture card

onuj
09-09-2003, 05:56 PM
here's another noobish question:

when do you push block the spiral ground trap? i dunno when it's being done in the advanced tactics video; i lose it in the flurry of arms and swords and drones.

and another one, if you please:
is the guard canceling any different if spiral is jumping and throwing the swords out to keep you grounded?

helllppp :(

iMPULSZE
09-10-2003, 02:44 PM
Originally posted by onuj
here's another noobish question:

when do you push block the spiral ground trap? i dunno when it's being done in the advanced tactics video; i lose it in the flurry of arms and swords and drones.

and another one, if you please:
is the guard canceling any different if spiral is jumping and throwing the swords out to keep you grounded?

helllppp :(

Usually its done on the first hit, and you sj. on the 3rd/4th sword.

Spiral's height and pattern are the 2 things that *could* change when you sj. out of it. Its very similar to how you guard cancel out of the strider/doom trap.

onuj
09-12-2003, 11:10 PM
Originally posted by iMPULSZE


Usually its done on the first hit, and you sj. on the 3rd/4th sword.

Spiral's height and pattern are the 2 things that *could* change when you sj. out of it. Its very similar to how you guard cancel out of the strider/doom trap.


what the crap? you can guard cancel outta strider/doom? i thought it was supposed to be inescapable when perfectly executed or something...

so i'd have to time the pushblock, neutral, sj differently if spiral is tossing the swords out while jumping?

iMPULSZE
09-13-2003, 02:23 AM
Originally posted by onuj



what the crap? you can guard cancel outta strider/doom? i thought it was supposed to be inescapable when perfectly executed or something...

so i'd have to time the pushblock, neutral, sj differently if spiral is tossing the swords out while jumping?

YES

Dr Shaboogen
09-16-2003, 08:45 PM
the key to testing ANY guard cancel is what eKiN said, pushblock at neutral and then wait to see exactly what point it is that you get hit.

By doing this you find out exactly when you come out of the guard state and thus when to make the move, what ever it is.

I haven't tried to GC against Strider/Doom yet because nobody here plays it anymore, but the same rule applies. Pushblock and find out when you start getting hit, at that point you know that you've got to do your counter.

It's the easy way to test the timing for getting outta HSF as well. If you pushblock too early, you'll get hit by the second set of drones, if you pushblock late you'll block all the drones but probably get hit by the followup. Do it right and the third set of drones will hit you.

GCing HSF isn't too difficult, we've got it down almost 100% now with around an hour or practice. These methods will work for you as well.

cya
D.S

Augmint
09-10-2004, 05:22 AM
**bump**

50mOrEcEnTz
09-10-2004, 06:31 AM
guard cancelling sentinel's snapback is good against magneto and storm

Liqu1dBluE
09-26-2004, 12:51 AM
When Cable attempts to j. Fierce, AHVB gb on Sent, and sent escapes by blocking the gunshot, then flying, is this guard cancel or just bad positioning of cable, and he drops too low?

50mOrEcEnTz
09-26-2004, 06:42 AM
When Cable attempts to j. Fierce, AHVB gb on Sent, and sent escapes by blocking the gunshot, then flying, is this guard cancel or just bad positioning of cable, and he drops too low?
i mean nah, he gc'es into fly...but on the real...this strat only works on poor cables now