Mega Man Basics Repost

MegamanSteveMegamanSteve Joined: Posts: 732 ✭✭✭✭✭ OG
I was trudging through the old MM threads and came across something I posted awhile ago that may help answer any MM players questions, a basic rundown, Not that this board seems very lively lately, but Im trying to spark some intrest.

Best Partners: Doom Variety/AAA, Sent Ground, BH AAA,
Bread and Butter:
1. S.FK, SJ.LP,SJ.LK XX Hyper Mega Man
2. C.LK, C.MK, C.FP XX Tornado Hold/ Charged Buster
Resets
1.( Corner): S.FK, SJ.LP, SJ.LK, SJ.MP, SJ.MK, throw, SJ.FK, S.FK, SJ.LP, SJ.LK, SJ.MP, throw...etc
2. S.FK, SJ.LP, SJ.LK,throw,SJ.LP(on the way down), Jump, Throw, C.LK (To OTG), S.FK....etc
Infinite(In Corner): [J.LP, J.MP, J.FP]
Notes:
Wall Jump
Slides foward with C.LK
Hops UP when dashing foward
Can throw from normal jump height and otg into AC ala cammy
Stratagies:
Against Rushdown and Other traps
Rockball Trap:
1.Call Rockball (QCF.K)
2.Call Assist(Doom Varitey, Sent Ground, BH AAA)
3.Drop Rockball (QCF.P)
4.Kick Rockball (C.K)
5.Fire 2 M.Buster Shots(J.FP,S.FP)
6.Repeat 2-5
Against Cable,Sent,BH,Doom:
1.SWITCH
if you can't switch(THESE ARE UP-HILL BATTLES:
Against Cable:
1.Turtle while charging M.Buster, using it to safley chip
2.Using B&B's when getting the chance
3.Tornado Hold and Beat Plane are un-AHVBable
Against Sent:
1.Wall Jump out of corners to avoid Stomp Chip
2.Nail in flight Sent's with M.Buster (Remember, Sent can only fly on the same screen as you, where you go can help direct him into the buster)Ex: Sent cant fly at SJ.Height while your at Ground level, Sent cant be at Ground Level while your SJ.ing
Note: Sent Flight is FASTER then Beat Plane, do not try to punish a Flying Sent with Beat Plane
Against BH and Doom:
1.Shoot M.Buster while their in the air
2.Wave dash on grounded Opponents
3.If on ground when Opponent in air, Wave Dash[PP,D]repeat
4.Use Wall Jump and Mega Upper to gain height and kill time
Watch For Dooms Cross-up Launcher and BH's Inferno XX HoD
"He who hesitates is lost"
- Bass, MegaMan7
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Comments

  • MegamanSteveMegamanSteve Joined: Posts: 732 ✭✭✭✭✭ OG
    ....Bump, I probably edit this when I think of something more productive to say
    "He who hesitates is lost"
    - Bass, MegaMan7
  • FOBioFOBio Whaddup!? Joined: Posts: 4,358 ✭✭✭✭✭ OG
    can mega upper be punished? you said use mega upper to buy time. what's the lag on that? most dragon punch-style moves are horrendously bad if whiffed/blocked. why use megaman's?
    Why bring logic to a discussion?
  • Ranma0005Ranma0005 Drunkin Style SF Master Joined: Posts: 1,198 mod
    Mega-upper has lag just like every other dragon punch in MvC2, it doesn't have nearly the invincibility of a shoto dp. It looks like the strategy he's using against BH/Doom is to wave dash under photons/demon, jump xx mega-upper to hit them.

    Against BH/Doom, or any character w/Doom assist, I'll throw out mid range fierces to knock out Doom, else throw the fierce at the top of your jump and tornado hold Doom assist.

    I also wanted to add that I think Tron(projectile assist) works very well with Megaman. Because of his height, against larger characters like Sentinel, if you can pin him with a Doom or Tron assist, you can use jump in chains to catch them off guard.
    "If I'm not here, I'm at Stargate. If I'm not at Stargate, I'm on my way to Stargate :D"
    MLG Fighting Games Referee
    Examiner Column Writer
    Texas Showdown Tournament Organizer and Director
  • MegamanSteveMegamanSteve Joined: Posts: 732 ✭✭✭✭✭ OG
    Originally posted by MMMasterSTE

    4.Use Wall Jump and Mega Upper to gain height and kill time

    What I was thinking is that when Doom shoots photons and for whatever reason you can't wave dash, since MM's SJ sucks ,if timed right wall jumping and then Mega Upper in the air should kill enough time and get enough height for dooms super to be finished so that MM falls to the floor with no chip, he falls so fast from the Mega Upper, Doom isn't fast enough to catch his lag, I may be wrong but I believe MM, Morrgian and Ken are the only ones who can do a true rising uppercut in the air, also now that I think about it you could probably cancel the upper into beat plane and punish doom, its been awhile since I've played a good doom player . . . . . oh and if you do wave dash behind doom while he's stuck doing his super, do HMM
    "He who hesitates is lost"
    - Bass, MegaMan7
  • FOBioFOBio Whaddup!? Joined: Posts: 4,358 ✭✭✭✭✭ OG
    and what assist do you pick for megaman? i use his last one, the gamma type. i forget what it is...i think balance. somebody told me the difference between projectile and balance, but i forgot it. which one is better?

    by the way, my megaman team is mm/sent/cyke, if that plays a factor in choosing.
    Why bring logic to a discussion?
  • SystemSystem Joined: Posts: 508,676 admin
    what abotu this combo... sometimes i can get it, other times, it just don't work...

    leaf charge.
    qcf+p, dash, lp, lk, lp, hk, sj, magic, qcf+p, xxqcf+pp
  • MegamanSteveMegamanSteve Joined: Posts: 732 ✭✭✭✭✭ OG
    Originally posted by FOBio
    and what assist do you pick for megaman? i use his last one, the gamma type. i forget what it is...i think balance. somebody told me the difference between projectile and balance, but i forgot it. which one is better?

    by the way, my megaman team is mm/sent/cyke, if that plays a factor in choosing.

    I use his Beta type which is anti-air, The difference in the Projectile and Balance is the counter move, both have his assist as a projectile but while playing as one of his teamates if you alpha counter into MM, Projectile counters him in doing a 2 hit charged buster, the Balance counters him in doing a mega upper.
    I'd stick with balance.

    BTW Hadoken King, thats a good combo against scrubs if ya wanna be flashy but the LS has way to much startup to be a tournament quality move, Mags/Storm will rush up and break the sheild before you put it on, and Cable will shoot you

    Now I have a question for anyone.....I was playing on my DC, doing the rockball trap, and as I was jumping foward and pressing HP to shoot the buster the comp tagged out and MM grabbed and threw the comp??? How the hell can he do that when the character switches in doing a flying kick??? Does the grab have THAT much proirity???:confused: :confused:
    "He who hesitates is lost"
    - Bass, MegaMan7
  • FOBioFOBio Whaddup!? Joined: Posts: 4,358 ✭✭✭✭✭ OG
    where were you in comparison to the character coming in? i thought their jumping in kick had immense priority and can only be knocked by like a projectile or if you're hitting above them. maybe it was a spoof or something.

    so in your team, STE, your mm is your AAA? i know you use blackheart, but i'm talking like a psy/cyke type of AAA.
    Why bring logic to a discussion?
  • SystemSystem Joined: Posts: 508,676 admin
    STE are you coming to Evo? I wanna have a Megaman showdown with you :) although MM vs. MM is probably a matchup near the level of Cable v. Cable in terms of gayness.

    Anyway, this is my opinion on MM, which differs in some ways from STE's:

    Teams I use:
    MM/Cable/Cyclops
    MM/Storm/Sentinel
    MM/Storm/Commando
    MM/Hulk/AAA (usually Ryu)

    Assist types:
    Alpha - projectile. This is the kind I use. His projectile assist is very good. Why? It stuffs super armor and stops certain assists cold (Commando), and as a counter it can act as a shield (ie. vs HSF) where Mega Upper would be inadequate.
    Beta - anti-air. Don't use this unless you're using MM with BH and some other offensive assist. Hell, I don't think I even would if that were the case. It's pretty subpar, but if you are hellbent on having an AAA, go for it.
    Gamma - balance. Has the good assist. The counter, IMO, is still not very good, although it can help in clinch situations. It doesn't really go anywhere, though, since its priority sucks and MM can't cancel into any super that can combo into another DHC.

    B&B combos:
    * launch. (sj.jab -> ) sj.short -> sj.strong -> sj.forward -> sj.fierce. Always do this, even if you have meter. HMM combo only does a few points more than this and lets them get away from you - not worth it unless you're DHCing.
    * launch. sj.jab -> sj.short -> sj.strong (slowly), punch throw, sj.jab ( -> sj.strong), land. MM's triple option. The first time you do this, go for the crossup launch, so that they block on the way down, which is when you do airthrow into relaunch. Alternately, you can follow the jab with a HMM after the airthrow for the DHC.
    * c.short -> c.forward -> c.roundhouse ( xx jab tornado hold). Decent ground combo. Throw in tornado hold if you don't think they roll, or if they have no anti-air and block it (it's pretty safe)
    * guardbreak after dead character/snapback: jump fierce, wavedash your ass off and launch. It can work from midscreen if you time it right, but it's so hard. And if they take the hit... I don't know. Maybe you can go into infinite? LOL

    Tactics:
    * jump fierce. Keepaway tactic, just spam this til they get close. Most of the time, you'll be doing this a lot. Vary the heights and smoke out a superjump.
    * low roundhouse xx tornado hold. Do this if they advance and you don't want to play. Keep in mind that AAs can kill this, so if you want to do it when an assist has not been called, you'll need an offensive assist like Sentinel.
    * anti-air: s.roundhouse. Best all around. When priority is an issue, dash under them and launch (great vs. Storm). MM can do this rather easily since he's so small.
    * wall bounce. This makes it hard to pin down MM, so use it when you feel it's appropriate.
    * s.jab. This is the best attack to mash on when they're close. MM's jab is FAST and most characters can't duck it. I've beaten Magnetos at start of match with this. Combo into launch.
    * assist hitting. This is a tough task. MM can slide and sj. cancel like Magneto, but it's not likely to get him anywhere he wants to be unless say Cable tries to hit you.
    * getting rockball. IMO, you should only get rockball when you hit them with an anti-air or if they run from you. You also have to weigh what you get against what you lose: namely, a fairly quick across-the-screen attack and semi-safe slides.
    * kicking the rockball. There are two practical ways of kicking the rockball: c.short and c.roundhouse. The angle on c.roundhouse is shallower and is more useful on stopping people from invading normal jump space, while c.short is higher and closes out the area above your head. You can also kick it with s.forward and c.forward, but it's not practical (and shitty too, those angles were more useful).
    * charge buster. Use this on trappy people or if you want to clear room. Only charge for short periods, though. This is how I fight Sentinel.

    Strategy:
    * MM is probably going to be your battery. You can use him as a staller pretty well too. Whether he's a battery or staller, he should always use the B&B I described above. It's the best because it leaves you in control.
    * Keepaway is usually the way to go unless you're fighting Cable, Sentinel, or some other opponent with a valid way to keep MM out. (IM and Storm are NOT good examples of this.)
    * Keeping MM alive is kind of important, because his assist is actually very good. If you have Storm next, just HMM xx hail to get him out. Otherwise, you'll have to be tricky. I like HMM on crossups to do this with.
    * vs. Magneto: This match can get tricky because MM can't really stop Magneto from getting close unless he has the right assists and help, and even then it involves guessing right. IMO, don't go for rockball unless they run from you. Play it safe and just jump fierce with assists. Crossup launches don't work on Magneto because jump fierce is so big and jump rh's hitbox is so huge. Just spaz those fierces (smart spaz, not spaz spaz).
    * vs. Storm: IMO, this is MM's best matchup in the top tier. Jump fierces go over typhoons and stuff hail, he can get crossup launches without too much of a hassle, and he can usually get rockball since Storm likes to run. You will need to watch out for her ugly priority, and you don't really want to triple option on her cuz of her damn float. Other than that, just stick to the keepaway tactic and you'll do fine.
    * vs. Cable: Not a fun matchup, but doable. Reverse the keepaway tactic and head forward on Cable. You want to close distance. There are several ways to do this, but what I do is just drop busters close to the floor (and thus hard to shoot), hit assists with launch or slide, and sometimes attempt a crossup launch if I can get under Cable quick enough. Triple option is hard for Cable to stop and he has to guess, so you might want to get him into it a couple of times.
    * vs. Sentinel: Shitty. If he likes his low beams, charge the buster and release it at the right points to force him to jump, then throw some uncharged ones. You don't want to keepaway on Sentinel either, he'll kick your ass. Instead, advance with caution, to the point where he can't low fierce xx beam and own you for free (slide under that shit if you can hit him, wall bounce if you can't). Remember that if you charge your buster enough, you can release it thru HSF and get some space that way. Don't get hit, MM takes damage pretty bad.
  • MegamanSteveMegamanSteve Joined: Posts: 732 ✭✭✭✭✭ OG
    Originally posted by FOBio
    where were you in comparison to the character coming in? i thought their jumping in kick had immense priority and can only be knocked by like a projectile or if you're hitting above them. maybe it was a spoof or something.

    so in your team, STE, your mm is your AAA? i know you use blackheart, but i'm talking like a psy/cyke type of AAA.

    Both characters were at normal jump height, I was just instinctively doing the trap and they switched and instead of a j. fp, MM grabbed'm, this was on Thanos, maybe the size has something to do with it???

    as for AAA, MM and Cable are who I use. When playing with Cable I use MM as the AAA, and when doing the trap with MM I use Cable as the AAA. Neither of them have anywhere near the invinciblity as top tier AAA's used, and it does cause my assists to bleed alot, but it hasn't really failed me.
    Originally posted by Dasrik
    STE are you coming to Evo? I wanna have a Megaman showdown with you :) although MM vs. MM is probably a matchup near the level of Cable v. Cable in terms of gayness.

    Beta - anti-air. Don't use this unless you're using MM with BH and some other offensive assist. Hell, I don't think I even would if that were the case. It's pretty subpar, but if you are hellbent on having an AAA, go for it.

    B&B combos:
    * launch. (sj.jab -> ) sj.short -> sj.strong -> sj.forward -> sj.fierce. Always do this, even if you have meter. HMM combo only does a few points more than this and lets them get away from you - not worth it unless you're DHCing.

    * vs. Magneto: This match can get tricky because MM can't really stop Magneto from getting close unless he has the right assists and help, and even then it involves guessing right. IMO, don't go for rockball unless they run from you. Play it safe and just jump fierce with assists. Crossup launches don't work on Magneto because jump fierce is so big and jump rh's hitbox is so huge. Just spaz those fierces (smart spaz, not spaz spaz).
    .

    Sorry to say my poor ass has no way of getting to evo, no plane ticket, no hotel, no nothing, probably next year (I hope). And yes MM on MM matches are just as gay as Cable on Cable. In the long run you'd prolly beat me, MM is my best char, but thats it, my Cable is GARBAGE, my BH is decent. I really don't have the patience to play Cable, im so used to MM, I feel the need to always be throwing shit ,and I end up shot. Thats another reason why I aint going to evo, even if I had the money, I aint really on par with the comp, I got like a HUGE mental block when it comes to Cable. As for the MM assist type, I just think projectile leaves him out there too long against Cable or Sent, it prolly be good against rushdown but if im playing against rushdown, MM is gonna be my point man. As for that B&B w/o using HMM, I gotta check that out, I would think FP would be more scaled down in the combo. One other point I wanna disagree on is the crossup launches against Magneto, there hasta be something wrong with how your timing it cause MM's S.FK has UGLY priority, I always either catch Mags in the launcher or it gets split down the middle and we both get hit, but my MM hasn't been beaten out by Mags yet.

    EDIT: I just got off my DC, the air combo against Cable (S.FK, Sj.Lp,Sj.Lk,Sj.Mp,.Sj.Mk,Sj.FP) Does 46 damage, where as (S.FK,Sj.Lp,Sj.Lk XX HMM ((Mashed))) Does roughly 56 points. Ten point difference.
    "He who hesitates is lost"
    - Bass, MegaMan7
  • FOBioFOBio Whaddup!? Joined: Posts: 4,358 ✭✭✭✭✭ OG
    i only like playing MM team on playful competition. unfortunately, there IS none where i live. :depress:
    Why bring logic to a discussion?
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by MMMasterSTE
    One other point I wanna disagree on is the crossup launches against Magneto, there hasta be something wrong with how your timing it cause MM's S.FK has UGLY priority, I always either catch Mags in the launcher or it gets split down the middle and we both get hit, but my MM hasn't been beaten out by Mags yet.
    It's not really that MM's crossup launch won't beat Mags, it's that when it gets down to do or die and you got to dash to hit a Magneto that's crossing over you, his huge hitboxes might prevent that and worse yet, get you hit and then you die.
    EDIT: I just got off my DC, the air combo against Cable (S.FK, Sj.Lp,Sj.Lk,Sj.Mp,.Sj.Mk,Sj.FP) Does 46 damage, where as (S.FK,Sj.Lp,Sj.Lk XX HMM ((Mashed))) Does roughly 56 points. Ten point difference.
    Drop the first jab and it takes off more (48-49, I think). In any case, I don't think the extra ten points are worth the loss of one meter and the fact that you come down in such a bad position in relation to your opponent. I only use HMM combos in DHCs.
  • MegamanSteveMegamanSteve Joined: Posts: 732 ✭✭✭✭✭ OG
    Originally posted by Dasrik
    I don't think the extra ten points are worth the loss of one meter and the fact that you come down in such a bad position in relation to your opponent. I only use HMM combos in DHCs.

    Yea me either, I'll be doing the buster from now on.

    Originally posted by Dasrik
    * c.short -> c.forward -> c.roundhouse ( xx jab tornado hold). Decent ground combo. Throw in tornado hold if you don't think they roll, or if they have no anti-air and block it (it's pretty safe)

    Just so you know ( if you don't already), if you don't think they'll roll, if you call Cable AAA(I say this cause I noticed one of your teams has Cable) while doing the c.rh, Cable's psimatar will OTG them and you can launch quickly into an air combo
    Originally posted by Dasrik
    * s.jab. This is the best attack to mash on when they're close. MM's jab is FAST and most characters can't duck it. I've beaten Magnetos at start of match with this. Combo into launch.

    I dunno, I find s./c.short easier to beat out Mags & storm, but I've honestly never tried s.jab, I'll havta try that some time

    So is anyone able to help me to better understand how the hell I threw a character who was tagging in and if such a tactic could be mastered??

    Also I wanna add something everyone should know is HMM's inivicibility, and EXTREME usefulness against rushdown ...If Mags or Storm come down brining the heat and you can see when they are gonna triangle jump or C.Short, pulling out a well timed HMM will stuff there attack with the transformation, sending them straight into the beam. I would be weary of assists though, Im not sure if AAA's can stop it, so I would only try it if the AAA is already out. I used to do this back in MVC1 against Wolvie. People just drop there jaw saying: "Thats fucking bullshit, I hit you first.":lol: :lol: :lol:
    "He who hesitates is lost"
    - Bass, MegaMan7
  • modbotmodbot guy in the Kobun shirt Joined: Posts: 155 admin
    Originally posted by MMMasterSTE
    Also I wanna add something everyone should know is HMM's invincibility, and EXTREME usefulness against rushdown ...If Mags or Storm come down brining the heat and you can see when they are gonna triangle jump or C.Short, pulling out a well timed HMM will stuff there attack with the transformation, sending them straight into the beam. I would be weary of assists though, Im not sure if AAA's can stop it, so I would only try it if the AAA is already out. I used to do this back in MVC1 against Wolvie. People just drop there jaw saying: "Thats fucking bullshit, I hit you first.":lol: :lol: :lol:

    Funny - I was thinking about reminding people about that myself. HMM can also be a good safe switch out too (useful if you have zero life left) - they throw a projectile or other weapon, you HMM to get the invulnerability, then DHC before the projectile hits MM. The next character may get hit, but it's a hell of a lot better than an unguarded switch-in, and you don't have to take the hit like you would with an alpha counter.
    Team Kobun: We all suck, but there's fuckin' forty of us.
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by Dasrik
    * vs. Magneto: This match can get tricky because MM can't really stop Magneto from getting close unless he has the right assists and help, and even then it involves guessing right.
    It's actually not as bad as I make it seem here. Magneto has to beat Megaman by being patient and navigating through the jump fierces; however, if you use MM's AIRTHROW, it makes things a lot harder on Magneto because now he has to guess if you're going to attempt to airthrow or shoot a fireball at him. The biggest risk to you is if he guesses right and jump shorts with Psylocke. Superjump short won't be a worry since most likely, he's already used his airdash so he can't go into infinite (which is hard to do on MM).
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 810 ✭✭✭✭✭ OG
    How does his rockball trap go in mvsc2 ? Is it still the same as in the first marvel ?
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 810 ✭✭✭✭✭ OG
    ok I found out that it's practically the same. Do you guys think that MM still worth learning in mvsc2 ?
  • Crono_MashitokaCrono_Mashitoka Hypnotic Disciple Joined: Posts: 208
    Definitely. I don't see why not at least for the most part.
    Team Scrub/Clops 101: Patiently Waiting
    Cable: 1BD AK47 setups, GC'ing HSF(60-70%), tighten keep-away gaps, solo meter-builds, sniping practice
    Bot/AAA: Anti-PB strings, safe-chasing tactics
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 810 ✭✭✭✭✭ OG
    I read on gamefaqs.com this guy talking about how megaman should rush down rather then play keep away. But I find that if your playing an opponent that can't kill you from far with supers or such (AHVB, HSF, Typhoon XXhail) then you should play keep away. Builds mad meter and the opponent will try to get near you and end up getting hit by something. I've also been trying out different formations of low tier teams. I like Megaman Sakura so far, and I'm going to try to implement hulk.

    I experimented for 2 days on Sakura Hulk Tron , Megaman Sent Anarkis. I dropped anarkis sent and tron today because it didn't mesh for me for some reason. Then I tried MM Sak Hulk. the team meshed great, did great against everyone except sentinel. Mainly because it always seemed to be my hulk vs the other sentinel. I was lacking an anti air for hulk because he was my anti air. So I'm thinking of possible switching megaman to anti air to help hulk, or should I keep MM on balance and just learn to gamma charge and pushblock with hulk.

    I caught sentinel flying too long and hit him with a gamma crush :evil: and at one point I hit him on the way up but missed him on the way down:wtf: but someone explained me the properties of it in the hulk portion of the forum.

    I also read on gamefaqs that you can combo Hyper Megaman on the ground or rush drill super after shooting a leaf shield. Sometimes the leaf shield connects with my ground combo sometimes it doesn't. Does the leaf shield connect with any medium attack ? crouching or standing ?

    This game has been out for so long yet megaman still makes it exciting. I hope he's still there in Sammy VS Capcom and hope the chunner is beefed up.
  • modbotmodbot guy in the Kobun shirt Joined: Posts: 155 admin
    As a minor point - note that your standard double buster ground keep-away pattern (one high, one low) will knock Storm out of Hail Storm, since the high buster will cruise above the typhoon (and drones) and slap her upside the head either while she elevates or during the super since the hail doesn't cancel the buster. So it's not as hideous of a matchup as you'd think. :)

    I still vote for keep-away over rush-down with MegaMan - most gamefaqs advice is kinda half-assed. Not that my advice isn't half-assed, but ... every time you get some distance with MegaMan, you can fill the screen with busters (sanely - I mean, be careful about Cable, etc). If they flinch wrong, they just took way too much damage. It's hard to set that up if you're rushing down.
    Team Kobun: We all suck, but there's fuckin' forty of us.
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 810 ✭✭✭✭✭ OG
    I also forgot to add two more things.I don't get his double busters. Most of the time I shoot one and have to wait for awhile but can shoot another one just in time so that there are two on screen but some other times I think I shoot two in a row or two fast somehow. Missa confoozed :confused:

    Second of all is his Beat Plane completely safe if you back yourself in the corner while shooting bullets ? Aside from cable variable counter into AHVB, I don't think anything can reach megaman in time but I unno, I'm too scared to use beat plane from all the scary rumors people said about it.
  • MegamanSteveMegamanSteve Joined: Posts: 732 ✭✭✭✭✭ OG
    Originally posted by zachdms
    As a minor point - note that your standard double buster ground keep-away pattern (one high, one low) will knock Storm out of Hail Storm, since the high buster will cruise above the typhoon (and drones) and slap her upside the head either while she elevates or during the super since the hail doesn't cancel the buster. So it's not as hideous of a matchup as you'd think. :)

    I still vote for keep-away over rush-down with MegaMan - most gamefaqs advice is kinda half-assed. Not that my advice isn't half-assed, but ... every time you get some distance with MegaMan, you can fill the screen with busters (sanely - I mean, be careful about Cable, etc). If they flinch wrong, they just took way too much damage. It's hard to set that up if you're rushing down.

    2 problems arise from Storm TyphoonXXHail/Sent Drones though. Sentinal will sometimes take the hit for her since he's so tall leaving MM open to take the hail, and storm players that know Mega Man now TK the Typhoon, which pins you into the drones which gives her time to land and safe chip w/ hail. Mega Man should only attempt to rush down when fighting cable, thats it, Rushing while charging your buster and just safely chipping, or comboing into the buster works many wonders. GameFaqs is full of morons, I don't take advice from there, I usually give it.
    "He who hesitates is lost"
    - Bass, MegaMan7
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 810 ✭✭✭✭✭ OG
    I figured out you have to shoot a buster as you land from a normal jump then you have to jump again to be able to shoot another one fast ^.^ .....I know i'm retarded but I figured it out.

    I still have lotsa questions and I think I should number them.

    1. Theoretically speaking, let's say I call a rockball and I kick it with a c.lk or c.hk and cable AHVB AFTER or a couple of milliseconds after I kick the rockball. Will the rockball knock cable out of the super or will the AHVB eat the rock and MM ?


    2. I read that after throwing a leaf shield at your opponent you can combo into rushdrill or hyper megaman. Does this mean in air combos also (For hyper megaman) ? And on the ground, sometimes the leaf shield chains sometimes it doesn't. Does it specifically only combo after a specific standing or crouching medium attack ?

    3. When using the beat plane, are you 100% sure to recover in time to block if near the end of this super, you keep shooting bullets while backing yourself into the opposite corner ? I know a well time variable counter with cable into AHVB can get me but otherwise I don't think I've been hit afterwards.

    4. How would you rate my team in my signature ? It's not top tier but it can handle everyone but vs cable or sent it's un uphill battle but very winnable. During repeated HSF, CTSD -charge that shit (mega buster)down :evil:
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by Magnetic Hail
    1. Theoretically speaking, let's say I call a rockball and I kick it with a c.lk or c.hk and cable AHVB AFTER or a couple of milliseconds after I kick the rockball. Will the rockball knock cable out of the super or will the AHVB eat the rock and MM ?
    That depends. If you kick it with low short, chances are you'll be shot because the ball gets kicked higher, but the low roundhouse kick is a lot lower and you have more of a chance of hitting Cable out.
    2. I read that after throwing a leaf shield at your opponent you can combo into rushdrill or hyper megaman. Does this mean in air combos also (For hyper megaman) ? And on the ground, sometimes the leaf shield chains sometimes it doesn't. Does it specifically only combo after a specific standing or crouching medium attack ?
    You have to be close because of the lag on the leaf shield release. And in the air you can do four hits into leaf shield release, super cancel into Beat Plane, but you have to mash quickly.
    3. When using the beat plane, are you 100% sure to recover in time to block if near the end of this super, you keep shooting bullets while backing yourself into the opposite corner ? I know a well time variable counter with cable into AHVB can get me but otherwise I don't think I've been hit afterwards.
    Even a CAHVB is hard if you mash the punch bullets well, so yeah it's pretty safe.
    4. How would you rate my team in my signature ? It's not top tier but it can handle everyone but vs cable or sent it's un uphill battle but very winnable. During repeated HSF, CTSD -charge that shit (mega buster)down :evil:
    Sakura as your money character? I don't know about that. Megaman/Hulk is a very good combo because MM batteries great for Hulk and they help each other out, but it's better to have Hulk on Gamma Charge type (counter into gamma quake during pressure chains). MM/Hulk/Sakura might be dope; the problem is you have no real anti-air on this team.
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 810 ✭✭✭✭✭ OG
    Still got lotsa free time before Toronto Raptors opening debut tonight.

    Thanks for answering my questions !

    How does megaman help hulk ? Would you care to elaborate on that ?

    The reason I like sakura second is because I can turn into dark sakura (I do this very rarely) but I in the end I end up DHC'ing to hulk eventually through her kick super XX hulk's gamma crush.

    I think you missed reading in my sig hulk/wm...... anyways, lately my IM and WM have been beasts but I chose warmachine because he has a faster AAA and MM (assist 1 color) sakura (lk color) and Warmachine (assist 2 color) they are all mostly greyish looking and it feels like an actual team. Still can't figure out what's hulk's greyish color key :(. Anyways, I'm starting to consistently combo into the normal jumping infinite (with IM and WM) yet I'm still utter crap with the semi infinite in the air. Anyways, back to my question, ......MM helps Hulk more then Sak ?:bluu:
  • SystemSystem Joined: Posts: 508,676 admin
    Sorry, I didn't notice you had MM on anti-air type. Switch to projectile type. Dash jump with Hulk while calling MM is complete ground coverage.

    The bottom buttons all give you a grey Hulk.
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 810 ✭✭✭✭✭ OG
    What are the properties of hyper megaman ? sometimes it pops the guy up and does crap damage and other times it pops the guy up and does massive damage.....
  • DeathfistDeathfist Joined: Posts: 714 ✭✭✭✭✭ OG
    Megaman-a, Hulk-b, Jin-b is pretty mean. I used to love this stuff 4 years ago. Still do actually.
    Originally posted by Magnetic Hail
    What are the properties of hyper megaman ? sometimes it pops the guy up and does crap damage and other times it pops the guy up and does massive damage.....
    The farther away the person is when hit initially the more damage they take. It is possible to land closer to Megaman than it is to the beam. If you drive the opponent into the corner you either want to triple option, infinite, of anything EXCEPT Hyper Megaman because your close proximity to the corner will impede the HMM's damage dealing potential.
    Deathfist:
    -CONQUER, DOMINATE, OWN-
    -outwhatever your victim.
  • Magnetic HailMagnetic Hail **Retired** Joined: Posts: 810 ✭✭✭✭✭ OG
    Is it just me or does a jumping none charge buster does more damage then a standing none charge buster ?
  • SystemSystem Joined: Posts: 508,676 admin
    Yeah. Jumping buster does 20 points, stand/crouch does 12. Just do the jumping ones; besides, standing leaves you vulnerable anyway.
  • MegamanSteveMegamanSteve Joined: Posts: 732 ✭✭✭✭✭ OG
    Originally posted by Dasrik
    Yeah. Jumping buster does 20 points, stand/crouch does 12. Just do the jumping ones; besides, standing leaves you vulnerable anyway.


    I heard about the video you made. Liked hearing about the Mega Man infinite setup on it. A lot of people bum rushed me in the arcade telling me about it..... :D
    "He who hesitates is lost"
    - Bass, MegaMan7
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by MMMasterSTE
    I heard about the video you made. Liked hearing about the Mega Man infinite setup on it. A lot of people bum rushed me in the arcade telling me about it..... :D
    I'm glad cuz that video was the hardest thing I've done in my life. It's gonna be awhile before I make Vol. 2.
  • Juniorv376Juniorv376 Keep Moving Forward Joined: Posts: 257
    Hi i need some help with MM infinit. Actually alot. Ive read its [J.LP, J.MP , J.HP] If so whats the timing and the best setups. and if I have it rong can someone plz correct me? Thanx
    -Avatar by Benski
  • SystemSystem Joined: Posts: 508,676 admin
    Can you send me the videolease dasrik.
  • SystemSystem Joined: Posts: 508,676 admin
    I don't have the video on my computer anymore. You'll have to fish around on IRC for it :(
  • SystemSystem Joined: Posts: 508,676 admin
    Originally posted by Dasrik


    Drop the first jab and it takes off more (48-49, I think). In any case, I don't think the extra ten points are worth the loss of one meter and the fact that you come down in such a bad position in relation to your opponent. I only use HMM combos in DHCs.

    Minor correction. In MM's case doing the sj jab is better. Without it, you get 45 from the lp, launcher combo and 44 going directly into launcher. With it, 46 for both.
  • Luigi-Bo 87Luigi-Bo 87 Tastemaker Joined: Posts: 4,395
    I found a way to combo into HMM off a ground combo for good damage, it relies on an assist though. Basically it's : lp/lp, mk(HAS to be standing for spacing purposes) + Tron assist, tornado hold (AS SOON as the tornado hits the ground cancel into HMM) It does like 75% danage and is a great way to start the match since his jab is so good. I'm just not completly consistent with this combo yet but it DOES work.
    "Every nigga that's ignorant is supporting my genius" - Elzhi
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  • SystemSystem Joined: Posts: 508,676 admin
    yah :-\
  • PreppyPreppy act like you're used to it Joined: Posts: 14,360 admin
    These two videos are also helpful/excellent:
    * : Atris' Megaman video
    * ( or [url]http://forums.shoryuken.com/showthread.php?t=216563 ) : Ranma's Megaman video[/url]

    http://zachd.com/mvc2 : My giant archive of fighting game videos, centered around MvC2.
    "If you don't feel like killing yourself every time you lose you will never be good. Apologyman is going to be a monster someday as long as he keeps staying miserable." --Brightside6382
    "I'm sure you're very wicked people - but how dull it would be if everyone was good."

  • New Era OutlawNew Era Outlaw Guntoting Superhero! Joined: Posts: 412
    Atris' video's intro is 30 seconds too long. The quality's pretty bad, too.

    He does some decent combos there, I must admit, but he tends to show the same combos over and over again, some of them not exactly being rocket science.
    Mega Man/Roll - MvC----MM/Tron Bonne/Roll - MvC2---MM Trigger/Roll/Zero - Tatsunoko vs. Capcom
    Zero/Sentinel/Tron - MvC3 Zero - SvC Chaos
    http://neweraoutlaw.deviantart.com

    Yes, I play Sentinel. Deal with it.
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