X-Men: Children of the Atom thread

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  • SystemSystem Joined: Posts: 508,676 admin
    I dont know for certain, but i heard that the Saturn version of Marvel Super Heroes has a 3meg RAM expansion mode in its option mode somewhere. Is that true, or just a rumor?
  • GhaleonGhaleon Maximum Cammy Joined: Posts: 3,467
    I think it's just the JP ver of MSH actually.
    Location: Momo's, the TV in the back playing Marvel and ST
    gdlkEnt - Season's Beatings Twitter:
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  • -WiL--WiL- Out to Lunch Joined: Posts: 108
    I'll play this through p2p if anyone wants.

    Already played stafos a but the other day.
    I am just a dreamer
    But you are just a dream.
    Online Last Blade 2 Matches ! - http://www.youtube.com/user/WiLMaster002
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    Seeing the date this was recorded made me realize how terribly far behind I am on recording stuff (matches and combos) =/

    Sent combo -
    Gettysburg, PA
    Netplay Poverty - http://www.twitch.tv/randomalt
    X-Men COTA and stuff - http://www.youtube.com/user/BattousaiCV
    Blurbs about games - http://twitter.com/BattousaiCV
  • IapetusIapetus Strategic Planning Joined: Posts: 408
    Keep it coming, JM. :tup:
    Just two things in life to remember: Don't be a jerk and play TvC
    "Everyone wants to turn their character into Ryu. And the Ryu players want to turn him into Goku." Azrael
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    Who's coming to NEC? I'll have COTA on a laptop again, this time running FB 0.518 (or another version shown to have no input delay) and hopefully converters with no delay/high fidelity.

    Wolv combo practice -
    Gettysburg, PA
    Netplay Poverty - http://www.twitch.tv/randomalt
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    Blurbs about games - http://twitter.com/BattousaiCV
  • Dracula_XDracula_X unblockable Joined: Posts: 900
    If i'm back home by then i'll be there. Good stuff batts.

    We really need to record some more match vids when we get a chance.
    Time lost can never be retrieved.
  • MagnetoManiacMagnetoManiac EX MagMan™ Joined: Posts: 6,697
    jedah if you wanna play on kaillera i wanna learn from you. or p2p i mean.

    which version is preferred? euro? im tryna learn psylocke :smile:
    凸 (⊙▃⊙) 凸 Hold that
    Team "Get that shit outta here"
    So, do YOU know the match-up?! - team gdlk
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    Drac, are you still in Cali?

    Magman, if you see me in #srkkaillera I'm available to play. Otherwise what times are good for you?

    Euro and US are the same, it's the Japan versions that have gameplay tweaks. Most people use Euro just because it's the parent set.
    Gettysburg, PA
    Netplay Poverty - http://www.twitch.tv/randomalt
    X-Men COTA and stuff - http://www.youtube.com/user/BattousaiCV
    Blurbs about games - http://twitter.com/BattousaiCV
  • eczangiefeczangief GOD OF 1-HANDED ROM Joined: Posts: 1,877
    Wow. This game looks really fun. I miss pokes, and Medium hits in general.
    I can't believe I'm Magnetro.
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    First 4 matches from the set in August, Sentinel (me) vs Wolverine (SiD) -
    Gettysburg, PA
    Netplay Poverty - http://www.twitch.tv/randomalt
    X-Men COTA and stuff - http://www.youtube.com/user/BattousaiCV
    Blurbs about games - http://twitter.com/BattousaiCV
  • TizocTizoc Joined: Posts: 11,406
    So I got this game for MAME recently and I'd like to know some tips (mostly combos) for Colossus and Cyclops. Thanks.
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
    "I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    So I got this game for MAME recently and I'd like to know some tips (mostly combos) for Colossus and Cyclops. Thanks.

    Colossus:
    :mp: throw, :r:+:hp: quick dizzy anywhere (must combo, not hit them on their backs), works on Cyclops, Akuma, Omega Red

    Dizzy any feather to heavyweight anywhere except Iceman and Spiral (and is quirky on Silver Samurai)-
    :hp: toss :u:, s.:hk: xx sj, air throw, land, :lk: shoulder charge

    Silver Samurai variant:
    :hp: toss :u:, jump up and air throw down, dash.c.:lk:, s.f+:hp:

    ^ These don't work on Iceman or Spiral due to their short OTG time, and perhaps smaller hitboxes.

    Jumpin :d:+ :hp:, dash s.:lk:, f+:hp: quick dizzy anywere, feather to lightweights.
    For medium to heavy use dash s.:lp: instead of s.:lk:.

    Dizzy anyone in corner:
    Tornado grab (mash fast), f+:hp:.

    f.:hp: puts them on their backs dizzy (except Akuma), so you must start with an OTG pickup (:d: + :mp: or :hp:), which can be tech hit, and mashed out of if you don't throw them fast enough.


    Cyke:
    Dizzy anyone feather to heavy:
    :hp: throw, jumpin :d:+:hk:(otg), land dash c.:lk:, s.:hp: xx :hp: gene splice (mash) or

    :hp: throw, jumpin :d:+:hk:(otg), land dash c.:lk:, s.:hp: xx mini-combo* (5hits), :hp: gene splice (mash)

    You can use :mp: throw as well. This may net more damage, but it also takes more hits afterwards to dizzy. Throwing straight up is easiest.

    Superheavy variant -
    :mp: throw, jump up :d:+:hk:(otg), land c.:lk:, s.:hk: xx :lp:(or :mp:) gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast
    (often c.:lk: is facing one way, then when you s.:hk: you turn around, so keep in mind you have to gene splice in THAT direction)

    If the turnaround s.:hk: is confusing your gene splice, or the jumpin hit is too hard on Sent due to his short OTG time, try this instead-
    :hp: throw, dash c.:lk:, s.:hk: xx :lp: or :mp: gene splice (no mash) sj.:mk: double jump sj.:mk:, sj.:hk: xx optic blast


    *F,F, :lp:+:lk: (starts out with 2 hits, keep tapping for up to 6), combo looks like stand jab-jab, stand short-short (these start the juggle), c.:MP:, s.:HP:.

    Notes for all combos: Starting a combo with jabs, even one, takes away from overall damage of the combo. Damage is scaled by number of hits. An :lp:, :hp: combo will do less damage than an :hp:, :lp: one.

    Weight Class list
    Gettysburg, PA
    Netplay Poverty - http://www.twitch.tv/randomalt
    X-Men COTA and stuff - http://www.youtube.com/user/BattousaiCV
    Blurbs about games - http://twitter.com/BattousaiCV
  • TizocTizoc Joined: Posts: 11,406
    Thanks a lot man will study these and improve my play :tup:
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
    "I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
  • Sanjuro_The_RoninSanjuro_The_Ronin ST 4 life yo! Joined: Posts: 572
    Bump, I need Wolvie and Psylocke combos.

    Also, I need a specific strategy to get out of Sprial's bullshit re-dizzy throw shit.

    Please and thank you.
    It's kind of late in history to be coming up with real good ideas, luckily I have plenty of really bad fucking ideas.
  • TizocTizoc Joined: Posts: 11,406
    BTW I noticed there weren't any combos for Colossus that involve his super move. If I dizzy them, would doing St. HK-->QCF+2P, then doing that combo with his OTG a good option?
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
    "I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
  • SystemSystem Joined: Posts: 508,676 admin
  • SystemSystem Joined: Posts: 508,676 admin
    Anyone who wants to play via Mame +Kaillera feel free to get ahold of me. There is a group of players (Battousai, Stafos, Myself, D.Cyclops, Domiday, a few others) that play and it's a hell of a lot of fun once you figure it out a bit.

    I want to play MAME online...I have MAME32 but don't know how to get it online; would love to play some folks in CotA and/or MSH. And off the subject but also Breakers' Revenge because thats also a great game for good comps
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    I've heard of a GameST COTA magazine issue, that might be it but I'm not sure.
    I want to play MAME online...I have MAME32 but don't know how to get it online; would love to play some folks in CotA and/or MSH. And off the subject but also Breakers' Revenge because thats also a great game for good comps
    Check out these threads -
    http://forums.shoryuken.com/showthread.php?t=149748 (nFBA info)
    http://forums.shoryuken.com/showthread.php?t=139500 (p2p kaillera guide, mame-centric though).
    Any problems, just look through this forum, especially the stickies.

    nFBA +p2p client is the best thing to use right now.

    Got more combos + strats coming, the post is almost done. :lovin:
    Gettysburg, PA
    Netplay Poverty - http://www.twitch.tv/randomalt
    X-Men COTA and stuff - http://www.youtube.com/user/BattousaiCV
    Blurbs about games - http://twitter.com/BattousaiCV
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    Omega red and Colossus?
    Fuck skrulls
  • Slash CharlotteSlash Charlotte Chonshu's handmaid Joined: Posts: 90
    Omega Red and Colossus are top tier
    Daraku Tenshi: Roccio Roche, Taro
    KoF XI: Ryo, Jyazu, and Kasmui
    NGBC: Chonshu, wildcard
    Karnov's Revenge:Masturius and Zazie
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    I figured I'd best post this now, or I'll just keep re-editing indefinitely.

    Quick question to all, do you find combos easier to read using these SRK icons, or plain text notation easier to read?
    Bump, I need Wolvie and Psylocke combos.

    Also, I need a specific strategy to get out of Sprial's bullshit re-dizzy throw shit.

    Please and thank you.

    Spiral trap notes:
    Midscreen re-grab trap is actually a trick. If you're trying to attack out of it, you get re-grabbed, as your attack resets the "two throws" per combo/juggle limit. If you're using a character that can't maneuver out, just don't attack (you can hold back to block a potential relauncher though). You'll land right next to Spiral instead of getting grabbed. This doesn't apply to heavy characters that remain in stun and hit the ground.

    If you're having trouble tech'ing during the corner trap despite having meter, make sure you're drumming punches and not kicks. Kicks don't seem to do anything for tech'ing/safe falling (maybe on a kick throw?)

    General dizzy note:
    If a character recovers from a dizzy, or you break a combo not long after a dizzy to "reset" the damage scaling, the opponent is in a state where it takes them far longer than normal to become dizzy again. Some "resets" get around this faster than others.

    General combo notes:
    1. With almost any long combo/loop/infinite, you have to keep a close eye on you and the opponents position. You might have an aircombo/juggle that will loop, but minute changes in your timing and positioning could lead it to break in the next rep or so.

    2. To combo/get a ground to air throw, the opponent should be just above you when you hit toward/back and attack. Kinda like you're grabbing where they're going, and not where they are.

    3. The corners are different "sizes", with the left being tighter than the right. In the right corner if you dash for the launch string then hold forward for the aircombo, there's a good chance you'll end up behind the opponent. This is far less likely in the left corner.

    ___________________
    Wolverine Combos:
    (simple, dizzy anywhere ones): c.hk, c.hp(2 hits) xx hard drill claw
    Colossus only: c.hk, s.hp xx hard drill claw (also works off an mp throw)
    Sentinel only: jumpin down+mk, j.hp, land, c.hk, c.hp(2 hits) xx tornado claw(mash).
    On standing Sent - jump toward j.hk (2 hits), j.hp xx drill claw.. jump toward j.hk (2 hits), j.hp is also an infinite.

    Corner:
    After a super, you can run up and combo a throw, or juggle/launch provided the super ended with them in hitstun until they hit the floor. If the last hit misses (as he rears his head back), they don't go into this stun. The wall can also "cancel" the super if you hit it as a deep juggle, and you won't lose all your meter.
    This was the basis for one of Mofojo's Wolverine combos in Mofojo Volume 3. (vs Cyclops in corner: Jumpin HP, dash HK, LPx3, Berserker Barrage, dash LP, LP, Berserker Barrage, etc).

    Corner throw reset, feather to heavy:
    d.s.mk-mk, c.mp, walk up (or dash up if need be) and throw. This can combo, but generally you don't want that in a match.

    s.mk-mk can loop onto itself in the corner (walk/dash in accordingly), s.mk, c.mp can loop after this (walk/dash in accordingly), and s.mk-mk, c.mp.. s.hk makes for a good launch string. s.hk, c.lp (whiff), s.hk makes for a good launch string as well. The heavier they are, the more height you might need to give with your launch string.

    Air combo corner loops, feather to heavy:
    launcher - s.hk
    aircombo A. sj.lk, sj.mp x4, sj.hk (2 hits), land, relaunch with s.hk or s.hk, c.lp (whiff), s.hk if need be. If you're not low enough by the last sj.hk, you can use kickoff to add another sj.lk, sj.hk but you need to be deep when doing so.
    *if you're really deep on certain characters, you'll hit more than twice.

    aircombo B. [sj.lk, sl.lp, sj.mp] x2, sj.hk(2 hits)
    aircombo C. sj.hk(2 hits/+)*.. sj.lk, sl.lp, sj.mp, sj.hk(usually 1 hit)
    aircombo D. sj.mp x2, sj.hk (2 hits).. sj.lk, sj.mk

    General Tip- If you're in need of healing and can't get the pressure off of you, do it when you land c.lk, belly slide (cancel as soon as the slide hits). Dangerous on Sentinel because he wakes up so fast. Or if the opponent is slow, do it off any move that knocks them away (s.HP or s.HK..)
    After a hit-confirmed belly slide is also a good time to use Speed Up.


    ________
    Psylocke:
    Psy is one of very few I've seen able to combo a ground to ground throw (Storm can do it off of some of her electric stun hits).
    Psylocke also has a full ground chain, although if you do it off a dash some hits may miss due to pushback.
    Stand HK can be crouch cancelled, and hold toward to roll forward. This can cross behind the opponent.
    Psy-flash shouldn't be used point-blank as the recovery is bad (it can still be comboed into and in some cases out of).
    Same with Psy-blade, you don't want them to land right next to you as your recovery is long.

    Corner:
    Featherweight to Omega Red:
    launcher: c.mk, c.hp (there's a tiny pause between these. Listen for the opponent hitting wall and use that as cue if it helps)
    aircombo: sj.lk x2(somewhat slowly), sj.lk, sj.mk, sj,hk.. sj.lk, sj.mk (land)
    relauncher: c.hp
    relaunch modifiers: If you think they're getting too low, add a s.lk before c.hp, and/or delay the sj back up ever so slightly to allow the launcher to maximize it's height. You can also add a c.mk instead, but it must be chained to c.hp quickly.
    light and middleweight launchers: d.c.mk..c.mk, c.hp
    middleweight/OR relauncher: c.mk, c.hp
    OR launcher: c.mk, c.hp.. c.hp
    general aircombo modifiers: You can substitute sj.lp for the last sj.lk on the way down, especially if you feel they're getting too high.
    If you want to throw in a super in the air, do sj.mp or sj.mp, sj.mk after your sj's apexed and you're on the way down. After the super you have a big window to combo the throw, or you can juggle them back down, or just relaunch if you land first. They'll be in stun 'till they hit the ground. It's better to Super during a super jump rather than while you're on the ground, if you do it on the ground you'll be in normal jump mode when it's over and limited in what you can do, comparatively (unless you're doing the super as part of a low juggle).

    Corner throw traps (After the second throw, combo to dizzy. Unless the opponent attacks, the throw limiter will prevent another throw attempt):
    Feather -
    d.c.mk..(slight pause) c.mk, c.hp, jump toward and throw

    ___________
    BTW I noticed there weren't any combos for Colossus that involve his super move. If I dizzy them, would doing St. HK-->QCF+2P, then doing that combo with his OTG a good option?
    Yup, that would do nicely. s.hk xx super (hit on the way up, dive when it'll hit on the way down... it won't hit Sentinel on the way up, plus he may very well roll before you recover).

    There's notes about using his OTG throw here , most important one probably is you have to dash if you want to throw them straight up.

    More Colossus Super Combos:
    It's best to get the super in early due to damage scaling. By "dive", I mean tap down + punch immediately to dive, otherwise you'll rise up.
    I do think the best time to use it is as a guard cancel as well.

    (Very Simple) - Jump up/in down+hp xx super (dive asap)

    Corner - Jump up/in down+hp, land, d.c.mp..s.hk, sj, sj.hk, sj.hp xx super (dive)
    ^ on lighter opponents you can forego c.mp.. on middle to heavys you can add a d.s.lp, c.mp after the first c.mp to get more height (and this can loop of itself). After sj.hp in the air, if they're not far below you coming down, you can hit them with sj.lk, sj.hp, land, c.mp.. s.hk to relaunch, or go into a d.s.lp, c.mp loop. You can also use an MK shoulder charge (cancel as soon as it hits) as a corner launcher.

    Variant (works best on feather but can go up to middle)
    launcher: c.mp..s.hk
    aircombo: sj.hk (pause), sj.hp
    relauncher: s.lk, c.mp.. s.hk

    For the aircombo, either pause slightly before the SJ, or wait until you're very high in the jump to kick. The sj.hp should be used as you're both on the way down.

    Col tip -
    You can't conventionally combo into a Tornado Grab, but if you use the lp one as you're jabbing at the opponent, you could catch them as they're trying to counter/attack you.

    _____________
    Omega red?

    OR Tips:
    Many may remember a few rudimentary mixups off of the straight up coil toss from MSHvSF. Same thing, just stay aware of the throw limits.
    Toss them straight up and vary between:
    Another straight up coil
    SJ up and throw
    SJ up and hit
    SJ up and airdash to try and cross them up and hit

    The coil:
    coil notes

    Dizzy combo:
    Feather to heavy -
    (anywhere) HP throw, s.hp (otg) xx lk ostrike
    Colossus - add s.hk after s.hp
    Characters with decent OTG times, you can jab coil after the first s.hp, throw them downwards and then s.hp (otg) xx lk ostrike

    Superheavy infinites:
    On Colossuss In corner-
    [s.mp xx mk omega strike (wall cancels OS and you remain in air), j.mp as you fall] x N
    Sometimes you need to take a step back after you land, or the wall will cancel you too soon and you won't have time to get a j.mp. You can get away with missing it, provided you get one in as you land, but it could throw you off.
    It's possible to get midscreen and to cross the screen with it, but you have to press down + kick to cancel the OStrike yourself. Midscreen works on Sentinel as well.

    On Sent, left corner only:
    [s.mp xx lk ostrike] x N

    Double drain to super for big damage combo (doesn't work in Spiral, Iceman or Sentinel), in corner:
    jump [hk coil (should be point blank), drain, df toss (airdash after first toss only)] x2, land, Omega Destroyer.
    You need a little bit of distance from the ground or the toss won't have the "bounce".

    Corner loop (possibly easiest in game). feather to heavy:
    launcher: s.mp
    aircombo: lp x 6, hk (alternatively, you can use lk, mp instead of hk, works better like this on Storm and Wolverine)
    relauncher: just re-superjump

    Another corner loop (doesn't work the same on Sentinel's stage):
    launcher: s.mp
    aircombo: lp x2, lk, mk, hp(3 or 4 hits), hk
    relauncher: just re-superjump
    middleweights+: 1 lp can be omitted, chain kicks a little slower
    S.Samurai: add c.mp after you land before re-superjumping.
    superheavy launch: d.s.mp, s.hk
    aircombo: lk, mk, hk.. hp (1 hit), hk
    relauncher: s.mp

    If you feel s.mp isn't launching heavier characters high enough, add a c.mp after launcher. If they seem to be getting too low, add a c.mp before you re-superjump.

    Long range poking - s.hp xx c.lk(whiff), then s.mp or c.mp when they try jumping at you. MPs aren't that great of anti-airs, especially at close range. If you're stuck in the corner with say, Psylocke jumping at you, it's best to try and superjump out instead of attempting to anti-air.
    Gettysburg, PA
    Netplay Poverty - http://www.twitch.tv/randomalt
    X-Men COTA and stuff - http://www.youtube.com/user/BattousaiCV
    Blurbs about games - http://twitter.com/BattousaiCV
  • IapetusIapetus Strategic Planning Joined: Posts: 408
    Wolvie's slide is incredible effective I think. While I am no COTA master by any means, I am able to get a few wins simply by sliding into opponents at times. It passes through upper attacks and is great at counter-hit games. This may be completely obvious, but all too often I have gotten away with it and not seen other players use it.

    Great contribution there, JM. This should give online players some food for thought before jumping to the fray. :tup:
    Just two things in life to remember: Don't be a jerk and play TvC
    "Everyone wants to turn their character into Ryu. And the Ryu players want to turn him into Goku." Azrael
  • Fuzzy_SnugsFuzzy_Snugs aidoru Joined: Posts: 1,644
    Hey JM, I've been fooling around with this game by myself, and I thought that it would be neat to try to learn how to play this game, and I kinda like Omega Red, but the problem is that I don't really know how to play him. And I was wondering, how exactly is he suppose to be played?
    g
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    Hey JM, I've been fooling around with this game by myself, and I thought that it would be neat to try to learn how to play this game, and I kinda like Omega Red, but the problem is that I don't really know how to play him. And I was wondering, how exactly is he suppose to be played?


    I think it's good to start from mid-to-long range with him, where you can use his long range to poke and whiff cancel effectively. Coil from the air more than the ground, unless you feel they're predictable. Once you get a feel of how he works and how his normals/ranges feel, add in the rushdown/instant air dashing. I think he's versatile in that, you can poke and you can rush.

    The problem with IAD'ing.. his low hits. c.lk can be linked off of, but unless it's from a dash, the window is small (and won't work on everyone). c.mk is a sweep, which you can't combo after. If the opponent doesn't roll, you can xx sj and coil down, but that's not exactly reliable. You have to really stay on top of them to make IAD'ing offensively a threat.

    You can also cancel your air-dash, which is useful for sj canceling, but not giving up any ground. (example: they get past c.f.HK, instead of superjumping away, sj, IAD, back...if you think an IAD attack would get stuffed)

    Dracula_X where you at :bgrin:
    Gettysburg, PA
    Netplay Poverty - http://www.twitch.tv/randomalt
    X-Men COTA and stuff - http://www.youtube.com/user/BattousaiCV
    Blurbs about games - http://twitter.com/BattousaiCV
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    so how do i clops?
    Fuck skrulls
  • TizocTizoc Joined: Posts: 11,406
    Step 1- Try to score hot chicks like Cyke usually does
    Step 2- http://forums.shoryuken.com/showpost.php?p=4783143&postcount=64
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
    "I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    right
    strats and stuff with him and spiral please
    Fuck skrulls
  • Dracula_XDracula_X unblockable Joined: Posts: 900
    there's some cyke stuff on the previous page i believe.

    I finally got high speed hooked back up so i should be up for some games here soon. i just need to fix my personal computer and get a router :/

    i'll add some omega red stuff next post.
    Time lost can never be retrieved.
  • DonkusDonkus Time Marches On Joined: Posts: 502 ✭✭✭✭✭ OG
    You Dark Addictz guys were working on a vid with Gouki in it, right? What happened to it?
    GOD BLESS THE RING
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    More quickie Cyclops strats:

    Can't abuse optic blast :sad: but you can abuse the bullet. Superjump if you're in danger while firing it, and d+lk when above their head. On the way back down, d+hp, d+hk, hk and d.lk will stuff alot of attacks. Super Optic Blast blast ( HCB + P) needs only one button, and is best done in the air (recovery's either less there, or simply harder to take advantage of).

    MP is probably the better throw, might do more damage and you can move anyone around easily with it, but HP might do more for dizzying. You can also crouch cancel your standing HK (with d + HK, not just down) for some interesting midscreen (and even screen-crossing on some) juggles.

    Some corner combos:
    vs Storm,Psylocke
    Launcher: dash s.mk, s.hk-hk
    Aircombo: sj.hk, dj sj.hk, [sj.lk, sj.hp] x 2
    Relaunch: s.hk-hk

    vs Middle and Heavyweights
    Launcher: dash c.mp, c. mp (jump toward)
    Juggle: j.hp, j.hk (land, re-jump toward)
    juggle stabilize: j.hp, j.mk (land then re-juggle)
    Re-juggle/Stabilze: (land) s.mp or c.mp (jump toward)
    Heavy notes: Jump juggle until they get low (might be two or three times), land, c.mp, repeat

    example... Cyke vs Cyke: dash c.mp, c. mp (jump toward), [j.hp, j.hk] x2, j.hp, j.mk, (land), c.mp, repeat jump juggle.
    In above example, if c.mp misses as a re-juggle, you were probably too close and it went behind them. Let go of toward as you're landing.
    If they remain high enough, a landing rejuggle isn't needed. If they're getting too high, SJ up for an air combo.

    Repeating low juggles (these can be infinites, but minute changes in positioning and timing makes them very likely to break, walking forward as much as possible lessens the amount you need to re-dash in)

    vs Middle and Heavyweights
    Launch: dash c.mp, walk forward, s.hk (one hit, chaining is also possible but will eventually require more dashing)
    Juggle: s.lp, c.mp, walk forward, s.hk (dash before or after the HK when needed)
    Cyclops note: dash c.mp, walk s.lp, c.mp for launch may work better.
    Lots of variations possible here for all.

    vs Lightweights
    Launch: dash s.mp, hk (chained)
    Juggle: step forward s.hk, dash s.mp, s.hk
    Spiral Juggle: s.lp, s.hk, dash s.mp, s.hk (s.mp seems to send her higher)


    vs Storm combo -

    vs Sent combo (very old) -

    Spiral---

    General:
    s.MK is a straight vertical launcher that lacks stun (they recover in the air quickly). While it can be used for air combos on some characters, a better use is to setup Grapple resets.
    s.HP has a long recovery, even if it hits, so always cancel it with something.

    Grapple/Unblockable setups:
    Grapple is down, up + punch in this game, and ground only, but delaying the punch can give you some height with it.
    The grapple is restricted to the "two throws per combo/juggle" limit EXCEPT if the opponent is trying to attack as they come down. This means if they're trying to hit you out as they fall (weight allowing), you'll catch them in the grapple if their attack doesn't hit. If they do nothing however, they'll land harmlessly right next to you.
    In the Corner:
    Throw towards the corner, then hit the opponent upwards so the grapple WON'T combo. Example:
    If throw, (falling) j.LK, j.HK \/ Grapple all combos, stick a c.HK or s.MK in there, or whatever's needed.

    Sword basics:
    Single sword speed depends on the punch used to throw it; LP slowest, HP fastest. Swords will fire off in the same order regardless of which way you're facing, starting bottom-left then clockwise.
    Mashing c.LP won't cause swords to rapid-fire shoot unless you're in speedup or super mode. But you can do c.LP, s.LP. (or c.LP, stand, c.LP).
    When super-jumping, a quick stronger punch chain will throw out 3 swords quickly.

    Spiral invisible combo -

    You Dark Addictz guys were working on a vid with Gouki in it, right? What happened to it?

    My fault, kinda shifted focus to matches for a bit and work with combos/glitches slowed. Been putting a few on my Youtube page since the full video has been taking so long. ToXY's Breaking the Universe II has a nice Akuma combo in it.

    Speaking of matches, people who wanna play online should try 2DF (2dfighter.com, yes everyone knows it's just p2p with a lobby). Gotta get some nice COTA replays up on the site =]
    Gettysburg, PA
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  • Dracula_XDracula_X unblockable Joined: Posts: 900
    Well get some decent replays. i just gotta shake off that rust :P

    On a side note your wolvie is a hell of a lot trickier the he was before
    Time lost can never be retrieved.
  • DonkusDonkus Time Marches On Joined: Posts: 502 ✭✭✭✭✭ OG
    Has anyone tried out Juggernaut, the weakest boss since MSH Dr. Doom?

    -Takes huge damage from throws, tech hits counter throw, but only if he lands close to the opponent
    -Has a stun combo that doesn't involve Body Splash but it probably doesn't work on heavies
    -Headcrush is worthless, most downed targets can block after the first hit
    -Takes extra damage from some supers due to his large size
    -Double punch move gets him killed
    -If you accidently pick up a steel bar you are probably screwed
    -Targets stunned by the body splash are grounded, Cain can't do much to hurt them
    -No practical way to combo into his launcher against at least half the cast
    -Armor doesn't resist any throws/coils
    -Can't gain meter while Cyttorak power up is active
    -Hitting anyone with Body Splash or any standing kick will cause them to recover before you


    +If you pick up someone on the ground and you have more life, you can let time run out and win the match...if they don't know how to escape
    +Might have an earthquake infinite on some people


    If anybody has figured out how to use this guy, post what you know.
    GOD BLESS THE RING
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    -Superjump delay worse than Silver Samurai, delay in his normal jump too

    + Dash jab infinite vs low pushback (heavier) characters (must crouch cancel)
    + If heavier characters don't tech the headbutt throw (mp), there's a good chance you can throw them again as they land. I'd like to try this vs a real person though and see if it works.

    The CPU Earthquake inf'd me once :rofl: might have been version 2.x though.

    Maybe Juggs was made so weak to lull people into a false sense of security. Then bam. Magneto.
    Gettysburg, PA
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  • ShishiohShishioh Starbreaker Joined: Posts: 2,921
    I could have swore someone somewhere said using special attacks with Juggs is suicide. Using normals was a different story....
    "Hitboxes have nothing at all to do with the way a fighting game plays. they are just a means to an end."-Random Discus user
    Written exactly like that.
  • Stuart HaydenStuart Hayden Outspoken User. Joined: Posts: 11,639
    JedahsMinistry. I'm PM'ing you a question cause it pertains to this and another game I think you play and I don't want to ask the same question in 2 different threads.

    Edit: Thanks for replying so quickly. That's what I figured it was.
    R.I.P Seth Michael Hayden
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  • JGD CHAOSJGD CHAOS Former Well Known Member Joined: Posts: 749
    akuma is fun in cota
    SsrkHd,df,f,+OfadcR2in1YsggkUuohKd,db,b+Ef,d,df+N
  • DonkusDonkus Time Marches On Joined: Posts: 502 ✭✭✭✭✭ OG
    -Superjump delay worse than Silver Samurai, delay in his normal jump too

    + Dash jab infinite vs low pushback (heavier) characters (must crouch cancel)

    What's the proper way to do this, I can't get it to work. Just dash into jabs, crouch before the second jab comes out, dash and repeat?
    GOD BLESS THE RING
  • ShishiohShishioh Starbreaker Joined: Posts: 2,921
    JedahsMinistry. I'm PM'ing you a question cause it pertains to this and another game I think you play and I don't want to ask the same question in 2 different threads.

    Edit: Thanks for replying so quickly. That's what I figured it was.

    And you negged me.....WHY, asshole?
    "Hitboxes have nothing at all to do with the way a fighting game plays. they are just a means to an end."-Random Discus user
    Written exactly like that.
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    What's the proper way to do this, I can't get it to work. Just dash into jabs, crouch before the second jab comes out, dash and repeat?

    First jab should be dashing, tap down quickly, repeat. First try it without the dashing to see where the cancel frames are, they're not instantly after the hit. Try it on Colossus, you have to fight more pushback than with Sent but he doesn't seem to recover from hitstun as quick.

    What are you using to dash?
    Gettysburg, PA
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  • Fuzzy_SnugsFuzzy_Snugs aidoru Joined: Posts: 1,644
    Hey Jedah, I feel like no matter which character I try, I don't think I can find a character I want to stick with.

    Right now I've been fiddling with Cyclops trying to get the juggle right, and if Cyclops doesn't work, I plan on trying out Ice Man.
    g
  • DonkusDonkus Time Marches On Joined: Posts: 502 ✭✭✭✭✭ OG
    First jab should be dashing, tap down quickly, repeat. First try it without the dashing to see where the cancel frames are, they're not instantly after the hit. Try it on Colossus, you have to fight more pushback than with Sent but he doesn't seem to recover from hitstun as quick.

    What are you using to dash?

    F,F not PPP. What you described is actually how I was practicing it. I can get two jabs to combo about 80% of the time, but I have never gotten more than 3 in a row.

    To clarify, are you saying there should be dashes throughout the infinite, or only one at the start?
    GOD BLESS THE RING
  • KerseyKersey Cyrax Wins Joined: Posts: 504
    http://youtube.com/watch?v=rgcqre_pcNc

    What is the combo that Psylocke uses to finish round 2?

    Also, how do you play this game? I tried playing on 2DF and even with guides I had no clue.
  • seasofcheese929seasofcheese929 Sonic Boob! Joined: Posts: 354
    You push the button, and then your X-Man hits the other X-Man.
    I have a sheep doing roofing over at my house, come and drop in. We'll put on Zeppelin and eat cheddar cheese.
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    http://youtube.com/watch?v=rgcqre_pcNc
    What is the combo that Psylocke uses to finish round 2?
    dash s.hp, s.hk (crouch cancel), repeat.
    Also, how do you play this game? I tried playing on 2DF and even with guides I had no clue.

    What's giving you trouble, and who are you playing as? Spiral, Storm and Silver Samurai are probably not good characters to start with if you're not used to how the game works. Spiral and Storm less so since they take the most damage.

    Fuzzy, What didn't you like about Red? He's even got IAD :(
    Cyke juggles are very weight dependent. Lighter character you'll eventually have to SJ after, and heavier ones need ground hits to keep them going. Cyke reminds me a bit of Spider-man, the way his down + jump hits stop almost anything and tend to crossup.
    F,F not PPP. What you described is actually how I was practicing it. I can get two jabs to combo about 80% of the time, but I have never gotten more than 3 in a row.

    To clarify, are you saying there should be dashes throughout the infinite, or only one at the start?

    Dashes all through the infinite. Have you tried it with PPP at all? Only problem then is negative edge may prevent the jab from coming out.
    Gettysburg, PA
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  • KerseyKersey Cyrax Wins Joined: Posts: 504
    dash s.hp, s.hk (crouch cancel), repeat.




    What's giving you trouble, and who are you playing as? Spiral, Storm and Silver Samurai are probably not good characters to start with if you're not used to how the game works. Spiral and Storm less so since they take the most damage.

    Psylocke. This game feels a lot different from what I'm used to, so I just need to get used to it I guess. How do you effectively do an air combo from a pop up, because they always seem to be too low to the ground for me to do anything.
  • Fuzzy_SnugsFuzzy_Snugs aidoru Joined: Posts: 1,644
    What I don't like about Omega is that I don't really know how to use him, all I really know how to do is link into coil and try to rush with IAD. xD
    g
  • JedahsMinistryJedahsMinistry BattousaiCV Joined: Posts: 542
    The heavier they are, the more hits it takes to juggle them high enough. Midscreen is particularly a problem since there's no wall to hold them. c.MK..(step forward), c.HP works well in the corner. If they're not getting high enough, try c. MK x2, c.HP, or c.MK (step foward) s.LK, c.HP.
    What I don't like about Omega is that I don't really know how to use him, all I really know how to do is link into coil and try to rush with IAD. xD

    Do you have 2DF? There's a few replays up there of Omega Red play. I think there's only 2 or 3 matches on youtube right now.
    Gettysburg, PA
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  • Fuzzy_SnugsFuzzy_Snugs aidoru Joined: Posts: 1,644
    Well, I just played a little bit, and I checked some replays for Omega Red, so I guess I have a little understanding how he plays.
    g
  • Dracula_XDracula_X unblockable Joined: Posts: 900
    Well, I just played a little bit, and I checked some replays for Omega Red, so I guess I have a little understanding how he plays.


    Here's a repost of some stuff from one of JM's earlier posts:

    OR Tips:
    Many may remember a few rudimentary mixups off of the straight up coil toss from MSHvSF. Same thing, just stay aware of the throw limits.
    Toss them straight up and vary between:
    Another straight up coil
    SJ up and throw
    SJ up and hit
    SJ up and airdash to try and cross them up and hit

    Dizzy combo:
    Feather to heavy -
    (anywhere) HP throw, s.hp (otg) xx lk ostrike
    Colossus - add s.hk after s.hp
    Characters with decent OTG times, you can jab coil after the first s.hp, throw them downwards and then s.hp (otg) xx lk ostrike

    Superheavy infinites:
    On Colossuss In corner-
    [s.mp xx mk omega strike (wall cancels OS and you remain in air), j.mp as you fall] x N
    Sometimes you need to take a step back after you land, or the wall will cancel you too soon and you won't have time to get a j.mp. You can get away with missing it, provided you get one in as you land, but it could throw you off.
    It's possible to get midscreen and to cross the screen with it, but you have to press down + kick to cancel the OStrike yourself. Midscreen works on Sentinel as well.

    On Sent, left corner only:
    [s.mp xx lk ostrike] x N

    Double drain to super for big damage combo (doesn't work in Spiral, Iceman or Sentinel), in corner:
    jump [hk coil (should be point blank), drain, df toss (airdash after first toss only)] x2, land, Omega Destroyer.
    You need a little bit of distance from the ground or the toss won't have the "bounce".

    Corner loop (possibly easiest in game). feather to heavy:
    launcher: s.mp
    aircombo: lp x 6, hk (alternatively, you can use lk, mp instead of hk, works better like this on Storm and Wolverine)
    relauncher: just re-superjump

    Another corner loop (doesn't work the same on Sentinel's stage):
    launcher: s.mp
    aircombo: lp x2, lk, mk, hp(3 or 4 hits), hk
    relauncher: just re-superjump
    middleweights+: 1 lp can be omitted, chain kicks a little slower
    S.Samurai: add c.mp after you land before re-superjumping.
    superheavy launch: d.s.mp, s.hk
    aircombo: lk, mk, hk.. hp (1 hit), hk
    relauncher: s.mp

    If you feel s.mp isn't launching heavier characters high enough, add a c.mp after launcher. If they seem to be getting too low, add a c.mp before you re-superjump.

    Long range poking - s.hp xx c.lk(whiff), then s.mp or c.mp when they try jumping at you. MPs aren't that great of anti-airs, especially at close range. If you're stuck in the corner with say, Psylocke jumping at you, it's best to try and superjump out instead of attempting to anti-air.:



    I have some of my own strategies i've been meaning to post for a while now, i just haven't had the time. That + Batt's are generally better :P

    I do use a lot of Omega strike down cancels (mk and hk strikes mostly)...Mixing that with IAD pressure has helped me a lot.
    Time lost can never be retrieved.
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