Most of this is common knowledge, but I thought I’d give some random thoughts…
There’s also alot of nitpicking here too.
WARNING: MASSIVE POST ALERT
Match 1 [both players]
-One of you has to notice that there are too many blind tag changes from the other one, and start turtling and trying to bait them. You both keep falling for them. Eventually this will stop hapenning when one of you isn’t getting hit by them and is killing the other for it.
=No triangle jumps were noticed. Basically, you need to start using triangle jumps in addition to [and as a replacement for your]normal jump attacks with storm. Same thing with Magneto.
=Learn the following combo to tide you over till you can do the rom infinite…
-Launch, sj hp, airdash df hp, hk [unrollable otg], dlk, dhk. They’ll land beside you being at risk for getting overheaded by a triangle jump lightkick into this all over again.
=As a side note, triangle jumping is normal [or super] jumping in any direction, and the earliest you physically can, holding down towards, pressing both punches at the same time to trigger your airdashing down on your opponent, and throwing out either attacks that either…
-Deliberately whiff [so the opponent blocks high front only to get crossed up and hit low back]
-Deliberately hit [so the opponent is blocking low only to get hit high so fast that they can’t react with the block quick enough to save themselves]
=Too many Triple supers from the Cable-Sent player. Use the TK AHVB instead [neutral the stick, and over rotate a quarter circle motion causing a superjump, then press both punches once just off the ground…,]. The next time you block their tag in, do a ducking lk, standing hk, pause till the hk is about to begin retracting, and do the TK [tiger knee].
=If you get your sentinel hit by an attack [or throw], and the attack doesen’t knock you on your back, DO NOT NORMAL JUMP. Instead, superjump and or activate flight. Once you deactivate flight you’ll be able to block an attack, or cash that block in for a small attack spree [or even make a bigger combo if you landed one] of your own. Also, when you activate flight with sentinel, neutral the stick for a moment and then tap a direction that you deem positionally desirable, then try to attack again. You’ll find that when you do this just right, your attack will come out much faster as the lag from flight will be neutralized.
=Any time the first hit of Sentinel’s Ducking hp misses but the second one hits, that second hit will actually hit.
=Although Cable-a is Cable’s best assist NEVER, EVER, EVER choose this assist. Choose Cable-B instead. Someone else seeing this, will choose Cable-b, wait till they block it, alpha counter [Back, Down-back, Down+assist] in their cable, and just after their Cable’s feet leave the ground from the scimitar, cancell that into an AHVB, and you lose your Cable assist for free. They can do this to almost any projectile assist you throw at them as well. In addition, if you block a close attack that you think has recovery, you can guardpush them back, cancell that guardpush into an alpha counter, and kill the character for the move. Should you choose Cable-b, you can do this to someone else instead of having it done to you. And just think, you get a mildly decent AAA [anti air assist] as well to protect your Storm and Sentinel. Recommended team structures to follow…
=Storm-a, Sentinel-a/y [I prefer y], Cable-b
-Here’s a combo for this team with Storm…
-Launch, sj lk, mk, lightning attack X 1-2, Lightning storm, and DHC in Sentinel preferrably with HSF [hyper Sentinel force / Drone super]. Then you can launch them and go for an air combo, or go ducking hp+Storm assist, rocketpunch, ducking hp, rocketpunch, HSF. They shouldn’t survive either one of these 2 options.
=*Match 2 notes
=Use the drones to cover the recovery of your gunshots, and if they get hit by the gunshots, cancell the gunshots into a light scimitar, then cancell that into an air super. Follow that with a TK AHVB followed with a jumping AHVB to potentially kill the character in just one combo.
=I didn’t see any guardbreaking, so I’ll cover that here.
-If you are in a normal jump state, you can only do ONE of these [“enter and leave blockstun or block”, throw out a chain combo, etc…] and optionally follow it up with only ONE of these… [throw out a special attack or super move ;Not both…]. You cannot reverse this order BTW. Please note that I’m ignoring the fact that you can doublejump in order to retrieve your normal jump action, or you can airdash just after firing off a chain attack since these technically don’t count as actions. I’m also going to partially ignore the fact that you can call assists anytime in a normal jump before you fire a super [and in some rare cases like psylocke’s butterfly super, afterwards].
-The easiest way to tell if you’re in a normal jump state is to hit the assist button when your character’s feet aren’t touching the ground and you aren’t in blockstun or hitstun. If an assist comes out, you’re in a normal jump state. If not, you’re in a superjump state. Here’s a partial list of the situations where you’re in a normal jump state…
If you normal jump state if you fly or, when you tech hit a throw. The most dangerous situation where you’re in a normal jump state however, is when you fall in from the side of the screen and illustrated in the example below.
Someone falls in from the side of the screen when you have Cable, and you jumping hp, land, jumping hp, AHVB. Basically, if they…
-Block the gun, you wait till they leave blockstun, and fry them…
-Take the hit, you fry them while they’re in hitstun [since it’s long]
-Block then guardpush, you jumping hp, then immediately HVB pulling down, or AHVB, pull down just long enough to let them out of blockstun, and bring it back up to hit them.
=*Match 3 notes:
=When the ground HVB was blocked [the Cable should have used AHVB instead] the Psyloke should have wavedashed in and aircomboed the Cable.
=A Cable’s using too many hp. Someone can tag over it and land hit you almost for free [the Cable might scimitar you, whell woop ti doo…,], duck it, or sj over it on reflex. Some cables can fry it’s startup with TK AHVB.
=Tagging in [yes I do this foolishly sometimes too] is extremely dangerous. If it’s blocked by present day players, you lose a character. I covered this earlier.
This is the first PS2 Match.
Here’s a combo I didn’t see you do with Ken. You should launch the person, hold up forwards, and alternate between using lp into a 4 hit spinkick, or launch the person, omitting the lp, and going for the spinkick. On the way down, one lets you attack the opponent as they land high, and the other one lets you land befor them and attack them low. In either case, you destroyed just over half your opponent’s health without meter. That’s not bad. In addition, you didn’t try to roll behind your opponent when they blocked your attacks with Ken.
This is the second ps2 match.
The assist structure of the teams are bad. Cyclops and Cammy should be on anti air. When the Cable wasn’t on screen if you did this, you could simply bait psylocke out, and counterassist with Cammy and deplete psylocke until the player loses her or stops calling her, then take the opportunity to attack the pointman who no longer can use psylocke for defense.
With Wolverine, do not end your aircombo on an assist with a tornado claw. you can’t block till you land and the opponent can combo you.
When Cyclops blocks a maximum spider, he can Mega Optic blast [fatbeam super] Spiderman for free.
TK AHVB was used here to chip Wolverine to death. First time for either player using it.