Sabretooth Shuma and a number of other characters have what I call a “extra action glitch” you don’t get to do any two moves you want, you only get a extra action when you use a kick attack during a normal jump (includes blocking).
Yeah, Rotendo. You are not halucinating or speaking a different language because I know EXACTLY what you mean when you are referring to the whistle.
C’mon guys, the whistle sound he is referring to is the FS sound effect although it happens in other occasions as well. That combo he posted with Magneto; you should here it around the time the opponent hits the ground and is then OTG’ed.
Neither can Blackheart.
Correction. Gief AND Blackheart are the only chacterS who cannot wave dash
Yeah Rotendo, I know what cha talkin about. Ive ben trying to point that out to a lot of people but everyone i tell says that I’m crazy
Well, it just sounds like a hit effect honestly, it’s barely noticable. It’s just a “WEEEEEIZ”.
Uh, anytime dhalsims (f) sj.rh/hk hits it will give you the chance to break fs. you can do launch in corner jump up back lk lk (f)hk hold forward and otg into a super/combo.
Dhalsim can slide under HSF. (that’s actually useful)
If you DHC out of Sakura’s qcb+PP fireball super early, all of the remaining hits of that super come out instantaneously.
Some supers do significantly more damage depending on part of the super you hit them in.
Gambit’s Royal flush super will deal more damage for the same number of hits if you hit them with the top most portion of the super. You can see for yourself by calling certain anti-airs and then supering at the appropriate time.
Bison’s scissor kick super does more damage at max distance away. It has something to do with which shadows hit, but I’ve never bothered figuring out why.
Hulk’s Gamma Crush super can deal 2x damage if your opponent is in the air already, and you hit him on the way up and down. You can also direct it by holding a direction with the stick. (Grabbing him out of the super with Hypergrav is amusing).
Psylocke can call an assist after doing a butterfly super anywhere in the air, normal jumping or super jumping. (she seems to be in normal jump mode)
Psylocke is in an odd post-action normal jump state again, after a teleport. You can jump 2 more times, and call an assist, but not block, assist or special.
Psylocke forward+rh leaves the ground instantly, much like iron man’s s.rh. So you can switch glitch Psy, hold forward+rh, and it beats switched magneto’s c.short(its hella hit confirmable too, try a late fireball (close) or a short spin(little farther)).
If you cancel Psylocke’s back+rh or forward+rh into a special, she is effectively on the ground, even though you may have cancelled it while she was physically still in the air. Cancelling into a fireball or maelstrom at any point will immediately ground you, but a spin or a butterfly super you will stay in the air the same point but still retain grounded properties (can cancel into super).
If you want to execute Psylocke’s “overhead” (not really the same move) after starting magic series on the ground, the command changes to back+RH instead of up+RH. It won’t come out after a kick, only a jab/strong punch, but only in strings:
c/s.jab,b+rh
c/s.short, c/s.strong, b+rh
c/s.jab, c/s.short, c/s.strong, b+rh.
Basically, you can’t do just 2 punchs in a row and expect that move to come out.
Also, Its sort of like a just frame, where you must cancel early, like as she says “UNH” fromt he punch to get the “overhead” kick, otherwise you will get the back rolly kick. Additionally, if you were holding back while you pressed the button preceeding b+rh, that move will not come out, unless you quickly move to neutral and back again to b+rh in time (so if you really want it do neutral or a forward direction+punch). You dont have to block it high if it comes out in a series either,which is why I say “overhead”, although you can use it to go through some oppoents to set up a crossup.
Um about that move again, Ive noticed you can get it even if you do whiff jab,b+rh. Weird.
Again about that move, it can be super cancelled only on the first hit(hit or whiff).
Psylocke can link s.jab/s.short after c.forward.
At least in training mode, cpu can block certain overheads crouching on all guard, much like the other broke ass training modes we have come to know and love (sent flying short is what i noticed).
the psylocke teleport puts you in normal jump mode, however you already wasted what counts as your special attack with the teleport
Cyke’s optic sweep is too good for stopping random hail storms when random junk is in the way (i.e drones, rocks, etc)
using sabertooth’s dp + 2p super along with ice mans projectile assists causes the hit box to be strange on the super and at times can grab from completely behind the opponent.
Switch glitching a switchout at the start of the match can be very random and effective at times (especially with team combofiend)
At times with team iron man, blackheart and cyclops you can triple super off of iron mans s.fp after the infinite in the corner and regular jump up and continue the infinite.
After a deep cross up hp with tron instead of using the b and b combo into super if you dont have bar you can use s.hk and switch characters.
Omega red has an unblockable that even works on the computer (coil grab throw them up, then upward coil grabs over and over again)
Thanos needs a fucking air throw
With collosus launch + ironman antiair assist normally doesnt combo, but for some reason on son son it connects.
Iron mans downforward hardkick and just standing hard kick have different priorities as the downfoward version comes out much quicker with less priority (really good for switch glitch)
Thief. hehe
No its not an unblockable, the thing is, is that the CPU is a a retard, with certain characters like Doom, Iron Man, War Machine you can do that, but you CAN block it. As for the opponent, its because he must block the OTHER way, eventually he will figure this out and block it.
Yea I just did it.
The way I do it is corner combo ending with up + Hp
then when landing hit them with a up + hp
then do [jumping lk, j. mk (pause) link lp, up+hp]
It’s very height dependant, you want to hit them with the jumping lk late because if you don’t then they might get popped up too high and then the j. mk will miss.
He has the extra action glitch and I as I said it follows those rules exactly. If you do a kick you get a extra action, not just lk and hk but mk aswell… so that’s why you can link the lp afterwards. It’s not that hard but it’s not as easy as iron man’s since you have to both a) link a lp and b) make sure they are at the right height
Another cool thing with shuma that I’m sure is probably already mentioned in this thread is that if you hit the eye balls on someone you can use them as a guard break. If you super with shuma and dhc then any eye balls on your opponent will explode, allowing the following super to hit them. It works best with full screen supers like gambit’s shockwave, hail storm, proton cannon ect.
Only the CPU Blackheart can jump cancel his dash after he causes a flyscreen.
venom has it too along with sabretooth
Captain Storm can go underneath a standing horizontal RP
errr. .captain storm can go against a cable in doing s.hpx4? is this mentioned already? i usually do this and it works like 70-80% everytime my CC faces a cable.
also if your fighting a cable that does alot of s. hp x 4, then duck under the bullets and tag out for a free combo.
note that they can cancel to psimatar, or call and anti air, or Drones, to over the top incase you try to do that.
i’ve done it a few times to people before they realize what the fuck, best done when you see them do the first shot.
you play a lot of scrubs don’t you?
cable’s 4th bullet is unblockable.