Guile.
How do you get out of Sent’s drone super? I’ve seen countless videos where people are able to jump out of the second drone with storm.
First of all, if Sent does HSF out of the blue and you’re not in block stun, you can jump out before the drones hit you. If Sent does s.hp/c.hp xx HSF (or anything that puts you into block stun when the super starts), pushblock when the first wave of drones reaches about the middle of the screen. Let go of the joystick, and then superjump out immediately after the second wave hits you but before the third wave hits you.
If you are Sent, pushblock immediately after the super freeze ends, but jump out at the same time.
…
^ What do you mean by the middle of the screen with the first set of drones. Don’t you have to wait till a attack happens before you push block it? And does this work 100% of the time if you get it right?
Another question, with storm after you launch and the player is to far the magic series xx.la attack do you dash plus lk to connect the magic series.
~Pushblock the beam/rocket punch really late, like after the screen is unfrozen from sentinels super. When you use pushblocking like this it is called a guard cancel. Alot of the time you will pushblock an attack/assist/super late and when you recover from the pushblock you have no delay on your recovery. (blockstun) Even if you arent trying to escape the Hyper Sentinel Force, the frame advantage you recieve from timing this correctly will often exceed your opponents expectations of the amount of time they have to dick around while you are in blockstun. For example say Magneto rushes in and c.lk,c.lk and calls Psylocke, you can pushblock mag off of you, psy keeps you in blockstun after the pushblock, mag dashes back in to rush you down. Often times in this situation you can simply launch mags, because after the recovery from your pushblock you can move instantly without blockstun. Guard canceling is a pretty advanced technique, ridiculously practical when mastered, apply it liberally.
~sj., AD/UF sj.lk,sj.lk LAxxLAxxLS
im having trouble with cammys air Hp throw XX lp lp.
this is what im doing:
launch, lp mk lp, hp grab(tap lp twice right after)
then ill either double jump on the other side, lp lp cannon drill xx kba
or land on the other side launch, hk, drill xx kba
problem is i can only get it like 1 out of 10 tries
Timing on the lp lp after the throw seems very strict. just got a couple questions
how do u guys do this combo.
Does holding forward or down forward help at all?
Ive heard some people say they use hk instead of lp lp?
You can pushblock whenever you’re in block stun. The block stun from Sent’s s/c.hp or RP lasts until well after the start of HSF.
If you time it right, you can always get out.
You’re never too far if you use s.hk, but I like to use c.hk since it almost never whiffs after a connected c.lk c.mp. c.hk does push them away, so after you sj after the launcher, you need to air dash up-forward to connect the sj.lk.
who is best to use with juggernaut, i want to use Cable since im best with him, would that work and who should be my third
I was thinking maybe Jugg,Cable,Sent
Edit
im 7 years behind this game i just started is it possible for me to get good enough to hang in tournies?
also whats a good team for a newb to start off with?
it is never too late marvel shall live on forever
With all the good info, and vids. I’d say all you need is comp to play with, and then from there it’s about how much you practice, play, and think about your game.
Team Scrub-Sentinel, Cable, Captain Commando(anti-air assist)
Like another poster mentioned, team scrub can teach you a lot about the game. Another suggestion would be Team Row (Magneto/Cable/Sentinel proj.). This team teaches you the basics of Magneto play, and gives you both an anti-air (Cable) and Magneto’s projectile to work with when you’ve got Sentinel on point. The team is versatile enough to keep you competing as you start to understand some of the more advanced nuances of the game.
Also, if you’re trying to learn Storm/Sent, Storm/Sent/Cable is an awesome team to start out with.
Whats the best Dr Doom point team?
Doom/Storm/Sent
storm on aa?
I play a lot of MSS-a, and so does a lot of the competition I face often. A lineup of Mag/Storm/Sent is what I’m comfortable with, but I’ve always felt that solely playing MSS-a is limiting. I’ve started experimenting with MSS-y in training mode, but have yet to apply anything to an actual match.
My question is this–how are you supposed to play MSS-y against MSS-a? I know this seems like an overly broad and vague question, but even though this is a mirror match on paper, the difference in assist types makes them two totally different team.
Which team (if any) has an advantage here?
Actually i think Doom, Blackheart, Commando is the Best Doom on point team with blackheart and commando both on anti air and run away pink shit doom works very efficiently. DEF. try this.
doom\cyke ron
doom\cammy ron
doom\storm\cyke
doom\sent\capcom
doom\mag\psy?
doom\mag\cyke?
doom\bh\aa - b5 cheap