Ask the Random God of Mvc2 anything

next question: what is a simple sentinel rushdown. you know where he’s got you in the corner and is stomping on you? the good sentinel players seem to be able to trap you there in the corner, i can’t do it…

what if you’re not in unfly mode? then whats a good rushdown.

also how do you get out of the corner if sentinels got you backed in there… i watched some of the videos posted on SRK, and none of the sentinel players seemed to do the flying stomping thing in the corner, so is there some easy way out of this trap.

also, how do you combo in the HSF?
is it c.lk c.lk rocket punch HSF?

are you supposed to do two full crouching kicks and then rocket punch? or are you supposed to cancel sometime during the second kick? ditto how do you do it with punches

corner stomps are really all up to you, assists that keep them in blockstun are good for keeping them in the corner after pushblocks… if you have unfly, unfly and block any AAA you see flying your way, fly again and start stomping… sometimes mix it up by unflying, landing, low short standing short fly stomp stomp

i personally like c. lk s. lk rocket punch hsf or c. lk s. lp rocket punch hsf as a way to connect hsf

Well…if you REALLY want to have a good stomp rushdown, learn how to do c.LK, s.LP, fly, sj.LK, sj.RH, unfly, c.LK, s.LP, Rocket Punch xx HSF.

Because actually, if you learn how to do the fast fly for c.LK, s.LP, fly, you open up more doors for stomp rushdown. If you have UnFly, you’re able to perform more lockdown tactics (this also works well even though you might not have UnFly). Example being:

Opponent cornered and blocking:

c.LK, s.LP, fly, sj.LK, sj.RH+Commando, unfly+RH, dash back, c.FP xx HSF or refly sj.LK, unfly+Fierce, c.FP xx HSF.

Also, learning how to do the ground fast fly is GREAT for mixing up. Getting it down isn’t tough, but you gotta make sure to fast fly with a DF, D, or DB or U, UF, or UB position, I haven’t gotten F or B to work that much, maybe I’m too slow.

But really, TAKE ADVANTAGE of UnFly…If you see some post-Evo movies of Combofiend playing Sentinel, he uses that UnFly like there’s no tomorrow. Once you get plenty of practice, you’ll be able to get the hang of it pretty well.

CAN you hook me up wit those vids of combofiend geekboy:)

got any tricks for mag storm/cable doom

does anyone attemtp to slide wit storm and come up wit a new combo etc.

the ultimate dvd trailer has an short example of UNfly lockdown wit sent in the corner on tron. The lockdown is basically using the s or c hp on the ground wit drones and assist and hp xx fly to goto into flight or calling a assist and then sj hk xx fly . i unfly wit lk and hp depending on the situation. YOU can also build meter REALLY quick wit the lockdown. cyclops asssit B is good for the lockdown because of the blockstun and I Like using the storm a in lockdown and i feel it should be used more. practice the c hp xx fly unly repeat pattern and then u can fly unfly faster and the most of the pattern that i use or see others use is

c hp fly foward unfly lk call helper dash c lp or different ground hits fly lk hk unfly call assist sj hk or lk etc.

raises hand and laughs

hey mixup i think i am getting somewhere wit this slide stuff and storm… :slight_smile:

wat do u( the guy answering questions) think of rouge sentinel aaa. today i was owning wit it with fake unblockables of hp whiff into rouge grabs and beatdowns in the corner.

how does pushblocking affect coutnets. CAN u push block and then cahvb.

ALSO, i think mvc2 is still evolving since there are things NOT be FULLY abused yet such as sent unblockable resets, ground get up uNblockable, counter RP into hsf, cahvb thru hsf, more use of the cahvb. MORE lower tier madness. more resets for mag storm. more psy use since she got some tricks not well knownw or ABUSED. more storm infinite stuff. ETC.wat u think!

push block into cahvb… i’m not sure if you can do it because i’m not near a marvel machine… but i don’t see any use for it… the pushblock technique is used to get yourself out of guardstun, which counters already do… you’re thinking about it a little too much buddy… as far as rouge sent… yeah, it works… i would still take storm/mag/wolvie/guile with sent over rogue sent… but hey, it’s all your preference… would you like me to answer a more specific question…

OH yeah, and mixup… you are sexy… so is pryde… that being said, i’m out

:Puts on sunglasses and struts about:

:slight_smile: :cool: :slight_smile:

Push block in to CAHVB works, Nun does it in a video I have. Liquid Metal does triangle jump Short with Storm, Nun push blocks that, LM does c.LK, c.LP, and while Nun’s in the block stun, he counters. it worked.

can u give me that vid geekboy PLEASE :slight_smile:

i think half of the tatics can’t be abused…besides, i ain’t sure about sent’s unblockable resets…the get up resets you can fuck up with a counter call of an assist i believe, the other sent unblockable resets can be messed up by doing a move while in the air therefore fucking up the timing…the whole thing is keeping the opp. guessing!! so you can’t abuse it or they will guess right!!

also…storm infinites…i guess so…but…it is so hard to land against somebody who knows how to block, and i mean, why not just take them up into an air combo and try n reset it or just finish out the air combo…u do just about as much with her infinite.

as far as mag/psy…i think they ARE being abused…who the hell DOESNT play mag/psy a little…

countering into supers has been getting used…its just that it won’t land a lot of the time, say if mag’s tri jumps, and you counter his attack, if it is a lk, he doesn’t get hit, and if you don’t cancel into the super you get it, if it is a rh, he still might not get hit…not worth the risk to a lot of people

im with you on the lower tier. i’d like to see more dahlsim, im, doom, t.bonne, etc…but you gotta realize…a storm played right negates an im, doom, t.bonne played right, and kinda a sim played right (although sim counters storm pretty damn well)

analyze Magneto/ Cable / Sentinel A B A

what u think of the team and the way each character can play on point wit respective assist and the tricks of the trade wit the team.

thats really general so i’m just going to do this…

mag/sent a- easy resets, takes off a shitload of damage… good stuff

mag/cable b- good enough, cable anti air doesn’t add too much to the game, just helps a little bit to get sentinel off your ass… countercalling cable assist is good to keep your opponenets assist out of commision for a little bit while they are forced to fight magnus 1 on 1

cable/mag a- eh, gets rushed down like a beast… em disruptor grenade traps just don’t work as well as having a real anti-air or sent drones

cable/sent a- it’s ok… i’m not too big a fan of leaving cable that open… when you have random ass magneto’s storms and other cables paired with cykes and commandos to fight.

sent/mag a- works good, fast fly combo takes off way too much damage… helps in full screen beam fests

sent/cable b- not as good as having cyke or commando but it’s still good… gives you a lot of time to think and reset the match… after hitting someone with cable b, try hitting them with unblockable c. fp when they are coming down

How do I increase the damage of Spider-Man’s command throw? I tried spinning the joystick and mashing but it doesn’t seem to work… I don’t remember what I was doing but one time Spider-man seemed to have spinned the opponent faster for some reason and I got like a point of damage more than usual. Help! x_x

What is a good jump in combo with Sent, such as when they are jumping in and you meet them, or they are standing. Also, when you call him in and him with it, and is a simpe b&b to us then?

Also, as a newb ass just beginning MvC2 player, wtf does /\ in combos?

Don’t normal jump attack with Sentinel…EVER, unless you plan to start flying afterwards. Because his normal attacks leave him open afterwards and they’re easy to block.

If you catch them in the air, just do j.Short, j.Short, DP Rocket Punch.

Do you speak English?

/\ means superjump up.

hey im kinda new to marvel and was reading the article about un-fly mode but really couldn’t understand what un-fly mode is.i use dr.doom and magneto alot and they both have fly-mode so could some please tell me…

what un-fly mode is and some of the advantage’s it has? and

what are some of magneto’s and dr.doom’s guard break’s

thank’s in advance:)

Yes I speak english, I meant-

After calling him in and it lands, what is the most effective way to punish it?

Also, if /\ means sj, (which is what I have been reading it as, was not sure), then does / on the way down? o-o

Question

By chance does Rouge, Colossus, Mr. Bison, Psylok and T. Bonn have any useful guard breaks. And whats that dill with doing that anybody Captain Camando anti air assist guard break, how do you pull that off?

Tanion- Spiderman’s command throw is useless, it’s just an embarrasement tactic, and if you do land it, you shouldn’t really be caring about damage… I’ve never seen it mashed or spun for any extra damage before

Juggy- ok… you are asking your question very awkwardly so i’m going to assume you are asking what the bread and butter combos are for air to air matches and for air to ground matches… Geekboy says never to normal jump with sentinel… and this is actually pretty good advice until you learn to use sentinel well… To those of you wondering about sentinel’s normal jump, it is actually pretty good if you don’t have unfly (i’ll get to unfly later in the post). People seem to forget that it’s good, just like people seem to forget that sentinel trapping is good. In response to your question, if you jump in at someone and hit a jumping rh, follow up with either

s. rh, superjump straight up, sj. jab, sj. short, sj. jab, sj. short, dp rocket punch (forward, down, downforward punch)
or
s. rh, superjump straight up, sj. jab, sj. short, sj. jab, sj. short, sj. fierce, sj. roundhouse
or
c. short, s. jab (2 hits), jab rocket punch, cancel into hyper sentinel force (qcf kk)

when you superjump up to meet someone while using sentinel use short or fierce unless they are right above you, in which case you want to use superjump jab. If the short or jab hits, do another one and then do dp rocketpunch…
example… they superjump, you want to hit them so you superjump with short, the short hits so you press short again and then do a rocket punch.

if you don’t have good enough reaction time to do the rocket punch or if you feel like it’s hard for you to do, you can substitute the rocket punch with just a fierce, although it’s not recommended.

KYO84: Ok, unfly mode… this is kinda hard to explain but i’ll try.

Because sentinel is the character that abuses unfly the most i’ll use him as an example.

  1. You don’t start a match with unfly mode, to obtain it you need to be hit out of the air.

For example, you are sentinel and you superjump… cable superjumps and pushes fierce to shoot you… if you get hit with the bullet, you enter unfly mode, if you block it, you don’t get unfly mode.

  1. You lose unfly mode by normal jumping or flying too many times. this is why most sentinel players will tell you not to normal jump

at the end of this explanation, when you understand how unfly works, come back and read number 1 and number 2

  1. unfly is basically, the ability to do any move after you voluntarily leave flight mode.

for example, you are sentinel and you activate flight (qcb kk). you fly next to your opponent, press roundhouse to stomp them, and then you deactivate flight to cancel the roundhouse lag (qcb kk again). at this point your opponent should either be in guardstun or hitstun from the roundhouse stomp and you should be falling because you deactivated flight. If you have unfly mode, you can do another normal attack/special attack/super move, if you don’t have unfly mode, you can only do special moves or super moves.

  1. since blocking counts as a normal move, you can block immediately after deactivating flight mode if you have unfly mode

for example, you are flying with sentinel and you have unfly, cable throws a grenade at you that you can’t fly around, you can deactivate flight, and block the grenade in almost 1 frame. If you did not have unfly mode, you would be forced to either eat the grenade even if you deactivated flight.

Ok, now this may not seem all that big now, but think why it is so useful… basically, it gives you the ability to use high priority superjumping roundhouses and fierces while being able to cancel their stun and stay above your opponent. It also gives you the ablility of being able to block any anti air assists that the opponent is trying to hit you with while stomping people down.

As to you mr. kyo84, magneto’s flight mode is useless (anyone who wants to argue for using it to bait supers can suck my asshole) because he has such a fast air dash and such a slow flight. Sentinel is really the only one who you need to use unfly for… the only other character that really can utilize unfly is dr. doom but you probably won’t need any of those tactics until your doom is at a competition level (and even then people barely use his flight for much besides getting around gaurdbreaks and other random uses.

as far as gaurdbreaks go, experiment with them yourself… a basic guardbreak most characters can do is , jump jab as they are coming in (jab is blocked), land before your opponent and launch. with doom you can probably jump up, short, wait a split second until you see them leave block animation and do his photon super (hcb pp)… this should be fairly easy. with magneto, try superjump short, pause, air dash down short short, then do infinite, launch, snapback, whatever.

Onyx_Chameleon- You’re going to have to experiment with those guarbreaks yourself, but please see my previous paragraph for some ideas… i’m sure rogue can jump jab, wait, grab. as far as the commando aaa guard break, i’m not sure if it works with commando… i know it works with psylocke and with cammy aaa easily. the basic gist is that you kill your opponents character, call commando, they block his assist as soon as they come in, you wait a second, dash in and launch before they hit the ground and after their guard animation leaves.

damn, thats a lot of writing