Ask the Random God of Mvc2 anything

If you get hit out of the air and flying screen isn’t caused, then you should get unfly. Basically, if you get into the air (Or out of the air, while in flight for example) and land on your feet afterwards you have unfly. You lose it once you do it a few times (Most people say 6-8) or if you normal jump.

To get unfly, you have to be hit so that you recover in the air. Anything that doesn’t cause flying screen or isn’t deadbody-causing (like Psylocke, for example) will give it to you. Hailstorm will not (deadbody). Magnetic Shockwave will not (flying screen), unless it hits you funny and you don’t get hit by all of them. HSF will not (deadbody). Cyclops/Capcom AA will (recover in air).

You’ll lose it if you normal jump.

Thanks.

I’m done for the day with questions

damn look at all this good information

Whats a good setup for this team?
Bison/Sent proj/ground / IM or Cyke aa

hey guys i got a couple questions:

  1. You know storms good’ol lightingstorm DHC to HSF. Well whats the best way to setup up the launch after the HSF with sentinal, ive found it easier to do the :r::r: dash rather then the :2p: .

  2. With magneto how do you do that c.hk(they get juggled)c.hk then a hypergrap.
    I cant seem to catch them after the juggle and ive tried with psylockes assist.

thx in advance

You answered your first question - if you can dash with f, f better than the 2P method use it - only drawback to that is when you pick up someone like magneto you need to use 2P for ROMing.

When psylocke assist hits magneto does d+Lk (as an otg or juggle), d+Hk, hypergrab. d+Hk, d+Hk won’t combo.

Dear God, im starting to use Bison/Hulk do you recommend any characters to go along with these two fine young men?

Also what are some good casual combos to do with hulk in game? I tried going to the hulk section but obviously the threads arent that great.

Dear Sacred One, im using a Guile/Psylocke/Sent or cap team…so far im the shit with them(forgive me) but I know I would get crushed in a tournament…what combos and set-ups do I need to obtain victory?I thought by asking a “god” I will get amazing info

first, that teams is pretty oddball and if you refuse to pick a good team, @ least pick tron projectile type as an assist. Its the only way low tiers can stand up to top tiers and have a solid chance.

guile\charlie ron
guile\marrow ron
guile\morrigan ron

marrow is like a ghetto storm. No air dash and no overhead but you do have a mini typhoon (boomerangs) and a mini hail, qcb+pp. No super in the game takes out marrows mini hail super.

Guile builds bar pretty efffectively, so either start him, or keep in the 3rd spot to clean up. His c.fp has god like priority and guiles j.rh will constantly fuck up sent. Every time you do an AC always end with fp, rh since that does hella life.

lastly, I don’t see anything wrong with guile\psy ron if you want to play that. The only problem is dhcing IN safely. The teams I listed have sort of way to get in clean. Guile\morrigan ron isn’t the safest but guiles qcb+kk, has instant startup and morrigan PP super is a frame kill as a DHC in. You can catch someone off guard like you would with IM proton cannon frame kill.

on a side note, there are good guile teams that aren’t low tier.

guile\sent\capcom
storm\sent\guile
guile\storm\cyke
cable\sent\guile

I have always wondered how magneto does that air combo that keeps going seemingly forever and allows him to keep hitting for 30+ normal hits before he even does his hyper grav special into his super where he sends out the massive amounts or metal particles from himself doing at least 60 hits on average depending on how many hits he does before the hyper grav special of course.

I am an experienced player and never really figured out how he could hit a person so many normal attacks so fast without doing his air dash halfway at some point in the middle of it. Is there a limit as to how many hits his air combos actually do before they stop automatically if they even stop hitting at all

I’m playing Storm Sent Cammy. I took out Capcom for Cammy because:

  1. I feel more stylish doing so (stupid, I know)

  2. I’m very bad at calling Capcom because of the delay he has as opposed to Cammy’s inviciblitiy and speed coming out. Also, she has a ton of horizontal range on her assist.

  3. I feel way safer playing Cammy if she’s snapped; especially against a Sent or Cable.

So, what should I do differently with her as an AAA as opposed to Capcom AAA?

BTW, as far as technical skill and experience with the game, I’m fairly average; can’t land the Storm B&B LA xx LS in real matches consistently.

Oy, that’s not average. Practice up.

I suppose that’s relative. Among the people I play with (not many), I have way above average tech skill. Competition always helps. . .

just try launch, lk,lk LAXXLS way easier

Yeah, I think what I keep doing is floating in the magic series so the lightning attack rarely connects. I’ll try that tomorrow.

also does about the same damage (due to damage reduction) as the normal magic series

only reason you’d do the full magic is for a reset.

Or meter.

ok wtf why cant u air combo outa that one corner combo with storm s.hk sj hk addf hk (land) lk lp hp hk. i just learned it and im pissed cause i cant air combo outa it or connect it with an assist at the end, what gives?

s.hk, /, sj.hk, ad.df, sj.hk (This set’s flying screen, so you can Superjump, call assist, special, or super until it breaks), /, s.lk, s.lp, s.fp, s.hk. You have to wait for the combo to end before flying screen breaks, allowing you to do whatever again.

(Until it breaks, you’re only allowed to perform normals and regular jumps, by the way.)