Ask the Random God of Mvc2 anything

on heavy characters i find easier to do dead body infinites. say you’re magneto and you just killed somebody like sent/bh/or juggz, you know how you see people [dash, otg, c.lk] repeat. well if you time it so you cross up (so that the dead body never hits the corner) you can do dead body infinites. its banned in tournaments.

FSD is when you continue to combo after fly screen animation.

FSD is short for Flying Screen Deterioration, if I’m not mistaken. Essentially, when flying screen is caused, you aren’t allowed to do specials, supers, super jump, snap out, or tag. However, certain situations allow for this to deteriorate within a combo, allowing for you to do any of the things previously not allowed.

you can’t call assist’s either…and dash I believe? I don’t know what the D stands for but you are correct. assist’s usually deteriorate FS.

in one of the meikyusuki video’s, i’m horrible @ spelling that name and too lazy to look it up, there’s something called limit break which is in reference to FSD but your allowed to call assists, supers, SJ, etc…

i’m not sure how they did it or if its character dependant. I just remember seeing it.

Why is it banned in tournaments?

And to whoever negged me, I do apologize for not researching.

It’s banned because you can potentially run the clock down with it. If you’re winning and you just killed sent, you can juggle him till time runs out and win that way.

Well to whoever repped me, thanks. And I actually did use the search function. I found out that dead-body infinites are banned in tourneys and can only be used for positional advantage(but I didn’t exactly know what a dead-body infinite was). I also found out that FSD stood for “flying screen deterioration” and that it had to do with combos of some sort(since people were talking about FSD combos and setups), so I took a guess that it had to do with that “meikyousisui 11” combo video I saw a good while ago(and this tron combo I saw done on CapCom). But I just needed a clear definition as to what it exactly was.

thanks

Yeah, I forgot about those for some reason.

Anyway, I’m pretty sure Limit Break and FSD are the same thing. In the video you were referencing to they broke flying screen and that’s why they were allowed to call an assist, super, etc. during the combo.

In Meikyousisui 11 the first clip was BH performing a “Limit Break.” He was only able to do this because of the Venom double grab glitch (That’s also why Iceman can perform that infinite Arctic Blast glitch (FS never sets)… That’s what it seems like to me, anyway).

EDIT: Does anyone know if performing a FSD combo allows for more that one assist to be called per combo? The only way I can see so far is by performing the two character glitch.

^

No, I don’t think so. The game remembers Assist calls because the combo continues normally after FSD.

The easiest way to do an FSD is to use an assist. Any assist that hits the opponent during a FS will cause the FSD and allow you to continue the combo normally.

The other way is to knockdown/trip the opponent out of the air during the FS. Im know that FSD combos work easiest on roll and captain commando.

Storm corner FSD combo on capcom. Note: I’ve never done this combo so if i’ve made some mistakes please correct me.

Launch, sj.fk xx ad df fk (flying screen), s.lp (juggle), s.lp (juggle), c.lk (trip), FSD occurs, s.fk (otg) xx sj xx ad down lk, s.fk > whatever.

The game also has pseudo FS as well done with dhalsim, shuma gorath, captain commando, and psylocke to name a few.

With dhalsim in the corner: launch, sj.lp, lk, lp, lk, ad back fk (FS), delay fk (FS), land, walk forward/FSD occurs, c.lk (otg), s.lp, sj. > air combo.

With shuma in the corner: Launch, sj.lp, lp, u+fp (FS), delay d+fp (FS), land, slight pause/FSD occurs, s.lk(otg) xx chaos dimension, jump grab.

Im not sure why this happens. it could be that the programmers never considered any player hitting an opponent with 2 far FKs with dhalsim and so they were a bit lenient with the FS. The same with shuma.

Capcom: After the captain storm, the opponent is put into a FS like state. You’ll notice that you can otg with c.lk, s.fk, but you can super after these 2 hits (IIRC). You in fact need to do three hits: c.lk, s.lp, s.fk in order to do the sword which is what I believe to be a type of FSD.

Pylocke: after the qcf + kk super, if it knocks the opponent away, they are put into a FS like state as well. You can otg with a c.lk, c.fp > air combo immediately after.

If you watch meikyousisui 11 http://youtube.com/watch?v=H4hic37xWVQ you’ll notice the limit breaks are done when the trip the opponent out of the air. They’re also using the Suki canceling to cancel out the lag of some of the attacks.

On the cammy/guile setup, after the flashkick super: c.fp, sj.lp, lp, lk, fp (FS), delay fk, land, s.lp, s.lk, c.fk [1 hit]/trip out of air/FSD, xx suki cancel block, s.lk, s.f+fp xx sonic hurricane…

As for using multi assist during the FSD combo, as long as no assist had hit before the combo then an assist can be used. You can however use multiple assist as long as none of the assist prior had made any contact with the opponent.

EX with psylocke: call in thanos capture. do the qcf+kk super. False FS occurs, c.lk + thanos capture, the first bubble hits the opponent but the second one still comes, c.fp, sj.lp, lk, fp into second bubble assist. the reason it works is because thanos was called before the assist actually made contact with the opponent.

Good post.

I understand this, like using Ken/ Cyke Expansion or Zangief Air throw for spacing in combos, etc. However, I was wondering what conditions allow for multiple assist hits in one combo aside from the 2 character glitch or ridiculous screen shifts that occur due to dashing or FS (For example, calling Ryu Projectile while dashing from one corner to the other or Magneto Shockwave + Thanos Bubble).

I hope I’m making sense. :lovin:

Also, good post Phil.

I understand what you are saying. If you’re not using any type of glitch or bug to do your double assist, then no. However, there is an exception to doing multi-assist combos.

If a character is DHC’d in during a combo while their assist is on screen, then that assist no longer has assist properties and becomes part of the on point characters attacks. So, even if it hits, an assist can still be called. Confused?

Quick example: Thanos(capture), bison(the the expanding ball assist), xx.

Call in bison, soul super. DHC into bison psycho crusher. (opponent gets popped up and lands on bison’s assist), call in thanos, sj.lp, lp, fp (into assist).

So, even though bison’s assist hit the opponent, since bison was on point during the actual attacks, its no longer considered an assist and the game allows you to call in thanos.

Vidness has a multi-assist combo that I’ll try and find for you.

I don’t think people understand what an FSD is after all these years…

limit breaks = fsd = release limiter. japan has a weird way(s) of saying that. hopefully after this post you people will know what you’re looking at.

Dhalsim stuff:

I think the first one that was shown in videos was the Dhalsim one which people still get wrong to this day. It has nothing to do with getting two of his (f)sj.hks to hit, it just has to do with setting FS or continuing FS with 1 (one) (f)sj.hk.

So for example, Dhalsim vs. Colossus in the corner: Dash in ©s.lp, ©cr.mp, link a (f)s.lp, (f)s.mp, (f)s.hk SJC (super jump cancel) xx dash forward, (f)sj.lk, (f)sj.mk, (f)sj.hk <-- 1 (one) walk forward, ©cr.lk, ©s.mp /\ Whatever.

*Note: The two SJ hits allowed the (f)sj.hk to set FS and allow Dhalsim to break it. [COLOR=White]

You can do 3 (f)sj.hks in the air with Dhalsim vs colossus and others but it doesn’t change any fs properties or dizzy properties.
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Anyway, I don’t consider using assist as breaking FS, I guess it is technically, it’s just a personal thing I guess.

As for legit ways to break it with a character by themselves, there are a few setups that count (you really have to know the game to get these):

Easiest one is setting FS with a character’s move that knocks them down and allows you to otg them normally on its own. Example: Shuma-Gorath’s: sj.d.hp, Dhalsim’s (f)sj.hk, Spider-Man’s Maximum Spider, Psylocke’s Maelstrom. Magneto’s Magnetic Shockwave.

The other one that’s pretty straight forward is moves that trip the person in the air after FS was set. Example: Psylocke’s cr.hk vs roll/servbot, cable’s cr.hk vs capcom, megaman-sized dummies, roll, servbot, Magneto’s cr.hk vs roll/servbot.

Here are the less seen ones that no one understands: Moves that cause FS but have it broken by the character’s own projectiles. The way that works is that the character sets FS then has it broken by putting out a projectile that knocks a person down as well. examples:

Magneto vs Chun-Li (mid-screen): Launch --> Shockwave --> Auto Dash in, tigerknee tempest, --> screen shifts again ('cause of shockwave), chun-li gets up, she superjump cancels, magneto comes back in and superjumps and does sj.lk and sj.hk --> tempest rock hits them, magneto dashes back into the screen and does cr.lk --> whatever. So the way that works is that Magneto sets FS by doing SJ lk, hk, then the tempest he did hits them before they land allowing him to break FS.

That concept has been used for a while by joo but it’s kinda hard to think of situations for characters because you have to know a lot about the game (sorry srk) and most of them require the dummy to do something complicated as well. Another example is with Doom vs Colossus as seen in Satsujin 2: I remade it. Leech Here
So the pre-setup (yeah) to that is having Doom: launch, /\ lp mp mk airsuper --> DHC, have the character dhc back into doom w/o hitting the other guy.

*Note: this allows doom to set fs with one hit of his fierce instead of 2+.

[COLOR=White]Okay so the clip: Doom’s super normally sets fs and allows doom to break it by otging the person, in this situation we’re not gonna break it using the easy way. So colossus counters into A2 colossus who was snapped, flies away to the corner allowing doom to recover from his super. Colossus jumps/supejumps (doesn’t matter) out of his counter animation, doom super jumps (has to be superjump) and does sj.hp, 'cause the pre-setup, doom only needs 1 hit of his fierce in order to set FS. So after setting FS, the super hits them and allows doom to otg into whatever.

yet another example: the meikyousisui vol11 dhalsim combo vs colossus, (yes it uses assist but the assist doesn’t single handedly break it for him): launch + omega red throw assist, hp --> yoga fire xx yoga inferno --> (f)sj.lp to FSD.

in that clip the yoga fire sets FS but the projectile (and I think ALL projectiles knock down in the direction that the character that launched it is facing at that moment) knocks them toward dhalsim who is doing his yoga inferno which also single-handedly breaks FS, then he otgs with a (f)sj.lp. This one is pretty simple i guess.

another example: storm vs sentinel (look, top tiers) in satsujin 2, storm does: launch /\ lp lk mp (or something), typhoon XX lightning storm. The typhoon hits and causes FS, then the lightning storm hits and allows her to break FS afterwards.

last example: cable vs sentinel (look top tiers again!): cable does timeflip, dashes does lp mp /\ lp mp hk (which sets fs) into cable’s timeflip’s last hit (which causes a knockdown as well), this allows cable to walk forward and break FS. <-- this one is actually really easy so you guys should be able to do it to see for yourselves (hahahaha)

Last couple of concepts:

Venom/Mag, Using jill’s zombie,

I don’t feel like explaining those in depth, but in short:

Venom/Mag, the bug allows the guy to move around and send out a projectile without taking the normal recovery. So, for example: the one in vol11 with blackheart, he does inferno, then sj’s with venom and does lk mk which set fs, the inferno hits them and that allows BH to break FS.

The Jill Zombie one, anyone + an assist vs anyone w/jill. Jill sends out her zombie, tags, the other guy launches the assist and calls their assist out, /\ 1234/set fs --> have their assist get hit by jill’s zombie --> normal otg.

To wrap this ridiculously great post up, almost everyone has an FSD, its not THAT hard to figure out if you if you know what you’re looking for and understand the engine well enough. I think the easiest way is just to imagine setting up the trip version, if not, think of a way to set FS and having something else hit afterwards.

i can’t believe i posted all that for you people here. if you feel like asking a question, please read THIS first
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Ah, thank you, sir. I seem to remember seeing a video or two showcasing this now that you mention it. Much thanks for the explanation.

Epic post, sir. Thank you for the effort, laying down the knowledge and whatnot (Minus the insult :wgrin:).

Hi, my normal team is Charlie, Dr. Doom and Capcom. I have recently dropped Dr. Doom for Storm so that I may be able to handle trap teams more effectively. Was this a wise decision? What about Cyke instead of Capcom?

Also, what ways can Charlie handle Sent? Thanks for helping me upgrade my team in advance. If you would like to recommend a better Charlie team, I’m open.

quick question

has anyone tried this reset with storm

launch ^ lk lk ad/f lk lk slight pause(whiff) la xx ls. It seems pretty easy to see coming but i havent tried it on a person yet. You can also change it to lp lp ad/f lp lp seems harder to see coming but harder to do. Also on sent you can change it to ^ magic series ad/f magic series (whiff) la xx ls.

I don’t think that’ll work. Try this:

^ sj.lk sj.mp sj.mk adf sj.lk sj.mk LA-upx2 xx LS

charlie can’t touch sentinel. best bet is to dhc in storm

What is the best strategy or characters to use against Mag/Sto/Psy? Im used to battle against Cab/Sen/Drd w/ no problems im using the team Mag/Sto/Cyc and IM/Cab/Drd