You don’t get two free targets. You get up to two free targets.
They may choose to cover the AAA by continuing the block stun (or actually hitting you) until you can no longer counter the AAA. Or, they can bait you and let you “start” your rushdown and hit you out of it before you can get any attacking frames out - e.g. dash in, block Psy, get hit by Storm’s s.hk after trying to tj.lk tj.mk… or they can just Hailstorm after calling Psy to do a nice 30% on yours.
Dashing in and then back out to bait assist then punish usually works… doing it over and over though isnt really a good thing… the player might get used to it
It is a good way to think sometimes but I would rather think about playing my best not winning because if you play your best and train hard to do so winning will come as a result of it. By focusing entirely on your game fine tuning it as best you can will prepare you for any situation improving your chances of winning considerably.
I see what you saying and there is nothing wrong with it really if it works for you then who am I to complain about it in your case.
can anyone tell me what RH means?
im looking at Storms B&B combo on the Wiki and i cant seem to find RH anywhere.
(S.RH ^ SJ.LP->SJ.LK->SJ.MP->SJ.MK, Lightning Attack, Lightning Storm)
im guessing it means roundhouse, im not sure though.
I’m trying to learn Clockwork right now, which probably isn’t a good beginner team, but eh, I’m willing to do it.
Although, there’s something that’s been weird for me. When I activate Ouroborus, and try to teleport with Strider, it’s inconsistent for me. What I mean is, is that the teleports are always different for me. Like, for example, I’ll do a teleport from up close, but instead of sending me to the opposite side, it’ll send me full screen away from my opponent. Do certain p + teleports correspond to where you are on the screen? Am I just nuts? I don’t get it.
Also, from what I’ve read, I should always try different combos and techniques for each Ouroborus, cuz doing the same ones will eventually get countered and get me in serious trouble. So what other combos or strategies could I use to try to use and mix it up?
Might have other questions later if you don’t mind. Thx.
about your teleport question, it sounds like your mashing rings, then trying a teleport and since you mashing P’s you’re not inputting your teleport properly. If you want to throw rings and teleport, s.fp, mash it a few times and then once s.fp has animated, cancel into a teleport.
You should master @ least 3 basic trap patterns for now. Then add to them slowly as time goes by.
Don’t forget that sent\doom is NOT easy to play with so learning that matchup and waiting out most situations is going to be your best bet.
The strider thread has some good shit in it, check it out.
Allright, I was in training mode yesterday, without even doing supers. I was just doing teleports with Strider, and from what I got. Certain teleports teleport you depending on which side of the screen, and what teleport you do. I thought there was just 1 universal way of doing it, but apparently there’s not. I’m just looking for what will take me to the opposite side. If I’m on the left side of the screen, if I remember it right, I do lp teleport which will take me to the opposite side. And if I’m on the right side of the screen, I do hp teleport, and that’ll take me to the opposite side.
Guess I’ll just have to learn that, not sure. Unless there’s something I’m missing or doing wrong.
So what are the 3 basic trap patterns you’re referring too? Unless they’re in your Strider thread. I’ll just go ahead and check that out. Cuz I’m also trying to figure out when are appropriate times to call Doom’s assist without messing up my traps.
for s\d to be effective, you have to understand how to manipulate the engine to allow strider to be effective. Its a difficult concept to exploit properly.
The teleports work like this. Lp\lk are the left side. P’s are always high teleports and k’s are always low. hp\hk are for the right side of the screen.
as a strider player, I’m past the point where I just do patterns for trapping. Push blocks will always fuck up the timing so you have to readjust your trap string depending on when the push block happens. However, its the concept that should be maintained. You want to call doom towards the end of your rings. Around the letter I or M, on the lettering of strider’s orbs where it says “time.” Then you chain out, animal, activate as a perfect block string. You have to wait till your machines walk off the screen, to orb again so the distance they have to walk off @ also plays a factor into how fast you can activate.
I typed out some basic patterns on the srk wiki for mvc2. Check it out but remember that push blocking can fuck any trap pattern up.
how come dp+pp with wolverine combos on assists sometimes and sometimes not? see Zaza’s double wolverine/sent vid on you tube for an example (against Soo I think). is it only because this after gambit’s HC DHC?
Correct me of im wrong. But you CAN DO refly combos even without unfly? right? If thats the case then until u gain unfly u can just do refly stomp patterns. Then once u get unfly mix it up with unflys and reflies to keep them locked down? right?
Hey my bad for enterupting whatever u guys were talking about and sorry if this question has been asked already.
Anyways ive been playing my friend for a while and hes a realy simple minded team scrup player (heavy dependence on cable tho) and i dont realy have one all around best team so i try my best to counter with mag or storm sent teams but nothing seems to work against him cuz his cable is just too wiggly i mean its annoying as shit because
his cable jumbs back all day assisiting comando or sent all day and i find myself chasing him until i die of chip dammage.
over the years he seems to only have my game down in his head so even tho he does nothing fancy his viperbeam is quick to catch me or my assist faster than i can move so it also makes me paranoid to put pressure to score a hit.
he talks all kinds of shit while playing just to throw off my game but the rest of my friends quit so hes like the best practice i got since i cant go to the arcade alot these days.
overall i just cant find a way to catch his runaway cable, its just so cheesy becaus hes doing the simple tactic of jumping back while letting the assist set me up for a viperbeam, so if anyone knows how to bring down an iron defense then that be cool thanks.
strider counters cable pretty hard. Cable can’t ahvb, jupbck or gun patterns vs him.
if he’s constantly jumping upbck with cable and you have magnus, catch him with a guard break, or mix him up when he lands and bait out mando before you run in and try something.