.
For a safe tag in for powered up glitch, I would do:
1.Power-up, headcrush xxx HSF/Hailstorm or any safe DHC. If you don’t hit your opponent with the headcrush, then you can safely DHC him and still keep the power-up.
2.Power-up, Alpha Counter another character in. For example if you’re powered-up then Storm does a hailstorm, alpha counter your other character in at the end of the hailstorm so that you take minimal damage, and you achieved a very nice goal that will save your tail in the end.
3.Power-up, Tag-in. What I normally look for is doom rocks or sent forces that my character coming in can hit and take some damage, but avoid being punished. Also, you could tag in safely if someone is playing run-away Storm, and they’re flying around outside the screen. They’ll definitely regret trying to run away.
I’m sure they’re are other safe ways but its late and I don’t feel like thinking anymore. Check the Juggy Specific Threads, I’m sure there is more info on this topic.
hey people
For all of you people out there try out this team B.B. hood®,
Cammy(a), juggernaut(b). I know what you guys are thinking juggs!!!. Yeah i know, but juggs is the life of this team. Let me
explain, this team relies on triple team supers. Juggs ability to freeze the screen allows for an instant triple team. Iknow you are thinking right now, well how am i going to have enough super meter bar to pull out several triple team supers?
Well, that’s were B.B. hood comes in, she is all about power. If my memory serves me right she has either the second or the third most powerful super in the game. it doesn’t matter if you block or you take it, you are stilll going to loose a lot of life. She however has very weak def. and the Cool Huntimg super has the worst lagg time in the game. Other than that she is very good, how?, as you know her missles pack a punch, but not only that it also generates super meter like a speed demon. 4 or 5 of these babies and you have yourself a super meter bar. Now i hope that by now you are getting the picture, you have two of the strongest and quickest supers in the game at your disposal with an very easy and fast way to generate super meters.
Well, after B.B., and Juggs, what else is there? Cammy ofcourse,
i know that cammy doesn’t seems to fit in this team but she does and quite nicely. cammy’s purpose in this team is to give this team combo ability, stamina and a little bit of a rushdown. How can she rushdown with this team? That is why i chose the last assisst of B.B. hood assissts, this assisst hits the opponent making them do a mini jump backwards, close anough to the ground for cammy to devour their character with a multitude of combos. And of cours there is always juggs. with his feared jugg. punch that forces the opponent to be blocking most of the time, allowing cammy to mix things up look for an opening and do a very damaging combo.
I know this thing is lengthy but if you read it try out this team and see what i am talking about. This team has everything you need to beat anybody especialy CABLE.
I’ve seen people use Hood/Juggs/IM and do very well with it. I have no doubt that BBHood is a good character.
I have recently started playing Jugg/Hulk/Sent a lot for shits and giggles, but I continually run into a problem. Many times when I call out a triple team special my Hulk seems to miss all the time, usually always ending up landing in the middle of the screen instead of the end. Does this have to do with who my point character or what??? Can someone please explain.
Sure…
Long story short, Jugg drags them along too far/fast for Hulk to land properly under most circumstances (read: whenever the point was much more than 1/3 of a screen away and a wall was nowhere in sight).
Make sure a wall will come into play whenever possible, then it usually does just fine.
The Death Button (Jugg/Hulk THC) usually isn’t worth the 3 levels, and is stuffed relatively easily by 3 of the Big 4. Use wisely and sparingly.
3-team supers
hey, it’s me again, about triple teams you got to know the three ground rules of the 3-team super. Now, juggs. can be seen as the 3-team king, ans for obvious reasons too. The first is the huge amount of damage he does with his super, the second reason is the speed that his super has, also the fact that he causes screen freeze when the super start can help too, and finally the third and that is his size, the guy is huge! Now, you may not think the reasons stated above are enough but when it comes to triple teams it all count. 1-damge,2-speed, and 3-coverage, these are the three laws of 3-team supers. In order to have a good 3-team supers you must have the three laws. Anyways, i hope i have helped anyone with this any feedback would be great!
In a world full of red-parries I can see this happening, but does this really work?
-Denjin-
Well…unless, you’re talking about pushblock.
Eat a hit to start your own combos…property of super armor…or am i missing what this was about???
It does work when used properly, but you have to know which combos you can eat and which ones you should just block.
Peace
-D-
Juggs is an important part to triple team supers because of his instant start up. Though, if you’re really looking for damage there is no one better than Hulks Gamma Crush. He can turn any Triple team Super into, a 100% combo.
Combo
This is a combo I like that I used to use. I haven’t seen it posted yet so here goes.
Juggernaut with Sentinel punch assist.
Short medium kick sentinel assist fierce version of Juggernaut punch.
Maybe that was jab version? It’s been a long time.
The beauty of it is, if they’re blocking your moves, just stall as people ususally fear a headcrush.
(Above = honest attempt at contribution, considering I don’t play “Team Big Man.” Keep your torches and the flames to yourself.)
-Denjin-
About the red parry thing. What I thought I read was: Block a down short, then release block and damage them when they down medium kick.
I’m guessing it was supposed to be “Telepathically go with or against an attack.”
Nothing against ya man, but there is no “Red Parry” in MVC2. The red flash you see is just the super armor that is inherent to Juggy, Hulk, and Sentinel.
It works great…no telepathy required. Just do it on a commonly used combo (i.e. Cables s.lk, s.mk, s.rh, AHVB). Eat the first or second kick and punish his runaway ass.
Peace
-D-
Thanks for your contribution, denjin; people are pretty good about not flaming others in the Bigman thread. If we don’t have anything good to say, we tend to just not say anything.
I’ll assume the “short medium kick” was standing; if I’m wrong please correct me.
You are correct in that eating a combo won’t really work on “true” blockstun strings, but if there’s any gap whatsoever then you can blast through just as Gammadynamite has described.