I do not really have any gimmicks against cable starting off…when cable glitch switches his c.lp he can beat my chet sometimes so i block. if cable calls capcom at the opening tho you could do something like c.rh sj/cancel and see if he wastes a beam on that…if he does yay, you have advantage. if he doesn’t, just continue with the superjump and try to get in. sometimes it messes with cable players heads when they see their assist getting hit yet they can’t do anything…it might prompt them to do a lp or fp regular viper beam to get you to stop beating up capcom, and when they to protect, that gives you an opportunity to get close. c.rh is the bait of the day against cable =)
Wow, never thought of that. That’s great advice, thank you very much.:lovin: c.hk…U just made me realize how many options that gives me hahaha:rofl: Now all I have to do is just work on getting in. Cyclops is a really annoying assist to deal with though since he stays out so long and covers parts of the screen where I could have reached cable. And its annoying since cable covers him as well during his lag time. I find cyclops more annoying to deal with than capcom for obvious reasons. One freaking mistake and good bye half-life to optional dhc for the kill depending on his lineup. Thank you for your responses
if you’re playing msp… jump up + call psylock and airdash beats a cable who mashes capcom. works sometimes.
Did that, gets blocked, Psy gets fried hahaha:rofl:
Whats the best way for mag to kill a sent.
thx
Assuming you’ve already got the hit in? ROM to the corner and do multiple HG xx MT.
hi
old resets I do that are nice
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c.lk + sent-a, c.lk, sent hits launch into fierce combo, call sent then sj crossup trijump with jab, land rh xx shockwave = dead cable
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corner: rh throw, c.lk + sent-a, s.lk, sent hits, dash in rh throw, repeat the c.lk->s.lk shit, launch into fierces = dead or almost dead anyone
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corner: infinite, then just sj.lk lk ad.df d.lk, land, rh throw into whatever [probably the reset above]
When I was thinking about making MSS my main team I came up with 98-100% resets with mag/sent RP since you gotta make sure you kill the other guy when you touch him. Higher level play means you won’t often get the other guy in a combo, so when you do, make it a combo that’ll kill him. I’ve got a few more, but hmm I can’t remember them atm
And someone negged me for that post? SRK prem goes to some peoples’ heads :lol:
why do i still see mashable tempest combos in somewhat recent match vids still?
hey, if somebody can’t mash out of it then might as well do it right? that just makes it 10x easier to kill somebody. not to mention on sentinel in the corner its almost impossible to mash out
there are ways to change the mash timing to throw someone off and if you land a combo, hg tempest, its going to do some life.
**
question** though, is there a way to get immediate square jump + d.lk and make it as tight as immediate square jump lk? I did it 2-3 times on accident in training mode the other day but the weird thing was that I was trying to do a square jump cancel with lk with the claw method.
to get the d.lk for an immediate square jump, you have to dash then hit d.lk right? theres no way to claw it and get that so how did I claw it and get it? did my stick fuck up and gave it to me somehow? sometimes my 360 goes on the fritz and does buggy things but i’ve been doing this on accident for sometime now.
try dashing but delaying ur finger/thumb from hiting the lk. so its like a claw in slow motion.
but im not sure what ur doing. are u trying to jump and then air dash and end up on the other side and then d.lk or just jump dash and d.lk
What’s the application of square jump d+lk?
In any case, you have to have the stick at forward when dashing before you can go to df or d.
ahh, i’m an idiot for not trying it that way. No wonder why I could get it sometimes from a claw.
d.lk = god like
the hit stun is much different from the rest of his moves that it has to be good for something. It looks like you get different kinds of mixup patterns from it @ different heights. Anything to add to magnus’ option tree will only make him more deadly. He’s broke so break him even more.
if u have psylock i would stick to, jump in lk mk land + call assist, c.lk c.mk and then go into rom
or if u dont have psylock or dont like doing a jump in attack that hits twice (which would cuase flying screen later on) then just do jump in hk dash in c.lk c.hp
its so nice. IS there anything better as a jump in attack if ur not trying to do a reset?
maybe j.hp j.hk but i find it hard to do on reaction and u cant really tri jump that as part of a rush down sequence… i assume
Do you mean a crossup trijump or a crossup square jump? They’re pretty different in terms of execution.
I know the difference.
But you didn’t answer my question.
a true square jump makes you block two ways and is very gay, and if you get put in that situation, 90% you are screwed. everything else is a cross up.
square jump = fp rh as soona s u get past midline of sentinel’s body…hit both ways if did it right
what is a square jump ive only been around the local players who arent that big on marvel so there a lot of things i dont know i just got back to playing marvel2 seriously can some1 help me out im behind on the new mag tactics lol