For instance, sim gets a bnb combo, opponent recovers, dhalsim does flip super, DHC IM on the exact frame as sim’s flip and the opponent’ can’t block.
Works with other characters who have supers that don’t cause twitch like mummy.
mixup dropped a bomb on me a second ago. Marvel has frame cycles that cause BS in the game. chuns j.rh is unblockable @ certain frames in marvel. Every 6th or 7th iirc, marvel skips a frame but if you input a one frame normal on this skipped frame, it becomes unblockable. Doesn’t work with megaman iirc.
This infinite is so tight on timing that this ***MIGHT ***be a factor. If we can get to 40 hits consistently, it would shut this theory down. Spidey doesn’t have any 1 frame normals so I don’t know if it will be a problem.
i dont really play mvc2.
i do older games…xvsf, msh.
when i’m bored i go into training mode and dont come out till i get something good.
or i go into combo mode when i’m making combo videos.
the reason i asked is because in msh, spidey has a web ball infinite that sometimes uncombos but you still cant block it.
in mvc2, he’s limited to 2 web balls per combo…which sucks might i add.
but, i thought i came up with an infinite for spidey a long time ago, only if he uncombos like in msh.
so my real question is, AFTER THE SECOND WEB BALL, CAN THE OPPONENT BLOCK?
if they can, then what i’m talking about wont work.
it looks like their guard is broken after the second web ball.
it also looks like they fall freely.
I don’t think that’s the same as uncombo, shoult. as with uncombos, you’re comboing them and pretty much cause an unblockable reset back into combo. though my post isn’t exactly the same as uncombo either : / but it’s closer imo
I’ve pulled off mag tempest XX PC unblockable several times in matches, it’s quite tricky though
As far as the frame cycle, it’s every 5th frame that’s lost. The game runs at 72, and there’s a built-in conversion to take it down to 60. Whatever happens during that frame will still occur, but will ‘appear’ to happen 1 frame sooner. There’s no way anybody can see that 1 frame though, you’ll only really notice it if you pay attention to some of the obscure unblockables, like Chun, Doom, and Tron’s, or if you have a PPAD and are wondering why your sequences don’t always work the way you thought you programed them. If I’m understanding the process correctly, there’s a one in five shot that any normal, super, or otherwise will hit in one less frame than listed, but i’m still hazy on specifics.
All that said, this is the reason that Joo developed the 100% Techniques for program pads. At some point he figured out that the frame cycle is why his sequences would fail 20% of the time, and somehow he came to roughly the conclusion that I shared above. I just stole that from him basically, by way of Magnetro, who explained what he did.
I don’t think it’s unique to Marvel, maybe a 3S player can confirm that this bo-shit is seen in other games. Nor is it related specifically to DC, since it’s at least seen happening in Sega-based NAOMI (since arcade Marvel has unblockables). Maybe it has to do with disc format or just the hardware itself, I have no idea.
I think that a lot of the 1-frame normals were fixed in anticipation of this phenomenon, so this would explain why nobody’s talking about the random Mega-man, Wolvie, and Magneto 1 frame unblockables.
wtf?
speak english man.
i dont have a clue what you just said.
i dont know shit about frames.
i just fuck around in training mode for a couple hours and come out with shit.
ouch, my head hurts.
yall really study frames?
omg
why yes.
yessir…i think i did…lol:rofl:
aint we all?
i think that if you were my neighbor, we would get along very well.:nunchuck:
and to mixah:
remember spidey’s web ball infinite in msh?
in the arcade version, after 2 reps or so of repeating the infinite, the opponent will get caught in the web, but immediately bust out.
strangely, after being free from the web, they cant block or attack for a split second allowing me to continue my combo as usual.
the combo meter resets, but scaling continues as if the combo never ended.
sometimes it acts as a reset and you reset the scale meter.
THAT IS UNCOMBO.
spidey does the same thing in mvc2, but i have never tested if the person can block after busting out of the second web ball.
if i can somehow cause mvc2 to have the same properties as msh, there’s another infinite on the horizon.
but i need to know if people can block, or attack right after busting out of the second webball.:nunchuck:
Ah okay, so they must’ve fixed uncombo by implementing that forced block after all attacks that hold you with a capture type force. I wonder if they missed any?
damn yo
can anyone test out a combo for me?
i have the ps2 version, therefore i cannot make the computer block/crouch or none of that shit.
on anyone:
j.lp, j.lk, j.hp, land, dash in lk, mp, sj.lk, sj.mk, web ball, (sj.lk, sj.mk,) land, (sj.lk, sj.mk, web ball, sj.lk, sj.mk, land)
you’re not supposed to combo the lk, mk after the second web ball…its impossible.
what i do want to know is if they can block those 2 hits.
pleeeeeeeeeeeez
anyone.
the first brackets must be done slowly, but still combo.
you want to get as close to the ground as possible to get the right height for the next 2 hits.