Freedemonia in East bay!

For Ammaterasu in the corner you can follow up the instant overhead solo with disc otherwise you need an assist to pick up where she left off so she can combo after it.

For her air combo do B, B, C, C, 236C -/ B, S /-\ B, B, C, C, S (OTG assist likely Viper or Wesker) --> Level 3

With L2 X-factor and Dante my Viper combo does 1.8 million for 1 gauge. XD

Some Viper pressure/mix up truth I’m working on:
set ups:

Openers:
ADDF S [1xhigh]
ADF C, S [2xhigh]
ADF C [1xhigh cross up]
5A [1xlow]
2B [1xlow]

Basic pressure string from opener:
(5A, 2B, 2C xx 623A /-, ADDF S) xN [low, low, mid, mid, high]
With certain assists I think you can get 4 reps before they go out of block stun.

Mix up in the pressure:

Cancel either 5A, 2B, or ADDF S into:
Flame kick feint S -/ 2B [high, low]
Flame kick feint S -/ 6B [high, high]
Flame kick feint S -/ 5A [high, low]
Flame kick feint S xx flame kick feint … [high…]
Flame kick feint A, S -/ 2B [high, high, low]
Flame kick feint A, S -/ 6B [high, high, high]
Flame kick feint A, S -/ 5A [high, high, low]
Flame kick feint A, S xx flame kick feint [high, low]
Flame kick feint -/ Throw [throw]
Flame kick feint flame kick [ high cross up] (If this option hits cancel into EX flame kick in order to combo into launch or Burst time for easy damage
Flame kick feint assist dash C [high cross up] (Requires fast assist, or the assist must be summoned during the basic pressure string before the feint.)

After the ADDF S:
normal loop [low, low, mid, mid, high]
-/ throw [throw]
6B [High]
Flame kick feint…
Replace the S with land throw [throw]

Cancelling from 2C:
Flame kick feint flame kick [high not cross up]
Flame kick feint dash C [high cross up]
flame kick feint walk forward throw [throw]

On connected attack:
High not Flamekick with x-factor and assist: 2B, 2C xx 236B KFC, 2B + assist, 2C xx 236B (assist hits) 2B, 2C xx 236B xx 236S, 2B, 2C, 5S /-\ 5B, 5B, 5C xx 214S -/ 5B, 5S /-\ 5B, 5C, 5S -/ 623A xx 214AA (1,462,800 damage)
High not Flamekick without x-factor with assist: 2B+assist, 2C xx 236B (assist hits) 2B, 2C xx 236B xx 236S, 2B, 2C, 5S /-\ 5B, 5B, 5C, 8, 5B, 5C xx 214S -/ 5B, 5S /-\ 5B, 5B, 5C, 8, 5B, 5C, 5S -/ 623A xx 214AA (920,000 damage)
High not Flame kick without X-factor or assists: 2B, 2C xx 236B xx 236S, 2B, 2C, 5S /-\ 5B, 5B, 5C, 8, 5B, 5C xx 214S -/ 5B, 5S /-\ 5B, 5B, 5C, 8, 5B, 5C, 5S -/ 623A xx 214AA (825,500 damage)
Flame kick: xx 214S -/ (X-factor here if you want more damage) 5B, 5S /-\ 5B, 5B, 5C /-\ 5B, 5C, 214S -/ 5S /-\ (664,000 damage damage includes flame kick) (over 1.1 million)
Low (2B factored for damage check): Same as high for various situations.
Mid not seismo: Same as high and low.
Seismo:/-\ ADF 5C, 5S -/ (X-factor here if you want more damage) 5B 5S /-\ 5B, 5B, 5C, 8, 5B, 5C xx 214S -/ 5B, 5S /-\ 5B, 5B, 5C, 8, 5B, 5C, 5S -/ 623A xx 214AA (673,000) (Over 1 million with X-factor)

Or the case with me at the moment:
Auto pilot and do whole loop: Drop combo.

Maybe more later…

Chrisis, sorry that I didn’t call you back, I just got your message. I was a bit busy today.

Tis all good, don’t worry about it, got to practice some of my Viper BS, I now rank the characters in this game as such:

1 Viper
2 Storm
3 Sentinel
Honorable mentions Ammy, X23, Wesker, Dante, Zero. (in no particular order.)

I feel Viper Dante can readily compete with MvC2 Magneto Psylocke… The left right is weaker, but damage off a connection is higher and high low is different (Not better or worse since Mags is a bit faster for high low in MvC2, but Viper has like 7 hits of high low mix up instead of 3 or 4, all of which can go into a kill.

GG with Tao over PSN.

EDIT:

That said, I found a glaring problem with Hulk while playing with Tao a while ago:

He has no mixup.

I think I would have to use burn kick assist for this team given that I’m not quite sure what the hell Hulk can do if someone just down-backs all day.

THAT SAID, hyper armor on B and C is godlike.

Hulk has low and hulk has throw. ^.^

Throw seems like it’d be okay, but I’d prefer just doing it high/low like with Viper (that way, my team has two characters that have a high-low mixup… assuming I don’t get Viper killed, but then, yeah, I would have to resort to using command throw then).

THAT SAID, Viper pressure is awesome: I can spam ABC thunder knuckle OR I can go ABC then burn kick…

It’s pretty great.

Nuuuuuuuuuuuuuuuuuuuu! I found Viper’s real pressure, it’s that other special of hers since that loops into much more pressure as I stated with that basic pressure loop above as I said I think it’s as good as MvC2 Magneto once the execution is there to actually do the mix up off of the pressure.

Honestly, I won’t hit that stuff in a real match for a few weeks…

Or at least not online.

Might as well keep it simple for now.

Didn’t get to play at all today because of family stuff, but I can’t wait till the next meet. I might actually devote some lab time too this week so I don’t get passed by with ya’ll leveling up so quick. Seems like you guys are finding new stuff by the hour. GGs for Fri/Sat and everyone I played. Unlimited thanks for waiting up for so long after I got trolled by BART. Arigato to DKL for the accommodations, Chrisis for lending me his stick, MaNoel for the Phoenix lessons and zaku for the free soda. Ammy and Zero are my favorite chars, even if they’re glass cannons. Phoenix too, but it’s too stressful playing her ><.

Anyway, some misc scrubby observations:

**Ammy **seems to get the easiest damage output from her sword, as she can solo combo into super from instant overhead. The followup is j3C which is a command normal in sword which is a dive move. If you hit confirm the dive quickly go into 236S follow up into full air combo. You can also weapon switch into sword from any ground string for a full combo. However her full ground string is a little difficult if you want to continue ABC off her 236A thunder charge attack, the timing for the following 5A juggle is a tight link.

Easy combos from overhead are just time an assist call then do jA then whatever followup while the opponent is in hitstun from the assist, which seems to be the general mixup for any characters with hard to follow up instant overheads. The easiest combo she can do is off solar flare, with that continuous C mashing I kept doing on Saturday. It’s 5ABC 6C(x5) S BBCCC 236C (land) S (relaunch) BCCCS. You can’t combo into super without an OTG assist but the combo is really easy to hit confirm. Just make sure the 236C dive doesn’t whiff and do the relaunch early enough.

In the corner from she can combo two supers off throw. You can follow up super with another rep of sword dive xx 236S xx Super.

Mist Super DOES slow hitstun allowing you to do combos normally not possible. It’s only half the duration of V.Joe’s super, though (300 frames vs. 600 frames).

Generally, Ammy doesn’t seem to rival other characters in absolute damage output, but she has great pressure with a lot of moves that give frame advantage and good screen control overall, as well as being very difficult to hit. I wasn’t doing this at all on Saturday but she can actually zone. Power slash is amazing for air control and ice shots are a decent solo projectile. High reflector can even be used as a counter to jump ins. Wolf = win.

**Zero **simplest combo execution wise is 5AB 2C 6C, 5ABC 6C into launch jMM delayed S (land) Rekkoha. This works because 2C puts them airborne, which allows more hitstun for 5ABC to link. Genei Jin or X factor greatly increase his damage output by letting him link multiple (A)BC ground strings that also let him easily charge lvl3 buster shot as well as reducing the effects of scaling for longer combos.

As an aside, this last observation goes for many characters in general. Many times you can be more meter efficient if you start a combo off with X factor and take advantage of the reduced scaling and increased speed to do better combos for 1 or less meter instead of ending your combo with hyper KFC hyper.

The common basic assist combo for Zero being posted online seems to involve a knockdown followed by OTG TK 236C (dive move) and juggle with an assist to allow a relaunch, like I showed at the training station with Cold Star assist. You can pretty much do this combo with any horizontal-moving assist like Mags EM Disruptor or Dante Crystal. For people having problems with the TK motion, in MvC3 the jump startup is 3 frames. To have the input register properly, either do the 2369 motion slowly, or do 2369, pause slightly, then hit the attack button. It takes some adjustment if you’re used to something like mashing TK AHVB in MvC2 quickly.

The basic extended **Sentinel **juggle is jC fly AABC unfly B double jump BS (land)… etc. The fly AA part is there to push the opponent upwards so that the following hits don’t whiff (for some chars just do fly ABC), however parts of the combo commonly whiff because of spacing issues. You should be jumping straight up unless you hit with the launcher at the very tip of the foot or something.

The easy combo everyone seems to be doing is j(B)CS which is the generic air string for basically every character, which isn’t bad at all given Sentinel’s damage output. BTW, his level 3 X factor gives a 220% damage boost, lol. I actually landed the command grab (human catapult) a couple of times on Saturday. It helps a lot since Sent’s pressure is a pretty slow and easily blocked high-low.

In the corner you can get a full aircombo off the throw. Corner in general is great for Sent since his bigass hitboxes make it very hard to get out, and wavedash command grab can rape predictable pushblocking. Hard Drive hyper pushes them all the way to the corner, so optimally you should be doing OTG ender the TK Rocket Punch xx Hard Drive whenever midscreen.

EDIT: apologies in advance for my confusing notation, A B C = L(ight) M(edium) H(eavy), just in case.

I need to get more matches in! I still don’t know how to hit people…especially when they have armored normals…

@DKL Do you need mixups in a game with heavy chip damage? It seems Hulk spamming single gamma charge+assists would work against downback.

One thing about Ammy’s IOH is she can follow it up in Disc by doing j.A, j.B, j.C, j.C (land) and combo. If you go for the full ground string you won’t be able to combo into super either unless you have an otg assist. What I just do is cut the string short a bit and combo into super so it still gets a decent 50%. I don’t think this works on short characters like Zero and Ammy but I haven’t tested yet. This probably won’t work so I should learn how to combo off it with an assist anyway.

That ammy solo follow up is in the corner against MODOK Dorm, Sent and a few others who are tall when crouching. >.<

Oh okay, yeah i think I got it once just out of the corner so i guess they got pushed in. Decent to know a solo follow up sometimes haha

I think people tend to overemphasize normal chip damage in this game, to be honest; if you tag out at some point (using exchange or DHC may be the safest way), the red life comes back REALLY fast and the character will be ready for play again… you kinda just have to not panic and think about the situation calmly… I’m actually more worried about getting hit out of my pressure by stuff like the Sentinel assist, because it’s incredibly easy for the opponent to pick up a combo off of that.

(which is why we dedicated a lot of time at SFSU to a training station to figure out which assists will kill drones assist: we found a lot of things, which explains why Arthur and Ryu is on my She-Hulk team now)

Sure, chip is pretty bad with X-Factor on, but that’s why you keep your own X-Factor around and use it during an emergency (preferably when you’re on your last character or when Storm has it on and is doing hail storm spam… that said, Wesker counters this really easily with X-Factor because if I tag Storm with the gun at any point during hail storm startup, it leads into the gun infinite, which is awesome). If your opponent actually stops pressure in order to chip with X-Factor, you’re actually going to be at an advantage if you just take the chip and keep your X-Factor for later.

Like, okay, I can spam gamma wave/charge and assist, but if you manage to tag me and the assist during a hole in my pressure, that’s a dead team (just use X-Factor to ensure death… actually, I think X-Factor should either be used on the last character OR if you can kill 2 members of a team in one combo); I’m going to be on the ground when I do this, but there’s a gigantic hole in this plan given that nothing is covering the sky: approach from there.

IN ANY EVENT, I’d prefer to actually land a combo than to chip someone out since there’s more of a guarantee of ending someone… it’s not like you can tag out during hit stun.

ALSO, some Akuma notes:

Sentinel + Storm DHC is one of the potentially most problematic DHCs in the game, so we’ve been devising ways to kill it.

I initially thought that Akuma + DHC could blow this up, but the drones apparently count as a physical attack and Akuma will lose to this DHC almost every time.

This is why I think Sentinel drones are stupid.

IN ANY EVENT, Akuma can still kill it, but it’s specific: Storm HAS to DHC into Sentinel and Akuma can counter with raging demon… but if Sentinel DHC’s into Storm, raging demon won’t work because Storm is off of the ground.

I’m not sure how tagging out works. Is the exiting character immediately invincible? There was one match where I nearly killed Viper with a X-23 and IM DHC and I tried a meaty unibeam and she got away T_T

…I always forget the tag in kick is overhead.

Maybe X-23’s weapon X prime can blow up the Sential Storm DHC. She’s completely invincibe during the run, but she runs across the screen much slower than raging demon. Must be the claw toes…

I’m still under the impression that tagging out is one of the better reversals in the game…

That said, like a DP, if you bait it, you can punish the incoming character hard.

I hear that, I saw a lot of things that could be punished towards the end of the night, but raw super isn’t enough. Seems like it’s worth practicing dashing in after seeing slow moves fully whiff and going for big combos from there. But so many normals can be canceled even on whiff…