What are good ones on incoming. If it helps I have vergil and missiles.
I recommend watching a lot of FGTV house streams being that a Majority of the folks there use Team OD so you can learn a lot about that team by just watching them.
Some stuff for incoming I learned from wathcing fchamp, showstopper, shadyk and others are;
call rapid slash and dash under while hitting :h: for a cross up. you can do the same stuff with missiles too but from missiles you get a longer lockdown than rapid slash.
call missiles right before incoming character is in and normal trijump S into some shenanigans.
box dash mag blast :l: while missiles are hitting the incoming body and tri jump for some funny stuff into grabs or another lockdown attempt
use this as a reference for some beginning stuff
Honestly, as a Mag/Vergil/Doom player, I primarily just go with “assist call + gravitation” for a clean lock-down, then go for whatever setup I’ll use to open them up – whether that be an implied j.l, an actual j.l, empty ADDF into grab, etc. I grew tired of going for cross-ups only to get beaten out by some clown pressing buttons when they come in. I’d probably switch it up more if I used Missiles, but I like Plasma Beam a lot more than Missiles.
On another note, has anyone ever worked on resets that incorporate attraction/repulsion/gravitation?
Regarding resets that use the gravity moves, I like to do a missile/beam call in tandem with attraction because what that gives me is a bit of space to work with after a combo into the reset and possible confirm into a touch of death.
iirc some footage of a similar concept was put on youtube a couple months ago with a ryu tatsu assist
You can repulsion as they roll forward to keep them from getting out of the corner. So with assists like Cold Star, Jam Session, or Tatsu, you can time it such that they will wake up into the assist regardless of how they tech. You can have a bit more control over it if you do it off of a light hypergrav. Land hypergrav > let them fall out while calling assist > repulsion as they hit the ground.
That’s what I use, but I meant using them in a combo.
the cross up thing involves you training your opponent to calm the fuck down XD
Yo can anyone explain to me whats happening in the following scenario?
Mags does a meaty on incoming, other player xfactors, but gets thrown immediately.
I dont really get how you can buffer an OS throw without getting the H out for the combo. Would such an OS work with meaty l, f+h xx mb on incoming?
The fact that you still haven’t done the :h: is EXACTLY what makes this possible! Here’s what makes it possible:
You can chain weaker buttons to stronger buttons.
Throws happen when your opponent is in a throwable state and you begin an “H” strength command, while holding a direction.
When your opponent blocks an L, or an M, and x-factors, he is effectively at -1, because of the XFactor activation taking up 0+1 (or is it 1+0? something to that effect) frames.
What this means is that you are actually at a frame advantage against a now out of blockstun, throwable opponent, so by chainin your previous atack into a direction+H, you get a just frame punish untechable (?) throw.
Allright, thanks for the explanation!
Hey guys with Mag-Doom(Hidden Missiles)-Vergil(Rapid Slash) lets say you kill your opponents first character in the corner so now your in the corner what would be some high level corner incoming mixups with Magneto or should I use my assist and Mag?
you could do a number of different things like you can (on incoming); call missiles air :l: addf dash under neutral jump to fake grab (air dash down) into a grab or call missiles, super jump addf [as missiles are hitting] air :h: into fly immediate unfly then land and do whatever afterwards. some OS are if they can and do double jump, or some form of up back then you can grab them before missiles even hit and then proceed to TOD or when they do upback and missiles hit them, then do hyper grav :h: and go from there.
I have a theory reset. Just let me know what you all think about how just playing with timing and HSD leads to resets mid combo.
PS Holding Forward is free for the reset I’m talking about. It yields the same result.
I had some ideas for some midscreen resets but they seemed a little too silly for competitive play imo. i’m starting to make more use of and :l: as buttons leading into the reset more then :h: as for beginning of combos.
EDIT: another thing is that some of the other resets i had in mind are just variations of ones ika, aerial and kanta posted months ago but with conversions all over the screen >///< some super jump resets are retarded
I find the button I use to reset varies by the character I’m trying to reset. Usually on characters with good air mobility, I prefer to let the :h: knock them down so I can use repulsion and guarantee that they have to eat 2-3 high/low mixups while also having the added effect of severely limiting their escape options, since air dashing away tends to get them out of troublesome situations as long as they do it early enough. I’m all for resetting in the air as long as they don’t have any horrifying sights in store for me; I’m speaking in terms of air to ground normals like Sentinel’s frying pan and Hulk’s booty clapper. In the same vein, there are characters you should NEVER reset in the air like Dr. Derp. Mashing :s: will beat any of your reset options except block and he kills off air throws.
i actually find that resetting doom gets you a higher chance of success -BECAUSE- of S mashing.
Reset I use is TAC kappa
I’ve got an incoming setup I’ve whittled down to some pretty basic steps. I still have to play it in matches to see if it really works but here’s the idea.
Corner only:
Kill/Snap, normal Jump to about max height, fly, meaty j.H, pause , addf S.
On no push the S overheads, unjumpable. Call assist and run mixups.
On early push, plenty of time to dash in and attempt a throw break.
Late push I’m not sure about (training mode), but they’ll be able to double push the H S so getting in might be tricky. Likely no throw, but a tridash could probably overhead them on the ground, or just call assist and lock em down.
The idea is to throw them on push, and even if they tech they’ll fall into a covered grounded block.
This uses the fact that air throw techs are invulnerable until the characters hits the ground unless they cancel their invulnerability by pushing buttons.
I’ve tried to use the air tech to force setups. The H into S is one I’ve found that combos on hit, meaties them to the ground on block, and sets up throw tech’s on pushblock.
Letting them hit the ground looks risky,but invincible meter reversal attacks SHOULD let you whiff the S into a block, with game freeze to let you see it. Timed lariats/DP’s are another beast entirely.
Anyone see something I’m overlooking that is obvious? I’m suspect on the late push, and I’ve seen Mags get pushed fullscreen by exact dash/push timing.
What I’m trying to make is a block string that is pretty much safe to reversal when they land and push’s lead to throw attempts, and converts to combo on hit. Use of an assist is not necesarily wanted, unless they push block. If some setup with these qualities exists and is better than the above let me know. Thanks.
my dumb ass accidentally leftr my copy of marvel at a friends but i have some setups in mind regarding resets that use jam session, missiles, and drones if they haven’t already been shown or whatever.
stuff:
ad: air dash
ub:up back
uf:up forward
df:down forward
db:down back
nj:neutral jump
:a1: / :a2: : Any strong lockdown assist you have at your disposal.
setups and other shit;
all of these don’t require much to get the setup, just that you get to the corner or at least near it;
once in or near the corner after you’ve maxed out your hit stun, instead of the normal super jump tac bait ( sj :l: > :s: addf…) you can (obviously) stay at normal jump height just in case the opponent has godlike buttons and you want to rush the setup.
here’s the buttons (you’ll find it kind of similar to some other shit you’ve seen);
[quote=normal jump reset#1]
**after hyper grav ender or other combos > j :l: addf :a1: + :h: :s: **
essentially the same stuff as the fchamp setup but gives you a safer option to lock them down, get a grab and also a happy birthday opportunity if you notice you opponent mashing. i don’t know yet if the setup is guaranteed but once i get my copy back i’ll get to recording the other sequences and shit
Anyone have any tips on the solo throw resets? I’ve seen Neo do them but I don’t quite understand the mechanics. He has one that’s a flight cancel and one that’s a cross up.
Well the corner one relies on the fact that you have a threatening TAC option, usually an infinite. Because they’re afraid of the TAC they’ll be mashing S with a direction,
so if you reset them with hypergrav, sj.h, sj.s, h, s, sj.l aduf you can throw them out of the beginning of their j.s . Hope this helps