Cable-AA (beta) , Sent-drones (gamma/ground), Capcom-AA (beta)
Thank you. Are those assists for this particular team set in stone? Do they ever change for certain matchups? Sorry for the retarded questions, but I only play 3rd Strike, and we can switch supers for certain matchups (like Dudley SA1 vs. Chun-Li, but use SAIII vs. Ken, etc…)
Also, what’s the proper team order (lead-off character, etc…)? Does the order ever switch depending on your opponent’s team? Basically, would you be able to kind of give me the gameplan for Team Scrub. Not combos for each character(those are easy enough to find in this thread), but the overall gameplan. I get the Cable/CapCom synergy (horizontal & vertical axis control), but what else?
Anyone playing Sent Cable Commando - here’s a tip if you have commando snapped in or playing him cause you have to. If you have sentinel assist and hes the next character in - you want to dash in hold down lk+sent drone assist , lk, cr hp, hp fireball, into running super. What will happen is right before the sent drones get to the opponent the super you activated will cause your opponent to pop up a little higher than normal which will allow the drones to hit them which then allows you to link your running super. Right before commando is about to do the lighting part of his super you can dhc to the ball super of sents and get a guaranteed damage. I hope this helps.
If you charge meter with commando - us HK instead of HP cause its much faster.
Duc
Duc -
thanks for replying. honestly though, that combo/link stuff is too advanced for me at this point. i’m still hammering down the barebone basics. that CapCom HK instead of HP info was golden though. That’s some basic, need-to-know info that every beginner should know: what normal to use to build meter the best with.
what’s cable’s best meter builder? sentinels?
Cable’s is oc.hp (offensive crouch). To the best of my knowledge, Sentinel doesn’t have one that isn’t easily punishable if abused.
Based on my observations
Get used to playing in the air… Besides the Sent/Drones - Cable/Grenades crap you’ll be doing, you’ll be spending a lot of time running away trying to keep them at bay with j.hp, grenades and weak Viper Beam in hope of AHVB/x2/x3. Learn the trajectory of his grenades on both the ground and in air, learn how fast they travel and how to hold the button to release them at the right time. Also learn to block correctly, Cable’s a pretty big character and can defend rushdown like eating shit for dinner.
If you’re learning a Cable team it might be wise to start with Cable, as he’s by far the simplest character to learn. A lot of people will say to learn Sentinel first as if you can play Sentinel properly, you have a good chance of winning more often. However at the level you say you’re on having Cable in your team makes him a senisible character to focus on. Sentinel is a very complicated ground and arial character, his techniques involved are rather advanced. Cable’s howver are basic fundamentals of the game, so it’s a good place to start. Of course don’t ignore Sentinel…
I see a lot of new Cables super jump (before their opponent does) like there’s no tomorrow. Unless you can cover the ground, this is a mistake. Calling Sent-RP/Storm-Typhoon (horizontal, of course) then jumping is fine, but if you jump without any ground cover, you are inviting your opponent to go in right under you, which is not a favorable position. You can get crossed up very easily, or even be beat out by a quick attack if you try a falling sj.hk (Mag’s ROM comes to mind). This paragraph doesn’t apply if you super jump on reaction to your opponent super jumping. Happens a lot against Storm. If you do sj.hp, be prepared to do AHVB on reaction. You actually get quite a bit of time to confirm the hit.
Do note that drones will disappear if you jump too high. If you call drones and sj, do sj.hp right after you jump to shorten the height of the jump (to keep the drones almost on the screen).
Tiger knee (d/db/b/ub+k) grenades are a powerful asset for Cable. For example, if an opponent is pinned down (in block stun) by drones, I’ll sometimes do a TK hk nade to keep them there a little while longer. Even better, if somebody super jumps toward me at a distance, I’ll do a TK nade and prematurely detonate it (hold the k button until the grenade is thrown, then release to detonate) at a spot where it’ll cut off the path I predict they’ll take. If the opponent does go that way, then I’ll wavedash underneath the grenade while they’re blocking (good for staying away from the corner - more on this later). This can lead to a crossup c.lk c.mk s.hk xx AHVB, or at the very least, another chance to avoid being rushed down. A grenade above and in front of you is also perfect for preventing Sent from stomping you, at least until it disappears.
You definitely do not want to back yourself into the corner. A cornered Cable has very few options for escaping; calling AA is one of them. If you can’t block all that well, then you can expect to get double snapped by a Magneto. One way to avoid being cornered is simply to move toward the middle of the field whenever possible. As I mentioned before, dashing under an active grenade is a safe thing to do, if it’s between you and the opponent.
If a Sent super jumps out of your s.hp and flies forward, don’t hesitate to pull off a jab Psimitar. If it hits him, it’s safe, whether or not he unflies in time to block it. Never do it if it’s going to whiff. In any case, it’s always a good idea to cancel s.hp into jab Psimitar IF the opponent is grounded, preferably before the 4th bullet comes out. If you abuse s.hpx4, it’s very easy for the opponent to catch on and simply tag in for free (and massive) damage. If Mag/Storm jumps out of s.hp, don’t cancel into Psimitar because the odds that they’ll get hit are quite low, and significantly increase your recovery time.
Exact points I was going to bring up. You see sj.lk, sj.lk, LA xx LS or sj.lk, sj.lk, HG xx MT so often on careless super jumps…
Wow, I’ve learned more from the last 5 posts than I have scouring every Marvel thread…
See, it’s the basic stuff like Duc/Demon Dash/Green posted regarding Team Scrub (a newb-friendly team that teaches you the basics of Marvel).
- CapCom uses HK instead of HP to build meter
- Cable’s HP needs to pressed early to cancel his super jump for certain assists to be effective
- Do not super jump blindly with Cable unless your horizontal axis is covered
- Use Cable grenades to either pin down an opponent (hold K button down), or to cut off a path of movement (release K button earlier in the grenade’s arc)
This is basic, useful information that most Marvel newbs (me) lack. I don’t need to know how to do complex link combos if I can’t even MOVE around the screen properly. This gives me a few pointers about screen control and character spacing. Thank you.
any tips for playing storm/cable/cammy ?
As for Sentinel, here’s a few things to focus on while you’re learning cable… Every Sentinel player needs to learn the Hyper Sentinel Force loop, it’s basic but still a bread & butter. The most common set ups I see are s.lp, s.lp, jab Rocket Punch, HSF; the corner unblockable which is s.hk ^, sj.lp, sj.lp (it varies), fierce Rocket Punch, j.hp pause, j.hk (OTG, to cause forced roll), c.hp, jab Rocket Punch, HSF; and his guard break unblockable which is a timed c.hp which hits on the unblockable frame.
Besides various combos, again get used to playing in the air and play around with Sentinel’s flight. His flight activation is actually a cancel, so it give’s him a lot of freedom with what he wants to do while in the air. Whether it be stay in the air and attack, cancel an attack to land, or use unfly to block an attack while flying, he can pretty much do what he wants to do. As mentioned before Sentinel’s a really advanced character and I wouldn’t reccomend going all out for it unless you feel you’re seriously ready to take him on board. Check out his section of the forum for more, everything you need to know is there…
I would reccomend going to www.combovideos.com or www.denjin-video.com and downloading the MvC2 RanBat series. While the players might be limited to the west coast, the level of play is always of top quality and the commentary really helps you realise what’s really going on. You can deffinately learn from it I think…
The basic air combo for Sent should be sj.lk sj.mp rather than sj.lp sj.mp, seeing as the sj.lk has much more range. Ground combo is c.lk (because it hits low) s.mk/s.mp (if s.mp, cancel after one hit) lpRP xx HSF.
I prefer c.lk s.mk since it’s more reliable for me, but there’s nothing wrong with s.mp.
guile/capcom
i need a third person who should it be
Guard Break
Newbie here, what exactly is guard break? As far as I know, it refers to when you’ve killed a character and the next one comes in, you throw out an attack as he flies in, he blocks it, but then afterwards he is no longer able to block so you can crush him with a combo, super, whatever.
I’ve seen this many times with Cable. I’d like more details, though.
For example:
What’s going on? Why are you able to guard crush, is it only with certain moves? Can all characters do it? Are there ways to avoid it, or is it just the price you pay for having one of your characters killed?
Guard Break is when you break someones guard, haha, seriously though, you can only block 1 time per each normal jump.
Once they have blocked something, and their guard is let go, they cannot block again.
When a character comes in from off screen after one dies, they are in normal jump mode.
I like that definition.
The tier list post here if for the only characters that can be use competitive?
… whut.
I mean the tier list post in the first page of this thread, did it only have the names of the characters that can be play competitive?
What are some combos with Storm that can connect with either Cyclops AAA or some Sent with Capcom AAA???