Spent like 2 or 3 hours last night just working on AHVBx3, got it pretty consistant. Went online, couldn’t do it to save my life.
Also, anyone have any advice for (as embarassing as it is) getting zoned out when playing cable? Specifically there were people picking Ironman and just doing stupid shit like shooting low beams over and over and over again. I guess really the thing to do is, once you have 3 meters, AHVB that bitch till he’s dead.
If someone is just doing low beams with Ironman you can just super jump and immediately viper beam and hit the grounded Ironman. You can also call an assist that zones the horizontal ground such as Sentinel drones and then super jump and grenade and hold the button so it is released next to or on Ironman. If Ironman tries anything you can AHVB him. You can out zone the ground, forcing IM into the air, where he is useless against many tactics (he can’t DHC out but he can air assist glitch or activate flight mode and legally call assist). Once IM is in the air if he tries to smart bomb you can dash in and hit him with Commando’s anti air or high super jump and AHVB him in the face or wavedash under and try to cross him up with an assist. Also, in the air, more zoning with FP and grenades. Just make sure IM doesn’t get an opening into an infinite and you should be good.
You also have a quick jab, so if you end up in normal jump mode by accident, the IM player can force you into block then guard break you, so if that situation arises, lp jab him then fp plus call an assist. After that, if the opponent is next to you and still stunned then dash hk and then either super jump cancel into AHVB or you can do a pscimitar after the hk and then the second you leave the ground cancel into AHVB. If there’s not enough time then just cancel into AHVB the same frame the assist hits so the assist hits twice. For example, lp fp + mag assist, dash hk, superjump AHVB or if you have Commando after the fp time the AHVB to hit the same time as the blue corridor.
You just have to play super safe, one hit from iron man and its game over, if hes full screen trying to shoot unibeams then you’re A-OK. He can’t do anything from full screen that you can do 100 times better. More tk viper beams and tk/sj nades to harass him, spam drones+hpx4 pseudo traps on the ground to make him want to jump. Once he realizes hes playing an overhyped character hes going to make his way in. Ironmans AD is pretty slow so use lots of jump back hp and lp viperbeams to make him real salty, then when he starts doing stupid shit you get to AHVB. Learn to hit confirm all of your j.hp and nade hits into AHVB. If he gets inside, its hard for IM to get around good AAAs just watch out for his (pretty weak) tri-jump, im pretty sure your j.lp is much faster than anything IM has. Just make him afraid to GET SHOT.
ez mode: play sentinel push all the good buttons (hp and lk)
And i dont really understand how combos are written down sometimes. i know LP/LK twice is MP/MK so how is MK/MP written seperate at times, does it mean its two hits (LK twice or LP twice) each time someone puts down either MP or MK ?
Meaning, to get to medium punch you need to hit light twice, with the second hit turning to medium. Gets some getting used to, but it’s not too bad.
Hunter series is lp, lk, mp, lk, fp, fk, in that order.
xx means cancel, so for Juggernaut you can do lp,mp xx super meaning after the mp just do the super motion and it will combo easily.
I’m having trouble dealing with Jugg’s Dash assist. Commando’s AA assist beats it sometimes, but usually I end up in a battle of attrition, jumping around firing beam supers the whole time. Sorry if this is the sort of problem only complete idiots have.
I’ve also got a question about guardbreaking, but first, let me make sure I know what it means. A character can only block once per jump, so the basic idea is that you attack them, forcing them to guard, then wait for them to leave the guard animation, and immediately fire a super/combo/whatever, which they will helpless against. But super jumps apparently have different rules from normal jumps. So here’s my question:
Commando vs. Psylocke. 10 seconds on the clock, and Psylocke is whoring out super-jumps to wait it out. I connect with a Corridor while she’s at the top of the screen, which she blocks. Then a second later as she falls, I fire a Captain Sword for a little chip damage, but she eats the whole thing. Was this a true guardbreak, or did that guy just give me the match by failing to block?
Makes flying safer because you can block after. Also extends combos and allows you to perform an air to ground without super with an assist for massive damage and reset setup for some 100% combos.
Block the assist and counter call with your assist right after and add some of your attacks as well if your opponent can’t punish.
In super jump mode, if the Psylocke push blocked the corridor, you then guard broke her with the captain sword. If you matched the exact vertical position (code wise, not visually), you performed an unblockable captain sword. If she was falling behind you and/or you dashed in then you could have actually crossed her up with the captain sword and Psylocke blocked the wrong way and therefore did not block the captain sword.
Also remember that certain actions put you in normal jump and recovery times of actions.
Wrong. For example, you can normal jump and call an assist such as drones and reverse throw (throw backwards) into the assist and combo. If you’re Ironman for example and you throw them into drones you can dash in and infinite them to death and then guard break and infinite the other characters and take out an entire team because of a throw. Such throws are especially great when you force flying screen or when your opponent is too good at blocking all your high/low left/right.
[quote=“AsianDaisy, post:554, topic:20522”]
The real reason why top players do lightning attack up then straight forward is for the damage potential; doing those two lightning attacks (up then straight forward) will give potentially give you the most amount of damage possible as opposed to doing straight forward then up or even two diagonal lightning attacks.
[/Quote]
This. The best spot is right next to you with the opponent elevated several pixels and forward lightning attack is the easiest way to set up the position. Also what Shaded said, if your opponent is directly on top of you when you lightning storm, you may cross yourself up and mess up the super or when you DHC the opponent may just fall down and miss the DHC->combo. If you have the meter, after the launcher, you can super jump lk forward lightning attack lightning storm and then dhc. One of the important lessons is that more hits isn’t always more damage because of how damage scaling works.
You can still do two in ones and buffer but if you want a dragon punch you have to register the forward and the down to down/forward for it to come out. If you want to get anywhere in Marvel learn to execute. You can still hold/charge down then motion forward for a fireball motion and you can buffer inputs such as tiger knee for AHVB (if you’re on the ground, instead of qcf + PP, input qcf then uf + PP and Cable will jump off the ground and quickly AHVB).
Everyone playing Sentinel must be able to do the standard fast fly combo that goes lk fast fly (which is just activate flight qcb + kk and quicky input a direction and attack right after, so when I type fast fly and lk after, it means activate flight and right after input a direction plus a lk such as forward + lk or up/forward + lk, etc) lk fp + assist then rocket punch. Example: lk fast fly lk fp + commando assist then rocket punch (which is qcf + p). If you have Magnus projectile assist, use light punch for a downward rocket punch to combo them after the Magnus projectile.
Sentinel DOES need refly. With refly Sentinel can quickly cancel (which means stop the move and eliminate the recovery of) ANY normal attack and attack again by disabling flight and then performing a fast fly. Add in some assists and it changes Sentinel’s zoning stomp game completely.
Along with what I’m sure is a legion of other players - I picked up this game when it hit XBLA. Since I know how annoying it is to be answering the same questions over and over again I just finished reading through this entire thread :)…
The team I’m looking to play is something like
Morri (bal)/Tron(proj)/Sonson(AAA)
I know I know it’s not a great team, but it’s fun. After missing out on an entire decade of this game’s metagame I don’t expect to be super competitive or be winning tourneys anyway and am more aiming towards enjoying the game. I enjoy playing mid/low tiers in most games anyway, but I still want to be able to put up the best fight that I can within my characters’ ability. I play SFIV and Smash Brawl in tourney, and even in those games I play low tiers and still enjoy the experience (Abel, Ness respectively).
So here are my questions: I haven’t seen much (if any) mention of a team like this - that’s not surprising, they aren’t great characters - but what would my basic strategy here be? Also am I using the right assists? I’ve read about Tron’s damage scaling glitch with her projectile assist, but I’ve also seen mention of her ground assist. Morrigan is definitely my strong point, as well as the character I have the most fun playing, so she’s pretty much set in stone on the team. Tron doesn’t really have to be on the team but I’ve read that her assist abilities improve Morrigan a good deal.
Sonson is my weak link; if anyone is to be switched for someone else, it is her. I’ve considered switching her out for Strider or Gambit (I want to stay out of god tier, call me a scrub/masochist/fool if you want :P)… so I was wondering if anyone had a good idea for a 3rd for Morri/Tron?
there’s nothing wrong with sonson\morrigan ron. You have 2 top 20 characters with a power assist. Your order was kinda wack so I flipped it around for you. In this order, you can have a safe dhc with morrigans srk+pp.
sonson is definitely an underused character but she’s rather good. 2 directional air dash, fwd and back. Instant overhead which is great for mixups. Her shoryuken is out of control. It has a huge hit box, massive priority and the back side of it is still huge. She also instantly recovers after the shoryuken once her feet hit the ground. The only way to punish it is to hit her out of the air as she’s falling. Good combo’s, decent damage output, nice zoning with her monkeys and her wall run is one of a kind. Her wall run, drop down kick has the priority of a tag but this is safe on block.
She also has a particular glitch which makes her rather interesting. C.fp can be super jump canceled before the moves comes out. Technically, this gives you SJC on block with stuff like c.lp+tron, c.mp, c.fp SJC before it comes out, adf. You’ll get a faster mixup like this but the timing is rather weird for someone new to the game.
If you don’t like sonson, there are other characters to choose from if you stay with morrigan ron.
Gambit\morr ron- this team can fuck some shit up real quick. Good power house mid tier team. Gambit has a hard time with mobility though, he can’t position as well as other characters but he has great priority on his normals and when you use his cards right, they make for very great projectiles. C.lp+tron, c.mp, qcf+pp, let the card super ride, dhc morrigan qcf+pp does like 95% life to cable. This dhc really hurts.
ruby\morr ron - I play this as one of my mains. Ruby is so good with tron and even though her mobility is lacking a little, her game can make up for that. She has more positioning than other mid tiers if her taunt glitch is still in the game. Ruby hearts AA assist is pretty serious. It stops pretty much anything once its out there and comes out pretty fast. On point, her spike and ghost stuff is out of control and her qcf+pp super is invincible with a 0 frame startup that can hit unblockable if you weren’t blocking before the flash.
cammy\morr ron - cammy is flat out basic effective and matches up well vs the tops. Her AA assist is invincible but it doesn’t work as well as you would hope. If there are projectiles in the way as shes coming out, she’ll flip off them which kinda sucks. Just make sure you use it clean thats all.
other characters that work well with morrigan
chun\morrigan ron
omega red\morrigan ron
charlie\morrigan ron
rogue\morrigan ron
morrigan gives a lot of characters good chemistry. Her dhcs do great life, her AA assist is pretty good all though not invincible and on point, she threatening with the proper assist backing her like tron.
Thank you - I would +rep you many times over if I could :). After the vote of confidence though I think I might just stick with Sonson/Morri/Tron. Also that order you listed is actually the order I normally play them in… not sure why I typed it the way I did above.
I’m still not sure which assist types I should be using. Sonson’s AAA seems pretty godlike so I believe that’s a no-brainer. I read some old posts on the Morrigan boards that seem to favor her balance assist, but I don’t understand all the nuances of the game to know why this is true yet. Also I’m still not totally sure which Tron assist type I’m supposed to be using… is it projectile or ground?
Also from your post it seems like Morrigan’s srk+PP and qcf+PP hypers are the way to go… I was using her qcf+KK hyper a lot but I’m noticing that it has pretty bad startup and seems easy to block and punish, is there any way to hit confirm it or should I just stay away from it?
with your current setup, I’d stick sonson on AA. Sonsons AA does hella block stun. If the opponent is in stand or crouch state, it will always hit 3 times allowing for mixups to take place. Most AA’s won’t hit for the full amount when the opponent is crouched. It also comes out @ the angle where tron can be beaten from so it has a duality.
The more you play this game, you’ll realize that some characters have multiple good assist. Take sentinel for example, his RP and drones assist are used on multiple teams. Same goes for morrigan. Her projectile is pretty good and so is her AA. Its the current state of your team where you decide wether or not to with with the projectile or AA.
Always stick tron on projectile. Its easily her best assist.
All over morrigan’s supers have a place but you can’t spam hers like say AHVB or HSF. Morrigan’s srk+pp is pretty safe when blocked so it makes for a good dhc in and this is her only super that can be comboed into solo. Her qcf+pp does many hits and its a frame kill. If you’re 50% screen from your opponent, you can dhc in her qcf+pp and have it unblockable if setup properly. Lastly, her qcf+kk does major life. Also, you can’t roll after her qcf+kk if it hits so you get a free mixup every time with dash in +tron layers.