how dya perform the middle kick?
is is the second kick that comes out after you press kick once?
Yea, mk is the second press of lk. The same way mp is the second press of lp.
The first attack must also be contacting the opponent in some way (hit or blocked) otherwise if you press the button twice it will just be the weak attack twice.
I’m not THAT new to Marvel vs. Capcom.:lol:
Thanks to you guys for the help though.:wgrin:
I originally thought it was medium punch/kick, and I was like; “WHAT?!”:looney:
Is there a team match-up thread (MSP vs Santhrax, Scrub vs Rowtron, etc.) anywhere on this board? I figured this would be the best place to ask.
What should I do with Sentinel after Storm’s s. hk, magic, la x 2, ls xx hsf?
Usually launch lk forward la ls hsf then:
- hk sj lk ff lk fp + Commando rp (replace Commando with another assist)
- down hp mag proj + rp (mag hits) hp rp (can HSF after)
- hk sj lk ff lk then refly lk or refly lp mp then fly to the other side to reset and random combo with assist finish
You can also combo in a snap…
Extended Storm combos punish Sentinel due to damage reduction so if you did trijump combo with some hits on the ground into launcher magic series dash cancel magic series la la ls then you’re better off after the first HSF to reset such as when opponent is landing from it to dash in and perform a light normal as close as possible then to quickly cancel into flight cross up the opponent and flight lk (you want to do it fast but you don’t want the hits to connect, most people block away low and then high against Sent so you will catch them off guard by hitting from behind and high) + assist hk cancel flight combo into HSF or an air combo if that will finish to save one meter. Depending on how you position it (how deep the on flight lk), you can chain reflies on a grounded opponent and then use an assist for a simple air to ground, but that’s to show off, basic kill or advanced kill is still just a kill.
edited for clarity
dash forward, launch+commando, lk, lp RP
launch, lk, fly, lk+commando, fp, dp RP
laser, RP, HSF…depending on situation/location
no assist or meter, launch, lk, lp, RP is always good to set up flying screen.
how do extended storm combos punish sentinel when damage scaling is reset after the DHC?
why aren’t you including launch? when after scaling reset, that adds hefty damage, especially with commando assist.
Lightning Storm does like no damage so Sentinel can’t finish.
I meant HK, thought it was obvious.
I also listed some of those combos already and I think the combo with commando in air is better than hk + commando and more consistent.
hmmm…well I suppose it depends on how “extended” the combos are. it sounded like tj ground infinites to me…which would overall do more damage than a shorter combo with LS.
also, it wasn’t obvious…especially because sentinel *can *just do sj.lk lk etc. after an HSF
Yea, you’re right, this is a newbie thread, I edited the HK in. I meant obvious when everyone you play plays Sent
Well, I think the “extended” is descriptive enough in the original post but no I’m not talking about HK trijump infinite, I was just making the point that some people do a magic rep on grounded opponent then dash then attack then launch then magic then dash then magic then la x 2 then ls when you could have just kept it short and had similar damage, but yea, if you don’t have the meter then you can sacrifice some ls damage.
Also, it’s not just about damage and consistency just for ls, you also have to keep in mind not just your meter bar but your opponent’s as well.
So, is there an effective counter to this new Cable/Iceman combo that people are getting up on. I just lost pretty bad to someone that just did jump back viper beam and spammed Icemans proj assist, it was some really nasty lockdown and getting forward was difficult without taking BOTH beams.
Superjump and rape.
If he normal jumps viper beam, you can guard break him and make both his Cable and Ironman eat your AHVBs if you play Cable.
You can superjump forward, but depending on when he calls assists and when he attacks and at what height you may also be able to wave dash under and punish.
Usually when asking for advice you should mention what team you play and what team you are playing against.
Cammy/Storm/Tron.
Sounds like your opponent is weak, there’s other things you can do:
You can also Killer Bee through that but if your timing is off you can Cannon Spike through beams then cancel into Killer Bee (quickly), just get your timing down so your opponent hasn’t recovered yet and so you don’t get hit. If your opponent doesn’t roll you can dash up and otg after or read the roll and try to cross up with tron and then c.lk to reset.
Cammy has a double jump and you can also use your cannon drill in the air for horizontal mobility and cannon strike to get down quick, just know when it’s safe and with Storm you can use her float, air dash, and lightning attack to stay above against Cable backed by Iceman.
Plus what was said in previous posts.
First, I’m seeing the phrase “frame kill” tossed around a lot in reference to hyper moves. My search-fu must suck, because I find anything explaining it.
Second, Strider/Doom. It’s the only team that I still expect to get OCV’d by, if my opponent is actually good at the game. With God tier folks like Mags and Sent, I can at least find openings to leverage my advantages. With Strider/Doom, it’s just like, I sit around in blockstun waiting for my health to empty. I don’t even know where to start in fighting against that.
My best efforts so far have been starting with Cyke on point and just not letting him get even close to me. Which works for a little bit, but the moment Strider gets around that, I’m done.
I switch around my team a lot right now, since I’m trying to learn as many characters as possible, to get grasp on general matchups. Most common ones are Dhalsim, Spidey, and Cyclops. If I know I’m in for a rough fight, I pull out my go-to team of Cammy-b/Cyke-b/Commando-b.
Frame killing is when you DHC from one character to another, where in certain setups it causes the second character’s super to come out faster than normal because frames are ignored.
For example, consider Iron Man’s proton cannon super. If you do it on manually when he is on the screen it takes a little to come out. But if you DHC into it the startup frames are removed and the blast comes out almost instantly.
That, is frame killing.
Is PP the only way to airdash? This game seems to have very strict timing on multi-presses and I keep jumping straight up and throwing out j.HP instead of trijumping like I want to.
Pretty much an MvC2 newbie here - played it when i was a LOT younger, so anything deeper (and any multiplayer) was completely lost on me.
I’m not a fighting game newbie (thankfully), but after reading this thread, I’ve realised there are a lot of things I don’t understand at all, and can’t quite see explanations for (or I’m just not reading them properly).
So, without meandering around my points any more:
Button-Mashing - did I completely miss that mashing buttons during Hyper Combos increases damage? Or at least, during specific Hyper Combos? I don’t understand! =P
Triangle Jumping - I can do it (I think), as it’s just a forward super jump with an air dash afterwards in a df direction (right…?), but… what’s the point in this? Is it to play mix up with your opponent to quickly go up and down to catch them off guard? Or is it a means of getting to a specific height mid-combo? I’m very new to advanced play in Marvel, so forgive my stupidity in not understanding its application.
Unfly Mode: Ermmm… what? When? How? I play Storm/Sent/Cyckes.
Also, to anyone feeling particularly generous, a few BnB combos for each would be marvelous, though I shall check the character threads for each (as I completely understand if no one can be bothered with that request) - perhaps some linking combos? And some assist recommendations (and timing on assist please, I truly SUCK with these things!) - I currently run Storm-Projectile, Cyclops- Anti-Air, Sent-Ground.
Thanks in advance,
A scrub.