I believe the proper term for what you are asking about is called: Tech Roll. Which is rolling away as soon as you’ve hit the ground from an attack.
I’m not sure about the command for Tech Rolling either.
I believe the proper term for what you are asking about is called: Tech Roll. Which is rolling away as soon as you’ve hit the ground from an attack.
I’m not sure about the command for Tech Rolling either.
:l: :db: :d: Punch
Hoy do you control the distance in the tech roll? I mean… is kick to roll backwards like in mvc1? And which one travels longer?
You can’t. The distance you roll is fixed.
Also, I have never heard anybody call it a tech roll. What’s wrong with good ol’ plain roll?
So it is a reverse DP motion…? =/
:wonder: ??? No. Take a look at Crunch’s post. I think the diagram is pretty clear.
Back to down
Okay I think I got it now…thanks!
One thing to note:
Unlike games like the Alpha series and 3S, to tech roll in Marvel (and all the rest of the marvel vs. series), you DO NOT have to put the command in upon landing. The timing is MUCH less strict, and you can do it at ANY point during your fall, from the last hit. So, in other words, if you happen to get hit by a hailstorm at the very top of the screen, you can put the roll command when the very last piece of ice hits you, and as long as storm doesn’t hit you, you’ll roll as soon as you hit the ground.
So why is it that I don’t see Matrix played much? I was thinking of switching to it, but I just wanted to make sure there wasn’t a reason people seem to avoid it.
with capcom u get a better assist a stronger sent and u can run away easier with storm.
cyclops gives u a good assist but not as good as capcom but cyck is better on point.
but the thing is most of the time ur goal isnt to win with cyck as a 3rd character trying to make a comback. ur goal is to dominate with storm/sent and capcom lets u do that better. but MAtrix dosen’t have like some crazy disadvantage. matrix is like the “safe” choice while santhrax is the specialized version.
matrix owns the fuck out of every magneto team.
end of discussion. santhrax owns matrix.
I don’t think santhrax owns matrix…I think it does pretty well.
you call clops wrong, and he eats a corridor.
Alright, thanks for the clarifications. What setups/combos are there with Cyke that there aren’t with CapCom?
you have 1000x longer to get a free hailstorm in when you call clops
also, you can easily do a double rocket punch combo with cyclops for lack of having the extra damage fom corridor.
Lastly, you can use him as a launcher for storm into the 100% setup with the DHC.
sure but you call captain wrong and he gets comboed by cyc into probably some hail. just counter call cyc against captn and captn gets snuffed.
also with clops you have more guard break options.
double RP fast fly combo isn’t to hard if you practice it out.
it’s much easier to call clops wrong, especially since he’s instant. if you call them at the same time, cap has like 2 invincible frames or something, so he beats it out. also, since clops flies across the screen, sentinel / clops loses to sentinel / commando.
clops has the advantage of beating everything in the game except commando. It’s much more difficult to punish cap with clops, mainly because it requires you to use your main character to hit the assist. since corridor hurts clops enough, then that’s enough by itself and you can focus on the sentinel that wants to turn your head into a pancake.
Keep in mind too, that assists can’t block. Hitting with commando, and as their falling back down do a hailstorm, typhoon xx hailstorm basically kills the assist. you have more time to regroup to hit them again with your main, therefore it’s less risky, as you can wait for a second opening. With clops, you only have the one.
Cool, thanks again. I can figure out most of that, but would you mind posting the Sent FF double RP combo with Cyke?