>:[ Mixup sez share (new marvel thread)

i got a question for mix up how would you play a team like blackheart cable capcom or scrub with your team mst?

go look for a mixup vs kuan video from last year’s evo:p

You launch you go up you hard punch, cancel into a air dash downfoward and press hard punch so it comes out immediately after the first hard punch, (this causes flying screen) with just about all characters you can always cancel your fierce punch into a air round house as part of a combo chain, you are so close to the ground when you do the two fierce punches when you cancel into roundhouse and hit them off the floor, they bounce up, you land and you have options, but you should mostl ikely do a down + roundhouse and make them bounce over you. then you have a wake up game afterwards. One of the reasons it’s good is because it causes flying screen, and you can’t roll from flying screen , so you can play a wake up game and have them right where you want them, it also is the most damage he does outside of a full infinite without supers.

hope that helps… as far as unblockable, the only unblockable moves i know of that mags has is his slide, it’s supposedly something to do with the last frame or so i hear, but that’s not what this is about, this is the triple fierce combo and a dash foward standing hard punch on sent during the rom, but i may have to figure out this down foward hard punch, cuz if it can launch it’s just broken.

His first cross up has nothing to do with a unblockable i’mg uessing, the second one i’m guessing is the rom unblockable i saw in magnetro2k’s vid… but he may not be the first to come up with it.

Newb here. Crazy never ending thread. Love it. Found huge tips and tricks, esp. for my Mag play. Thanx to Mixup for the startup of it, really appreciate it.

Need help with Mag. I do, c.hp, sj. to HP throw, ad df hp hp, (flying screen) c.hk, then it gets tricky. I try going staight into the ROM infinite without using hk ad df, but that won’t work for me, and even hk ad df, lk, lk I still can’t connect it.

This is a major part of my game so help would be very much appreciated.

don’t really understand your combo (c.hp, sj. to HP throw, ad df hp hp, how does 2 HP connect with each other without an ad df in between? :wtf: ), but anyways, after flying screen, almost nothing can be done. you can’t super jump (thus ROM won’t work), can’t super, can’t use specials, can’t call assists, and probably other things im missing. but you can do normal moves and normal jump. however, connecting an assist’s hit called out before fly screen will break you out of this limitation.

Sorry, forgot to put the ad df between the hp hp, my bad and I’ll normally have an opener ( I use MSP ) that involves around a 6 hit combo before I even get in the air and I noticed after an 8th hit flying screen occurs, so I normally do the c.hp, sj. to HP throw, ad df hp, ad df hp before the 6 hit occurs. Didn’t meen to make it so confusing. But thanx for the reply.

But without flying screen, heh heh sorry, when I OTG from an lk, hk which sends the opponent flying up back I sj. cancel into an lk lk but I can never get the ad df lk lk, not because it’s to fast, but I don’t connect to the ground after I do it to do the next sj… Do I need to add the hk ad df before the first lk lk?

OK, I need some help with Cable. Is it better to sj up and come down to shoot the pistol, throw grenades, etc., or is TK better? I don’t like to normal jump because I’m pretty sure you can’t cancel the grenades with a AHVB when in nj mode.

It all depends on how you wanna play. If someone is jumping and blocking you’d wanna sj., pistol xx AHVB, to guard break.

To keep them on the ground you’d either nj. or sj. and then use grenade. The grenade is normally meant to either stun them before their startup attack, or keep them in one place so you can maneuver, around it with AHVB, pistol xx HB, pistol xx HVB, etc.

Hope that helps.

I’d say it all depends on the situation. If you have a ground controlling assist (i.e. Sent-G), you can expect them to superjump when you call it and when they do that you superjump with them and shoot them to get them back on the ground to continue your zoning pattern. If, however, you just randomly superjump gunshot without any ground control, you essentially give them easy access to wavedash and cross you up as you’re coming down. This is where tigerknees come into play in addition to well-placed normal-jump grenades.

I’d say it’s OKAY to drop normal jump grenades as long as a) You’re close to the ground while they are half a screen or more away, b) You have an interrupting ground assist already called (i.e. sent-g or storm-a), and c) They aren’t Cable. If you watch any Randy Lew vs. Magneto vids, you would know that normal-jump grenades play a big role in his zoning. There are just some spots on the screen that TK grenades can’t cover.

Well, I do like the fact that you can shoot the pistol with nj grenades, as opposed to TK. I play a lot of team Row, because I tend to prefer RP assist over drones, unless I’m playing Team Scrub. Thanks

u can add the hk before ad df lk lk, but that can cause flying screen if u had 2 or more air attacks in the combo, like if u connected 2 jumping lk before the c.lk+psy c.lk. best way imo is to just pause between the 2 lk when coming down. same rule for ROM infinite, the 2 lk going up should be as fast as possible, the 2 lk going down should be slower.

Thanx a lot!:smiley:

Rule for the ROM infinite quick 2 lks up, slow 2 lks down saved my ass from flyin off into space with it. I can finally combo up to 48 just using a setup and the Rom infinte.

Thanx again:D

i don’t know if anyone posted these before, but here are some fun ROM setups I like to use. These are awesome off of c.lk b/c they all come off of c.lk’s !

mags/storm-a:

c.lk,call storm,launch,sj.fp, addf,fp,fk, assist hits, start the ROM really fast.

also, the same thing works with sent-g, the timing is a little different tho.

mags/doom:

c.lk,call doom,launcher, slightly slow magic series, sj.fp,rocks hit, (on the way down from the fp), nj.lk, nj.mk, land, ROM

Got 2 questions…
1-W/Sentinel…what is his 3 time unfly corner combo?
2-how do you do an unmashable combo with magz with storm’s projectile assist?

I think this thread finally died. R.I.P. it was good while it lasted. Mixup, we need u to revive this thread…

2 - HK throw into corner, c.:lk:, pause a bit, c.:hk:+ :assta: XX Tempest

Launch, rh ad.df lk, lk rh + storm XX hypergrav tempest is the standard one.

That can’t be right… doesn’t that leave you in SJ mode when trying to call storm? Don’t you have to land somewhere in there and be in normal jump to call an assist?

I’m pretty sure he meant ad d/f, ad lk, ad mk, land, s. rh + storm xx hypergrav xx tempest.

Cable and Commanho can mash out of that. The grav doesn’t hold them close enough for the assist to connect. Works fine on everyone else tho, just something to keep in mind while playing.

Can someone throw me a whole bunch of vegeta X type rouge shit? After seeing his vids and trying the team out(rouge,storm,tronne) i really like it. Think itll be a new fun team, if not a real one.