Does No One Here Know Sent’s 3 Time Unfly Corner Combo? Com’ On…i Though Peeps Around Here Were Better Than That.
launch, sj.lk, [ff.lk, f.fp, unfly lk]x3…try to phrase the question in a little more of a non-noobish sounding way and then people that know how to do the “three time unfly corner combo with sentinel” will respond
hey folk
this is more of a bump than a post with good shit
stupid mag gb - do a tempest really early (btw its corner only), then launch :smokin:
or u know, its mad things you can substitute for the launch…one of my fav’s is j.lk+storm-a, j.lk, j.fp, j.rh, nado’s hit, xxxxx (it would be funny if u snapped them out n did the stupid gb again)
as far as i know its no way they can get out of it, obviously if they take the hit they get hit and thats not wut they want, regular blocking u get hit, and i mean im sure if you pushblock you get hit. probably the ONLY way it might be avoidable is pushblock, call assist, air super
wat up, im a little suprise on how many people are looking beyond the BIG 4 into low tiers to form crasy teams with crasy shit. I was down at my local arcade and this dude playing colossus,sentinel,jugs defeated everybody including me and im not that easy to beat. Anyways, there is a team that i’ve put together, Silver Sam, seninel, cyclps. I can’t tell you how much mags and sentinel players suffer at the hands of a low tier like Silver Sam. That damned Electric super does so much damage, especially to tall characters. Now, to the point here can you guys try this team please and post some feed back, cause where i play at i do well but i don’t know how well this team performs in somewhere else.
floating magnus and storm is toooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo…good
silver samurai is a decent character. He also owns a large majority of the cast because of the fact that he can just hold down back and not get thrown. You can literally turtle your way to victory hiding behind an assist if the opponent doesn’t have an instant overhead. Too bad he gets totally wrecked by cable and storm though. Also anyone who can outkeepaway or outrun him gives him problems.
to do you one even better, try dashing in real meaty to the corner, then tempest. Sometimes the ememy will come in from behind magneto,Really difficult to tell where you’ll end up landing,Thus hella difficult to block.
man, Nam was telling me about this floating thing the other day. I understand how it is so good, but i don’t understand how to do it, PLEASE ENLIGHTEN ME!!!
btw, my sn is DjKiyoki if u’d rather discuss on AIM, or if anyone wants to hit me up, i’m always up for chatting about mvc2 or 3s
Dont know if these have been posted before but im bored so I decided to share. Not the hardest combos in the world but they do insane damage and are fun to do.
Fun combos involving Iron Man and Captain Commando
While playing IM and Commando is assist on anti air
C.lk x2, commando aa, proton cannon (no meter use beam, but must catch right or youll just hit the opponent once and they will bounce out)
C.lk x2, commando aa, repulsa blast xx proton cannon (tricky to connect the repulsa blast must time right)
In corner only:
C.lk x2, commando aa, fp, proton cannon
Got some other Commando and IM stuff but im lazy.
-DJ-
Yo Mike, what ever happened to that video thread you made of your magneto reseting the fuck out of opponents in fly mode? I was trying to find it, but no luck.
I just want some professional opinion on this.
MSP is da shit first of all but i’m trying something new now (not really new i guess)
Was just wondering which of the two teams would u pick ?
sent(projectile)/mag/cyke or
mag/sent(projectile)/capcom ?
u can switch the orders and assists of each team if u wish but I’d like to know strategy wise which would be the smarter choice or choice you see to be more suitable for tourney play? This may be off topic but just curious to hear what others think as I don’t see much mag teams outside of MSP and ROW in my area.
first thing first, if ur determined to use those teams throw sentinel on drones, u already got ur c.lk+assist, no need to have two of them. drones = sphere of protection
I could understand putting sent on drones for sent/mag/cyke but mag somehow feels naked in mag/sent/capcom without something to easy c.lk c.lk + assist if sent is on drones :sad:
c.lk+cap, c.lk, snapback
c.lk+cap, s.rh, infinite
still feel naked?
i never knew that, too much msp and mss for me :sad:
do u cancel into the inf after the first hit of the s.rh or u let it hit twice ?
I haven’t read all of the thread yet, although i’ve read some parts of some people saying that the float bug aka double airdash with mag storm is cool etc if anyone needs an explination on how to do it keep reading otherwise, ignore my post and go back to the Hot Girl thread :^)
okay, marvel is really weird game: That has been established when XvSf came out. Anyways, the guy’s who programmed physics for the game did an odd job at it, or Ozy (bug tester) fugged it up.
So to get the biggest effect on it you would have to be falling down from a superjump and you have to airdash at the very lats couple of frames that your air dash will stop and then you begin hitting the guy… TO explain this complicated explaination- Mag’s air dash reaches from his peak to down say 20 feet (stfu i know that isn’t right). So you airdash downfoward so that your airdash will be at it’s 19+1/2 range then start attacking. I hope that makes sense because its harder to explain otherwise.
Anyways what happens is that the marvel engine kicks and it causes another bug lol.
So you get to finish your magic chain then start another one or float away or do magic chain and if the other guy pushblocks then mag will sent away then because of the physics he’ll float torwards the guy.
I HOPE THAT HELPS! ESPECIALLY YOU MIX^
nice one magnetro i don’t think i’ll try it though.
hey this is probably old and i prolly posted it before but has anyone ever done the unmashable tempest like this:
Launch, a/d df lk lk
do a rep of the normal jump infinite (also known as normal jump rom?) (i use middle kick a the end instead of middle punch) call psylocke at the end then temptest
you’ll already be on the floor then you can c. lk, c. hk super jump cancel into rom, at certain times i think it’s 100% if you hit the temptest right. the infinite is normal jump foward, time it, j. lp, j. down lk, j. mp ( or mk) of course you can call a assist any time during a normal jump so it just makes this possible to call psylocke at the end when you are about to land.
I even recorded it while doing some tutorial at a friend’s house on low tiers.
I know this is pretty useless too but :
Magneto
Launch, super jump : Magic series (Pause) lp, mk, mp, air dash up foward, lp, mk, mp, (pause) lp , hp throw
the higher up you are the longer they bounce so you can get a corner reset from farther away, although it’s harder to do off of psylocke assist, and i’m not sure but i ALMOST got a snap back aobut the time they barely landed. (this was outside the corner)
watch i’m prolly going to hear:
“that is so 2000” right now
watch:
Was messing around with Sent/Blackheart (AAA) and was wondering about some properties…
First u start by comboing HP rocket punch into HSF
Then afterwards u do HP, (call BH assist), HP rocket punch, (BH assist hits) and now ur opponent is flying in the air coz of BH AAA and is falling back down but isn’t in FS or anything u can do to OTG, opponent can block on his way down and maybe air dash not sure…
my question is, is the opponent in normal jump mode now therefor u can go for the c.hp guard break with sent and a possible ghetto dmg reset ?
Sentinel’s c.fp is not a guardbreak, it’s an unblockable. I dunno if the guy can airdash, but if they can, then it’s doubtful you can get the unblockable on them.