MSHvsSF thread

This thread will be Q&A for this fun game. Hopefull we’ll get Prozac 'Nation or some DarkAddictz people to reply.

Some Omega Red questions:

Comboing the Carbonadium Smasher is super hard, at least on a keyboard. I’ve only done it a few times. Is there a certain sequence of moves you want to hit them with before you throw them into the corner? I’m positive I have drained someone before I nailed them with the super, so I don’t think that matters. What’s the secret to landing this super? Is it just insane timing?
I typically do this: sLP, sMP, sjLP, sjMP, sjMK, coil, throw, CS. It only hits maybe 1 out of 15 or 20 times. Sometimes I leave out the sjMK.

Occasionally when I combo the CS it says 17 hits, other times, it only says 12, even though I’m sure they have no opportunity to block. Why is this?

Red is backed in the corner between the wall and someone else, just like the above setup. I launch for an air combo, and after grabbing with a coil, do not drain, then throw them in the nearby corner. As they fall, what’s the best thing to do? So far all I have is Forward kick, coil drain, throw up.
I tried following them down with an air fierce, but I couldn’t follow it up with anything other than cMP.
If I drain them the first time before I throw them, the coil won’t land after the forward kick. Am I doing something wrong?

Isn’t there a way to OTG the Omega Destroyer? I KNOW I did this once in a situation similar to the above where I let them fall, or possibly involving a coil throw in the air.

Can Red do anything usefull after he airthrows someone in the corner?

dont know how you can stomach this game. i don’t think prozac plays it.

Yeah, I don’t really play this one, heh… I play it casually, now and then, but I really don’t know jack about it… I can sum up all I know about it in 3 combos…

Ryu -

s.jab -> c.fierce xx ShinShoRyuKen(Several hit Juggle), s.strong -> c.fierce xx ShinShoRyuKen(Several hit Juggle), s.strong xx ShinShoRyuKen(3 hit Power juggle.)

Spidey -

s.strong xx Jab Spider Sting, s.jab -> s.strong xx Jab Spider Sting, /\ j.short -> j.strong xx Jab Web Ball / c.short -> c.forward -> s.roundhouse xx Fierce Spider Sting, c.short(OTG) -> s.roundhouse /\ sj.jab -> sj.short -> sj.strong(Slight pause) -> sj.forward -> sj.fierce -> sj.roundhouse.

Shadow - c.fierce /\ sj.jab -> sj.short -> sj.strong -> sj.forward(All done somewhat slowly) xx Forward Razor Kick / c.short -> c.fierce /\ sj.jab -> sj.short -> sj.strong -> sj.forward xx Roundhouse Razor Kick

Oh… Wait… One more…

Spidey -

s.strong xx Jab Spider Sting, [ s.forward -> s.roundhouse /\ sj.short, sj.short, sj.jab(Slight pause) -> sj.short / ], one of my favorite infs, actually.

Note: None of this is claimed to be new. Yes, that’s all I can do with Shadow even though I rock so hard with XvsSF Charlie. Yes, I don’t know jack about this game as a whole. Except that Iron Gief SPD Range = Too Good.

Damn…those r crazy combos, for me at least.

Well, there are a lot of Bugrave videos out there with MvsSF, they’re a big fan of the game and have some crazy talent… I’m sure you’d find much crazier combos there…

But yeah… I wish XvsSF Ryu had MvsSF’s ShinShoRyuKen. d.s.jab xx ShinShoRyuKen is one of my favorite counters of all time. :wink:

Ha, I figured it out. Red’s CS air combo.
I think the timing for the motion normally is near 1 frame, because I’ve maybe hit it 6 out of 60+ tries. But the timing is a lot easier to nail if you simply do the motion in the wrong direction. Red is still sort of facing that way during the throw, so I think the motion “carries over” in a sense. The window is still tight, but using this method I hit it 3 times in a row. “DIE!”

I assume it’s the same for MvC2.

Only infinite I remember:
Red- dash, lk, hp, sj, immediately air dash, lp, lk, hk, land, repeat. Gotten it to work on Cyke height but obviously Blackheart’s the easiest.

Saw it on a thread on Gamecombos.com, which doesn’t seem to be there anymore :sad:
There’s some other threads on MSH vs SF hidden in this forum somewheres…

To combo the Carb Smasher in the corner, some characters you have to do a half circle backwards motion, others you have you have snap the coil off and do a d-f motion. It can work every single time on every character. There is no way to combo it on any with simple attacks

Examples:
Omega in corner against Ryu, jump back, HP, land, LP, LP, MP, sj, LP, LK, MP, LP, MP, HP coil (with drain), throw them into the corner by tapping back, then quickly do F-D-B PPP without hesitating, and he’ll get it, cause I just got it 8 times in a row. Since they are already on the other side of Omega when you do the motion for the super, it’s almost like the same concept as an anti cross up tracking Dragon Punch. Some characters however, you can just do a coil throw, then D-F PPP right after it and it’ll get them, I just find it easier and more accurate to do the opposite motion like you’re rolling off the coil throw.

The reason you’re getting less hits on the MK in the air combo is because the coil grab can’t combo off the MK as far as I remember since the MK has a different reaction than the MP, so that would break it but almost appear as if it combos since I’ve gotten people with it online at least by accident, but as long as the CS hits of the coil throw, it combos, it can’t not combo, and on some characters like Cyclops, you will actually go through their feet.

Omega comboing Carb Smasher

As far as OTGing the OD, it’s just not practical, the only time you should really use the OD is if it’s a last move counter something of the match since anytime you can get a free OD, you can get a free near 50% combo with energy recovery, however I don’t always stick to that philosophy either, but it’s a good tip.

In the corner if you don’t have any super, same set up, throw them in, and immediately do a HK to flying state them, then otg, DLK, DMK, D+HP, in your combo, stick a MP in instead of the LK, and do a MP coil, throw them down the drain so to speak.

One other little combo I like doing is jump in, LP, MP, land LP, MP, sj, LP, MP, LP, MP, that’s 8 hits of LP MP, then coil. :clap:

It’s also good to throw out tiger kneed CSes occasionally cause they catch people mid attack a lot with it’s major priority, also after that you can otg in the corner with a D+HK for an extra hit. Also if you get a tiger kneed coil out of the corner, throw into the corner without draining, and then launch them on their way down since Omega will land on his feet with enough time, sj, and air combo to coil, then throw them back into the corner and they will bounce off the wall to the other side of you, sets up disorientation and you can usually land quickl, D+LK, MP, sj, air combo, carb smasher and they are dead. Remember to throw out Omega Strikes and call them back from full screen when possible cause it’s really fast, the upward one is good against cross up attempts, and sometimes the diagonal one is good as Blackheart on his way up from a jump to throw piggies. Don’t forget about the sudden tiger kneed coils as they get peopel constantly cause it looks like a super jump at first, then snag. And more often, try to throw them to the ground with coils rather than in the air, unless you know they like to throw out air attack counters a lot, which I find some people do senselessly, and they wind up getting caught by stray coils. If you throw to the ground, you have a better chance to high low mix up, if they are ducking and blocking, air combo on the way down with LP, LK, since you are probably going to be in super jump, it’s faster hits, they sometimes try to counter before you land, but get snuffed, and if they block high, stick in the D+LK, MP to air combo.

Oh crap I forgot, Omega Red’s air dash stops on a dime, and as long as you do coils (and try to instantly cancel them), you can air dash again and again after each one a million times before hitting the ground. :tup:

Also go here, lots of my Omega in these matches, I’m Sin, you will see me combo the carb smasher in “sinvblazed3.wmv” about 30 seconds in.
Dark Addictz MvSF Match Vids

As far as MvC2, I have never been able to combo the Carb Smasher in that and I don’t know why, I’d imagine you still can.

Matt

comboing CS near corner??? well it’s easy! while draining your opponent, do a reverse shoryuken super, so that you throw the opponent at the back and do a carb smasher. works all the time!

You can combo carb smasher the exact same way in MVC 2 except you have cancel the last bit of throw animation of the coil throw into the super. Your back has to be pretty much touching the corner for it to work too.

Oddly enough, despite that MVSF is the worst of the vs. games, IMHO it’s fun and my second favorite next to MvC2.I use double Sakura and double Zangief in this game.

How’s Dark Sakura in this game? Can you do the Asura Warp hijinx here the same way that you could in MvC2?

I don’t know why everyone bashes cyke in this game he’s still really good. It’s not like there’s anyone else in this game that really outshine a “crippled since xvsf” cyke anyways other than wolverine. The infinites and godlike MOB weren’t the only things that made cyke good in xvsf. He still has priority, mobility, comboable SOB that does ~50% life to most, etcetc. Learn to use cyke without the easymode xvsf shit and he’s still really good, at least better than what anyone else has to offer (imo of course) in mshvsf other than wolv and maybe dark sakura (she’s pretty broken too).

His d.mk launcher doesn’t launch in this game but it still has good priority and catching someone with it should most of the time link to s.rh x 2 xx SOB (aim the beam to get all the hits). You still got double jump tricks, and the mobility/normals cyke has makes his normal jump + double jump game A LOT better than say captain america’s or other double jumpers other than strider who’s pretty similar. Obvious difference to me when I use them but I’m no capam pro. s.lk is still a good poke, very good range, quick, links easily to s.mk xx cyclone kick for solid meterless damage. Close s.lk, s.mk, s.hk xx SOB is a great ground combo for when the opportunity arises, tag in or whatever. Easy guard break j.fierce, land, d.mk, s.hk x 2 xx SOB. Normal jump lp is very good, it dominates people who abuse slow ass but high priority normal jump normals like hulk and omega red. A few j.lp, j.mp, j.fp combos from people who are normal jumping will make them think twice about doing it again no doubt. Also try using it like you would cable’s godlike j.lp, it’s family!

Also try to get a grasp of his jumpins, most people tend to use his roundhouses ALL the time, and while they’re good, there’s situations where his fierces would be a MUCH better option. J.d+fp is a must instead of SFR if the opponent is right below you. SFR’s weakspot is directly below, and while it can crossup, J.d+fp will win it priority battles vs launchers that in the same position SFR would lose. If the opponent is a bit in front of you use SFR of course, if you hit 'em with the boot part of it you’re using it at the right spot and will probably end up dropkicking their face clean and getting to do whatever you want afterwards. People who use cyke just generally don’t use his air fierces enough when they’re just as good if not better. J.fp is one of the most retarded normals in the game lol anything touches that fist it’s gettin punched.

Anyway cyke’s still good, instead of considering him a cripple xvsf cyke, he’s more of a crippled mvc2 cyke because of the engine. No specials to super, inf (practical ones at least, the bugrave shit dont count lol, I consider mvc2 inf very practical though), or lethal throws into assist. Other than that he’s pretty much the same and still good. I just hate fighting midgets with cyke for comboability purposes, wolv and spiderman damn it, just make shit whiff sometimes because they’re so tiny, nothing more annoying. I’m on kaillera sometimes in the evenings I guess I’ll be up for playing some mshvsf if anyone is up for it, even though keyboard will never get the same effectiveness as a stick I’m still okay.

Oh and for dark sakura… yea she’s too good. just use her once and spam that s.rh of hers, wtf such a good move it’s amazing. Free shinkuu hadouken anytime it hits, and it’s so hard to punish just for randomly poking. Her wavedash one of the fastest in the game as well. I’m not too good/knowledgable with her but I still use her and get more than I deserve outa her just because she’s such a good character.

I have a nice double jump combo with Cyke:

Cyclops Double Jump Combo

You can get more hits on Blackheart obviously, I’ve gotten the whole up to like 23 hits.

Matt

cyke has an inf here. i tried succesfully on hulk. here goes:

s.mp[/\sj.lp,sj.lk,sj.lp,sj.lk,sj.d.mp,sj.d.lk,sj.d.mp,sj.mk/relaunch]

not so useful. LoL!

xvsf cyc > mvc2 cyc > mshvsf cyc… hes garbage no matter how you put it, he has better options in mvc2 than he does in mshvsf. i dont think cyc sucks just because his inf is gone, it’s how he feels… he just feels way slower in mshvsf, they raped him.

Cyc still good because his competition got a lot worse too. Except Wolverine. Wolverine took steroids

Read again T-kimura, of course mshvsf cyke is the worst outa the 3. It’s what magnifico said, the competition is what matters, and every char is pretty basic in mshvsf. MVC2 cyke is better imo than XVSF cyke also, but the thing is, MVC2 magnus is SO MUCH >>>>>>>>>>>>>>>> than XVSF mag, sentinel and cable coming in, storm getting tons of changes to her style, the competition between characters is alot harder than what there is in other games, it just makes him seem worse. Cyke benefits ALOT compared to most other characters with the mvc2 engine, he can do lots of things with cancellable specials to supers. He doesn’t really need assists as much as the god tiers though I guess, besides storm, but still he gets alot.

If you think mshvsf cyke is slow, what the hell do you think about xvsf cyke? it feels like fucking everyone is slow in that game because of how gay the dashes are, wavedashing sucks and is almost worthless. XVSF cyke has the comboability and the throw setups though of course and ultimately way better but that doesn’t make him “faster”. Only faster thing xvsf cyke has really is the bulldog, which is a worthless move anywhere else besides xvsf yeah. Storm is the only character I’d consider still “fast” movement wise in xvsf because her trijumps are too good, but mag if you look at him in mvc2 then see him in xvsf… he relies on his dash too much and just feels so much slower to me. Mag isn’t bad in xvsf though of course he’s still got some good shit not saying that at all.

Anyway just rambling now, xvsf would be a much better game if it didnt have that gay startup lag for everyone’s dash though, but cyke’s speed is better than xvsf he’s just missing out on the comboability. If you work on your mshvsf cyke and don’t try to do the same shit you do with him in xvsf then he’s a very good character compared to what the rest of the cast has to offer minus wolverine. Now that I looked into it a little more cyke has alot of options in his aircombos in mshvsf because of the sorta repeated jab/shorts you can do capam style, sets up resets, good corner combos, double jump combos, complicated infs. But it does set up easy resets and 1 resetted aircombo into rh x 2 xx sob is a character that’s hurting badly and will probably do whatever it takes to tag out asap.

Dude, Jake? Cyclops in MvC2 can hold his own without assists better than ANY other character. The God Tier loses a helluva lot of power if assists are taken away.

Maybe my posts are a little too long or somethin haha people keep misinterpretting… yea deus that’s what I meant, cyke doesn’t benefit as much from assists as god tiers, he doesn’t really need them to play his game. Storm is the only one imo who can compare to cyke in terms of not really needing an assist badly without losing a ton of effectiveness. Some mag advocates might argue that mag is fine on his own solo but to me him having an assist that lets him combo off of lk, lk gives him too much range compared to solo mag even though it isn’t as difficult to combo his launcher in mvc2 compared to his other incarnations… xvsf notably… but that’s somethin that could be argued in another thread.

Luckily, Dark Saks beam super is the weakest super in the game, or close to it. Dark Sak just cannot do damage. I actually prefer normal Sakura. Her anti-air super comes out instantly, you can do it on reaction to a lot of jump attacks and it will hit deep for all the hits. Other than that…she has basically nothing, but whatever…