You’re prolly just losing rythm when doing the hp->hk.
As far as that set up goes. I’d just hp throw->s.hp->j.hp->j.hk->j.hp->j.hk so on and so forth.
You’re prolly just losing rythm when doing the hp->hk.
As far as that set up goes. I’d just hp throw->s.hp->j.hp->j.hk->j.hp->j.hk so on and so forth.
Thesilent1: Most characters (especially small characters) fall out of RV infinite eventually cuz they are falling lower and lower to the groudn every rep. To correct this, add in a occasional j. fwd to the infinite. Like, when they start falling too low just do 1 rep of j fwd, fierce, rh, then continue with j. fierce -> rh infinite.
RV’s throw is mashable, you can actually block all attacks after the throw if you mash fast enough. C. LK into infinite doesn’t push you too far away if you’re in the corner. Are you doing the ground infinite setup (short, launch, jab, short, fwd, fierce, otg j. short, low strong low fierce, repeat low strong low fierce?) That’s too hard and most of the time they fall out of it if youre timing isnt tight enough. If you’re in the corner best solution is to launch, normal jump (you have to wait for a second otherwise you’ll SJ automatically) jump fwd fierce rh, fierce rh x n. It’s a little hard to get the timing for the normal jump but once you master it it’s much easier than ground infinite.
Old MVC1 glitch (I remember SpiderDan posting this on agsf2:) Pick any venom + Spiderman. activate duo team, then grab with RV. Have spidey do web-ball when they’re being thrown by RV (he has to do fierce throw, the web ball.) Then they can’t move until you hit them again, almost like Guile’s SF2 handcuffs glitch.
Dasrik one on one, RV can fight GWM, cause there are a bunch of moves (like low strong) that you can use to poke safely at RV without much fear of retaliation: there are also safe strings you can do against him if he attacks you with certain moves. VS DWM though, that fight is uphill cuz no matter what you do you cant stop him from getting 2 levels. Best hope is to do as much damage as possible (like 50-60&) and then AC out or get your 2nd char in somehow. mad uphill.
1-on-1 anyone can fight GWM. But yeah, I forgot about those safe pokes. The thing about GWM is you have to stay out of range of those pokes, but sometimes it’s inevitable that you get hit by them, so try to stick something out that will hit them when they recover. Of course, you can always SJ cancel, but that’s harder for certain moves. The main thing is the meter race, and not many people can match the way GWM and WM build meter for the duo.
Bunch of things.
Assists:
There are 4.5 useful assists. (in approxmiate order)
Psylocke, Colossus, Michelle Heart, Lou, honorable mention to Devilot.
If you aren’t using GWM, you don’t pick Psylocke, and you don’t kill RV at first attack, you will not be moving this game. Psylocke is required against RV.
Colossus is still reliable, just not as ground defense. Colossus does nothing against either Venom, but can be quite useful against WM, Wolvie, and Chun.
Michelle Heart is the best trapping assist, and DWM’s best assist, IMO. It’s also good as a simple deterrent from GWM hovering or WM flying.
Lou has went down the scales, IMO. You can’t use Lou against DWM or RV (against RV that is a free loss for you), which limits his usefulness.
Devilot is good for the unblockable orb trap, but again, pick her against RV and you lose for free.
Airdashing:
Both secret characters (Lilith, Shadow Lady) can ground-level airdash; meaning, you can airdash as soon as you leave the ground. This was taken out of the Marvel games after XSF, but for whatever reason, they can both do it in this game. I’m guessing it was a test.
RV vs WMs:
RV paints WM’s wagon. It’s not even a close matchup, especially if RV brings Colossus.
As far as GWM vs RV, I will say this. RV can safely do more damage to GWM before GWM gets level 2 than any other character. RV vs GWM depends solely on RV’s other teammate, and his ability to fight GWM’s teammate or discourage Duo. I think a good RV-Strider player would probably beat DWM pretty handily.