MvC2 Analyses: Rushdown Terror

It’s obvious you are looking for something fancy when it comes to rushdown. Also, a lot of the stuff you posted in that edit, distorts a much of what I wrote. I never said Mag executed rushdown on Sent’s missing rp. I said Mag kept the rushdown rhythm by capitalizing on it by rushing in. Rushdown is a rhythm as much as it is a series of attacks.

Also, when did it first hit you that you wanted to attack the vid I posted. If it offends you, say so, and I’ll take it down. If not, find a better one, and I’ll link it in it’s place. :tup:

oh…my…god…:lol:

fancy? get outta hurrrrrrrrrrrrrrr

lol

no, not fancy, but a real display of good rushdown. unless you want to see more rushdowns of low tiers on point with no assists/dhcs/whateva. go right ahead…

uh, no it doesnt distort much…you’re using the word “rushdown” in all those instances where it was not present, in the opener (common) in the follow up to a mis-RP (common), and in a GB (all commone to magz)

you aren’t really saying anything with “I said Mag kept the rushdown rhythm by capitalizing on it by rushing in. Rushdown is a rhythm as much as it is a series of attacks.” you’re missing the point

that vid was a very poor choice for rushdown display, you saw magz raping (not rushingdown) and, clearly from your posts, got things confused. no one’s offended…

When did it become a ‘chore’ to back up your post? When did it become a ‘chore’ to contribute to the MvC2 forum? I simply asked you to find a vid that you felt displayed rushdown effectively, since you’re obviously picking at the quick one I posted a near week ago.

If I had asked you to clean my toilet, THEN I would consider that a chore.

why so serious? heh

again, I felt I’ve backed up enough for now, but it’s obvious the problem’s on your end ;]

maybe I will later

but just about any vid where yipes does not win RIGHT AWAY off of "THE HIT’ but still does pretty well (which is a lot of vids) are much better displays of rush down. even when his magz or storm dies, you can still see what good rushdown looks like

good day sir

yes, I was actually going to randomly post that one up. that alone has much better displays of rushdown.

in the 1st match, even though he loses,

the 2nd match especially with psy and sorta storm (though it was a lone sent…so it would be better with a full team or at least an AAA)

and the 3rd, especially against cyc. he doesn’t ROM of INF. to death, but cleanly rushes down

watch how he gets around assists, trijumps/lows and then blocks, and then follows up with dashes/sj.lk (or hks) to ad+lk. etc.

again, this vid is def. much better

This guy actually thinks akuma’s the truth, the fuck outa here:rofl:

Why do you have to hop on the thread just to badmouth the dude though. srk fulla fluff, you just have to learn to read around it. That ^^ right there is 0% useful. :wgrin:

Akuma has the tools to work well in the right hands.
(windkicks have fassst recovery and make up good ground for easy pressure under Tron, divekicks are a decent top-down-- more useful as a feint though imo, solid chip from air super fireball, builds meter fast, his expansion assist is fucked up, fast DP, etc)

Akuma is not Magneto, but Akuma/Tron will rape you.

<3 though

This thread is not specifically for Gouki. It was meant to cover the basics of all characters. Akuma, alphabetically, came first…but whatever. What’s the point…

lol!!!
I love srk. mags even rapes the threads. I’ll never start a thread, someone with a mags avi or some form of magneto in their name is just gonna rush me down. Well, I might reconsider if srk makes an assist button. If someone with a mags avi posts, I’ll just block, mash on assist2 (psy) and pray for the best.

DAMN yipes! that was crazy! :smokin:

I remember seeing this one video, think it was yipes or soomighty or something where they were rushing down like CRAZY with mag/storm and the opponent (sentinel) blocked an unbelievable amount of hits (low and high). like 20+ in a matter of a few seconds. Anybody know what im talking about? its a perfect example of extreme rushdown aka godly beastly skills, haha

How about Amingo? I think he’s more usable than Akuma. I heard that Amingo/tron is not half bad.

well any low tier team can hold their own against top teir. Read any low tier thread here. All you need basically is ground assist and an anti air assist plus good use of point character. But this is besides the point.:zzz:

Rusdown is more than taking the offense. I think its more like the opponent is forced to CONSTANTLY block strings of attacks that have minimal chance of getting out of for fear of one hit landing equal more than have life.

Ghetto lockdown doesn’t really seem like rushdown (Tron drill + ground assist loop) there is no real danger because its easy to get out of. Alot of low tier have some very small pressure strings that aren’t really that terrifiying.

What i mean is taking offense with a small pressure string which most characters have, is not the same as rushing down.

Not saying I disagree, but if this is true, then why do we keep seeing scrub teams at EVO every year? I know some people can work rush down against a competent Magneto using low-tier but the only videos I’ve seen are far and few between.

Still, here’s my example video:

[media=youtube]O4sk06YMzXs[/media]

And most of these videos are asians. God, I hate Americans sometimes; always taking the easy way out.

Tron/anybody will rape, her projectile assist is fucking broken. Comes out so fast it should be considered breaking the law and does heaps of damage on its own. People think Psylocke is the shit, take this bitch into a team: scrub city.

^ Nice vid that was most action packed match i’ve seen in awhile. Sometimes godtier matches can get really boring.

What happened to this thread? An interesting strategy helper begins, people fuck around, then its abandoned? Whatever, I’m putting in my own two cents.

Only using low-tier matches, BTW. Pretty sure everyone is sick of God-tier.

  • Krumster vs Blue
    [media=youtube]LvHxVYuDxNE&feature=related[/media]

Match starts out fairly defensive from blues side, with Rogue looking to get in first lick of ass. She ‘whiffs’ an air qcf+P attack only to remember the threat of Sonson team’s Capcom AAA assist. Sonson proceeds to play keep away with projectile and Capcom, a good idea. Put when SonSon eventually gets too close for comfort, Rogue whips out Tron projectile assist, earning the advantage (and a piece of ass). This eventually leads to rushdown for the rest of the match, with Rogue making good use of divekicks and mix-ups amongst the confusion. Sonson wisely switches to Jin before her demise however, but Rogue is too fast, too powerful, too RAPE. He plays a retreat and hit game, though, taking advantage of his higher attack power. Note how he stays mostly airborne to avoid overhead and Tron cross-up attempts. He kills Rogue with less than 50% left. Omega Red enters the fray. Jin holds his own with solid blocking, but is eventually picked at with rushdown and abuse of Tron assist. Jin retreats. BAD IDEA - the recovery time after the switch gives Omega a free taste of ass - goodbye SonSon. Should have used a counter or done it under safety of an assist. We now see the match almost totally in player 1’s hand. Jin can merely be chipped to death, and Capcom is severely injured from the gradual damage over the course of assisting the points. In summation, Player 2’s decision to play defense at the start and test the waters was wise, but was ultimately a bad decision to do it throughout the match. Player 2 should have started offense as soon as he got Rogue to clam down; none of these characters are particularly meant for defense. Don’t be afraid to bait and attack, being too defensive or counter-dependent can lead to gradual rushdown as the player is lead to thinking he can be aggressive as much as he wants.

  • BoyUzi vs some God-tier whore
    [media=youtube]WidDbg1soFI&feature=related[/media]
    Good play on Player2’s side, here. BoyUzi is a MvC2 player I’ve been watching recently who has good grasp of the game mechanics. Even better, he uses mostly low-tier! I don’t particularly like his remix music, but there is a volume button:bgrin:

Match begins with Spiral doing her thing and Storm using assists to gain the upper hand. Soon a well timed Hailstorm is inflicted on Spiral and results in Storm team gaining the advantage. With the momentum shifted, she calls Sent and goes for rushdown. Spiral, her game snuffed, is whisked away. This is an important factor of rushdown; momentum at the beginning of match. Gaining a well timed super (luck?) boosts the option of rushdown into the player’s mind. And why not, in any fighting game when you have injured your opponent and are in a position to press rushdown you proceed, do you not? Still, this applies even more to Marvel, where gaining an early advantage can spell potential doom and a downward spiral of rape for the opponent. As far as I can see, though, Spiral didn’t necessarily do something wrong, so much as her opponent either predicted her sword-summoning special and countered or got lucky. Anyway, B.B.Hood is taken care of in short order; her keep-away game in no dent to the keep-away/rush-down game of Storm. Rape ensues. But now it gets interesting. Hulk enters the fray, half-beaten but still breathing. A failed gc gives him the opportunity to grab and corner Sentinel. Gamma crush counters ensue, with Sentinel AND cable falling. They don’t perish without delivering some tasty chip damage though, giving Storm the needed initiative to hailstorm and eventually get a game-finishing blow. However it goes to show how giant characters are MvC2’s secret to comebacks. With Hulk’s offense, defense and well-timed counters he made an crushing comeback. Good shit.

I sort of lost the point of this thread and realized I could just post on specific characters that I play in their respective forum. When I first started posting I thought that many players (some I had played…others I had watched play) had overlooked the rest of the Marvel character selection…but, there are tons of members here who have ran through most of the stuff I posted years ago after I started reading. It’s good to read first and post later. I know when you first start out that you just want to share knowledge as much as possible and you’re also likely very enthused about the game. Just don’t forget that there are many, many good players who post and don’t post on SRK. I had to learn to stop treating all info like I was the founder or something. Now, I read first, ask questions, and add to what hasn’t been posted here yet when and if I can. That said, have at it.

edit: It also sucks to know all this stuff about how this character can do this, or this character can do that, yet when it comes game time at an event and I pulled out, say, Amingo-enh/Juggernaut-vrty/Sent-grnd, and got my ass handed to me by MSS. I had to up my game cred first, so now I can post helpful info after having gotten much better at the game…and still learning to play better. :slight_smile:

So, when are you going to continue? I wouldn’t mind hearing your next analysis.

The main thing I was going to do in this thread, Tech, was take some time with each character to discover how their moves or their movement might allow them to sustain pressure on the opponent. I was also going to think of which assists would further this pressure the best while keeping them mostly safe. I, obviously, got ahead of myself.

To keep it simple:

-if your character deals with forward propulsion moves, have a solid projectile assist following behind them to cover their recovery frames
(e.g., shoto tatsumaki, colossus’ ram, tron drill, mag/megaman d.hk, cable’s df+K…etc)

-if your character has a rather long block string of normals, learn where to slow it down in order to input an assist call at the moment you begin to break it off. this will allow you to dash back in and either try it again or a variation of it

-if you want to always be in your opponent’s face and don’t have many other tools other than mostly jumping in, carry an assist that has invincible start-up and, ideally, allows you to follow up afterwards

-whatever you do now, learn to do it faster and more precisely

That’s pretty much it, I guess in a nutshell.

After re-reading and understanding the SRK terms of things a bit more:

rush-down =

-being able to persistently attack your blocking opponent at different angles

-being able to pose a consistent threat of something getting through their defenses

follow-up =

-taking advantage of and responding to a slip up and/or opening from your opponent

offense =

-initiating attack

When looking at rush-down, a player has to have, at the least, a general idea of:

-what his characters’ normals are and where they hit for how long
-what can be cancelled (and into what)
-and what they can use to get back to the opponent as quickly as possible in order to keep them blocking.

Another key factor is what the player can do with their character to either maximize on damage after a hit confirm and/or how to reset in order to maximize further on damage to keep from having to re-attempt getting back in after initiating hand-to-hand.

When I first started this thread, my mind was somewhat right, but my lingo (thus, too, my example) was not. Beatsofdevil pushed me to understanding what pure rush-down is. Offense is the coal mine, while rush-down is the diamond. Rush-down is controlled, highly refined, and organized (even though it may sometimes appear to not be so…this is rush-down at it’s finest). Now that I understand what the difference between offense and rush-down is, I can possibly attempt to continue with this thread if time and interest permits. Everyone else feel free to post whatever if you are ever in the mood.