That’s a good point. I have a question, can the Strider Doom trap be escaped by a well timed push-block, or is this a misnomer?

Depends on the player. If the player knows how to play strider doom when u pushblock he will Teleport to the other side and keep going. But if its a avid player yes u can pushblock and jump:D

I’ve seen someone break the trap when Strider Teleports behind you. They anticipated the players teleport and performed a HSF, of course Sentinal took the hit but with the super armor he didn’t fall and the second wave of HSF missles hit Strider and thus the trap was broken. I’ve seen this happen before with other characters, although be it some of them were accidents they still found ways to break the trap and punish Strider.

I know there’s gotta be other ways to break the trap, it’s just the timing of it that’s crucial, I found that calling an assist that will come out right behind Strider as he’s teleporting can help from time to time. Or just rushing Strider down as fast as possible prevents people from even getting the trap on you. Once Strider loses his ability to safely teleport without getting hit or block stunned by an assist it’s very hard to execute the trap, plus it helps that Strider’s vitality is rather low.

As for trying to escape a well locked Spiral, CC trap or Spiral Sentinal trap that’s much harder for me given the great distance that Spiral and put herself between you. Plus you can’t rush her without getting pinned down by her knives.

I have to say that I respect well locked traps because they are hard as hell to do (keeping the opponent locked down that is.)

I don’t play MVC2 much but I think sentinel and blackheart has one of the best traps. If Sentinel has 5 supers, he can lock you down for a long time.

Venom Doom :smiley:

i ahte spiral sent. its so annoying. what is the specific sent blackheart trap?

hmmm… ponders

Sent/BH trap is still very effective.

Sential BH makes me very apprensive when I have Magnus as point, it’s hard to dodge things without running into other things.

Well basically u press sent’s hp laser+BH assist. Then call sent’s lk drones, then do hp laser then right away call lk drones and repeat from hp laser+BH assist. The trap is very effectice but from my experience from playing it is to use cable/sent/BH. The player will most likely start with Sent on point and try to trap u the whole time, so u should start cable on point and keep using his hp gun+ call BH assist to keep sent from trapping you. I really hate this trap, but using cable on point seems to work well against it. I like to trap the person at the end with my sent/bh, just to let them how it feels to be cornered.

OR/Doom:

Jump in with OR using fury coils (FP), lk+Doom,qcf+lk (horizontal Omega Strike), cancel with d+lk, jump diagonal away from opponent and time for doom to get finished rocking, when he’s almost done, air dash xx fury coils (FP), then repeat. The timing is a little tricky (duh… most traps are…). The fury coils should take long enough so that Doom will be able to assist with the lk. If you go too fast, you may have to go lk, mk+Doom,…

I don’t know if anyone else does this but I have a way of stoping the sent, spiral trap. What you do is, you put doom on your team with the AAA. So if you do get traped in the corner, wait for like two cycles of the trap so they think they have you and so you can pick up the timing then send in doom when she goes back to get more swords. That way when she comes back at you to start to throw them your assist will come out with the rocks. If you do it at the right time the swords and sents drones will get canceled out by them, then you can jump away or do a special. :cool:

Of course if you do the timing to early he will get hit as soon as he comes out and if you do it too late, spiral will most likely have time to react to it and counter. Now I’m not sure if i’m the first person to try this or if people been doing this for a long time since I haven’t been playing this game for long. I would like to know of some other ways of doing it. Other then the timed sj out of the corner. :confused:

agreed it still has very effective useage

yeah i hate sentinel/BH if im playing magneto…but if youre playing cable/cyclops pretty much all trap teams are free. scimitar or gene splice breaks everything up AND sets you up for a nice easy AHVB.

What makes a good lockdown… you need a good blockstring …and you need 2 do some chipdemage … cable and sent can do it like shot 3 to 4 times + drones and weak viperbeam after you shot them repeat …but as cable you don’t reley on that … so lets see … rubyheart can be played in a lockdown way abousing her pillars + assist but i can’t see any other char locking you down … you have 2 stop there mobilety and you have to be abel 2 escape from time 2 time …thats it wats lockdown all about …

Here’s a partial list of the traps I know. Keep in mind not all of these are infinite blockstun based.

Spiral-a, Sabertooth-B
-Spiral-Sentinel is basically the same trap, but a little less tight. Doom-b can be used here as well, but is much slower.
-Spiral-SaberTooth has a long distance version that cannot be escaped at all except via push blocking by some characters [Sentinel is one of them], and even then I have my doubts. A Sentinel player can get trapped, walk off, grab a soda, come back, 60 real seconds later, and he’ll still be in block stun.
-Spiral-Doom-b also works. I don’t even want to think of what would happen if Spiral subbed out Doom-b for Doom-a.

Doom-B, BH-B
-Jump back hp, all day. If they sj, you call BH and SJ hp, then fire photons till you land, then repeat from the start.
-Call BH, SJ HP, photon shotX2, land, repeat.
-Jump back hp, Call BH, SJ Photon ShotX2, repeat.
–The opponent needs Cammy to stop this. Capcom might be hard to get directly under Doom in this situation when done properly.

BH-B, Doom-b
-Call Doom-b, NJ back [hp or hk ]X2, SJ hp or hk depending on where the enemy is, air dash back, hold towards, hp or hk, land, repeat. When you want to deal your damage, you go dlk+Doom-b, Standing hk or ducking mp [sj cancel to a combo and Flying screen them into Doom, into a hk if this hits, and infinite them if this hits. Otherwise…,], Inferno XX HOD. They lose 20% health via guard damage every time you do this.
–Opponent needs Iceman to blast the Doom rocks, and shoot Blackhearts flying hks.

BH-Sentinel-y
-Same concept as Doom-b with less chip.
[media=youtube]ciD_35TIT-s[/media]
3:40 in the traps begin with BH on point.

Sentinel, BH-b
[media=youtube]QDinMC3_v0o[/media]
13:37 the traps with other characters on point. Some aren’t shown.
-Ducking hp+BH, guided drones, dhp, fly, deactivate, repeat. Occasionally fly forwards and stomp them a bit, but that’s basically the idea. Dash back and try to catch their assists with Capcom, or other stuff.
–They need Cable to have a chance in this kind of situation, or something that can destroy your drones while they launch something to punish the drone call’s recovery, otherwise the drones will cover everything. Sj twice will get you out, but Sentinel will SJ after you with flying hp, and start fly-stomping you. After that, he calls BH, back dashes, and starts this all over again.

There’s more, but I have to go back and try to remember, and retest.

I was cruising through the marrow threads and found this, fairly interesting.

[media=youtube]qw52da9KWok[/media]

But my two favorite traps that I use regularly are the Ruby/Doom and the Venom/Doom traps.

Venom/Doom? Mind explain the gameplan behind that one.

i just venom fang with rocks alot, then fish for the HP grab, lk mk(2x) venom rush

There’s a trap with Wolverine and Sentinel. You attack a few times while calling drones, and do a mashed berserker barrage. Then you repeat it. The drones cover the recovery of the barrage. Eventually when you want to deal striking damage instead of chip, you jump lk just as the drones are about to hit, do a whiffed downwards drill claw, and go into a ground combo off the drone hit. The only escapes are alpha counters and well timed guard cancels.