yeah i meant to come back in and post
people still have some trouble punishing stars and stripes sometimes so maybe it’s got some weird properties to it…
hmmmmmmmm…
yeah i meant to come back in and post
people still have some trouble punishing stars and stripes sometimes so maybe it’s got some weird properties to it…
hmmmmmmmm…
Found this this morning. Dont know how practical it is and I havent been able to test it with anyone. But I’ve been using she hulk and doing c.light, c.light, c.medium + shield slash assist, c.heavy. Now this only works in the corner and also near the corner, but you can command grab with she hulk right after the c.heavy because the shield goes off screen. So naturally, lots of people will keep blocking for second hit of shield slash, but in corner they can be command grabbed. If it is midscreen it will count as them being in block stun for the second hit and u cant grab them. Just thought it was a real neat set up, not sure if they can mash out a light attack in between the time after the first shield slash hit and when you command grab. let me know what you guys think!
That sounds very very interesting. I was spending some time today in the danger room with Cap and Wesker. My goal was to find out as much as I could about the properties of the SS assist, and how I can use it to either extend or reset Wesker’s combos. I guess it’s time to look into grabbing too now.
I am having a lot of fun learning Cap though (just picked him up Monday) to see if I can get a second team. My normal team is Team Stars, now I have that and Team Stars & Stripes lol
Kei
Cap in conjunction with Spencer’s Slant Shot assist or Trish’s Peekaboo makes for a fun time.
I think both allow for reset opportunities which I find for Cap to be lacking.
I’ve been using spencer and cap for a while and while spencer is a decent partner for cap, ultimately I think they are better apart. The problem is cap doesn’t rely benefit alot from the reset at all since his damage isn’t that good from the reset and he doesn’t have alot of tech to force a good start to his reset. The additional damage from spencer’s DHC’s are OK, but not outstanding. And they both suffer against keepaway teams, so having both of them on the same team hurts.
CHARGING STAR! x 5 = imbalance
evo semi finals auction mvc3 >_>.
I wish people would main him more. stuff like this just freaking epic.
wat.
. . . . . . . .
How does Spencer suffer against keepaway when he has a good dash, zip line and a super that goes through just about anything you put on the screen?
Also, has anyone tried using Slant Shot in conjunction with H SS? Seems like you could get an infinite going if you just pull them down with Spencer’s assist so they don’t go so high.
This is against my better judgment given your glib reply, but my point was that Spencer has very little means to damage an opponent when not up close. So he must suffer damage getting in. Against keep away teams he will naturally suffer more than usual getting in. I’m going to ignore the dash since Cap also has a good dash, but that does not sufficiently alleviate pressure to get in. Zip line has 1) no invicibiliy 2) is negative on block. The horizontal zipline from jump height does not work against characters like MODOK and Dormammu who have strong normals to anti air you. The best means of approach is wave-dash and air diagonal down zipline. Bionic arm to get in at long range is suicide as the arm doesn’t reach full screen, the invincibility frames don’t last the entire time, and anyone with an invincible hyper can do theirs after your arm to counter it. It also doesn’t go through Dormammu BBQ pit, or Chris’ mine. Characters that fly or teleport can try running away from Spencer to reset their keepaway game. Anyway, this isn’t really about Spencer - my main point being that having 2 characters who HAVE to get in and don’t have strong means to get in, and only having 1 character to assist them to get in isn’t going to work well in the long run. You need to have more diversity in team build, so my point stands that spencer and cap both suffer against keep away teams.
Happy Memorial Day to all you Cap users out there.
I’ll admit, I had to look that one up since I had no idea what it meant, but it was far from a thoughtless reply.
You can’t put Spencer and Cap in the same boat because it’s well known that Spencer’s a better character. You say it’s not about Spencer, but you made it about Spencer when you said he suffered from keepaway “just like Cap”. You’re saying that Cap and Spencer can’t be on the same team cause they have the same problems with keepaway, and I’m telling you that Spencer doesn’t have nearly as many problems as Cap.
Don’t underestimate the claw shot. That thing has fast startup, goes full-screen, goes through projectiles, closes the gap and leads to big damage anywhere on the screen. It’s a good offensive tool at long range.
Also, you can’t overlook the character’s dashes. Spencer’s dash is way better then Cap’s. It’s faster and it travels a greater distance. If you don’t believe me, go into training mode and see for yourself. It closes the gap very well and it can be the difference between a full-screen bionic arm and a midscreen one. Cap’s dash is really bad and it’s one of the worse in the game.
I’m aware that zip line is not invincibility and - frames on block. No good Spencer player would just hit an opponent with zipline unless it’s during a combo, just like no good Cap player would throw out a Charging Star if not to punish an attack. Spencer can zip line in 8 directions and can do mutiple zip lines in the air. He’s not commited to just diagonal down zipline, especially to get in. It all depends on the matchup. Spencer has some serious air and ground mobility, which can’t be said for Cap and his slow dash combined with his lack of a double jump.
I also get that a good keepaway player can give Spencer problems(the same could be said of any character without a teleport), but it doesn’t change the fact that Spencer has more options for dealing with it compared to Cap. To say they both have it bad would be a glib statement (I learnt a new word today).
ok.
Just so you see :
At 1:24:00
comeback at 1:26:00
I kept waiting for this post to be deleted for uselessness…but now that I’ve seen the reason it was made…w-o-w!!!
I can’t believe I missed that bit of UFGT7, that was ridiculous.
Kei
Lol. Someone is saying Captain america is OP? He is considered one of the worst characters.
A character will always be as good the person playing them.
If you watch the video in the link, you’ll see that the guy who made the original post was just making a joke lol. It’s pretty hilarious what happens. (it was from the awesome UFGT7 this past weekend)
Kei
Not being a dick, but the tournament level was pretty laughable to be honest.
And this Cap A. didn’t even know how to combo + assist crossup, i mean really…
The funny thing is my brother just got back who plays a pretty solid Captain so I’ll post some more vids up of him soon. Zerp is a pretty cool guy but he just like anybody else who doesn’t actually main Captain didn’t know that you’re supposed to use Hyper Stars to go through attacks. Hyper Charging Star is just the anti projectile and bnb super. People on streams all the time go “hyper charging star gets beat by everything!!!” and I’m like… “wow…does anybody even study the characters?”
The fact that a super that gets beat by any physical attack landed 5 times consecutively on another person just goes to show that we are far behind in getting this game to a high level like SFIV.
I’d like to see those vids because honestly right now I’m pretty down on Cap. I think I totally need to rethink his team assists because I’ve just been getting blown up by magneto/c. viper rushdown over and over. And it’s not a defense thing, it’s actually getting pressure and maintaining it to win a match. I can block and reset or use stars and stripes or get a charging star, but then i get blown up trying to air shield slash, or super jump in and i’m just fucking had it. Obviously with assist it’s much safer/more successful, but I don’t think I have the right assists. I’ve been using Cap/XX/Sent where XX varies between my spencer (decent) and my dante (bad). I am getting the feeling that sent just doesn’t keep the pressure on like I need - a random seismo/em disruptor/fast beam just blows up drones so hard. I was using Dante’s Crystal for OTG, but damn, it’s just not fast enough and it’s normal pressure properties aren’t good enough.