i have right hand using my index and middle on /:h: and my left index on :l: and then i just start acting like i’m playing this [media=youtube]MPTROKaUh0k[/media]
Question for the Dr.Derp players (me being one myself): Does Hidden Missiles hit overhead or no? I don’t have my game on me to test this, but the reason i’m asking is because I have some nasty setups in mind that I want to try out when I do get my shit back.
Depends how severe the lag is. If it’s 3 bar lag, I’m just gonna disruptor spam. 4 bar, I’ll go for a fly combo but the fluctuations in lag spikes may fuck your comboing up.
Ha ha lord no, hidden missiles are not an over head. 2 questions for you Magneto players:
Doom/Magneto/Sentinel
I’m gonna assume everybody would run missiles for Magneto? I want the perspective of Magneto players for this, do you guys feel like you would get more out of having Magneto/Missiles than Doom/Disruptor? I’m in the midst of trying to learn Magneto and I’ve found that disruptor makes Doom’s chip game ridiculous (full screen light plasma beam, into drones, into light photon shot, into missiles, into disruptor pretty much makes it a one player game). My only problem right now is just really bad DHC options in the corner without going into Sentinel.
Uh, my combo. I’m not completely sure if I’ve gotten close to what I should be getting for damage. Note that I’ve pretty much held off on trying to do flight loops since I really, really suck at them so far. The rhythm on them is hard to get into.
For now I’ve been learning: cr. LMHS, immediate j. H, ADF, Mag. Blast L, cr. HS, immediate j. H, ADF, delay j. H xx Mag. Blast L, ground dash xx S, j. MMH xx ADF, HS
I have at the very least, learned to adjust it when getting close to the corner by using st. H at re-launch points.
[LIST]
[]A LOT of really good match-ups against commonly played characters
[]Unblockable high/low/throw mix-ups you can’t react to or lame out that convert to touch of death combos
[]If they DARE call an assist, they’re losing that character. If the character survives, they’ll have like 10% health coming in because of disruptor xx shockwave XFC shockwave, or you could just do shockwave XFC launch at the end of your combo in the corner
[]Any throw is converted into a kill
[]He can build his own meter and has very, very, very good ways of using aforementioned meter.
[]He can still zone out 90% of the cast
[]Estaka assist is really helpful for a lot of characters. Still one of the best beams in the game.
[]EXTREME mobility
[]Can easily lame out other xfactor3 anchors
[/LIST]
Now the cons:
[LIST]
[]If you get hit, you’re dead.
[/LIST]
Doom’s DHC options are really bad in the team if you’re running him point. Magneto point allows you access to a 1,000,000ish damage combo once you touch the opponent and corner carry them, which is enough to kill off most points. Nothing Mags has DHCs out of Sphere Flame or Photon Array very well. Sphere shoots them too far up to get hit by a Tempest and since Doom always hits you to a corner, Shockwave will do like 40k. Tempest doesn’t come out fast enough to pick them up after a Photon Array. Missiles cockblocking + Mags zoning is pretty strong and Mags can also convert off random missile hits as long as you’re patient about it.
Ha ha, right. I figured as much. Gonna be a long time before I’ll be confident in Magneto on point much less getting to 1 million damage. Oh yeah, also, do you guys use magnetic blast to zone from normal jump or super jump height?
Depends on the proximity of your opponent. From fullscreen, I superjump Magnetic Blast L, then air dash up and fire another Magnetic Blast, and then falling down I shoot a third Magnetic Blast. If you’re upclose to the opponent a normal jump is fine.
I’m loving mags/doom they do a lot of damage together and I’m really liking dem rocks assist, mainly because it’s so fast that you can call it and addf behind the opponent and then they can’t pushblock you