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i always super jump because its way faster. dont mindlessly approach your opponent with trijumps without cover from your assists because youre going to get blown up. which leads to question 2.
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you dont trijump to hit someone in the air. ryu’s tatsu is manageable because it travels horizontally in the air and its not invincible. akuma’s tatsu on the other hand is one of the cheapest moves in the game. you cant punish it with a beam and if its done in the air, it can cross you up. i super jump when i see akuma’s tatsu coming from the air so i dont have to worry about the cross up. now you are in the air and akuma is on the ground, so you have a choice of either air dashing away or towards akuma for an instant overhead.
Anyone have advice for Mags vs Ammy? I honestly don’t understand how she’s supposed to be beaten without playing keepaway till she dies. Her F+M and H are unbeatable. Nothing trades or outright beats either normal (trust me I’ve tried), you can’t punish her blockstrings because they are completely safe. Her hurtbox changes shape drastically when doing any normals or specials making her backside invulnerable during many attacks (I can’t even tell you how many times I’ve ended up behind Ammy while she does, say, jumping H, I react with my j.H or j.S and they literally pass through her body). Sorry for sounding salty as he’ll but I’ve been playing a very good Ammy for a couple months now and unless I cheese it out with Disruptor it’s purely luck if I win because of the things stated above. I pretty much have to hope my training partner just forgets to block during mixup or I have to land an unblockable. Its incredibly irritating coming from 3S/4 where you can’t just throw shit out and be safe.
So… Does anyone have any advice or tips that would help? I should note that this is the only matchup that I feel so helpless in. Even against Wolverine I’ve figured out what beats what. Ammy just doesn’t seem to have anything punishable or even beatable.
Mags has trouble with Ammy. Doesn’t she go right under ED while standing and couch?
Yeah I have Mag as point and Ammy is a nightmare… also throw in Tron assist as well. I think Wesker does better but I haven’t had time to figure anything out.
Mags versus Ammy isn’t that much of a problem for me, but she used to be though.
The thing that I learned not to do in that match up is to not tri-jump as often or you’ll get caught by ammy air :h: or counter move. Also another thing you shouldn’t do in that match up is running away. That ammy player will cold star the shit out of you if you’re not smart.
Now the things you want to do vs Ammy with Magnus is if you’re super tri-jumping use :h: instead of :l: cause it has better range. Don’t forget low hitting assists + air:s: with Magnus make for Rape eXtravaganza(unblockable setup).
Another thing is that since my team is Magnus[beam assist] Task[straight arrows] Wesker[samurai edge otg] i can do stupid shit with em.
For example if someone tries to jump in on me; {calls taskmaster arrow assist} and tri jump :s:. If they guess wrong and try to hit me they’re going to get caught by the arrows and then my jumping :s: which leads into ROM etc
I just wanna know how you unfly without getting a special attack out put and alternatively getting another move to come out
improve your execution
If you dont intend to help dont reply…
you unfly the same way you fly. read the guide
Marvel vs Capcom 3/Systems/Movement: Flying - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
Has anyone had an issue with unflying and then using a normal but getting hypergrav? I check my button history and I only have the QCB S for unfly yet when I hit H afterwards, I get a hypergrav. Am I doing it too fast?
yess
yes and wat helps me to limit that is to put the pad or stick watever you use in to neutral just before you perfrom the unfly
you have to delay all inputs after unfly. Once you get used to it, it feels fine.
This. Also leave the stick in neutral after your input
Why is it that magneto can DHC trick out of tempest? I though the trick only worked when the first super was a cinematic one, like storm’s OTG super or deadpool’s cut super. Why does tempest work?
Pretty sure it’s because you Hyper Grav before going into Tempest, and being popped out of a grabbed state (from Hyper Grav) when the DHC happens is part of the glitch.
That’s correct, the DHC trick triggers from the “trapped” state that cinematic supers and hypergrav share. the tempest just triggers the no-damage requirement. It’s the same reason why amaterasu can DHC trick out of her throw and counter with the slow super
Enlightening gentlemen, thank you
EDIT:
Wait, no sage the no-damage requirement still has to be fulfilled by the second super. But yea, based on what you guys have said I’m pretty sure that the minimum requirement of DHC trick is “DHC out of a trapped state.” So whether or not the tempest hits only matters in that it doesn’t take them out of trapped state, it has nothing to do with damage. As long as the second super is hitting them out of trapped state, you’re good.
What other characters have trap state moves like hypergrav?
Its a shame you have to be cornered to go for magento’s DHC combos but they tend to do a hell of a lot of damage especially hyper gravity loops
Off the top of my head its just ammy. Could be wrong though.