Yeah like what Luis said…I find super jump straight up to air dash down AND super jump up-forward to air dash down better to learn with oppose to up-back to air dash down-forward.
They’re a little faster. You could survive on just L blasts, but I like to mixin some Hs to change up the opponents’ defensive timing. Maybe ot worth it(?), but they’re less floaty.
Lol I should never give advice on doing hg loops but at least on the starter I prefer s nj add h h hypergrav. The timing is just beyond easy you can do it fast or slow. Just because you seem to be trying to time the starter with addf and you look like you’re struggling.
How do you guys tend to approach fighting assist+teleport style teams and characters? In particular with missiles for me, I play a very keepaway style, but even when I rush, sword normals and button pressers make it more dangerous than usual, even for fly movement,etc. Just wondering your mindsets on where to be on the screen, when to call doom, signals to rush in, all that.
I use lots of mag blast in general, of course, but even that gets riskier. Thanks! (Mag dorm doom for context)
That sounds like you just need match up experience. If I see an attempted assist call+teleport (ex: Magneto beam assist and Vergil teleport), I just block appropriately then re-asses the situation (If I can punish or not, if I can advance an offense or not, If I should continue to play defensively or not…ect).
Mindset in a match has a lot to do with your fundamentals and match up experience or simply experience.
Looks like you’re waiting too long to super jump
I’ve actually played it quite a bit. Just wondering how stronger players may be approaching it. Seems like blocking, tho of course sometimes necessary, gives them an advantageous situation in most cases. Plus what’re you doing between blocks? Certainly you’re not just waiting for their crossup.
sometimes a surprise :h: os force field does the trick
Well its either you’re blocking or you’re not. In an event of being under attack, I prefer my choice to block…but thats just me. You can also pushblock to avoid their preinventive crossup. Defense is just as great as offense. If you can balance the two then you’ll be a better player.
That could be said the same with your incoming Magneto lock down assist (doom missiles, sent drones…ect) and coming in with a tridash L. Both sides has the chance to be at advantage…its up to you though whether or not you can avoid losing a character from it.
Again your question comes down to experience and what you can do or know what to do at specific situations. Your question is very hard to answer.
I guess I didn’t phrase the question so well now that I think of it. But what I’m asking about is the neutral game in said matchups. Trying to be the one locking down or making sure they’re not. Jockeying for position while Vergil swords are swingin’ around, etc etc. Normal projectile/missile/movement patterns have to be approached very differently when there’s the possibility of someone suddenly being behind you and/or vomiting hitboxes the size of two Nemesises.
I’m not a new or even weak player, but certainly recognize most folks here likely know a lot more about the do’s and don’ts of key matchups than I do. So that’s why I’m asking. Whether a page-long strategy write-up or a couple bullet points, figure there’ve got to be some helpful concepts abound.
Neutral game is part of your fundamentals just like how offensive game and defensive game is and can be learned or better by experience.
A guy new to the game that just randomly goes in offensively will later learn not to do it so carelessly by experience. Same with Defensive game, same with neutral game.
The way I setup my neutral game is the way how I assess the matchup (Magneto vs pipe, obviously stay at distance), and obviously from my own experience and the ability to read the opponents tendency. Your question has a lot of variables to answer and I dont think I’m going to sit here and tell you what MY options are against the whole roster. Besides I wouldnt be able to type out most of them as they just come out naturally through…you guessed it! Experience.
Guess ill just go over previous post and answer the ones you’ve posted:
“How do you guys tend to approach fighting assist+teleport style teams and characters?”
- I block
“Just wondering your mindsets on where to be on the screen, when to call doom”
- When I perceive that its safe to call Doom.
- Depends on the matchup/situation
“signals to rush in”
- When theyre under block stun
- When I can punish
- When I see an opening
- Depends on the situation
“Plus what’re you doing between blocks? Certainly you’re not just waiting for their crossup.”
- Maybe pushblock depending on the situation.
These questions is like asking when its ok and safe to throw out disruptors/mag blast. Obvious answer is when its safe. You surely dont want to be punished or be at disadvantage right?
Lol blocking.
Just stay in the air when you’re expecting a tele-beam assist crossup. For Missiles there’s definitely holes you can punish and if you mess up you can just go Shockwave (wait for their tele) and DHC, Shockwave will wipe out all Missiles and punish Doom and your DHC will hit their point while they are recovering from their port.
you need time to set up missles(1 or 2 seconds) and some teams just dont allow that. make sure to call missles and disruptor if you can. then you can start yur offense(be careful of buttons though.) if its someone who likes t press buttons, call missles, get close and block. this way, missles are hidden and they are punished if they are mindless, or they block the missles. i know i had more to say, but i forget now ^^; always take what we say on the forums with a grain of salt. we are still players like you and most of us aren’t even sure of each others skill.
“we are still players like you and most of us aren’t even sure of each others skill.”
Exactly which is why his question is very hard to answer and is very subjective with too many variables.
I’m certainly a competent player, but assume most of you are better, with mag at the very least. But I do tend to ask questions I know answers to, figuring something new will come up. For example bloodabeast saying H counter… good or bad, id never thought of that. So I was looking less for a flow chart (tho I welcome one!), but just a discussion and “sometimes I like to…” or “usually you don’t want to…” kinda stuff.
Mostly I just eat hits from vergils or dorms or whatever that feel “undeserved” and wondered what measures we can take to minimize that. Even if a counter gameplan isn’t writable, I do thank you all for at least addressing the question.
Just jump. If you Force Field, your opponent can just wait until Force Field whiffs out their assist and they can just catch you on the recover with fish hooks/sword normals.
So I accidentally did a couple of reps of the Empire loop in the corner the other day, and it felt like I had a pretty intuitive understanding of it. Gonna find out now, since I have the afternoon to myself. My question, is this a practical tool for competition or is it considered too inconsistent to be counted on (like Doom’s crazy foot dive corner combo)? I haven’t seen it performed during tournaments except for stylin on non-threatening opponents.
Be cool to have the Empire loop in my Magnus toolkit, but I’m not gonna kill myself trying to learn it if it’s too unreliable.
Second question. Sometimes I see Mag Blast combos that use j. L MB, and others that use j. M MB. and they use it throughout the entire combo. Personally, I think it’s really hared to connect MB’s after the ADF j H, but I do use j.M MB for the follow up najf. H, M MB, for stupid finger reasons. My question, is there a risk/reward factor i’m not aware when using MB’s in a combo? I know they’re equal in damage. So is there some reason some players opt for the slower Mag blasts?
Thanks
Edit: with the Empire loop, i should be plinking yeah?
Doom’s “craaaaazy” footdive loop (The maziodyne Loop) is neither crazy nor inconsistent and you should kick whoever made you think that in the ear.
EMP loop right now is mostly for styling purposes. The damage/meter advantage is very very small. Plinking it is not necessary (and I dont advise it because of accidental exchange)
During combos, there’s no specific reason to use on blast over the other. Unless it’s a specific situation where only one of the blasts will work. personally, I always use :l: blast.
Yeah I got a variation of maziodynes footdive loop and I’ve been getting it pretty consistently.
Yeah… there was a second where it felt like i had found the Empire loop rhythm and I allowed myself a moment of happiness. But now i’ts completely gone, over thinking it now.
Thanks for the tips, Sounds like I can slow it down, but time it better. I’m aiming for the lowest portion of the characters hit box. In my mind, it feels similar to setting up a tag in combo with Doom in the corner. In that I’m doing rapid ADD’s followed by S, but also not spazzing out and performin a TAC.
I told myself that the Doom footdive loop is crazy. Every single movement or actions, when I play Doom, is so deeply sad to witness and everyone involved. I just don’t have a feel for his movements… i kind of hate using him… but dem missiles, man. So yeah, anything more advanced than chasing down an air thrown opponent is in the realm of Marlin Pie and Clockw0rk in my hands.
Pretty sure it’s kind of crazy tho, ur just unusually comfortable with a cumbersome character.