The hitbox for j/sj.u+mp is too high and it misses. Don’t hold u, uf or ub if you’re gonna do mp; either stay in neutral or just don’t use punches at all.
I don’t hold lk, you can’t hold a normal and have stuff come out (discounting negative edge which is useless).
After a launch (I always do c.hk except off Psylocke and Sent-RP), I hold uf, thumb on lk button, then lk lk lk+hp lk+hp rotate stick for HCF+lp+hp:
so that’s two presses of lk with my thumb
a third press of my thumb on lk and middle finger on hp simultaneously
a fourth press of the same buttons, for the second LA
cancel the second LA into the LS by rotating the stick for hcf+lp+hp
thanks i got the lk lk to work
and if i launch and hold u/f and then start the magic series and let go of the joystick then it connects, but i think i like the lk lk la ls it does the same amont of damage basically and its less complicated. storms launcher has redickqlous range. sometimes i gert a hit and by the time i realize that i launched them its too late lol
So what exactly should I be doing with Storm to rush down? Her tri-lk is so different to Magneto’s, it makes it really hard to position your self. The first thing that always comes into mind after DHC’ing into Hail Storm is to spam sj.hp-bullshit to build meter. When it comes to rush down I always leave my self open and get punnished…
I really like Storm and want to learn her, she just has such I high learning curve it’s unreal. I play MSP and my Magneto is fine, but some time in a match I am going to DHC to Storm, so learning her is essential. I also like Sentinel aswell, but he doesn’t go with Magneto (not in my tastes anyway). It always draws me to Storm/Sentinel teams like Santhrax or Matrix, their game dynamics are awesome, but like I’ve mentioned leanring Storm is an essential yet troubling task.
It’s not that hard. Good Storms will st.hk alot versus a mags, runaway when they get the lead or need meter, her LK is fine to rush with but twitch fierces work just as good as magnetos (sj.hp add.hp). I mean, learning to rush is just like learning to rush with anyone else.
Thanks for the replies… I have to disagree, Magneto’s tri-lk has a nicer hit box for pixies, same with his j.mk. Storm’s on the other hand I find tends to whiff if you’re too close, or in other itchy situations where Magneto’s would at least be blocked. I much prefer her tri-hk, but even then getting in on an opponent is hard enough.
This is why I’m leaning to Matrix because I can actually do something with Sentiniel. I might only be training and playing the computer, but if I want to get to a decent level I should at least be able to handle that right? Sentinel I actually used to find ultra complex to grasp, but now I sort of understand him, it’s not so hard. It’s actually quite fun to play as him, stompy, stompy, cancel, stompy, frying pan, cancel, stompy, stompy.
Storm on the other hand I can only run. She’s kind of the bridge between two gaps that would give me two really well structured teams to play with, MSP and Matrix. Personally I find a decent assist essential, I just don’t like all top tier teams for some reason. I find having a low tier character on your team sometimes gives you more DHC options and safer transitions between characters. Cable teams in my eyes always seem to have a few flaws due to no DHC to AHVB. Saying that though they’re just as deadly.
I just don’t know what to do in between the lines, if you get what I mean. I can do her tri-jump infinite to some extent so I have at least some method to rush down, but I always find my self lost on what to do when playing active characters and I tend to run away untill I can DHC to Sentinel. It’s kind of brought my MSP action to a halt for now, Since I’ll be starting with Magneto and DHC’ing to Storm. Once I do that I’ll be spending all of Storm’s time building meter just so I can DHC back to Magneto.
I hope someone knows what I mean and can give me some pointers on what to do in certain situations…
Well in my eyes the main hit box seems to be in her foot, it seems thinner than Magneto’s. Magneto’s, for me, just seem so hit at better angles and I find it easier keeping them in block stun or in hit frames. With Storm it seems to me that you need to position your self better and really know what you’re doing with that light kick, instead of having random control like Magneto’s does.
If your right up on the opponent, you air dash down +lk then w\e.
If your a little further out, you air dwnfwd+lk then w\e.
thats all there is to it.
I think your other post was basically asking how to rush down. There isn’t a set way to actually rush someone down because players adapt. However, if you can pin someone behind an assist like drones\cyke, thats the best chance to go for an easy mixup. Its safe except for alphas. The other rush down strings is just analyzing your opponent and trying to put them in bad spots. You use your brain and your characters priority to actually do that.
watch videos and copy rush down till you learn. Once you have understand the concept you can start fucking with different aspects of it to manipulate the engine and your opponent.
Theres no better substitute for losing though. It basically teaches you what NOT to do and whats generally safe. All of which is different depending on the matchups. As long as your learning when your losing, its not actually losing. Everyone loses but its what you take from it that makes you get better.
Bingo. addf at range, add at point blank… though I don’t think I’ve ever had a problem whiffing addf at point blank. The only reason I can think of is that you’re waiting too long to addf, and so you get enough height to make it over to the other side.
Marvel is no frame-specific game… you can’t focus on footsie and frame advantage techniques in this game. it’s one reason why this game isn’t like street fighter, capcom vs snk, and other games of that nature. it’s too fast too worry about frames and hitboxes… just play the shit.
frame advantage techniques are the basis of trap and it makes rushing down much safer. Also understanding frame advantage prevents the opponent from calling there assist or you can punish there assist. You’ll know when it will or won’t come out and you can play out the options from that. Its extremely important because damaging the assist can make or break a match.
If you know where the hit boxes are, you can dodge moves as well as counter hit better or set your moves up better. Striders bomb for instance, doesn’t hit around the whole explosion. It has a real small hitbox all though visually, it may same huge. Any strider player would have to know that to properly use it correctly. Otherwise if its misjudged, he dies. Every character in the game has a few moves with funny hitboxes that can easily be exploited or better used under the right circumstances.
like storms s.fp hits xup in the corner or magnetos s.fp in the corner is unblockable. Both of which are easily expoitable and it makes it that much harder to block. It adds extra depth to there all ready deadly gameplay. Which in turn leads to more hits. You gotta know the game to play it.
even great priority moves like storms j.lk or cables j.lp can be beat if you aim your move around there hitbox or hit them with a move that has more priority.
theres more to it than just playing. If you want to get on that level, you have to know the game in and out.
knowing more about the game than your opponent will always put you at an advantage if you know how to use it properly.
lies? lmao. so every tri jump you execute is the same height? wow, i’m impressed. Every time you do every attack, every aspect of it is the same… you can count frames while you’re tri jumping, and when you accidentally fuck up a ffly while rushdown. thinking in frames in this game leaves too much room open for error, because one fuck up and you lost your frame advantage, at least in your mind. knowing how frames work is good on startup, so when you switch glitch you know what attacks to do and what not to do. hitboxes are good to learn as a base, so you know that you can slap somebody with magneto’s s.hp or win in most jumping situations with cable’s j.lp… but it’s not exactly street fighter where you can measure how much of the space you can control by throwing a fireball and jumping… all the hitbox and frame shit that you’re referring to is for beginner players. they’re introductory shit that you need to learn to play the game. it’s kinda like telling somebody that they need to learn how to shoryuken before they start playing street fighter competitively.
Yeah, I understand what I’m trying to say now… Every time I tri-lk outside of training on a moving character, after the tri-lk hits/gets blocked everything else afterwards whiffs. This is why I was asking about spacing and accuracy with your ti-jumps. Are there any short bread and butter’s I should be doing to make my rush down more successful? Teams, MSP/Santhrax/Matrix…