[Newbie] Storm Thread - Q & A

Is that a rule of the game engine, or is it just because no character recovers fast enough to hit them right when they land?

try it…

get wolverine bone claw to do his sweep assist… and try to juggle it with magneto’s c.lk… i’ve never been able to do it. the cpu will always roll out of it(training mode on auto roll) maybe it’s my lack of execution, or me just being stupid and thinking of the wrong thing, but as far as i know, you can’t.

otg is unrollable stuff, none of the above is otg’ing…the fastest thing you can do off of c.lk, c.lk, is s.rh or snapback, both of those give the opponent hardly no time to roll, in other words, they have to be good rollers to get out of those setups

c.lk, c.lk, s.rh, tri jump lk, j.lk+mag-a, j.lk, j.rh, dash (mag hits), launch…variate

c.lk, c.lk, s.rh, trijump lk, j.lp+sent-a, j.fp, sent hits, launch…variate

you might be able to do some good stuff with storm/psy if you actuallly hit somebody with c.lk, c.lk, tri jump rh (forces roll, so maybe you could dash dash dash, call psy dash over snapback setup)

i’ve always gone by “otg” being rollable, and a “juggle” not rollable.

otg meaning “on the ground” so the opponent has to be OTG and anytime they’re on the ground they can roll.

now for a juggle, i’ve always gone by what it technically means; keeping something in the air. technically they never really hit the ground, i.e. mags + psy. they’re not hitting the ground, they’re landing on your leg lol.

yeah. that’s the way to look at it.

oh, hmm…now that i think about it, im wrong about otg

i wonder why people say c.lk+psy, c.lk, otg c.lk with mag then

people use otg too loosely for me to keep up with, u right tho, keep rollin =)

Yo Green, I got it now. What I was talking about earlier is just someone tri jumping with lk and then once Storm touches the ground Storm immediately just does a normal jump lk afterwards. It’s done quickly for the two hits to connect. That’s all.

what would be storm’s best bet against mag’s c.lk? i’m having a hard time dealing with mag head on…

if you predict that your opponent’s mag is gonna do a glitched c.lk, then maybe your best option is to block. i dont know if jump straight up and block will work, never tried it.

any other options in mind?

jumping straight up works, i think i recall somebody saying its 0 frames. but if you jump up/back or up/foward that takes an additional frame so you’ll eat the c.lk’s.

the only thing is, if they know you’re gonna jump they could easily guard break you or a magneto s.lp beats out just about every jumping move

oh and if your character has a fast dash (mag or sent) you could switch trick a dash back. just watch out cuz you can’t block while dashing back so you might get hit by a tag or somethin

i read something like that two, it takes more frams to jump diagonally then to just straight up.

i would only dash back if i used sentinel cuz he has super armour otherwise i dont trust that. if i suspect a switch trick i just jump straigh up and then hold back and ill block whatever land call assist or cross up etc.

Hm, didn’t know jumping forward took frames.

what’s mag’s glitch c.lk? never heard of that since today… =(

Pick your team such that Magneto is in the 2nd or 3rd spot. Hold the corresponding assist button so that Magneto starts first when the match begins. Now, if you hold a normal, it’ll start with no delay when the match allows attacking. Mag’s c.lk is only 1 frame, so it’s impossible to beat (certain situations are exempt).

Does that glitch work for all characters, or only Magneto?

All characters.

Cool, thanks. :bgrin:

so i can use that c.lk glitch with storm?

Timed hits will beat glitched hits, but that takes some practice.

Wait for the flash… Try to time your attack with the flash and you’ll get first attack.