How about a youtube searcher?
[media=youtube]o8TNuNrOrJw[/media]
[media=youtube]eqb2HJxWPUc[/media]
How about a youtube searcher?
[media=youtube]o8TNuNrOrJw[/media]
[media=youtube]eqb2HJxWPUc[/media]
Hey guys, I’m trying to figure out how I can use Centurion Rush assist outside of combos. I use Frank and Haggar and I’m not sure how I can use CR assist to my advantage outside of combos. From what distance is it safe to use? Any suggestions?
CR’s primary utility is as a combo extender. I play Frank/Nova too and i only have a couple of utilities for it. If you get a jump in M on a grounded opponent, calling CR during the hitstun of the M and going into Cr, LMH will be an “unblockable”.
Also on an incoming mixup going up for normal jump M,M pressure, you can call CR assist so it hit just as the opponent lands. Smart opponents wont really block Frank low on landing though.
Only other time i use it outside of combos is if i get the situation where Frank is approaching an opponent alongside a walking zombie, i like to roll through and call CR. The opponent then has zombie approaching from one side, Frank on the other, and Nova coming in as an overhead, that’s a lot to process in a split second.
Question of my own: How do you all deal with Haggar pipe?
Put up that shield, and don’t let him anywhere near you. As long as the Javelins are goin’ and the shield is up, you’ll do a good job keeping him out. And when he gets close to you, get outta dodge with a crouching or an air dash or something that’ll move you away and repeat. It works especially well with an assist to aid in your zoning, but while all that’s goin’, remember to keep that shield up. If he does manage to get in with the pipe, at least, he’ll hit the shield while he’s hitting you, which should give you time to get up fast enough.
Yeah, i start against point Haggars in that exact fashion, but most of them are backed by a beam assist or something similar, meaning i’m always taking chip damage at least and chucking away red health if i want to keep the shield up.
I’ll keep at it, has anyone had any success with dash under st.jab? I know pipe hitbox extends behind Haggar but i’m not sure how much. I guess i can also call Hawkeye assist timed to connect as he lands if i’m behind a sheild, and that should give me enough time to reverse the momentum on him if he blocks it.
Try calling your projectile assist right before you set up the shield. If it’s something like plasma beam, then the beams’ll trade leaving your shield unscathed. It mostly depends on the situation and how you adapt to their play, but if you’re going against Haggar, your goal should definitely be to keep him out, and only go in after a hit confirm.
I’m always afraid to use any sort of quarter-circle forward motion with Nova in a real battle. I don’t know when I should risk losing a lot of red life for a shield or the beam hyper. How often do you guys use Gravimetric Pulse and Gravimetric Blaster? Do you use a GP H no matter what your red health is or do you always keep it in mind and refrain from using GP or GB due to how much red health you have?
Personally, I look at it as another meter. If I have a huge amount of red health, I’ll find some way to safely tag Nova out and let him recover that. If I get some red health from chipping, then I’ll use it for a pulse. I hardly ever use the Blaster because I like Super Nova a lot better, and I’m usually not a full screen away desperately needing to hit something. Just keeping in mind that you only need 30% red health for the max effect of your Gravimetric moves gives me a good idea of when using red health is a waste or not. If I’m around 30% or below, then I don’t mind spending it.
Also keep in mind, that even if you take 1% chip damage, your gravimetric pulse is already level 2. That’s a great time to use one.
Only time i use Blaster is if i know it’s going to kill a character and Nova Force won’t, or as a huge punish for someone recklessly calling Drones or Missiles.
In my team of Nova/Spencer/Taskmaster, I don’t expect Nova to live through the match.
So I burn it if I think it can kill the enemy, do an unsuspecting attack/punish on them, then I use it, regardless of how much life Nova has left anyway
any tips or hints as to how to cancel standing S into a special on hit? i cant seem to get it out
Well, standing :s: is a launcher, and you can’t really cancel a launcher into anything other than a super jump and that’s only after it hits. When you super jump, you’re able to go into whatever normal combo you normally do, be it a special or a hyper, or an aerial combo. But with the way the game reads inputs, all you need to do is hit :u: and it’ll register as a super jump, so if you’re fast enough, after you land your :s: and do :u:, you should be able to do whatever special you want without actually going through with the jumping action, and it comes out. It’s called a super jump cancel.
With Nova, the thing that he’ll be super jump canceling into will usually be his Energy Javelin. So after a connected :s:, you do :u: + :atk::s:, and you’ll immediately fire it off. You can super jump cancel into any move so long as the launcher connects. So if you wanna, for some reason, launch them and do Super Nova, you’d essentially buffer the input of the hyper :dp: and then add an :u: (or :uf: to be easier) to it, and you’d have your hyper. Same with Gravimetric Blaster. :s:, :qcf::uf: :atk::atk:.
As far as any tips on being consistent with it, the best advice I can give is make sure you get the directions buffered first, and then press your :atk: button(s). That way, when you’re practicing, you can see where your timing messed up easier.
Quick question: what is a good normal jump height air-to-air confirm sequence and the subsequent transition to a ground BNB? Main example being if after an aircombo ending in sjS, land fwd+H, I want to go for a jab reset, I can mixup air throw with some jumping combo. Im at work and cant test, but Im guessing jMH, figuring normal jump H wouldn’t cause enough stun to do fly stuff (guessing). And then upon landing from whatever sequence, sL? sM? Thanks!
question about Combo 1 from the strategy guide:
I can’t seem to land :h: :qcf: :l: :dp: :atk: :atk:
it gets dropped between :qcf: :l: and :dp: :atk: :atk:
[combo 1 iirc]
cr. cr.:h: :s: sj. (delayed) :h: :qcb: :s: (fly) :h: :s: (land) :f: :h: :s: sj. :h: :qcf: :l: :dp: :atk: :atk:
That just means you gotta put the input in faster. What’s happening is you wanna cancel the Gravimetric Pulse into the super, so as soon as you put in the input, don’t bother waiting for it to come out. It’ll come out anyway, just do the :qcf::l: and instantly put in the motion for :dp::atk::atk:
This helped tremendously, although I did notice that I don’t get as much damage as shown in the guide (I get 691k rather than 696k) is there a trick or certain timing for land sj.:h: :qcb::s:
it seems when i do it too fast I TAC by accident or I air :s: by accident
Mash it. Unless you already are, then I dunno.
in most fighting games, this answer is typically a terrible answer…in marvel this is probably the best and only answer lol
Hahaha yeah in a vaccum this is like the worst possible advice I could give. But somehow given the context, its some top tier high levelprotip shit lol. Kinda like, “just bury the prostitutes body in the sand” when you’re near a coastline.
but any tips on doing fly/unfly after air :h: