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holy. . . .well, I’m gonna take a look into this! Good work soldier
Re-uploaded with better quality
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Watch me get styled on by Infrit -_-;
Still have a lot to improve on with my defense/offense though.
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Found this, it is either a load of rubbish or it can have a bit of work to come up with something useful.
Huh you can do that? That’s really interesting actually…
It is character specific getting the 5 charging stars in a row (including HCS) and very hard to time so I wouldn’t exactly say it is practical but it may be possible to maybe do a reset or get a more consistent version to work.
The only thing I really care about is cartwheel, OTG missiles working like that in the corner. Is that universal?
I believe so as backflip pushes quite far out and if you did the knock down low enough, you have plenty of time to hold forward to push even further or dash. Be careful with dashing as that will get all the missiles to hit which puts the opponent too high to charging star off of.
I went to a tournament yesterday and this was the first match I lost. Can’t really say too much about it, but I do think its time for me to reinvent myself in Marvel. I need to work more on my fundamentals and level up my nova A LOT. I am trying to go up to big two at the end of January, so I have to do some real leveling up by then.
Like always all comments and critiques are welcome!
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Nice to see you back on here Ken!
To the video, you had an awesome confirm at .45 seconds, and your conversion on the incoming Doom after was brilliant as well.
You didn’t really make too many mistakes. You really lost against Firebrand unblockables and Doom/Ammy THCs. I’ll advice first using your current team, and I’ll offer alternate solutions after.
You dealt with Firebrand really well in the first two rounds, especially considering he is one of Cap’s harder match ups. However, you fell to his unblockable set-ups in the last two games. Basically, the air is your friend lol. GTF away from any lockdown assists an Ammy player has. Abuse your double jump to avoid the set ups.
You got caught by Doom cross-ups a few times. Be careful about pressing buttons when you’re directly underneath Doom. Use Nova’s Gravimetric Pulse and Javelin to counter Firebrand and Doom in the air. And also, Hawkeye shouldn’t be losing to Doom. Abuse his arrows against Doom, but be careful when using Gimlet against Doom when he’s up close, as he can catch you on your recovery if he blocks it like he did in the last match.
You also only stuck with Triple arrows when you went for the cartwheel mix-up. I think you should have also use Nova’s B assist (Centurian rush?). If the opponent’s grounded, it would give you an unblockable. There were a couple of times that you did raw cartwheels which you could have called Nova.
As for a solution for your Cap to deal with the assist and set-ups, I would suggest possibly replacing either Nova or Hawkeye with Plasma Beam or Unibeam (or Vergil). With how the game’s developing and the characters being used, Cap needs to use every tool at his disposal, and also have a good neutral assist to back him and to also counter your opponents assist. In the first match, you struggled a bit with trying to get past the Strange Bolts of Balthalk(spelling?) assist, and Triple arrows lost out to it. Also, I don’t feel Triple arrows helps Cap get in. Either of the aforementioned beam assists could combat this, as well as give you Charging Star backing to help you cover ground and get in on your opponent.
Overall you played pretty solid, and I feel that you really just lost to the games designs. Despite how many openings you capitalized off, it just took doom an air M or footdive to kill off you characters. And your opponent had some clever Firebrand unblockables. Eitherway, you just becoming more familiar with the match-ups or switching characters should do you a great deal of help
Good fights, I have a few suggestions. Try not to use shield slash and cartwheel so much. As a good portion of those shield slashes could have been punished quite easily by most of the cast just by wave/plink dashing under. When you use cartwheel that often it becomes telegraphed and all it takes is a throw to punish; try and alter it up a bit. I suggest switching between ground throw and the mixup, typically if they are afraid of the cartwheel mixup at all you can just throw them for free.
Your opponent was throwing out assists on a schedule, so you could have really taken advantage of the two for one specials he was giving you. I saw a number of opportunities where a HCS or nova beam could have switches the momentum back in your favor.
Overall I just have to backup what Yawdan was saying regarding having an assist to cover cs, it seems that would alleviate most of the issues. Triple arrow is just too fast to give cap the coverage he needs on that move, and without it he can’t run the punishing ground game.
This guy is using Zak Bennett’s new team with a different Doom Assist…
I’m guessing it is the first time against the Firebrand matchup? Well here are a few things to remember:
- Don’t bother trying to fight the fire spits with H Shield slash as you are just vulnerable to a free kidnap (the dive). You did however do it at the right time sometimes which is when he is jumping. If he is already in the air, don’t bother.
- If you are in range of the kidnap, try and get out through dashing backwards or staying above it otherwise just block which you did successfully a few times.
- Since Cap’s big weakness pretty much characters that can stay above him such as Firebrand and Doom, just be patient as they have to come down at some point. You have a Hawkeye assist which they will have to respect when they come to the ground so call it as they they are landing and cover him (Charging star?). If you can, condition them to block when you they are coming down so then you can just go for mixups if they aren’t pressing buttons.
- Firebrand Ammy is a horrible combination but luckily you didn’t have to deal with too many stupid highlow mixups where Ammy keeps you in blockstun while FB goes highlowlowhighlowhighhighlow within 2 seconds. To get out of the unblockable setup, you can Crossover counter once Firebrand is coming for the swoop at the lowest point and then you can avoid it. If you have meter for a hyper after crossover counter then use it to just hit him out of it (although I think Nova may be able to FALCON KICK that git out of his recovery).
Really tbh, I think you played pretty solid. Just work on those cr.:l: hit confirms and optimise the combos slightly more as I noticed at 3:18 you could of actually killed Doom had you done a slightly longer combo with the :f::h::s:j.:h: into hyper instead (or if you wanna show off a bit, you can call Cap after the OTG into :dp:,:dp::h: hyper). Also I didn’t really see any solid resets or oki when you were using Cap (I saw a Nova one which I’m gonna steal off you).
Also when the next character is coming in like at 3:53, you could’ve easily added a mixup by doing a gimmicky dash jump forward j.S which as they had been pulled out of the corner. Instead they just had to block. It could be that it is your plan to condition to block but I think when their next character is coming in, it needs a bit more work.
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Isn’t Missiles 100x better for your team than beam?
Nah plasma beams much better. It boosts Cap & Spencer’s mobility by making charging star and zip line safe, and is a much better anti-zoning tool.
Though hidden missiles gives them both TODs and is a good anti-air… kinda, neither Cap nor Spencer can make it’s call out safe (Cap needs to get the opponent in block stun then use hyper stars and stripes to make them both safe, but that’s spending a meter just to cover an assist). And Spencer is virtually stuck stationary (forgive if that’s with an e) until missiles come down.
Comes down to matchup really. Plasma Beam is your free get in their face assist but ONLY if they are on or close to the ground as well as clearing away assists such as missiles and drones. Missiles is probably the more versatile one as it helps breaks combos, gives Spencer that extra 2 80k and can sometimes force your opponent to respect it if used right (for that team setup). Also blockstun is long enough for Cap to do High/low mixups using a close to the ground j.M where you can land go cr.L or double jump j.dHS which no one ever sees.
Granted, although I use the same team I have never used Plasma Beam. I think I’ll give it a roll for the next few weeks since I don’t really need to do HCS missiles HCS if I can do TAC infinites or DHC Spencer.
sup guys! i’ve been playing captain lately trying to take a break from mags and i’m really liking cap/vergil/doom. some footage of this team at 1:47 here [media=youtube]2rEIV6EI4CM[/media]
i’d like to hear everyones opinion on my gameplay. thanks in advance