Ottawa Thread 2012

Fucking xfactor man

Oh shit I’ve been exposed for the fraud that I am

Nah man. If anyone here is a fraud, then its me

Congrats to james on his double victory, youve come a long way buddy, keep it up

^word, TBH my life goal is to be as gdlk as james

Just join the Trish army

GG’s to all yesterday. The impromptu mini SFxT doubles round-robin was especially a blast. Definitely worth trying again.

thanks everybody, ggs to all (particularly kevin for the two grand finals).

unfortunately, my general ehsan performed extremely poorly last night. he’ll be disciplined appropriately.

lolz at marvel top 3

since hq isnt open and toryuken is in 2 months, im looking to train hard and get better. other than dropping really awkward hit confirms with zero, what are my obvious flaws?

if youre down to play while hq is being worked on message me.

[media=youtube]5ij0auxu1Gc[/media] Heres the vid with the xf 2/3 loops.

Im going to be brutally honest:
You don’t have fundamentals. Like in the slightest.
You have your combos down 90% of the time (Except when I tell you you’re gonna drop them rofl), and you have your set ups out of the combos, but your movement, spacing and footsies is nil. Obviously I don’t have good footsies either (along with 99% of ottawa) but I always notice you particularly lack this, and if you had some you’d be a LOT better. With zero, any time you get into a situation you’re slightly pressured in you let your level 3 blaster go to get the other person to back off, instead of manoeuvring about them. Honestly I don’t know how to tell you to improve this, other than to stop playing training mode, and play with more people. Try to play online and only win with basic basic combos like 123 launch, 123 spike, which will cause you to have to open them up more because your damage out put will be lower.
Alternatively learn to play SFXT/SF4 and you’ll just get blown up until you have the footsies. That’s why I told you you should have played sfxt at Myles’ that night instead of thinking you were free. Not gonna learn without playing.

Some food for your brain:


http://sonichurricane.com/?p=691

oh iite, thats pretty simple. thanks man

yea thats what i wanted to/expected to hear, good shit. as for sfxt im learning but as you know i cant exactly play online and i dont have money to buy an actual copy which is why im so salty whenever hq is closed.

ive definitely seen my progress over the year though and im happy with it, gonna really push it for the next two months. that thread on controlling space was a really good read btw, wow.

Play kevin for a hour and try everything you can to beat him. Then ask him+yourself what u did wrong after every game

Wow, real life has a way of preventing me from posting on here or coming to anything ever.
I couldn’t help but read the past page and I’ll add my two cents.
The JC Chavez post up there was actually fairly on-point, but I think it lacks some specifics to go with the general terminology.
I’ll try to help to the best of my ability.
Firstly, it needs to be said that ST-based system of footsies is not a perfect port to MVC3, but if you can think of your movement / normals as the basis for your gameplay, you’ll be opening people up a lot more. What “footsies” do is tell you what decisions your opponent likes to take when presented with certain options at certain ranges. It’s little mindgames that occur rapidly within a match that allow you to get the read on a guy / know what to exploit. Watch a Daigo or Valle play Ryu to get a good idea of how movement and normals allow someone to get the read quicker. Valle in particular often gets blown up spectacularly in round 1… but it is the manner in which he plays the match that allows him to learn what makes his opponent tick. In a game with expanded offensive and defensive options such as MVC and where jumping simply is not the same as SF, you have to modify the basic “rules of the game” as far as footsies go, but the idea that your position and what you do with it can be used to get inside your opponent’s head is the most important principle to preserve.
For examples of how shit in the Sonic Hurricane guide and all that transfer into MVC… hmm, let’s try to freestyle this a bit.

  • Baiting Jumpbacks.
    A large percentage of people will hold up-back at certain ranges to avoid mixups. Once someone jumps back, they have surrendered much of their positional advantage to you unless they can double jump. Even in this case, they are at a disadvantage. Their ability to see what you are up to dramatically decreases and this is a prime opportunity to go setup-crazy.
    Your first job is to figure out what the range at which this occurs is. This means you have to be very conscious of space. With each of your characters, what makes people tend to jump? What do they do once they jump? For example, are they scared of throws? If you notice a fierce + an assist come out when you make some fool jump, you know his reaction tech game is shit.
  • Baiting Pushblocks - or, OOPS, you’re dead.
    Push block is an seemingly-easy GTFO mechanism that a lot of people depend on for their defense. Think of it as the equivalent to the SF4 crouch tech. When you see someone pushing you on the first or second cA, you have now gained an invaluable tool in opening them up. The ease at which you can stutter your low shorts or delayed chain into strongs/fierces/whatever allows you to create frame traps that punish the opponent for pressing the buttons you’ve trained him to believe will get him the fuck out of situations.
  • Baiting assists, setting up whiff punishes, and putting yourself in position to go in
    Your horizontal movement, normal game, and PROJECTILES are the biggest part of making people either press the wrong buttons or move in the wrong way. Making people press the wrong buttons at the wrong time is a large part of what gets you the W. With Zero, how you control space with command dashes factors in large, and I’m not qualified to speak on that. What I CAN tell you about is Dante and Vergil, because TBQH these characters epitomize the movement/normals/projectile balance of MVC3. They’re IMO like the Ryu and Ken of the game.
    A) Horizontal movement - walk speed is not as much a factor in this game as it is in SF. Because the screen is so big and nuff characters have mobility options that transfer them across large parts of it, the cornerstone of your movement is definitely your Wave Dash. You MUST be able to wave dash. And by that I don’t mean dash as fast as you can fowards by mashing 2P and down. I mean looking at what your opponent is doing, taking into consideration the maximum ranges that his options come into play at, the max ranges you can threaten him at (and with dante and vergil this is a very long range). Play around with that. Get used to crouch cancelling your dashes. Do not plinkdash forward. 2P, D, DB, Neutral, 2P, etc. It’s not that hard once you get used to it, and it will save you from getting dummied by people pressing buttons while teaching you valuable things about what scares players into making sudden and ill-thought-out moves.
    Being able to stop a dash on command or proceed further into their space is nuts in this game. Dante in particular is huge with this, because he can at any point begin to menace with neutral jumping fireballs, squaredashes over crouching pushblocks, crouch cancelled stingers in response to whiff punishes, etc.
    Vergil can whiff punish anything with his massive sC.
    Plink dashing backwards, particularly with Vergil but also with Dante, allows you to create the necessary space to start dominating the midrange game (this is your forte… their up-close normals are not godtier).
    B) Normal Game.
    Zero: IDK what to say about this guy, his 6C is +5 or some shit meaning any block string you have on the ground should allow you time to call an assist and escape to safety with a view to a new setup. When in the air his pizza cutter is nuts. You should not really be getting hit with this guy. If you watch a PZ Mihe match, Mihe essentially stays away from the guy and pokes with the fireball and the lightning primarily, in addition to teleporting with assits under cover of fireballs. He also gets people the fuck off him with properly placed PIZZA CUTTAHZ and pokes at medium range with towards Fierce.
    Learning the good ranges of pizza cutter, as well as 6C, will reduce your reliance on your Buster Shot which will free it up to make your 2-3 setup situations safe.
    Vergil:
    On the ground, learn the anti air range of 5B and 5A, they are amazing pokes. Same thing with 5C. 5C IS YOUR FRIEND, my GOD it is your friend.
    If you get a 5A or 5B blocked, learn to hit a stinger into chargecancelled round trip ON REACTION. This allows you to scheme 2-3 setups every time, or just go for some super safe pressure.
    Learn to call jam session to make anti-air S safe. It is godlike when used properly. Don’t just do it randomly. Read a guy’s movements, learn what makes him like to jump forward and fuck him up.
    In the air, njB is amazing and confirms into dead characters all day.
    njC is actually a great poke at the right range and tends to stuff most assists before they come out.
    HELM BREAKER AKA j3C or 2C whatever. SUPER FUCKING SAFE. Leads to fuzzy guard setups if you call assists. Also the key to the Happy Birthday combo (Helm, Scoops, XFC, death to two chars).
    If you see someone dashing who cannot crouch cancel their dash (Hulk for example, but there are others, look at the guide), you can always punish it guaranteed with Starfall aka S.
    Dante:
    You should know the individual properties of Dante’s moves by now quite well. Learn to set up anti-air 5B. Realise that with your double jump, jB and dashback jC are fantastic means of zoning as well as setting up Air Plays, which let you go in.
    C) PROJECTILES
    Zero - Buster shot. Makes your shit safe. That’s why you have to stop wasting this to get people off you as much as you do.
    Your ability to actually use the buster shot at the end of a sequence of setups to make the whole shebang safe is part of what makes this character so OP, so don’t throw that away!
    Sougenmu - gives Zero some better ability to run fireball games. People are really broadening the use of this now. If you watch a lot of foundation-game videos you’ll come to appreciate how much it gives you in the way of space back in certain situations. That lets you get your composure back, if nothing else, and if you have meter to spare turns Zero into quite the Chip monstah.
    Vergil - Round Trip
    Any time you kill a guy you should have this charged. You should ALWAYS throw this on a guy’s entry. If there’s one thing I notice about you, it’s that I almost feel you’re just going for swag combos. IMO you should always be going for the KILL, and this is, with vergil, what lets you do it.
    That Tips and Tricks 14 vid about Round Trip should serve as all the info you need. IMPLEMENT THAT SHIT. it’s TOO good.
    Also, don’t be scared to throw it out to cut off your opponent’s vertical movement/ bait jumps / discourage assists / get in free /WHATEVER, IT’S AMAZING.
    Spiral Swords
    The chief function of spiral swords is that it gets you in, does chip, leads to situations where a pushblock may be baitable, and guarantees you 1-2 setups after it’s done.
    You will ALWAYS get a blocked round trip out of spiral swords.
    What else does spiral swords set up?
    The Crown aka Hi, I win games
    Zero is a great battery for Vergil. If Zero kicks the can or vergil comes in with mad meter, the crown is your friend. Why?
  • if a char comes in and you crown him right away, he will not be able to switch out in time to neutralize the crown, allowing you to go setup-crazy on him.
  • the crown absolutely nullifies the threat from level 3 XFC anchors such as Wesker.
    Crown of Swords is fucking stupid. You should ALWAYS use this move. I am serious when I say that on an incoming character (with the exception of Vergil himself) Crown of Swords turns any matchup dramatically in your favor.
    Dante - Air Play
    This move is fucking godlike, I get most of my mileage out of it, I can’t say enough about it. Watch Yipes, watch PR Rog. Learn to tiger knee it. Use it after a whiffed B or C in the air to make yourself safe and get some pressure. Stinger a guy, bold cancel and on block do an Air play then chase it.
    This move is THAT GOOD.
    Charged Air Play also helps you win projectile wars against Mag and other projectile-happy chars.
    What else does air play set up? Vergil Assist Vortexes!!!
    Your ability with dante to lock the guy down with long range normals x air play is definitely amplified by the fact that when dante is normal jumping, even with double jumps, you can still call assists. That means that you can keep a guy on the ground, cover Vergil with a projectile, then get a free 50/50 into an easy way out. Godlike? I think so.
    Homing Missiles
    Also quite good, particularly against double jumpers like other dantes, trish, DT vergil, Sentinel… do this at full screen to take up space and let yourself get into the range where you can start locking him down with jM x airplay.
    Sonic Boom aka the Ehsan Special
    I kinda like this move. It seems to work best on wakeup. For your team, it’s not as relevant, but if you have something like Magneto’s disruptor backing it this move is fucking amazing. Call Mag, do this move, telly, go nuts.
    You might be able to get some mileage off it with Vergil’s assist, but personally I like missiles better for that purpose.
    DEVIL TRIGGER BEAM OF DEATH
    YES. This is your midgame win condition. You have Dante, you have the meters, life is about equal? Trigger up and just start whittling away at dudes. Worst case you can psycho crusher to safety.
    Throw two, fly, and throw some more. They’re really that good. I think they might do 120K on block, and if you hit one you can always follow up with at least one more. Insane move.
    DT Air Play - in fly mode, you can throw multiple air plays. I personally don’t like this but it’s a fairly effective tool.

Anyways I won a doctor doom bobble head at funhaven. Swag me the fuck out.

Is there a hulk bobble head?

Nah, doom, venom, dare devil, wolverine and cyclopes.

do fucking want