STORMNETO! Captain Marvel thread

@Thumper even as an MVC3 player, I had problems learning flight cancels in this game. My advice is practice just doing standing HP into flight to get a feel for that motion and get it into your muscle memory. From there, practice doing HP xx fly LP HP HK in the air. My advice to you is to take your time with the input. It actually isn’t AS tight as it might seem. Practice it slowly and increment the speed bit by bit till you find your sweet spot.

What’s the actual problem your having with flight combos, cause the combos themselves are pretty lenient. The thing I see people have the most issues with is beginning it, in which case they generally have a hard time doing jp.hp, flight, jp.lp, jp. hp.

Carol still needs Fly BnBs, as you aren’t always going to land a hit directly on the ground, for stuff like air conversions or conversions off an Active Switch, going into Fly loops lets her retain damage from all positions

I found them very hard at 1st, but after some decent practice I figured out the rhythm. (You can take more time than you’d think between each rep).

This is so true. The rhythm makes it so easy. You have a good bit of time between the HP fly LP and even more between each rep

It’s the dashing in between hits. I don’t know if it’s coz I’m playing on pad that my fingers end up getting all jumbled up or what but dashing in between the hits messes me up. Maybe I’m trying to act too fast and I end up pressing buttons when I shouldn’t be? I’ll take note of the lenient timing and try to slow down some.

I’ll take note of this! Hitting training mode in a bit once I get home. Many thanks my man!

Also if you do not know, you can just mash LP+HP for dash combos. HP takes priority over LP when pressed together and you cant dash again after an air dash.

So Carol has a ton of command normals, and I understand that df+LP is a low, but what’s the purpose of f+HP and f+HK? Are they just combo fillers?
Also did anyone find any use for j.d+HP? All combos involving fly loops seem more effective and straight easier to me.

f.HK is good for kara command grabs. j.d+HP lets you sneak in an extra HP in combos or even get an extra HP in situations where you would normally dash cancel into another HP. I haven’t found a way to apply it yet, but I believe it also takes you out of flight immediately.

df+LP is actually really good

f+HP gives her a better throw option select than some other characters have and it’s a way to keep c.HK safe

when you are doing high/lows during a lockdown super, canceling a low into flight then doing a bunch of overheads can open people up pretty well. if they really are blocking everything it’s hard to go low from there but I think d+HP is the fastest way back to the ground, definitely faster than canceling flight anyway. haven’t really messed with it yet

THIS! This is great advice. I was finally able to do it with some level of consistency! Lol pretty amazing feeling to be able to do it. And I see what u guys mean by “rhythm”, particularly in cancelling into fly and then hitting that first j.lp.

Many many thanks!

Yeah I figured out about f+HK for the kara grabs, but is that it?
I know that if you hold HK during that moves she automatically goes into flight at the end so maybe there’s something you can do with that?

you can go into flight automatically off sweep too, press d+HK and just hold it and she’ll float up. that’s more useful than the f+HK flight mode… you can cancel f+HK into flight much much faster manually, you just gotta make sure your motion is clean or you will blitz blow instead

f+HK seems pretty terrible outside of using it for kara-command grab. Whiffs on majority of the cast crouching.

f+HK has great distance and is ideal for corner carry. I use c.LK, c.HK, f+HK, c.HP on a lot of my surprise hard knockdowns in neutral. Need to test but may have some anti-advance guard potential as well. It’s not a move you use in neutral alone, it’s for combo/block strings.

For flight Loops, I mapped L1 to LP+HP so that I simply hold the direction and mash. Since flight cancels at a certain height, regardless of combo scaling, it’s very easy to learn how many uf.Fly Loops you can mash per set up (add in some forward ones too for more hits once you figure that out). In most cases your final hit of it should be cancelled into a d+HP for more damage AND better stun to connect flurry or something. Since flight cancels on the last uf.dash, j.HP, you can use that button you were mashing and press d+“flight loop button” to get j.d+HP. Since you left flight mode it wont force an air dash.

My 8x flight loops looks like this:

-, c.HP, sj.HP xx flight, s.LP, s.HP, f.L1, uf.L1 (x3), f.L1 (x2), uf.L1 (x2), d.L1 xx etc…

*L1 = my button for LP+HP

Mash it!

Dormammu seems to work well with her

https://youtu.be/lGq-263qAZc

Andre also uses her well with Chun

https://youtu.be/bftY9qjON7w

Can I just gush at how her armor eats almost every single broken thing in this game? Reality stone? Fuck that walking right through it. Dorm pillar or even thorn carpet? Don’t make me fucking laugh. All we need is to nerf Dante’s BS hammer into being considered a LP attack and we gucchi :wink: For real though, armor is more important for her than it is for Arthur in the current meta.

if you hit a weird air to air with blitz blow, air dash up-forward towards them j.LK is a really loose link to get a full confirm out of it. usually you can chain from that to HP xx hit grab then pick up the combo with your other character

seems to be my go-to anti-air cuz I can’t find many consistent ways to hit them from the ground without using a stone

s.LK also punishes power stone on block, air or ground

j.LP j.HP chain seems to be a really good air-to-air

if you do chain into c.HP xx blitz blow up-forward, air dash up j.LK will pick up your combo so you can complete it with a fly combo. this is also a good way to finish a combo where they have popped up very high. you’ll most likely have to tag to get a full extension but blitz blow, airdash, j.LK works surprisingly late in a combo

if you superjump then air dash down into d+HP, the hitbox is nuts and the followup j.HK will auto-correct if you do it with the right timing. no guarantee it’ll connect though.

blitz blow follow-ups on block…
airdash forward j.HP confirms on hit, overhead on block
airdash forward j.LK j.LK for double overhead
airdash forward d+HP will bounce you up for the HK, so do that + tag for a very hard to blockable

all the airdash forward stuff is hella punishable obviously

airdash backward HP beam xx tag sets up a mixup

I find her high-low kinda slow if you don’t whiff a button, air-dash down-forward~d+HP is the fastest way back to the ground for a low

if you have a lockdown going, flying low to the ground into j.HP adf j.HP or just adf j.HP is the absolute fastest high/low she has. practically unseeable. j.HP xx adf j.LP j.LP for a triple overhead

i’ve been playing her with reality stone just because I find it very hard to approach without tying up some space on the screen. armoring up and doing blitz blows into that air confirm lets you control the skies which is nice but you will find yourself burning a bar to armor up on whiffed blitz blows a fair amount after that

my next experiment is trying to meaty guys with blitz blow when I know they are going to do a stupid tag, so that way we can get a full damage punish instead of just a piddly throw combo

I also gotta work on the install combos. she does so much damage it’s ridiculous… the combos have to be very, very short

absolute fastest way to move backwards is to airdash back, whiff j.HP. like Iori’s backdash in KoF

It’s -7 apparently so that would make sense, but it’s important to mention, it’ll only work if the Power Surge is blocked point blank or quite close. Mid or far range then s.lk or anything will just whiff.

For the Carol / Dante players:
https://www.youtube.com/watch?v=zvXF6AHdVOY