Tallahassee Thread: 3 times the Marvel, 3 times the Capcom, 3 times the butt kickings

Cause baby there ain’t no mountain hiiiigh enough
ain’t no valley loooooow enough.
ain’t no river wiiiiiiide enough.

1 character > no characters. I’m sure you wouldn’t even have a problem if you didn’t get dominated by that 1 character.

Man Drew in those games you were still blowing me up with Max Spider. I want you to mix up your assists: try web ball/hidden missiles/hadengki. I would look for corner oki ultimate web throws and big damage bnbs from random 5As and shit. Get your Bang on. Not like I can really criticize, my Cap and Mags game need work. Just need to brush up on sent basics lol but I don’t plan on really playing sent, I like she-hulk more.

Going to FR may be a possibility for me. Have to see about getting time off work first and the vehicle situation.

Is anyone playing Task?

I’m having an issue solidifying the 1st Task BnB in the guide:
c.L c.M c.H. Spidey Swing, M, M, Spidey Swing, M, M, S, st.M, st. H, S, M, M, H, Spidey Swing, M, M, S, jump, QCF+ MH

The part I am having trouble with is going from the S after the 2nd spidey swing to the st. M?

I have tried delaying the S (seems to sometimes work), but there must be clearly something I’m missing? Anyone have this same issue and figure it out?

Thanks,
Felipe

EDIT: Delaying the S is helping, but still open to criticisms.

CheapoCrespo has a good taskmaster should hit him up.

Long post, so skip if you don’t care to read.

Have you tried switching team member positions? I know in my games, my aim is to blow up Doom and Spidey assists so that I can deal with an uncontested Zero. Perhaps you should took a look into moving Spidey to point and Zero to your second with Doom as your anchor. Improve your Spidey and make him your battery. I’m pretty confident you can cook up some relaunch combo with Zero’s assist and lengthen his BnB’s to improve his DMG output and meter building, and Zero with meter and X-Factor can shit on A LOT of people, so playing him at point may not be the wisest decision. Ron would have a better opinion on this than I would, though, but I know his team starts Mag first and Zero second (I would assume he did this deliberately), and all of his combos with Mag build meter which he’ll sparingly use unless its in a 100% kill combo. Doom at Anchor with his mobility, damage and X-factor is one scary motherfucker. Hell, after playing Jay, Doom PERIOD is one scary motherfucker. I would assume that his Doom missiles will come out even FASTER so you have cover for his assault.

EDIT: I don’t know what Spidey’s DHC options are, so depending on that, you might have a hard time getting your other chars in. If Maximum spider can be DHC’d out of from when he first hits the wall or from the first hit, then that’s golden.

Your team has a lot of mobility that seems to be under utilized. A majority of the time, your movement is linear and serves no real purpose (much like it is in SF when you maneuver back and forth when I’m NO WHERE near you throw any sort of poke). Doom can MOVE, and you are either completely incognizant to, or totally underestimate his air superiority (this is against Team SF, btw). Spidey options are (seem) ridiculously safe (ish). That motherfucker was built to move.

EDIT: I’m probably going to run Akuma, Trish, Haggar against your team from now on so that I can shut down your movement completely. Chances are that you’ll get so frustrated that you will learn how to maneuver better, as you typically learn more effectively when you get pissed off.

In addition to that, only one member of your team can zone meterless (Zero can if he has 3 bars and a charged shot), so you’re going to have a problem when someone tries to rush you down. You may not have noticed, but there were times I’d try to bring in Akuma/Chun a little faster than I normally would once Doom was down with because now I don’t have to worry about his assists. I deliberately let Chun deal with Spidey because she can get past that zip line/web swing shit more effectively than Ryu and Akuma can (atm, although I think Akuma will be better for it in the end). You’re going to have to find your way around that problem, which I would imagine is inherent in teams that are built to rush down.

I’m pretty confident playing someone who’s more experience can bring out other factors that I might have missed or clear up/correct some things I may have noticed, so definitely try to play everyone here, even if you have to go out of your way. Skip a FT10 with me to play someone else sometimes, because in SF, I’ve taught you all that I know, and in MvC3, Im not the best person to play because I’m still trying to solidify my game and am pretty looking to beat you outright instead of teach you something that I don’t know.

For me, I’m concentrating on taking Zero out first, either by burning meter/XFC or snapping him in and getting the OHKO. Zero rushdown + assists + jumping :h: ? No thanks.

Drew needs to improve Spidey or drop him. Two pixies on that team leads to some really quick deaths. Also, Crawler Assault is pretty good for DHC’s. I think you can actually DHC to Zero’s Genei Jin super and still combo?

Speaking of which. I need some more Zero/Mag Comp. Will you be at the SLC tonight?

Good to hear man. Keep us updated.

Agreed, but since I can DHC Akuma’s beam super in, if I see Doom or Spidey creep that head out and I have two meters w/ Ryu on point, they are done. That’s the only reason I look for them first.

I’d probably have to take a different route with Akuma/Ryu, Trish, and Haggar.

I run Zero 2nd purely because of my assists. I would rather have Mag w/ Zero/Chris assists than Zero with Mag/Chris. None of my characters DHC particularly well (that is, they lose a lot of damage), and that is the major weakness of my team. I actually use meter wherever I can, because I often end up with too much of it. The main thing I burn it on atm is Zero’s lvl3.

Zero cannot zone as well as a Deadpool or Taskmaster, but backed by a good assist (…Mag or Chris!) it is formidable. Level 3 buster is one of the best projectiles in the game and it takes barely any time to charge up. Seiei-Enbu super can be almost impossible to get in on for a short while.

Everyone needs to work on upping their damage.

I don’t think I’ll be at SLC tonight, I have crap to do tomorrow. May change my mind though…I dunno.

I mess arounda bit with different order. Doom rocks is a great assist to back zero, at least i personally think, may try plasma beam. I defenitely need to up my spidey, i was just wondering if he was goign to work well with my team. I still need people to teach me the fundamentals of this game though, i don’t even know how to consistently land a hit on someone.

Ah okay, that makes sense. I meant that I typically don’t see you burning craploads of meter with Mag mainly for Zero’s lvl.3, which I’d wager to say you could use lvl 3. buster/seiei-enbu w/ Mag and Chris assist to zone with and Zero’s level 3 to punish any assault.

Drew:

Fundamental rule #1: less mashing - it honestly seems like you dont know what the hell you’re hitting half of the time until you land H - S. I mean, it works- you got a couple of wins and the system is a bit lenient in that regard, but you are ultimately sacrificing control for nothing.

rule #2: gameplan (this was my problem)

Again, this is coming from me, so take it for what its worth.

Working on Wolvie combos myself. I am trying to develop as many low-resource, high-damage combos as possible. Wolvie’s basic combo (2L 2M 2H S jc j.M j.M j.H xx Drill Claw xx j.2H, land H S jc j.M j.M j.H xx 214L+M) does around 630K. This combo generates its own meter.

Anyone else have any similar combos?

I am also looking for non-XFC kill combos. I don’t like burning XFC at level 1 at all and I would only do so to kill a Sentinel.

I’ve got a few corner specific ones with Ryu that I need to implement. Solo, its 638K, although I think I can put Chun in one of the loops and get up to 725k. Ill test it out later.

Aside from the infinites, Akuma has a few that can be done that are in the 810k range. One of them is hard to land, though, because it requires the opponent to be standing, and I honestly can’t remember a time where I’ve caught someone standing. Unfortunately, it happens to be his best one, because it can be done at any point on the screen, whereas the others are corner specific :confused:

Question regarding this weekend’s tourney: will there be a 360 setup? If not, I am considering bringing one as I still don’t quite have the cash to dualmod my stick.

It sounds like they’re trying to keep it PS3, I’ll be bringing an extra PS3 stick just in case. I’m sure there will be plenty to borrow.

Drew I will be down to play non-tacos FT10s any time man, I want us to both to get better and there’s a LOT I could improve upon. Plus it helps to have someone to just woodshed ideas with. Unfortunately can’t make it out tonight but tomorrow I’m off from school and I’ve got from about 2pm to 10 to game out so if anyone wants to get some play in let me know.

Chris does around 550k with no meter anywhere on the screen, and can do 650k or so in the corner with one bar that he generates with the lead up. He can end the same combo in the corner in his level 3 for 1.1 mil or so. Chris builds meter like a motherfucker, too. Not sure how viable he will end up being without very specific assists, but for now I am having fun with him.

//EDIT\
Chris can also do 600k off of a landmine hit for zero bars.

Not sure if you meant other combos with Wolverine or other combos in general, though, now that I think about it.

You can tack a couple hits in that combo you listed fr slightly more DMg, but that’s definitely the bnb. If you have an assist that hits otg, or one that can pick up after otg 2b , you can end he combo with a knockdown S instead of super and then get a weapon x after the otg, which doesn’t scale so it gets somewhere around the 1 mil mark. But ideally with wolvie you wan to set up for a reset and land one more 50% plus combo for the kill. Best way to do this is to end he combo you listed with a drill claw into down + h, which won’t ground bounce the second time, but instead you will land in time to force them into waking ip into a mixup with crossup ( or not cross up) berserker slash, or instant overhead jumping L ( with he right assist) .

Logan you gonna be online sometime soon or maybe pay a visit up to the slc tonight? Need some wolvie comp.

EDIT:

Did you guys see that NAMCO is actually sponsoring FR this year? Wow, thats mad tight. First legit sponsor.