sorry dude, but some parts are :looney:
All im trying to say…
Is if I j.lk all day long, Mags is forced to s.lp.
If Mags s.lp, all my other options work.
That being said the rest of the match is in the favor of MSP for sure at this point.
50, I feel you man. At the same time, I go for flying screen resets at this point instead of one hit kill. This is just because I can repeat this opener scenario on wakeup with slight frame advantage. You cant say i haven’t flying screen reset you to death into guard break with her? Once my execution is better with her I will prolly go for one hit kill into guard break against really good players like you more often.
Not really, i did lose 7-2 but like i said it wasn’t like i got horribly trapped every game, i got hits and choked it up. Someone has it on video just in case anyone wants to see it, it didn’t seem to me that clock messed around at any point, he played consistently the whole way. With a team like that theres no room for dickin around no matter who you are. A W is a W so no excuses there he beat me pretty bad but i doubt it will be the same
Clock was different from snake but so is every other s/d player, traps are situational and have to be adjusted over and over again, more than anything its about learning a players habits. Clock was different in the way he went about his assist calling so i got tricked alot.
But like i said before Combo vs clock isn’t as bad as people make it seem, think about it… its a one touch kill team.
id like to see those vids. wouldnt it be better to fight s/d with sent as compared to mags or iron man?
I didn’t say none of my characters never died against your chun li lol I’m just saying this, the execution needed to do all of that what your talking about is unheard of. I personally think chun’s best options against an msp would be to pray for an infinite like magnetos pray for double snap and kill magneto in one hit. If i hit chun li with magneto it is EASIER for me to kill your chun than it is for you to kill my magneto JUST off of pure execution. Another thing about mag vs chun is that chun doesn’t really have much to beat out magneto’s jumping lk’s at much of any angle. But what you talking about on opener is correct. I think she actually has an edge on magneto on the opener based PURELY off ''getting the first hit" due to her overhead being too fast to react and block high.
In a nutshell, msp vs chun team, guess against her in beginning, and if she wins the opener, wait for chun li player to mess up her infinite. that is my strat lol
but i still think sentinel makes chun li lose due to her air normals have bad range and the fact its next to impossible (maybe impossible for real, i dont know squat about chun li) to bring sentinel down into infinite from higher levels of the screen. your best bet would be try to do some crap into stomp, call assist xup to infinite if thats possible.
wouldnt all mags need to do to counter chun on opener is jump with lk or dash back and counter assist (not always the best option).
^^ based on the numbers, yes magneto’s j.lk beats out chun’s j.lk (2:3 frames).
msp generally to me will rtsd, wether they be winning or loosing so while the possibility of the opp. dashing back does exist just doesn’t seem probable to me, least not in the first game. add to this that most people who might play versus a chun might equate the chun player with being a scrub baits the mag into standing ground and attacking.
ok well lets theory fight here for a min.
if i dash back with psy being called and chun does any attack plus psy cant i just dash cancel forward and counter accordingly whether it be a double snap infinite or small combo? so something like…
READY?? FIGHT!!! chun j.d+hk +psy, mags dash back+psy dash forward, chun or psy or both are hit, mags counters.
Assuming mags dashes back, he would counter the jump lk. Chun doesnt call psy in that scenario.
If chun does c.lk, the same thing she does for s.lp, it will beat the dash back.
So:
Mag c.lk - Chun c.lk - Mag wins (Rom)
Mag c.lk - Chun j.lk - chun wins (Shom)
Mag s.lp - Chun c.lk - chun wins (Ground infinite)
Mag s. lp - Chun j.lk - Mag wins (Chun blocks or calls psy afterwards)
Mag j.lk - Chun c.lk - Whiff to mag being guard broken (Shom)
Mag j.lk - Chun j.lk - Mag hits (Rom if psy is called)
Mag Dash back - chun c.lk - Chun hits (Ground infinite)
Mag Dash back - chun j.lk - Mag wins if psy is called (Rom)
Mag jump + psy AD/F - chun c.lk - Mag wins (Rom)
Mag jump + psy AD/F - chun j.lk - Chun wins (Shom)
this makes:
Chun - 5
Mags - 5
on suggested openers. only other things i can seriously think of are block + psy scenarios. assuming both sides can block the other 100% in rushdown strings (which isnt the case) it would be evened out in the since that someone doing block + psy vs. almost anything would get a hit to infinite to potential death.
Oh and 50…I got some stuff to show you and Joe when i come over next time. Ways to hit Sent in the Air into infinite and that + 39 on block XD
Ok… if you jump and mag glitches s.lp, it’s gonna lead to s.mk + psy -> whatever not chun blocks and calls psy afterwards. Mag beats jumps with glitched launcher anyways, there’s no reason to use s.lp really… in a mag v mag opening you glitch launcher guessing jump and they glitch s.lp guessing jump launch wins. Launch does the same thing but better.
Mag j.lk - Chun c.lk - Whiff to mag being guard broken (Shom)
If this happens there’s no way you can stop him from airdashing over your head and calling psy with the j.lk, you do not win in this scenario.
Mag jump + psy AD/F - chun j.lk - Chun wins (Shom) <- no reason to do this really, he’ll do the j.lk and airdash over all in the same go.
And you’re forgetting mag jumping up, dash down lk lk when you c.lk+psy which leads to double snap which means you’re really done.
Pretty sure chun doesn’t have the advantage over mag/psy opening up. Oh and I doubt a pitiful 4 frame c.lk hits fast enough to beat a glitched dash back, I think you’re better off starting with c.lp, at least that’s 2.
yeah, i dont call psy till c.mk, so no 2x snap first of all.
you can block the airdash call psy, or call psy yourself on the other scenarios and hit shom, and j.lk to j.lk in my experience trades, ill have to test this to confirm for sure.
s.lp + psy s.mk with mags would prolly catch chuns hit box if she did j.lk thanks for reminding me of the mk ground to air chain. This doesnt change the fact that every s.lp + psy is gonna be a 2x snap for chun if she goes low.
the range on the c.lk makes up for the frames beating a dash back.
if magneto does a j. lk and doesn’t connect, he’s going to dash forward. he isn’t going to get guard broken here.
if magneto does a j.lk, he is guard broken for the rest of his fall even if he air dashes ~.-
what i meant was, youre not gonna be able to capitalize because he’s going to be behind you ~.-
at best its 50/50 at the beginning of the match. the only reason i’m even arguing is because you first came up in here making it sound like chun had the clear advantage at the beginning, and that magneto needed godly execution to win, whereas chun could land one hit and win easy mode.
roflmao
Question as far as terms tho, if a character uses up their limit to attack/block on neutral jump, you guys say they are guardbroken? I thought you only referred to a character as being guardbroken when you caused it? ~.-
Well, i still back that up.
Since we are playing theory there are things I could do I wouldnt do unless dash over became a problem, like start match with dash back, s.lp, s.mp, (Shom).
This of course is countered by other things that magneto can do.
Mags best weapon is c.lk, this is no secret. Much like iron man she removes this option.
s.lp + psy c.mk is the perfect counter to to this. unfortunately every other option of chuns excepting j.lk (what he is trying to counter) beats this option clean.
if thats not a problem then I dont know what is.
How many reps of rom HGxxMT do you think you have to do to kill chun/sent?
How many resets do you have to land to do it faster, how many chances does that give me to get out?
I can do 2 reps of one infinite with chun li off over head opener, 2 reps of a different infinite, and start dumping unmashable supers in the same combo. One reset at most to kill mags off an overhead. (100%'s are doable solo)
If mags whiffs a s.lp to my c.lk and doesnt call psy and get double snapped, i can c.lk, c.mp, SJC into an easy mode 100% ground infinite to super combo.
At this point the next char is coming out and the first has died. Which is easier up to this point is arguable. What important is mags is guard breaking someone into the same infinite, same resets, same mashable super he was before. Chun is guard breaking directly into a 2 super 100% DHC. There is no comparability as to which of these is more reliable.
That is my argument.
Shoooowww meeeeeeee plzzzzzzzz. less talk, more fight :woot: look forward to ur next vid Risuno vs some decent Mags…or whoever actually. Just wanna see shome shweet shom
Haha, I play against 50’s and ATLCPU’s mags…but they are really good. So you have to keep in mind im gonna be getting shafted at least as much as chun is actually doing shit vs. MSP. But ill try to get some vids up.
i understand you’re a chun player and you’re trying to show everyone how capable she is, but don’t oversell it
I understand what you are saying, and i agree with many of your points, however,
I stand by these things:
-Opener chun/sent/psy vs. M/S/P is 60/40 in chuns favor
-Chun gets her supers un mashable off opener with zero chance to get out, and free reign to build meter, Where mags has to connect with more than one rom into un mashable, unless as you stated, he doesnt save his DHC for the guard break on second char which chun is doing naturally. they are both doing the same thing, chun just does it differently.