Team A vs Team B...

Probably the most important deciding factor between the two assists, assuming you know how to use both equally.

Well said :slight_smile:

id do better going with projectile assist but i should play drones to get the feel of it and who knows i may end up liking drones better.

I strongly agree with nearly everything you guys said, in regards to 50 and J360.

Im working on a vid right now J, and I need to show you some of this chun stuff 50. Ricky saw solo one hit kill with chun, I was hitting up training mode when you guys went to grab food last time.

Really more than anything dog, I would like to sit down with you at some point and test out the counter hit angles on mag/storm/ and sent vs. chun.

The only reason being is because even manipulating your position with triple jump, no matter your height, as long as you save your air dash and hit mags with a s.jump lk…you get that infinite. So you can see why i am interested in learning her.

Lemme know if you would be down with testing some stuff with chun out some time.

Hi Risuno:

I think most players have a hard time believing ChunLi is as deadly as Mag because, frankly, nobody has seen a deadly Chun. Your Chun is on the right track with your recent vids, but to be honest, I still haven’t seen you pull off ground infinite into 100% dhc or a lower OR upper shom— and that’s against random teams, not even against good teams and good players. Dumb infinites like IM and Mag’s ROM become hard in competition cuz nerves mess you up, and so hard infinites become near impossible in competition. And most players are looking for what’s practical in competition, not practice mode.

The point about Magneto being easy mode is correct-- ChunLi’s execution is very difficult to be effective. Magneto’s ROM is just the light kick hit twice along with air dash, and the best players still mess that up from time to time. If anyone could do ChunLi’s infinite into 100% or air to ground infinite with Chunli, it sounds like you could. Just make a video of doing any of these, even if it’s against the CPU, and I’m sure more will believe in ChunLi’s effectiveness. Nobody has even seen ChunLi’s guard break into Uppershom or lower shom, so how they think she’s as deadly as MAGNUS?

I do that stuff on the regular…there are people posting here now who have seen 100% combos with chun in casual match. I generally guard break into a DHC, no reason to shom for 20 hits.

I cant choose who comes over to play the one time someone with recording capabilities has come out to my crib.

The fact that you didnt see what you wanted in 3 matches doesnt really surprise me. At the same time…I dont really pick magnus anymore, so that means you saw 3 out of about 200 matches ive had in the last month or so.

Whats surprising to me about chun is the stuff that is match practical. This is what I tried to show in the match vids. Bypassing assists with 3 different attack patterns is completely apparent to anyone watching them. Her throw range becomes more apparent.

As I already told 50 like…4 posts back, I dont really go for 100% combos off every hit. I go for easy mode easy repositions after hit, and end most of my stuff with flying screen after about 40-50%. This is because I have that much faith in her wake up game.

100% strings are in her near future though. Just wait for the vid.

I’m just saying, most players wouldn’t be so skeptical if you put up your best matches. You’re making a video to showcase chunli which takes hours to make and edit, but you can’t show 1 match where you’re destroying MSP where you hit Magnus off the first hit?

I’m not even asking for that. Even if it’s CPU, just do a 100%, because everyone and their momma has seen Magnus do the same up to 300% damage like J360 said. Good competition doesn’t give you more than 1 or 2 chances to tag them with c. short into death before they do the same to you and you lose your chance. See storm dhc HSF, mag infinite, combofiend combos, cable ahvbx3, Storm infinite on Sentinel into dhc’s— it’s all over the place, and that’s why they’re killer teams.

If you tell players, I don’t do it because I don’t need it, nobody will buy it. As soon as you let Magnus go with an air combo, you’ll get hit with c. short + psy = bye-bye to your whole team, no real hard work needed.

If ease of use doesn’t matter, consider this: sim has a ground infinite (pretty hard) and has unblockable DHC’s using his qcf+kk. Sim also has 8 way air dash and runaway abilities. but there’s no way I’m gonna put him above Magneto based on his theory fighting abilities.

I dont put chun above mags XD

Im just putting possiblities out there that have never been considered.

Everything I said about chun is truth, and anyone who took the time to learn her would agree with me.

Mags general value to a team is still far above hers. In that situation he is just as vulnerable as she is. I think that both sides have had their say though, so lets move onto something else. ~.~

Would that be his regular launcher? Or his d/f RH launcher? Or does’nt it even matter.

Also, what’s about SSCable vs Row?

storm and drones would slow down magnetos rushdown while building meter for cable faster than magneto would in this team. im not much of a cable player though but in the chance it comes down to a cable v cable match i would presume cable with drones would hold down cable with projectile.

thats very general im thinking of more stuff that could happen but im not sure how to word it exactly.:lame:

If you’re playing SSCable, use the fact that Rowtron doesn’t have a lot of safe DHC options to get characters out of the heat of being a point character to your advantage. Let’s say your Storm pretty much completely raped Magneto with hail here and there, combos here and there, and better play in general. Magnus is now near-death. He doesn’t have very many ways of getting out safely and efficiently. The Rowtron player, if he was bent on saving Magnus from death, could use three levels (!) to DHC all the way to Sent (one of the safer options, depending on timing). Another safer (compared to other possible options) way to get out with Magnus is Tempest on the opposite side of the screen and DHC-TimeFlip with Cable. Only problem with that vs Storm/Sent is that Storm can call Sent (drones) and hail. It’s kind of random sometimes, but I’ve had a pretty reliable time with that, where Sent’s body protects me from any of Tempest’s rocks. Result? Rowtron eats a hail, used two levels, and you should now have some momentum vs Cable, if you hit him (grounding him with hail). Or, turn this to where you hit Magneto with a LS with Storm, then DHCed to Sent for heavy damage. If Magneto lived and did Tempest-DHC-Time Flip, depending on the timing, you can very cleanly beam and fly/unfly. Not much, but playing vs Cable is all about wearing him down, so that’s a free beam for you. Other things might not be safe. Godlike Cables punish too many things with AHVBs.

Or, another way to look at it: because Rowtron doesn’t have very many safe tactics to get their characters out of harm due to Cable’s horrible DHCs (in terms of safety), he’s also the weakest link in the team in terms of changing the team’s order/point character. If you notice the Rowtron player abuses Cable a lot and gets predictable with their calls to get you off themm, they put themselves at a huge disadvantage. Say you punish Cable slowly as an assist to 50% life/red. Then you get a clean hit on Magneto and do HUGE damage, where the Rowtron player will start to consider getting him out of there. If they choose to DHC, Cable automatically loses 50% of his life for the rest of the match (nothing new). If they choose to blindly tag in Sentinel (or Cable, but I don’t see them doing that with a 50% Cable, considering the possibility of having a full Sent), that’s a free combo for you as long as you know how to respect the space of the other player.

After you’ve established a good lead and warded Magneto away from a point position, understand that the only other characters possible for Rowtron are Cable and Sentinel, correct? For this example, think that Cable is in after you raped Magneto. Cable with Sent-a is going to have a REALLY hard time getting a hit in on you if you’re playing very patiently. Running away with Storm breaks Cable/Sent-a down. Sentinel blocking very patiently, but alert for anything fancy, breaks Cable/Sent-a down. Basically, use your lead and your opponents difficulty of reversing that lead to your utmost advantage. If you keep going crazy and get hit by a random Cable combo into rocket punch into AHVB, it’s going to be huge damage and probable loss of your lead. You’ve forced yourself back to square one if this occurs.

Another point to note is that you might want to save your Storm for the Cable match-up. Unless you have a godly Sentinel compared to your opponent’s Cable, the natural tendency to get shot with Sent will destroy your game plan :lol:. If Rowtron’s Magneto happens to die but they still have a lead, you will begin to have a huge advantage with rushing down vs Cable. The loss of a near-instant assist will give you much more free room to keep pressure on him until you hit him. Just watch for random s. HK’s, falling HK’s, and anything else you would never get hit back in your right state of mind. Cable/Sent-a will have the hardest time hitting you if you just keep cool and respect their space, all the while pressuring them or running away with a lead.

(Anybody reading this shouldn’t get the idea that I think Rowtron sucks or anything, I just have more experience playing AGAINST it than WITH it. I don’t have a good Rowtron, so my advice for that team might be kind of limited)

Even though Rowtron doesnt have the best DHC options on block, there are several safe on hit options to get either cable or sent in.

~Mags connects a FP, cancel tempestxxHVB
~Mags connects a rom setup cancel sj.RH to tempestxxHVBxxHSF

There are many more when you figure in framekilling plasma ball with all of the places mag can put someone in hitstun.

You also cant deny that while “respecting the space” you sometimes can leave your opponent a chance for a safe tag. This can give rowtron the chance it needs to come back from an early lead in itself, due to the sheer power of the team.

A huuuuge thing tho consider in this matchup is what is left on which side when sent comes out. Say you are beating down mags, he gets a DHC or a tag to sent.
Even though you had total match control up to this point, if your storm is hurting, then rowtron is gonna have the advantage.

Sent with mags and cable assist vs. Sent with storm and cable assist

Storm becomes really punishable in sent vs. sent when guard cancels come into play. Air to air where most of this battle is gonna happen, rowtron has a serious damage advantage. So assuming you can hurt/kill storm, and prevent the DHC of doom on magneto, I believe at that point rowtron gets the advatage in this matchup. Aside from double snaps and all of that of course.

So lets say rowtron has the advantage in these situations:

~opener
~after stormXXsent DHC is no longer possible
~if it comes down to a sent vs. sent air battle
~mags catches a double snap

also to consider is the pindown cable gets from drones and mags assist. SS cable gets alot of pin down as well, but cable usually isnt out there with a full life assist, and vs. another cable or mags, its gonna scary to use that lockdown for fear of a guard canceled AHVB or magneto peppering/killing your assist. If it comes down to SScables (cable) vs. rowtrons (sent) then cable is gonna get alot of space control in that situation by the same token.

I completely agree with everything you said. And when I used to play mag/cable that was a big problem for me vs. you at flippers. Im trying to offer some insight into the other side of this matchup, even if its not that much, simply cause it hasnt been spoken on yet.

when you say rom setup then sj rh are you trying to say do rom then sj rh or literally just a setup for rom? that probably is obvious but its confusing me since you wont be able to super after the sj rh cuz of fly screen, thats if you do that after rom.

with cable on point though storm would have a more easier time coming from above as there isnt a decent aaa to keep her at bay. cable could do this from afar but what about when shes right on top of him. mags would have to worry about drone if faced in the same scenario

if you catch a rom setup ; then…

like instead of the rom. FS obviously prevents the DHC.

How about a really good one that people should think about more but dont see that often, like MSS vs. Thrax/Scrub? Counter calls are so important in this matchup…lets talk about this one for abit?

i been so busy i forgot bout this. thanks for clearin that up. when you say thrax or scrub are you just tryin to say sent and commando?

i wanna give it to scrub cuz of the sheer potential to kill a counter call BUT first he wont always have meter secondly it be unwise to drain your meter and still have to face mags. like any cable match it would really determine how well he can keep storm or mags off him. sent/commando i believe would do most the fighting in which case i would rather use storm than mags for this matchup for her air control.

i wanna hear more

Yeah, mostly just talking about getting around sent cap with mag/storm using RP assist. I wanna hear some (really good) players talk about this more.

Start Cable. Otherwise, just walk away from the stick if Magneto snaps your Sent out and you don’t already have three levels.

That is all.

How about personal favorite baiting methods? For both sides of the matchup?

~Mags/sentG Storm/SentG baiting the capcom call

~Sent/Cap Storm/Cap Cable/Cap baiting unsafe tri jumps, dashes into normals,
RP call

Well, assuming mid-game is Sent/Cap vs Storm/Sent, it really depends on the player. Sent/Cap honestly can enter beast mode here and play a mixture of really safe lockdown and really solid defense. Storm/Sent-a options on getting in on a good Sent/Cap are very limited unless you catch the Sent making a dumb mistake or do something extremely random.

Personally, whenever I run into this match-up on Sent/Cap’s side, I can comfortably do stomp patterns with Cap on Storm. I generally try to avoid trying to catch her if she’s running away because she can quickly turn the tide with a LS xx HSF dhc on Sent. Another point to note is that you should be fairly liberal with your usage of levels. You may not get another good chance to use them if you play retarded with Sent. Feel free to use HSF to cover your Commando, cover lockdown mistakes, or to chip a character to death. A dead Storm on MSS also means the inability to nearly kill your character in one easy-to-do DHC or infinite. You’ll notice that you take the advantage by killing Storm. If you can manage to kill their Storm and leave your own Sent with >50% health or ~50% health, all you have to really do is stomp down on your opponents Sent coming in. Sent/Cap > solo Sent, just play patiently. The match is already in your hands.

::EDIT::

Oh right, baiting :lol:

Well, look at it this way. If you’re playing MSS, there’s really no reason for you to blindly call Sent-a. It’s different than Psylocke-a where you can catch a random hit or someone messing something up fairly quickly. The only time you should really use Sent-a with MSS is if you get a hit. It’s there for pure damage. Sometimes, the super-armor is very nice, but Commando will snuff him out 90% of the time if you don’t directly counter-call. So, yes, use Sent-a to counter-call a Commando nearly every time he’s out there, but don’t use Sent-a to get a hit. It just won’t work consistently. If you play with that kind of style, your Sent will be 40%-50% in the red before you know it, and Storm could either catch one Hail or Cable will catch an AHVB to kill off your Sent.

Good coverage of the basics.

Now lets hear from someone good XD

Nah but for real, I feel you about sent-A getting raped by counter calls. Especially for certain matchups, this can be a big problem.

How often do you see rom, dash under call sent c.lk from Mag/sent-a? Every time this gets blocked is a good example of what I am speaking on. Im pretty sure there is gonna be a stupid sick guard cancel for call sent, c.lk, c.mk, relayer. I think this is an important commonplace situation to know the guard cancel option tree off of on block.

But back to baiting counter calls, baiting cap with mags/storm with sent-a? Easy mode methods to opening up sent with cap out there, and common ways to counter them with sent?