Team Msp

lmao@some of the people in this thread.

noone’s safe against magneto.

what about another magneto? XD

No but really though, some teams are alot better off, even if they arent safe. I mean pretty much its the same both ways. I 100% agree with the way Shoult puts it when he talks about team chemistry, if mags loses his assist, then its gonna put scrub/thrax at a huge advantage obviously, and the same thing goes for losing commando. Whoever gets outplayed/tricked into losing their team chemistry first is at the BIGGEST disadvantage. However with both teams at 100% I believe that mags is slightly outmatched if for no other reason stamina and range.

Wow. Joe Zaza is a frickin’ beast with lower tier.

My hero. :lovin:

psylocke is the biggest strenght and weakness in that team. team matrix vs. msp, its basically 4 against 3 in terms of life bars.

magneto can beast and kill u 10 times before u know what happened but sentinel can also block 4 ever and hit u one time and u loose 50% life

All of the advice in this thread is quite solid, so I’m not going to be contributing anything new here per se, but I don’t think I can say this enough: Don’t be an idiot when it comes to Psylocke. There is nothing I enjoy more in this game than facing somebody who gets Psylocke happy, because it makes it too easy to cripple MSP.

MSP is one of the most capable teams in the game, but it’s so hard for many players to get out of that ‘mash on Psylocke’ mentality. God knows I’ll never get out of it–so I don’t use the team.

one way u can trick ur self into learning how to call psylocke would be to use a team without psylocke or an instant assist. and then when u go back to msp u will use psylocke more efficiently

you are referring to derrick :lol:

How could you ever have guessed? :rofl:

His bad habit of calling Psylocke relentlessly actually made me some money, so more power to him, I guess.

whats this vortex I keep hearing about?

its just a metaphor for an aspect of magneto’ss beastyness

watch videos with yipes and you’ll see.

yipes’ MSP is fucken crazy!!! :lol:

is it when storm is on one side and magneto doing stuff on the other?

Its when you are put in a constant stream of mixup about an inch from being on the ground, and all 4 corners get attacked instead of the high low mixup you get from your average mag/storm.

A good example I guess would be

c.lk + psy, c.lk, c.lk, c.RH, sj. AD/D lp

You can go tri jump straight down (high, low, low) or (high, high, low, low)
fake a high with AD/D whiff (low)
just go low (low)
dash under (cross low)
angle tri-jump (cross high, low, low) or (cross high, high, low, low)

and those are just the generic ones. Some people like to sj. whiff stuff then tri-jump (like storms sj. lk ad/df lk, lk) for a clean non-obvious cross up, there are tons of methods for creating deception within this enormous option tree. Storm can also set this up after knocking someone into an assist like mags PA or sent drones from an air combo, or doing crazy shit with psy AAA.

There really is alot more to it than that. Im just trying to provide an example.

c.lk, c.lk, psy = 50% of MSP.

the other half is mixups, and like said… watch yipes…

switch to MSS if you want to ask deep questions.

Lol @ MSS, that team is the truth…

Ive been subbing flying RH + MagPA unfly, short, dash up s.short,s.jab for HSF on the big sent wall combo…It makes me so happy.

getting back to OPs topic…

There is alot more to msp than c.lk (psy) c.lk…even if the fear of how easily you can connect that is what opens up an abundence of option, I still wouldn’t call it 1/2 of the team.

One thing alot of beginners dont take advantage of is switch trick opening madness. Pretty much everyone (there are a few exceptions) gets beaten out by Mags c.lk at the open of a match, so alot of ppl just block low. Alot of noobs will go so far as to mash on assist and or thier fastest normal. If you condition ppl to block low, and/or try to counter-call your psy at the opening of a match (good ppl are already conditioned XD) you can normal jump, call psy, then dash over for a cross up that will likely catch both them and the assist if they were trying to counter call you. Land, snapout, you just beat thrax with msp. :slight_smile:

Much more important than being able to do the rom, is the ability to land it consitantly and safely, and the ability to reset it consistantly, safely and in a manner that isn’t easy to read. Learn a variety of resets, so your opponent has to guess 1/4 on which way to block when you reset them. Learn the unmashable with psy for when you want a kill, perfect guard breaking, and cross-ups upon someone being snapped (hopefully this happens alot when you play MSP >.>) or when someone dies.

On the contrary to the c.lk statement, the more I play team, I realize that unless you beast someones whole team with mags, your storm is the one that has to carry the torch for this team. Practice safe runaway and chip, get good at storms rush and reset game, its just as important as mags, even if not as quickly devestating in most cases.

Basically, do your best with mags, if he doesnt win the match for you, he hopefully comes close to taking out the opponents AAA. When mags needs to retire, you have a free DHC, so for gods sake dont let magneto die >.>; his assist is a good pair for storm when you are trying to pin someone down or chip them. If you do come close to or kill the opponents assist, a safely/smartly played storm/psy/mags
or if it comes down to it even a storm/psy pretty much wins for free, unless you get caught by something nasty. Just play it smart with storm, learn how to be “safely aggresive” with mags, and this team will take you far.

along with what you just said, i believe it’s also important for Msp players to learn patience when their fighting sentinel pairs such as, sent/cap, sent/cyc.

some of things you can do to slow sent/cap down is once you get him grounded is to rush in with storm’s pro. coming behind you. This will stuff cap 95% of the time plus add some block stun to sent giving you time to go for a mix up.

one thing i do vs sent/cap when i rush, but they have the option of calling cap when they are on the ground is to time a nj over the cap assist, and do nj lk, mp. if sent jumps either he’ll block it or get hit, and this leads to either a rom, mix up, or get them closer to the corner for grab attempts. you can also call storm will doing the nj lk, mp if you want to keep him pinned when he lands.

Alot of Mag getting the momentum going in his favor in this match involves dashing in, and blocking/jumping around spits to get sent to call his assist out, once you know that will happen you have to pick your options from there. Another thing that happens is forcing him to fly when he can recover well, resulting in him doing a fly lk, hk block string, etc. you can bait this out by jumping over a spit, fly, unfly. Then when you dash in he’ll either dash back which gets him closer to the corner, or if you nj because you predict a capcom call, he might try to sj, fast fly lk off reaction to your nj. By baiting this you can nj, call psy, block. When you land the blockstun from the sj lk will wear off giving you an immediate dash on land, c.lk otg…etc.

Patience, and Strategy is the key to Mag.

oh, you know one major thing about MSP that I forgot about before…

magneto’s s.lp is GODLIKE against sent/commando matchups.

dash in s.lp will prevent sentinel from flying and recovers fast enough for you to block commando and call psylocke. it does give sentinel unfly, but who cares? it’s all about keeping him grounded anyway. if you can manage to keep sentinel down, you win.

the biggest problems that you’re going to run into with MSP (and it’s why i like MSS a lot more) is two very difficult matchups… storm / cyclops and cable / sentinel

storm cyclops, remember… 1. storm’s s.hk beats almost every kind of tri jump you can do with magneto and 2. cyclops will beat it out if the s.hk doesn’t. you need to exploit a major advantage here. psylocke beats the cyclops assist. you NEED to use that to your advantage. bait storm and cyclops out and voila! you got it.

cable / sentinel is all about patience… the reason this team is hard is not because your rush is going to get punished, but rather, getting in close enough to rush. your best bet here, imho, is to get an opening, dhc to hailstorm at a point when cable CANT counter with AHVB. play patience. vertical typhoons will lock cable down. remmeber something, storm beats a cable with no meter about 90% of the time. when storm makes a mistake, you die.

s.jab is too good…be wary against REALLY good ppl though, ive seen sanford option select and super armor + RH his way through that alot lately…