Team Msp

i know this is a bit late, but aren’t "unrollable’’ OTGs called juggles?

msp vs a crouching strider at the beginning of the match, don’t do c.lk c.lk assist because psylocke will miss and you will get snapped (courtesy of kai)

IM’s s.hk beats out c.lk also at the start

so I have a question. I get a rush and land short short psylocke on an opponent and his assist.

If I then juggle with OTG low short low roundhouse sjc. ROM

can I still double snap and kill the assist? I.e. is there way a to kill an assist that’s not floaty (a la dhalsim and the mummy) without an OTG low short low fierce combo after the double snap?

yeah, you can double snap, BUT… you’ll want to lower them to make sure that you hit both… sj.lk, addf, lk, lk, instead of two kicks on the way up.

as far as killing them… you could always go…

double snap, dash, clk, chk, rom infinite… but only do that if you’re execution is top notch

as for dhalsim and anakaris… you can USUALLY go launch, xx magnetic tempest, c.lk, c.hp, magnetic tempest… and they should be dead after that

yeah…either do the ROM to lower them, or after the cr.FK, sj add lk, mk, snap.

then you’ll have to time the unrollable OTG, launch.

I don’t know what problems you’re having with anakaris…but you should be able to just time with dhalsim, or what mixah said

i think i miscommunicated.

I’m a bit of habit creature with slow reaction time.

I do short short psylocke and it hits both characters.

now i do low short low roundhouse and begin to ROM them.

now i realize that i’m romming two characters and double snap.

my problem comes from being unable to do the c.LK c.FP no the assist after the double snap.

I mentioned anakaris and dhalsim because they have the float fall which means i don’t need to OTG to kill them.

but if i get what you’re saying i’m not doing the OTG properly after psylocke and that i’m using my OTG limit there instead of doing a nOTG. Cause it seems to me that when I try to low short the snapped assist it won’t hit which i assume is cause i already blew my OTG in the combo.

yes, you blow your OTG, so you’ll just need to be more precise to hit the unrollable OTG.

anakaris doesn’t have a float fall…only while Normal Jumping, but since you’re hitting him in the air he’s automaticall in SJ mode…and for dhalsim, just quicken your reaction time :tup:

when you snap them out in that situation, I go for another cr.lk, cr.hk, one rep of rom, launch.

even then, when you snapout, it cause knockdown…the floatiness (not really) only happens when you juggle them after.

so if i do the nOTG correctly, then I can still do an OTG on the snapped out characters?

It’s that or learn to rom directly off short short psylocke.

you have 1 chance to get a sloppy OTG, and then the rest of to be the unrollables, which are essentially not OTGs but instead juggles.

just work on your timing so you don’t have to worry about it.

sometimes you don’t always get the chance off short short psylocke.

eg: my psylocke was knocked away by commando in a match, but I rushed and cr.fk both storm (on point) and commando, proceeded to sjc. add hk, land, cr.hk, rom. I lowered them using ROM, snapped out, got the unrollable OTG on commando and killed him.

Just two questions.

  1. I read in another thread that you can properly time your lows to prevent your opponent from jumping away.

By that, did they mean that if your opponent is going from crouching to jumping, they have to stand first, meaning you can catch them on the frame when the sprite is standing before they leave the ground? Provided the attack is fast enough. (Mag’s clk?)

  1. Mag’s float bug. How is it activated. There have been times when I could use three or four extra attacks when doing an overhead. Why does this happen?

If this has already been dealt with, I apologize. :wgrin:

say you caused knockdown (flying screen or they didn’t roll)

you have options for FS style resets. some people, to escape lows, will jump. of course, as they are getting up, you can do cr.lk before hand. but if they’re jumping BACKWARDS, it takes longer to leave the ground, so you don’t have to do it exactly BEFOREHAND

like at the beginning of a match…a timed/switched glitch cr.lk won’t hit people who jump straight up, but will hit those that jump backwards.

you can also incorporate this during rush-down

Float glitch is funny…It can be activated in a few ways. One more common way is super jump, when you are closer to landing use your air dash. You can do this at about 1/3 of the way down and airdash down or d/f, or you can wait till you fall abit more and airdash straight forward. You can then use attacks to delay the amount of time you stay in the air.

One that i like to use on cornered sent when his assist is gone:

n.jump AD/F magic series (call storm on second lk) slight delay on FP to RHxxFly AD down forward magic series (call storm when you can) FP RHxxunfly RH

at this point you land right as storm lets them out of blockstun you can go low with c.lk x2, low with c.RH (xxFly on block or xxEMxxMSxxHS) or do a j.RH + psylocke to go high. Going high feels kinda weird to block since it is f.RHxxunfly RH, j.RH.

Just an example of a way to use it.

I don’t see where the float bug comes into play during that nj ad/f…do you consider that a float bug? I don’t really.

Its not the same as floating back up with attacks, but it makes use of the same glitch, which would be not falling when you should be…scratches head i dunno thats how I thought of it.

They are two different things, I just thought they happened for the same reason.

no, I just thought it was a regular thing for an 8 way dasher…like storm too. iunno how the other 8 way dashers handle it

becuz the SJ. float bug actually makes you float back up

Strange reset

I got owned by a strange Mags reset that looks like he is floating backwards doing a HK. Since his back is towards you it looks like Mags is hitting you with his ass instead of his foot :looney:

I got hit by the standard clk+Sent-A clk launch into 5 fierce, but on wakeup my opponent calls Storm A then hits me with an overhead HK with Mags sprite facing the other way.

Derek Learnslow did this in our tourney match, and I haven’t been able to duplicate it, let alone block it. :arazz:

TonyK uses this reset too.

How is this performed, and more importantly, how do you block it?

Share the wisdom ppl. :cybot:

Look at the hitbox on j.RH. Its that simple.

In normal jump mode, cross-ups dont turn the point around right away.

In super jump mode, your point turns around much faster.

so if you rom dash under, normal jump up RH, you will get the same effect you are talking about.

If you super jump in the same situation, mags will turn around.

Try it with normal jump and super jump cross ups on a c.opponent in training mode.

Edited to say: Always block the opposing point char.

with msp its good to use signal runs

What are ‘signal runs’?

I strongly suggest anyone who wants to learn MSP to watch “Magneto-X”.

He has good execution, plays to the situation, and is very smart.

The number one mistake I find people making when playing as MSP is not realizing you can dash in while blocking high and it won’t interrupt your dash.

Focus more on the basics instead of trying to copy a playstyle or learn fancy combos.

Yipes, JWong, Sanford, Demon Hyo, Reset, Soo, and Chris Schmidt are better examples of what a good MSP should play like.

And the biggest mistake some MSP players make IMO is not finishing their combos/killing characters.

It’s good to be fancy at times with MSP. Yipes probably wouldn’t be where he is today if he played a pure BnB MSP.