Team Msp

Don’t watch it then you fucking scrub.

Against Cable/Doom/CapCom:
Firstly, keep in mind that Cable’s blockstun lasts a bit longer so he is highly succeptible to rushdown…but he has Doom/CapCom…so now your gameplan turns to baiting shit out. If you’re adept at Double Snapping then just wait till the Cable player eventually makes a mistake and snap him out. Get your Magneto play to higher levels and start making ppl pringles…most Cable players can’t block worth shit. I’m not going to go into Doom since 9 out ov every 10 Doom players just do j.FP and Photon Rain on top ov the basics…Get rid ov Commando and your chances will lean towards MSP. Square-jump (not trijump) over the Doom assist when Cable is open from the air. If you superjump you may eat a Scimitar or c.FP gunshot…or land on a well-placed grenade burst.

With ClockCom (heh, I just made that up lol), again you must bait out Commando as he’ll be whats stopping you from rushing down. Against the actual Strider/Doom trap just block and when you see an opening pull a random c.RK to sweep Strider (your goal against S/D is to trade hits as much as possible while remaining safe from damage, at least thats my take on it). To quote someone from long time ago on these forums: “Strider takes hits like every part ov his body is his nuts!!”

Finally, BH/Sent/AAA:
Depends on the AAA, though the most popular choices would be Cyke, CapCom, Cable, and Doom…Bait the AAA, pushblock it, then rush those big chars down. Magnus can maul both BH and Sent if your ROM’ing is down to a science…BH/Sent/AAA teams are kinda designed and used to combat MSP so you’ll have to be smarter and know when to rush in for the kill!!

Sorry if that isn’t the answers you wanted…I tried…lol

:rofl:

Thank you very much for the information. I honestly believe its my issue of rushing down incorrectly and blindly rushing and getting punished due to this (as far as Cable/Doom/Commando. Cable teams usually are not that big a deal, I just have a friend that will literally jump back and forth j.fp while switching between doom or commando and if I’m off even slightly on my angle of a tj one rock gets me ahvbd.

When you’re rushing against a doom and/or a commando assist, which is the best to use? tj/block jump into fp/hk/lk.mk?

cmon… i asked for some rom resets and corner throws and resets. Someone out there knows a few of them. It can also be with storm as well as mags.

nice.

Character-specific threads? I can imagine the Mag and Storm threads are chock-full of such. And don’t get me started with that site that nobody ever really likes to go to for Marvel vids. I don’t even think I remember it off-hand. (www.zachd.com/mvc2) :looney:

ROM high enough, land, s.hk (only first hit hits), throw

The problem with the marvel vids is that there is no explanation with some of that stuff. Yeah i see yipes and jwong do things that look easy but when i go to do them i can’t. But thanks for the link if it has them. The problem with the character specific area is that no one goes in there anymore so some of your questions don’t get answered or what you’re looking for is buried in a mountain of knowledge :shake: Also this is the MSP forum so my resets would all be for this team which is right here.

Beats

Thx… ima try that out. Good looking out.

quick msp question. which philosophy do you consider better personally. Infinite till death with mags or reset to reset till death?

Resetting leaves an opportunity for your opponent. Some infinites won’t give you the damage you need to make a come-back if in a tight situation. Each play a role in their own right, but the majority vote would go to infinite til death for the simple reason of removing opportunity from your opponent.

i said mags but storm as well. i bring up this question because the more i watch yipes, the more i see what his strategy consists of. you really don’t see long combos from him unless its sentinel -cough-cough- battle of the strongest-sanford… choking again cough-cough- And even then i’ve seen sentinel get reset several times in a long reset combo. I’ve also checked out other players and it seems like the best go for the resets and the rest go for ITD(and normally mess it up causing them the game)

So lets say this. The match starts and you are playing MSP of course and you have Sentinel out with santhrax. you snap in CC, guard break him, and then get him in the ROM infinite. you would try to take it to 50 hits and then finish it with a super?

well you can just as easily messup a reset and it could cost you the game.

if you need a reset to kill the character, I usually do it. if infinite to unmashablexxHail will kill the char. i try that.

when snapping in mando, I GB, ROM, reset, rom, reset, reset (not exactly, but close enough)

With a full bar character, you can’t infinite any opponent to death, you have to do atleast 1 reset for that.

What I usually do if I caught an opponent with an infinite, I try to mix it up, sometimes I’ll throw in a reset early in the combo string or sometimes late in the combo string so that my resets won’t be anticipated easily. Or sometimes a couple or more resets in succession to really mess them up in the head.

this is good with keeping the full game in mind…you wanna fuck their head up so you can rape the next 2 characters

then they’ll start getting hit by the simple resets

Its always fun to reset someone to death…but uh, magneto can kill someone without a reset or a DHC for sure…HGxxMT…? And dont say no one uses that anymore. Top 8 @ FR was a HGxxMT fest on the wall.

Im not saying resets are bad, they are teh hotness. Its just going for resets too much against a good player can sometimes be nothin more than taking your match control and giving it back to them, sometimes even losing a potentially won match in the progress.

You miss a reset, alot can happen. You might get counter hit, you might cross yourself up, they might simply block and get out. They might call psy and rom your ass to the wall.

They shake out of a HypergravXXTempest…they are on the wall. In the air. There is a 3 way mixup 2 inches from their face. I think its better to get the occasional person mash your hypergravs than to miss a reset and lose match control completly.

Of course, this all depends who you are playing against.

I agree with the if you can make the kill then make the kill.

A lot of people can’t rom very consistently so they go for a reset early.

One reason why some reset non-stop is because you want the opponent to get confused and be like WTF is going on and what should I do next. Doing long ROM gives the opponent enough time to think of what to do next.

As for corner, when you ROM small/mid characters in corner, try throw and then one of the unmashable tempests with your assists. People I play are much better at mashing out of tempest then escape throws. If they do escape the throw you can try some of the attack->opponent blocks->throw opponent patterns. A mashed tempest loses you a meter whereas a tech’d throw doesn’t cost you one.

You can also guard break them if they tech a throw. If they are a flyer, they lose unfly when they tech as well.

MSP keeps pretty constant meter depending on play style. Id rather get a double snap than a HGxxMT anyday, but other than that, as long as you keep 2 for the DHC there is no reason to not HGxxMT imo.

Agreed Unmashables are the juice though.

MSP is like michael jackson- DONT STOP TILL YOU GET ENOUGH!!! :amazed: i went there.

i like msp!