The BERKELEY EUDEMONIA Legacy (relocating to the SFSU Dojo thread!)

It’s more that if you start with a team that’s competitive you know what you’re learning already has good team chemistry and can function well, so you’re not in a situation where you’re unable to see your improvements and its retrograde since your team is so far behind what you’ll be competing against. I fully encourage branching out once you feel you have a lot of basic things down, but to start I definitely do recommend a team that’s already good and better with good execution.

So I texted efren almost immediately after Sergio and never got a response. I’ll try him again when I get home from work today.

whats a good sakura team… sakura is a must

did you watch the international version… its like twice as long and oh so good…

Are you looking for Sakura on point or just having her as an element of the team? Which kinds of play style do you enjoy the most to bring with her? I’ll do some experimenting and see what I come up with.

Testing out stuff yielded a few interesting results. Sakura like almost everyone else in the game is happier when she has Sentinel ground type Drones to help her out and a good AAA or Cable AAA. I’m not seeing any of her assists as stellar but her alpha dash type assist has some unique properties when it comes to projectiles and beams.The girl has a tank aerial hurricane kick, you can combo into it, and you can combo after the short version connects for more damage. All air tatsus hit like trucks in MvC2 so taking advantage of any situation that lets you get 2 or more hits with one is great. If she hits with a naked air tatsu she can hit around half life on Akuma just with that. Her maneuverability’s okay, but really nowhere near the gods, some of her normals are decent, though none seem excellent, over all you will lose a lot if you’re trying to out poke any good characters whatsoever. while how long it takes to come out may be meh her actual hit boxes are decent though not crazy, I think her crouch fierce is better than stand forward in 99% of circumstances, better hit box, same frames until active, higher damage.

You’ll have a hard time with good zoning and when getting rushed down having an AAA of course really helps. Sakura has the same health as Cable where it’s average so the school girl actually takes a hit better than Magneto Storm or Psylocke.

Moving in without Drones can be really hard with her normals and specials. >.<

International BluRay FTW. Good stuff!

head explodes

I’mma just get myself unstuck with Chris in REmake, then I’mma head out to dat MVC2 lab; will return with incoherent questions.

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Also, what’s the lead platform for Vanquish?

I have it pre-ordered for the 360, but I need to know if it’s preferable to get it on PS3 or not…

Hey DKL, I got your message about the TV.

I’ll go to game night and ask more details about bringing in the setups.

All right, let’s get this show on the road:

I seem to have mastered wave-dashing… which isn’t saying a lot since all it is is PP, down+PP…

That said, can I wave-dash backwards?

EDIT:

Wait, can I only wave-dash like once or is there a way to keep my run going?

EDIT EDIT:

During an air combo, what are the rules?

Like, in TVC, you could actually extend an air combo by jumping after a magic ABCD combo or something and this allows you to do another magic combo…

Does this game have this?

I currently can’t do it with Magneto.

EDIT EDIT EDIT:

How does hitstun work in this game?

I found a neat air combo with Storm, but I can’t seem to do it from just a regular launch; it has to be an air launch and the combo sort of looks like this:

cr. lp, cr. lk, cr. hp launch, super jump, lp, lk, hk, hp

Heavy punch at the end will whiff from a regular launch and I don’t quite understand why this happens; is the first two hits of the above combo enhancing hit stun or something?

EDIT EDIT EDIT EDIT:

No, wait, I’m confusing air lk lk with air hk; they sort of look the same and I was confused…

In any case, I still need a guide to what the air combo rules are.

On your questions:

“can I wave-dash backwards?”

A: There should be no need, but Kind of. It’s nowhere near as easy as you still need to cancel the dash with down but then release and go to back and dash again. Not really applicable/necessary to my knowledge.

“Wait, can I only wave-dash like once or is there a way to keep my run going?”

A: Repeat the 2+PP for subsequent wave dashes, you can do it infinitely.

“During an air combo, what are the rules?”

There are a lot of rules as they apply to different areas of a combo and most can be broken by certain things like flying screen follow ups. If you have questions on specifics I’ll do what I can to answer.

“Like, in TVC, you could actually extend an air combo by jumping after a magic ABCD combo or something and this allows you to do another magic combo… Does this game have this?”

A: Yes, though it’s not as universal and brain dead as TvC about how you do it. Magneto doesn’t have a double jump, but he can do a magic series and cancel the SJ (Super Jump) forward into an air dash up forward then do another magic series into hypergrav tempest. Other characters such as cyclops or Strider can double jump to follow up a basic magic series, and other characters have more unique ways of following up IE Sakura’s short Tatsu at a certain point in her jump arc after magic series lets you initiate another more limited combo, Or Sentinel doing super jump jab fast fly jab short strong rocket punch.

I hope these answer your questions!

Edit: If you want in detail descriptions of Marvel’s complex systems [media=youtube]OCTjghTM0_A[/media] Magnetro2K’s channel has the systems excerpt from Joo’s DVD Of course along with this are sick combos and other Magnetro2K goodness! :smiley:

More precise set on aerial states, Marvel is complicated… [media=youtube]NHOpaBNWHZI&feature=related[/media]

Wow, the timing for cancelling super jump into another magic series seems pretty hard; I keep flying over Dan (my training dummy) when activating air dash and my subsequent attack misses…

It’s gonna take a minute to get this, so I’ll just focus on this for now.

EDIT:

Okay, did it… man, it’s pretty hard:

I have to start my attack BEFORE I’m above the opponent, then the second set of attacks won’t whiff and I can extend the combo.

It also gives a minimal yield thanks to scaling and is mainly useful if you’re going to cancel into a hyper combo that’s a lot of hits so they’ll all be doing 1 damage anyways.

If you really want to have killer air combos of flashy amazingness Sentinel’s where it’s at. It takes GDLK execution, but he’s the character who [media=youtube]7mhQDKFo7Ec#t=0m38s[/media]

Dominic, if you want we can get some mvc2 in (on TE’s lol) next meet, I’m pretty scrubby myself but I still have a pretty good understanding of the game since my brother plays it.
Team edit: I play team scrub btw.

The second edit I have an my answers post covers the rules of air options from normal jumps, super jumps and more.

“How does hit stun work in this game?”

A: Hit stun is dependent on whether your opponent is on the ground or in the air. Just like most games it’s based on each individual attack. Certain characters have moves that have retarded amounts of hit stun and I think your question will need to be a little more specific if you’re in need of help.

If we have enough setups tomorrow at the UCB thing, yeah, I would like to get some MVC2 games in.

(also, bring your brother to meets; hells yeah)

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MVC2 RELATED POST

ALSO, as an update, I took arcade mode for a spin last night (not terribly impressive since it’s CPU), but the one thing I noticed is that my pressure seemed decent enough now… I mean, the computer was blocking most of the time (and very well at that, surprisingly enough), so I have to assume that I did something right.

My only real problem now is that I’m not quite sure if my opponent can actually send out assists to keep pressure off during blockstun (I’d assume yes, but then the CPU doesn’t do it on normal difficulty).

As for other things, I’m kinda wondering what I’m supposed to do after an air combo that leads into an untechable knockdown… my opponent still gets up relatively fast and I’m not quite sure what to do at that point (you can’t send out an assist from a super jump in order to continue pressure and I have to wait until I hit the ground before I can do anything).

I guess this is where the elaborate juggles come in?

(I can’t even understand how they’re setup)

LASTLY, Chrisis, the reason why MVC2 was faster than you’re normally accustomed to is that the game on XBOX is default to TURBO speed…

Should I change this?

(it might help to slow the game down for beginners)

Also, I need to reinstate the 99-second clock… I’m to understand that the mechanics are quite different if you have the clock on (it’s still possible to win the game with like 1 character if you manage your health effectively)

ALSO ALSO, I shall get online with the thing later when I get more training mode in and we shall play, Chrisis.

(this might be a few more days, however)

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UC BERKELEY TOURNEY RELATED POST

Also, I shall return with the final details for tomorrow’s SUPER tournament at UC Berkeley… let me just stop being lazy.

Oh yeah, about this, did you show up last night?

In any event, I told them to make sure that they have a pass for you ready; I’ll be at UCB at 8am and call me to tell me where you’re located so I can help move the TV with you.

Uh, I’ll call you at like 7:30 (which is when I leave the house) and then we’ll play it by ear.

You can force the computer to keep blocking just by constantly chucking swords with Spiral or stand fierce repeat with Cable, how it stacks up against people is where it will matter.

What you do after Flying Screen is incredibly character specific. Magneto and Storm are often good at mixing up off of it since they can hit either high left high right low left or low right. Certain characters you’ll want to establish pressure or zoning, etc.

Turbo 1 is the correct speed that everything’s played on, it’s documented that there’s a speed difference just thanks to hardware since Dreamcast was insane on how it ran the game.

Storm immediately gets better as soon as you have a clock since that makes her run away more than just a nuisance if she gets a life lead you need to catch her or you will lose.

Okay, here we go:

What:

CAL ANIMAGE ALPHA FIGHTING GAME TOURNAMENT

Where:

4th/5th floor
MLK Student Union

(ask around when you get there; apparently, the game room is in this place called “Stephens”)

Google maps link here (note that you can get to the thing from the BART station):

martin luther king UCB - Google Maps

When:

October 16, 2010
10:00AM-7:00PM

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So, thing people will wanna know about is that it’s TEN DOLLARS to get into the convetion… when you’re in, you can participate in all 3 of the gaming tournaments (Blazblue, SMASH BRAWL, SUPER)… and, people can do whatever else there is to do at the convention, assuming they don’t stay at the game room all day.

Rules for all the shit is here:

http://animedestiny.silential.com/docs/Anime%20Destiny%202010%20Fighting%20Game%20Tournament%20Rules.pdf

In particular, the SUPER tournament starts at 1PM and is single-elimination (don’t know why, but sure) in a best out of 5 match.

Other things to do at the convention here:

Anime Destiny | Events

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Uh… that’s all for now.

Just saw Choco Blanka OCV a random team on the season’s beatings stream. She’s so tiny (ironically using a Hori VLX), but a solid Blanka player nonetheless.