=== The New Low Tier Thread <(''<) ===

You didn’t put him in cause you hate! HATER!!! :tdown:

Or you can combo a j.fp before he lands with a ground fp.

Because of how short he is, sometimes when Magneto players try to go for the switch glitch, then attempt the s.lp anti-air strat, it whiffs and gives you time to hit with your c.lp which is 1 frame.

There are actually more assists that Megaman can utilize simply because Rockball and Tornado Hold are annoying. A common counter to Megaman is Spiral, but with Tornado Hold, you can eat most of her projectiles and clear out her Sentinel assist. I usually use Tron, simply because I’m trading chip damage for heavy damamge. Rockball can be annoying, and it can effectively stop rushdown regardless of if you have Sentinel or not.

Another option is j.lk for an instant overhead if your assist happens to come out quickly(ie. Cammy, Ken, Cable).

Most typically, you would want to combo a j.lp after the throw. It sets up lots of mind games and options. You can jump up and throw, OTG launch, sj.lp, sj.lk XX Hyper Megaman. You could jump up throw + call assist(ie Tron, Juggernaut(Dash)), launch, etc. You make then guess throw, then jumping Hyper Megaman. If you can combo j.lk after the initial throw, you can combo Hyper Megaman in the corner. You get minimal damage from the super but it sets up DHC’s.

Only comboable with assists, horrible delay time at startup AND recovery. Beat Plane is almost as bad in terms of startup and recovery. Hyper Megaman has invincible startup, and if you mash enough, is fairly safe on recovery.

His buster shot assist does break up certain attacks and supers, particularly rushing supers. Charging buster shot(hold fp for at least 2 seconds) yourself can break up some supers as well. One instance is Sentinel’s Hyper Sentinel Force. Regular jumping buster shot(j.fp) can knock Storm out of Hail Storm as well as mulitple other supers so long as the buster shot is right on the character about to perform the super. Well timed buster shots(about head level, or mid screen) is the perfect height to knock out assists without super armor(ie Doom).

Yeah, j.fp hurts, alot. Since I use Tron as well, obviously one of my strats is counter call, combo, and kill their Anti Air assist. Megaman juggles off his c.hk with Tornado hold, or Charged Buster Shot, and those can be comboed very easily into assists, and so forth. The on going joke in Houston is that one day I will make a combo video, and it will be called, “Short short Tron, blah blah blah, and then you die!” Who knows maybe I will, anyhow for those interested in playing Megaman, he’s a good character, but you have to be patient.

You guys, check out this cool instant overhead followup for psylocke:

Instant overhead up+foward j. rh, dj. lk, dj. mk, up+foward j. rh, tj. lk xxxx butterfly super.

Does around 50 damage (and done solo aswell) and you can dhc into someone else afterwards of course. It’s hard to do though but the trick is to be under them because the top butterflies seem to hit first. I just try to do everything as fast as I can.

It does combo though but timing is tight. If someone can come up with something better that leads into a super or something off the instant overhead that would be tight. Still here is another much simpler followup that does 50 damage:

Instant overhead up+foward j. rh, dj. lk, hp, up+foward j. rh, uppercut (mash)

yeah…the lag is bad… the other guy can look at his watch and check the time, make a short phone call, and STILL have time to punish ryu’s lag… :rofl: :lol: haha, im exaggerating… but yeah, its bad… you can wave dash from like full screen distance with storm and launch and do her aircombo

repost from combo videos.com

Well cool colossus isn’t bad at all.

Some quick colossus tips:

  • Use his IMO above average dash to get in people’s faces with a good assist backing you up

  • Tiger knee his lk shoulder tackle, great tool it’s full screen, good priority, usually trades in your favor, will absorb projectiles (too bad it doesn’t pass through them though), and if you tiger knee it he’ll recover almost immediately and it’s alot harder to punish that way.

  • I think jumping foward + hp might be a decent tool against sentinel

  • Hyper Armor is cool and it is definantly realistic to set up with a assist. Solo setups are pretty simple aswell, sweep xxx hyper armor should be good enough on most characters (not sure on cable though)

  • He can’t combo into his launch off a light attack and his chain system doesn’t allow him to go from a middle attack to a heavy so you can’t combo it off of that either. I think his launch is high priority so you can try to land it in a anti air situation and of course you can try to combo off a assist or a jump in.

  • Not too useful but j. rh crosses up sf2 style

  • The basic colossus combo: Launch, ^ j. lp, j. mp (i use this instead of the lk’s because it has alot more range) lk shoulder tackle xxx power dive (about 100 damage) hard to land the launch though.

  • I think AAA assist can be pretty useful and even maybe used as a ghetto sent A type assist with certain characters. You see dash assist comes in from one end of the screen regardless but AAA assist comes in right in front of you. Yea it knocks them up but it’s still possible to combo off of it (AHVB for example) and it is probably doubles as a good anti air assist aswell despite it’s lack of invincibility.

  • Can probably use j. lp, j. mp, lk tackle in air to air confrontations or j. lp, j. mp power dive (even j. lp power dive from max range i think) of course you can try to do j. lp, j. mp, lk tackle xxx power dive but it’s kinda hard.

  • Great range on his aaa and his dash is good too. His aaa can also be used in comboes such as with sent: launch, sj. lk, ff. lk, (call colossus aaa) ff. hp or this really neat combo:

Ryu, c. lk, launch (call collosus) (neutral jump) sj. hp xxx hp hadouken xxx shinkuu hadouken (100 damage AND flying screen so they can’t roll under you) (it’s kidna hard to do but basically you want them to “head into” the air hadouken that’s over their head, you don’t want to hit them with it as soon as it comes out of ryu’s hands.

  • C. lp is 3 frames and has great range and his sweep isn’t bad either. I know you might be thinking why you might need em but you can put them in block stun and coupled with a assist get even closer to them. Also if you land a sweep you can usually get a hyper armor off of that. You might want to try something like c. lp, c. hk + sent g xxx lk tackle.

  • One last thing, his tackle assist (either one) gives you alot of block stun I think you can even try to land jump ins off of them which could lead to high low fakes and off course tri jump set ups if your point has em.

  • Hyper armor will of course make the opponent usually get more defensive (including run away) but if you continue to activate it alot of times in a row and get them to block something like doom assist a few times then they are likely to get frustrated and try to throw you or attack it in some way so you can use that to try to land some launches into combo of death. Colossus may not have a mix up game but he does have really good high priority, long range normals to get them in block stun.

  • j. f+hp has a HUGE hit box but I’m still not sure about how high priority it is but I’m guessing it probably should be. It’s almost as big as zangief’s cross up splash hit box! Real meaty 7 frames too (after some testing colossus normal seems to be very high priority, trading and sometimes beating some of the big 4’s high priority normals including: trading and at some angles and beating cable j. rh with s. rh (launcher), trading and beating out frying pan with j. f+hp, some angles beating out j. hp from storm with j.f+hp, some angles beating out c. rh from storm with j. n hp (storm standing rh is still too good though and beats out his jump ins and her hp and hk beat out his launcher)s. f+hp seems to lose alot though

Again these are just tests I did on my own you can do your own tests and draw your own conclusions.

I’ll come up with some more stuff later.


I’ll do a small colossus write up

edit: more stuff

Rogue, dive kick, standing lk, standing mk, super (when she’s kissing them) DHC into dive, and cancel it as soon as possible. When they are coming down move foward and launch into air combo. On cable you can do tackle xxx power dive outside the corner but it seems really hard to do on storm or sent and I haven’t tried it on mags. BTW on cable if you do this and end the air combo with a tackle xxx power dive it does more than 100% damage (143 damage but it probably does more) but you should probably end it with a tackle or a power dive if you do it on shorter characters or sent since he’s pretty weird hit box wise.

Hp throw into storm. It’s hard but I think you can time it so it’s unrollable and you can dash up and launch into air combo. Again it’s usually not a good idea to do a tackle xxx power dive because it depends on positioning and you don’t have favorable positioning when doing something like this. You still do good damage, you do around 90 if you end it with a power dive.

Anyone else notice that collosus gets pretty good frame advantage off his crouching jab (and his standing jab too) but it’s pretty crazy cuz it looks like you can link 4 jabs together and still have them in block stun since the jab hits so far. jab, jab, jab, jab, c. hk, tackle + assist seems like a odd block string.

Colossus AAA tracks (can’t be crossed up and always attacks in the right direction, like Cammy AAA), IIRC. The only time I ever messed with Colossus was using him in my rotating Spiral team…Spiral/BH/XXX…Cyclops, Colossus, Charlie, Guile, etc. C.RK+Spiral xx Tackle, optional cancel to hyper armor super…BH and Spiral keep people from running while you fish for s.RK. Doesn’t work well on Cable, as you would imagine, but it’s OK. I think you can legit OTG after the giant swing. C.RK xx tackle connects, if they get caught with the sweep and don’t roll, etc. I’m sure someone here has Colossus info…

Something for a bunch of characters in the thread: launch with projectile assists. When I was messing around with Wolverine teams, I stumbled onto a Wolverine/Gambit combo…chain to launch+Gambit projectile, sj.FP…it knocks them down into the projectle and holds them. You can either relaunch, or throw, or launch into throw, snap out, etc. This works for a couple different assists, and with a couple different characters.

Assists of note: Spider-Man, Thanos, Storm, Sentinel, Dr.Doom, prbably Marrow, but you’d have to have attack that knocked them almost straight down, etc…

Example with Ryu: launch +Storm, sj.JP, sj.FP, Shinkuu Hadouken on the way down. Storm projectile juggles as you fall down from flying screen, and you can hit them with the super.

Example with War Machine: chain to c.SP, s.RK+Doom, sj.JP, sj.SP, sj.FK, sj.d+FP, falling u+FP into infinite. Doom hits them for an unrollable OTG (let’s hear it for flying screen, everybody), juggle to infinite. WM can just go directly into the infinite from launch, but maybe Julius Jackson will get bored and find some use for it. Doom rocks are sort of random, but I tried this combo a few times and it always worked, ditto a Ryu one similar to the one above.

Example with Wolverine: chain to c.SP, s.RK+Spider-Man, sj.JP, sj.FP (IIRC), falling sj.FP, combo to super. Thanos and Spider-Man’s assits allow you to do standing combos and not juggles, but Spider-Man’s has somewhat strict timing on it.

etc etc. You get the idea, I i’m sure you can work something out with KBA or Maximum Spider or other tracking supers, or other things that cross the screen quickly enough.

Since I’m lising stuff, one I stole from Viscant: c.JP, s.FP+Magneto-A xx Bloodia Vulcan or Bloodia Punch with Jin.

Corrections: Wolvie/Spidey combo was c.SK+assist, c.SP, launch, sj.FP, land or come down with sj.FP->combo.

FSD combos with Storm projectile with Cammy/Spider-Man, since I mentioned them…I had to test them right after I posted, just to be sure. with SM: chain to launch+assist, sj.SK, sj.RK, dash (or wavedash) FP.Spider Sting xx Maximum Spider. Cammy’s goes launch with c.FP+assist, something like sj.JP, sj FP, RK Cannon Drill xx KBA. Useless, since she can just air combo to KBA anyway, but it was worth finding out, since I posted it. Similar combos with with Sent-G, but his assist is dependant on screen position, so timing varies.

There’s a weird FSD glitch that happened with Spider-Man after I did those combos…after maximum spider, I could…well, there was FSD. So I could OTG into launch, or OTG to Spider Sting xx super, etc. I don’t know if this is legit, I’ll try it in VS mode later. Decent damage, if so, but MaxSpider seems to be random, and for you to follow up, you have to land before they do, which rarely happens outside of the corner (and in the corner, the Storm assist combos don’t work the same).

There’s basically 2 types of combos you can do: knock down into the assist, do something that crosses the screen fast enough (this requires the appropriate follow-up move, and also an sj attack that sends them away and not directly down (ie. compare Storm sj.FP to sj.RK, or Spider-Man sj.FP to RK, if any of you remember the old air combo into mixup.

The second type of combo is to knock them into the assist (and I’m speaking almost exclusively of Storm-A at this point), and otg with a falling attack into juggle (unrollable). Examples: Launch+assist, sj.SK, sj.RK, falling sj.SK into Wild Fang with Sabretooth (best I could find for him, nothing else goes high enough, and IIRC he can’t knock them far enough away for qcf+p move to super). Or, you can cross them up, go for jumping attacks, maybe air throw, etc. There are a million of these sorts of combos, so you get the point… but a little story:

After the crazy Spider-Man glitch thing, I turn the safe falls on for the dummy in Training Mode. Still worked. So, I decide to mess around with some more characters, so I play Wolvie/Gambit/Storm. I try out a Gambit/Storm combo…launch, (super jump straight up) sj.JP, sj.RK, Royal Flush. Connects, most consistently for 64 damage (close to 50%, but not quite), and a few times for ~74 or something like that. So I’m messing around, I throw a kinetic card instead of doing the super…and then throw another one, to see if I can connect two…it works! So I try again…Kinetic card…another one…another one…a fourth one…I’m up to like 84 points of damage at this point, and I say “oh my shit” or something to that effect, out loud. So yeah, I mess around some more, doing the kinetic card BS off of assists, or just throwing them by themselves…and they keep juggling. At this point, I’m mad at all Gambit players everywhere, since this is so incredibly simple and does far, far too much damage. Yeah, I connected like 10 Kinetic cards (jab ones, mind you) in a row, and I’m like, confused and delighted, and halfway unconcious, since it’s like 3:30 in the morning.

So I change teams a few times, to try out some other stuff…and it stops working! I snapped in CPU Cable on this new team, so I get CPU Ruby back in, since that’s who I did the combo on in the begining…still not working! I change my team order, etc, try the Storm OTG combo again…nothing!

And then, it hits me. This is a glitch that only works when you set the dummy to Safe Fall. I confirmed it after that. Something about the dummy trying to do so makes it bounce higher, or something, and so you can keep connecting the cards over and over. Made me sad. If anyone can replicate this glitch in vs mode, please inform Justin K immediately.

Anyway, I didn’t know you could combo medium Cajun Slash (dp+Short+Fierce) off of medium attacks…ex, short+Storm A/Sent-G, Strong, Forward xx medim Cajun Slash, hits twice, cancel to Royal Flush will connect for full damage.

“I try out a Gambit/Storm combo…launch, (super jump straight up) sj.JP, sj.RK, Royal Flush. Connects, most consistently for 64 damage (close to 50%, but not quite), and a few times for ~74 or something like that. So I’m messing around, I throw a kinetic card instead of doing the super…and then throw another one, to see if I can connect two…it works! So I try again…Kinetic card…another one…another one…a fourth one…I’m up to like 84 points of damage at this point, and I say “oh my shit” or something to that effect, out loud. So yeah, I mess around some more, doing the kinetic card BS off of assists, or just throwing them by themselves…and they keep juggling. At this point, I’m mad at all Gambit players everywhere, since this is so incredibly simple and does far, far too much damage. Yeah, I connected like 10 Kinetic cards (jab ones, mind you) in a row, and I’m like, confused and delighted, and halfway unconcious, since it’s like 3:30 in the morning.” - TS

I dont get this how can you go from a super jumped rk to a royal flush? Do you mean that you used Storm’s Projectile assist + launch, sj, sj.lp, sj. rk, Land storm projectile hits then just keep throwing kenetic cards?

Edit: Good find!!! I mean it! Wow this is very interesting and wierd but very interesting.

Thanks. It was horribly dissapointing, though.

It works because you can get Storm’s projectile assist to OTG/juggle pretty easily…usually OTG. You can tell it’s OTG if they do the auto-recovery roll thing afterward. Anyway, you can’t roll out of things while Flying Screen is active…the trade being that the other guy can’t do specials or supers or super-jump, or dash, either. You do the combo which activates FS, Storm’s assist OTGs (unrollable), and Gambit comes in dashing from the side of the screen like after you do a FS-inducing super (Mag.Shockwave, Bloodia Punch, Cajun Explosion, Berserker Barrage X, Captain Sword, etc). Gambit has enough time to connect a Royal Flush or Kinetic Card (or Cajun Slash, for that matter, and maybe some other stuff), because Storm’s assist hits multiple times, and holds them for a second.

Spider-Man glitch thing worked in VS mode, btw, if anyone cares. Sort of hard to set up, though, since they have to be in/really close to the corner for you to get the second juggle, and the combo has to be FP. Spider Sting xx Maximum Spider (pointed straight).

Another random thing…Megaman, Launch+Storm, sj.JP, sj.FP, assist hits, standing FP (or Tornado Hold or c.RK)…almost 50% damage… You can actually wavedash and relaunch if you mess with the timing some.

viscant told me that the cards in training mode have alot more hit stun than in real matches. You’d have to talk to him about it but those repeated kinetic cards don’t work according to him. shrug I couldn’t get it to work probably some kind of glitch.

Nice find :tup: - big help to gambit & morrigan as d+ Lk plus morrigan proj,d+mk, Hk doesn’t always combo - esp on a crouching person :sad:

Adding some gambit stuff
Crouching hk - otg, cajun swipe (LP version) will combo after a card if you are close enough. Works well if you land a trick (upwards) card, you can the do Hk sweep plus cyke, LP cajun swipe. Landed it on sent a while ago - fairly sure it works, but feel free to test it.

Also standing Hp is a good follow up after a connected kinetic card - as often there’s not enough stun to land a 2nd card. Suprising range.

Some more Gambit stuff, as I’ve been messing around with him a bit. Main team with him on it is M/S/G (Mag/Storm/Gambit…I don’t play Magneto at all, so this gives me a reason to mess around with him). All on projectile assists… Team is…OK. No AAA, which is bad. But I use Gambit’s assist a lot, and, being invisible, it’s sort of useful.

Combos:
(Mag) Launch+assist, sj.RK, air dash d/f RK, assist hits -> whatever. Around 50% damage by itself (this is Magneto, so that’s not a big deal, but still). This combo doesn’t work on Sent or Hulk, dunno about the other super-big guys.

Launch, sj.RK, air dash d/f Short, Forward, land, j.JP+assist, j.SP, j.FP, j.RK, assist hits, ->whatever. Again, similar damage. You can hypergrav or snap them out, or launch, or infinite, whatever. This can also be sort of a crossup…if you change the timing, the Kinetic Card will hit them in the back and reset the damage, but that’s obviously not the sort of thing that works more than once. Neither of these combos seems to work on Hulk, for some reason. Done it on a variety of characters, including Cable, Ruby Heart, IIRC Sent and BH and ones of varying sizes…but Hulk juggles funny.

Punch throw+ assist. Crosses up. Cute.

(Gambit) Launch+ Storm assist, sj.JP, sj.RK, assist hits (unrollable OTG as described earlier), FP Kinetic card xx Royal Flush or Cajun Explosion, or link Card to JP Cajun Slash, snap out, etc. Somewhere over 50% damage if you want to burn a super. You need to SJ straight up, not towards the opponent… If you do the Royal Flush, it’s a LINK after the card, but if you want to try the other super you need to cancel.

c.JP+ Mag assist, c.SP, (assist hits) xx FP Kinetic Card xx whatever (see above). Simple combo, good damage. IIRC this works as a cancel too.

C.JP+Storm assist, c.SP, c.FK xx (assist hits) medium Cajun Slash xx Royal Flush. Full damage, since the assist catches up right before the super hits. You can cancel after the first hit of the Cajun Slash if you or the opponent is cornered, but you generally want to wait until after the second. You can’t be too far away when you do the combo, or the Cajun Slash won’t connect (though you can time it so it’s safe if you fuck up and just not cancel to the super IIRC).

Storm has some combo that goes launch+Gambit assist, SJ.FP, air dash d/f assist hits, relaunch to whatever, no big deal. There’s also stupid assist infinite things you can do.

Other notes: Kinetic Card has really short blockstun. Medium Cajun Slash (dp+SK+FP) apparently connects from Jab/Short also, not just mediums. I think I did do a Cable/Gambit guard break, but I haven’t tested if it was legit. You can probably guess how it went.

Royal Flush seems to be shaped like this:

(Gambit)
()--------
|<--------
|**--------**

No big surprise there, right? I think it’s actually four rows, but that doesn’t matter; the odd thing is, that if the opponent is falling or otherwise off of their feet, the bottom row connecting is what will get you the most damage. Like, if you do Storm air combo to super, DHC to Royal Flush, you want to wait until the last possible second to DHC, before it would become an OTG. The exception, is if you can get them horizontal…ie, one of the assist combos above, Kinetic Card, ASAP cancel to super does good damage, too. As for the explosion after the super hits, with some characters that’s when you want to DHC to them…Hail, HSF, etc. With others, you want to get it early…ie combo with Cajun Slash +Storm projectile assist…it leaves you close enough so that if you wanted to DHC to Magneto, you can cancel a little early to where all of the cards still hit, but Mag has time to start up his Tempest super, and will connect for nice damage (and follow-up afterwards because of the height).

Launch is good. Nice priority, as you’d expect. J.FP and RK also pretty nice, and I’d assume s.FP is OK (though it whiffs vs crouchers). Cajun Strike (d, u+P or K) is pretty decent, depending on your assists. Seems to work OK with Doom for chip, or Tron for mixup (or, really, blockstun). ie. c.SK+assist, c.FK, C.RK, Cajun Slash off of opposite wall, BS some, repeat, works OK with Tron. With Doom you have to cover your ass more, but it’s better chip. I’m guessing it works OK with Sent, though not quite as well. Punch version of Cajun Strike seems to have the same recovery time whether or not you do the attack on the way down (it’s optional with the punch version)…this is irrelevant. Point being, if you do the attack, you get some blockstun and a small frame advantage. If it connects, IIRC it knocks down.

If you do JP Cajun Slash after Sent does HSF, you will only be hit by the first wave, and then fall to the ground. Not important, just something I found.

Other combos (general air combos to relaunch or whatever noted in previous post:

(Sent) call assist+ Rocket Punch, assist connects, dash to launch or Rocket Punch xx super. Does not work on Cable.

(Rogue) c.SK+assist, c.SP, s.FK xx kissy move. If hit, kiss whiffs, but the card gives you enough hitstun to combo into whatever you want. If blocked, they get kissed. I believe it makes the attack string safe, because of the Kinetic Card hitstun. Guard Canceling not accounted for, that is.

(Morrigan) c.SK+Asssist, c.SP, s.FP xx fireball xx Super. I think Darkness Illusion does slightly more damage. This combo hurts. Anyone who can link three attacks together on the ground can do a similar combo…ie. Chun Li combo to Senretsu Kyaku, WM to Proton Cannon, Strider to Ragnarok, etc. IIRC Ryu can do something like s.SK, s.FP+assist xx fireball, assist hits, fireball xx super, or even dash s.FP xx fireball xx super.

(Wolverine) c.JP+assist, c.SP, s.FK, c.RK (whiffs) xx Fatal Claw. Decent damage, DHCs very well to Storm (hail) or Sent (either). You can use Weapon X instead, more damage, not as good for DHCS.

(Cable) c.SK+Assist, c.FK, s.FP xx Time Flip. Possible to throw a grenade and link the time Flip into AHVB.

(Gambit) c.SK+Morrigan projectile assist, c.SP, c.FK xx medium Cajun Slash xx Royal Flush xx Darkness Illusion or Soul Eraser, etc. 80% damage. Gambit has similar combos with all projectile assists. If they’re too fast like Ryu-B, he can just do something like replace the Cajun Slash with a FP kinetic card and cancel to super, or if faster, like Mag-A or Sent-A, he can just do weak xx medium xx card xx Super (xx possible DHC).

c.SK+Sent-A, C.FK xx FP Kinetic Cardx2 xx Cajun Explosion or Royal Flush. Almost 50% without the super. Hard. Doesn’t work on Cable, and maybe not the super-heavy guys (worked on Doom). You can also start with a Trick Card and link to super, or the other options.

c.SK+Tron-G, c.FK, FP Kinetic Card xx Royal Flush. Yeah, …yeah. Like 80% damage.

launch+Storm-A, sj.JP, sj.RK, assist hits, FP kinetic card, THC. IIRC, that’s how it went. I think there are a couple of different assists that get off of the screen quick enough for you to do a THC.

Kick throw is OK. Damage not mashable for anything worthwhile, it caps off pretty early, and the max damage isn’t really impressive.

Since I’m listing combos, the Viscant “five card stud” combo is c.JP+cyke AAA, c.SP (assist hits), FP Trick Card, JP Trick Card, FP Kinetic Card x2, JP Kinetic Card xx Royal Flush. I think this is Training Mode only.

Jab Kinetic Cards have less startup time, but also hold the opponent in place for a shorter period of time. Ditto Trick Cards. Just in case anyone was curious about the difference.

That’s all that really comes to mind at the moment.

edit: basically, sometimes a juggle kinetic card xx Royal Flush does more damage, and sometimes the link (as opposed to the cancel) is better. Depends on the situation. If they are high off of the ground, link, if lower, cancel, as a general rule. Rogue combo is NOT safe if blocked, unless you change the timing.

Just some dumb stuff:

Captain America -

He’s not that good and is usually rated among the worst in the game and not without reason either.

Just something cool I noticed: J. up+hk is extremely meaty and almost seems to hit up until it’s retracting. The trade off is that I think the leg he puts out is vulnerable to attack, but this might be a pretty good horizontal attack.

Overall he can’t chip or rushdown very well so that puts him at odds. He has some interesting ish though such as

  • Final Justice does alot of damage as a DHC (almost always does the last hit almost at full damage (35 or so) and dhcs into almost anything which makes it a great 2nd or 3rd HC in a DHC
  • With Gambit A Assist : c. lk, c. mk, (call gambit) standing hk, lp shield slash xxx Final Justice, at the end DHC into Royal Flush for 100%
  • Cartwheel should have some invincibility in the beginning and passes through opponents.

  • Charging star xxx Hyper Charging Star is pretty cool for chip damage and negating projectiles.

  • C. lp has crazy deceptive range (he actually hits you with his fist O.o, you can only see it when you pause it but it has slightly more range then it lets on)

  • Best BnB is probably c. lk, c. mk, standing HK xxx super stars and stripes or c. lk, c. mk super stars and stripes. C. lk, c. mk, hp shield slash xxx Final Justice is great but it won’t hit most crouching opponents. C. lk, Standing HP (no shield) Final Justice is too circumstancial for my tastes.

  • J. HP has a slight crossup hit box

  • J. hk and j. up+hk as a air combo ender sends the opponents straight down apparently

  • Captain America has one of the fastests back dashes in the game

  • Instead overhead j. lp

  • A neat double jump combo is
    launch, lp, lk, mp (link) lp (link) lp (mp works too but it’s slower) then jump up foward do something else like lp, hp or possibly lp, mp, mk up+hk. for around 66 damage total and you can also mix that up by instead of going for a reset combo (going to the other side) or go into double jump > throw

Overall Captain america has no real mix up and he’s probably limited to ish like instant overhead j. lp + psylocke if you are dead set on some kind of pseudo rushdown. He also probably has some double jump + assist mix ups to land comboes. Still he’s pretty low tier for a reason, and his assists are only decent compared to the better assists in the game.


Some random stuff on charlie:

  • C. lk, c. mk, c. hk xxx super jump cancel razor kick (as soon as possible) > launch into whatever

  • Launch, j. lp, j. mp Hk razor kick and HK on the way down into possible launch (much easier in the corner) (rollable)


Good news you guys, I backed up this thread on my hard drive. I’m probably going to send it to myself and put up a link if anyone wants it in case SRK crashes again.

http://s48.yousendit.com/d.aspx?id=3FRFVR8LNHFQI2DVSMSD5UXYEB

it’s only 127 kb and has alot of the pictures O.o (even rep bars and avatars) It’s in open office format though, it’s freeware (it’s really good).

http://www.openoffice.org/

Does anyone have any good stuff they can tell me with Spiderman. I use him in

Mag, Spider, Sent-Y.

I like to use him because his AA assist launches knockdown style like psylockes, plus His awesome jumping rh, too bad he takes so much damage.

Well just keep in mind that his aa assist only produces dead weight (psylocke knock down hit stun) on a grounded opponent, and if you hit a airborne opponent he will be launched higher into the air, and then recover in the air. This property was implemented because spiderman used to have a infinite in older games that was standing mp (launch), spider sting over and over again.

As far as spider man goes there are alot of neat things with him and I remember vinny man using maximum spider as a counter DHC against Cable’s AHVB I believe. The other guy I know that plays spiderman is Dark Mr. Phelps and he plays Spiderman/Doom. He also has this neat combo where he does launch, (call doom) go up and magic series into web swing xxx maximum spider, and it actually works. You can try to master his web tri jump (PP in the air) but it’s hard to get him to cancel out of it at the right time…personally I sometimes just mash the RH or whatever I want him to do. Oddly enough Venom’s tri jump is much easier to do.

Spiderman was pretty nerfed but he still has decent mobility and actually has a tri jump even though it’s one of the hardest ones in the game to use effectively and consistently. J. RH is good but if you notice it does have a recovery period aftewards (of course close to the ground it’s almost unnoticable).

Overall I suggest this to ask any questions:

http://www.shoryuken.com/forums/showthread.php?t=96058

Mr. Phelps has a Q and A thread in the Spiderman forum ^

Here are some comboes with tronne you may find useful:

c. lk, c. mk, hk + call tronne V (launch) hp (no flying screen) (68 damage for me) and gives you a good angle coming down to cross up so you may want to try that too.

Hp throw+ tronne will have almost all the hits of tronne’s V assist and then alot of the time you can still launch them afterwards for more damage.

dios also uses spiderman pretty effectively. he doesn’t beat a whole team with only spiderman, but his spiderman holds his own against magneto’s and other characters for a good amount of the match.

I use Rogue/Tron and found this neat little combo.

If you get stuck with Tron on point and Rogue AAA backing you up, if you manage to knock sent down you can to normal jump rh for an instant overhead if he’s blocking low, calling Rogue at the same time, you’ll be able to connect a launch or a super before he lands if you time it right.

This Thread Is To Damn Godly…

I think sak should at least be bumped up to middle, but that’s just me…

where is tron in here, also ken is the best shoto he has the easiest time fighting sentinal also u can do on combo on sentinal and bring it down into infinite. As far as getting close the way i do that is just super jump call assist and hurricane kick down. If u play ken + juggs just do d. sh d.sh + call juggernaught punch command roll. I play ken and juggs and i can actually win with this team. Plus his hurricane kick assist is to good. That plus juggs not glitched can get u ten hits on a headcrush for a 100% on magz and most other characters. And around 80% on sent. It also makes em nervous to fly or try to rush u down.

Ken sucks. He has a horrible dash. Can’t get into sent.