:lol: I’m glad you brought that up as I was just about to post it as well. To add to that you can do his round trip then do j:l: xx super into UWT
Raoh its possible to do a late j:h: into s:l: xx super scatter shot DHC UWT like in said though its all unsafe. Still better than Storms though :sad:.
<blockquote class=“Quote” rel=“xero15”>Raoh its possible to do a late j:h: into s:l: xx super scatter shot DHC UWT like in said though its all unsafe. Still better than Storms though :sad:. </blockquote>Awesome! I don’t think it’s possible to grab a meaty, low height jH and it’s probably easy to confirm from if they take the hit. Oh well, just when I was getting good with Mags. Hahaha, already got decent neutral and got grab and some blast loops down.
Only problem I have with Hawkeye is his inability to kill without having to use XF or 3 bars.
Do we have one for Taskmaster?
I haven’t tried since day one Ill try again this weekend. Ill be making another video this weekend since people are annoying me with the ever so easy take the hit or pushblock on the inescapable setups.
Other than that I’m debating on if its worth making a video with the guard override for just guard breaks.
So serp in the tier thread said that XFlv2 Strange might be able to escape the Magneto/Spiderman set-up by blocking the hypergrav > XF > teleport, he was wrong, but XFlv3 might be able to, but I’m not sure if he’s actually able to by 1 frame or just not able to by 1 frame. I think he might actually be able to. You know if it would work Xero?
And huh? What’s guard override?
EDIT: Also I think Wesker can get out with the same method with only lv2 XF.
I’d have to test it. I didn’t test against teleports just double jumps and air dashes. Guard override as I call it is taking a move with lesser block stun and making it connect after something with more block stun. For example using the Vergil setup. If you just do round trip then his super then DHC into web throw it will whiff every time as the opponent is blocking all the way down to the ground despite his sword not being there. However if you do round trip then immediately link a j:l: after you throw it before you perform supers the game overrides the stun from the sword and replaces it with the stun from his j:l: instead. Since it has less stun by the time UWT comes out they will still be in the air but able to perform an action but now in an active throwable state
I actually landed the guard break with Strange Spell of Vishanti in the corner but i think it only worked b/c the other guy was advancing guard. Thats not why im here though, i was wondering if any of you tried to do the incoming guard break with Nova leading into UWT.
I’m pretty sure he has the same tactic like dooms set up.
Nova can’t set it up as all his supers have the invisible hit box I hate so much. Pretty much even if the animation itself never shows there is a hit box that puts them in stun. I tried with Human Rocket super but that super was way too fast
So I made these. They show how to 300% ZMC no matter what path they choose. Not super important stuff, just something I wanted to get on tape since I had the idea. BTW, if you want to challenge a player using this stuff, block the first break, then take the hit on the second. Forces them to optimize their stuff more than the other paths.<br><br>http://www.youtube.com/watch?v=33ZLcpq-3vA<br>http://www.youtube.com/watch?v=e1_defIqimM<br>http://www.youtube.com/watch?v=pR5N4NbQz3E<br>http://www.youtube.com/watch?v=emeIyhNPupU<br>
Still looking for a taskmaster one
playing with deadpool and hawkeye and figure why not since i love UWT<br>
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<div class=“QuoteAuthor”><a href="/profile/37440/OMG%20its%20a%20duck">OMG its a duck</a> said:</div>
<div class=“QuoteText”>So I made these. They show how to 300% ZMC no matter what path they choose. Not super important stuff, just something I wanted to get on tape since I had the idea. BTW, if you want to challenge a player using this stuff, block the first break, then take the hit on the second. Forces them to optimize their stuff more than the other paths.<br><br><br></div>
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Those videos pretty much show the main game plan for that team. Which skyrocketed up to probably Spideys best team.<div><br></div><div><br></div>
Nah Spidey Dorm Doom is still the best
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<div class=“QuoteAuthor”><a href="/profile/10338/iNerd18">iNerd18</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/37440/OMG%20its%20a%20duck">OMG its a duck</a> said:</div>
<div class=“QuoteText”>So I made these. They show how to 300% ZMC no matter what path they choose. Not super important stuff, just something I wanted to get on tape since I had the idea. BTW, if you want to challenge a player using this stuff, block the first break, then take the hit on the second. Forces them to optimize their stuff more than the other paths.<br><br><br></div>
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Those videos pretty much show the main game plan for that team. Which skyrocketed up to probably Spideys best team.<div><br></div><div><br></div></div>
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I love that team, except replace Doom with Dante cause Doom is mad boring. Still, I’d rather have Spidey on point just so you can rely on a single successful TAC, as opposed to two successful TACs to kill a team.<br><br>Catch a character with Spider-Man, all of his combos corner carry. Reach corner, TAC in whatever direction to Magneto. Do easiest infinite ever and get 5 meter for free, kill character. Guard break set up. If they don’t block, don’t bother switching to Spider-Man and just kill the character by lvl 1 xfactor hyper grav loop. If they do block and get hit by UWT, x factor Spidey and do a kill combo while staying in the corner(just don’t finish with a hyper). Tag in Mag. Next character comes in, guard break set up again, no matter what happens, switch to Spider-Man (crawler assault or UWT), complete combo and burn all the bar you have left to kill last character (who shouldn’t have much health anyway… what anchor has more than a million health? None, unless someone pulls a Chris or Frank anchor).<br>
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Hey guys,</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I’m new here and i just registered for this thread. my english isnt the best, so keep </span></font><span style=“background-color: rgb(255, 255, 255);”><font face=“arial, sans-serif” size=“2”><span style=“line-height: normal; white-space: nowrap;”>clemency ^^</span></font><br><br><font face=“arial, sans-serif” size=“2”><span style=“line-height: normal; white-space: nowrap;”>my idea was die DHC from Spidey to Strange (maximum spider to faltin loops => 4-5 bars)</span></font><br><font face=“arial, sans-serif” size=“2”><span style=“line-height: normal; white-space: nowrap;”>than to guard break with strange (seven rings of R… to uwt) with the goal to creat a untechable setup (block/hit). like in the few videos on pages 3.</span></font><br><br><font face=“arial, sans-serif” size=“2”><span style=“line-height: normal; white-space: nowrap;”>http://www.youtube.com/watch?v=XEeSvQoaZAY&list=UUr7SS5vhe0nTrr8-QBTuVvQ&index=4<br></span></font><br>enjoy the idea ^^<br><br>yesterday i figured out that the difference between the deadpool- and dante-assist are only 2 frames:<br>jam session recovery + advantage on hit (27-9) - happy trigger (30-14) = 2 frame <span class=“Apple-tab-span” style=“white-space:pre”> </span>(2 frames of hate -.-)<br>so we can assume in hypothese, the time of falling of a incoming charakter is 16/17 frames (from the highest position to the ground)<br>but this dont have to be right!<br><br>if the strange -> spidey setup works…hold your salt… one touch with spidey and your hole team will be destroyed (hopefully)<br>but this dont seems to work -.-<br><br><br></span>
<font face=“Arial, Verdana” size=“2” style=“font-weight: normal;”><span style=“line-height: normal;”>after hours and hours and a long periode of frustration I give up.</span></font><br><br><font face=“Arial, Verdana” size=“2” style=“font-weight: normal;”><span style=“line-height: normal;”>after this video I’m motivated research the guard break class of deadpool. deadpool/spidey/doom could be the pain in the oppenent’s ass.</span></font><br><font face=“Arial, Verdana” size=“2” style=“font-weight: normal;”><span style=“line-height: normal;”>edit question: is a 2. class break untechable? see dormammus guard break :/</span></font><br><br><font face=“Arial, Verdana” size=“2” style=“font-weight: normal;”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=VMsSb5cd3U0<br></span></font><br>sry xero, u are useing to much meter for the guard break (2 meter at start min.) and dormmammu needs a lot of meter to hold the momentum of the match.<div>but dormammu has the opportunity to kill a character after a dhc.<br><br>the most dangerous about the guard break is to have a untechable set up(happy trigger grab or happy trigger hit-confirm). spidey with happytrigger have a lot of potential, when u can kill a charakter after this set up it would be optimal. spidey strange deadpool would be awesome, if strange would have a guard break -.-<span class=“Apple-tab-span” style=“font-weight: normal; white-space: pre;”> </span><br><b>the problem is to make a high damage-output after a guardbreak</b></div>
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<div class=“QuoteAuthor”><a href="/profile/84923/Genco">Genco</a> said:<span class=“Apple-tab-span” style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em; white-space: pre;”> </span></div><div class=“QuoteText”><div><b>the problem is to make a high damage-output after a guardbreak</b></div></div>
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Reason I’m playing Spidey,Doom,Joe. Guard break into web throw infinite, kill with meter to rinse repeat.
You still have to see what the opponents do. They could get out of it if they had a double jump, air dash(down), I think wolverine could get out if he did drill claw if he is at the tip of UWT or if he is low to the floor dive kick.