do the first jump quick as possible. Delay the second jump a bit so by the third jump Chris is at Max height when you hit the H. This will allow you to connect the S and the rest of the combo is easy as hell.
Hope that helps sausage
do the first jump quick as possible. Delay the second jump a bit so by the third jump Chris is at Max height when you hit the H. This will allow you to connect the S and the rest of the combo is easy as hell.
Hope that helps sausage
Eyo, with that knowledge…
second try!
Gracias!
NP sausage GLAD to help.
For those struggling with Super Skrulls 10 (Like I was for a while) here is how I did the hard parts.
The rest of the combo is easy hope that helps someone out there!
So. What’s the secret to getting Final Justice to connect in Cap #10?
@Six- Cancelling literally the INSTANT the shield leaves his hand into Final Justice is the magic secret. It’s not an easy fix but you can practice that part of the combo so when the time comes it will be automatic muscle memory wise.
Furthering my unsolicited guide of how to do missions that gave me trouble here is 2 more.
Modok#9- The first part is what gave me problems as the combo list kept resetting even though my hits were counting. After countless head banging I realized the game wanted ridiculously clean inputs on the dashing segment part. Keep the first sections as CLEAN as possible (no extra inputs or double tapping buttons) and you should be fine as the rest of the combo is nothing major.
Doom#10- Slowly input the first section as it is key to making it register for the combo. On the second part with the S relaunch into the normal jump m juggles speed is key. You need to try and hit the dummy as SOON as possible making the consequent juggle work. The 3rd part with the Sphere flame XFC Sphere Flame has to be done fast as humanly possible similar to the Cap America level 10 into Final Justice.
Finally finished all of the missions. A special fuck you to X-23’s mission which was difficult for no damn reason.
Part of me is kinda sad there is no more left lol.
Congrats
Thank you Master! While it was frustrating at times it has definitely helped me tighten up my execution.
I am stuck on Phoenix 10. I don’t have a single problem with the TK Traps, however I cannot seem to get the Tigerknee air fireball to hit. Anyone have any advice for that?
The one time I got the fireball to hit I couldn’t get the air fireball after air H to hit
NVM got it
guys im about to pull my hair out. I cant do magneto’s mission 8 consistently it keeps reseting after i do the launcher. anyone know whats goin on?
I would mash the string after the launcher quickly as he is rising up to meet haggar. If you get lackadaisical with it the hitstun will flip him out.
ok thanks that helped out alot. For mission 9 im having trouble connecting the hyper grab? seems its not coming out fast enough or something. ive done it maybe 3 times out of 100
Try already buffering the hyper grab as the H is hitting. Good luck I look forward to helping with his level 10 which is rough lol
Hello all im recently new to the forum and i was wondering if any one had any suggestions for iron mans mission 8. Thank you
modok 9 is killing me! Are peeps using manual dash or mapped buttons for this one? What are they mapped to?
Raoh, I lamed that one out by mapping dash as L + M and double tapping it to get j. mediums to come out. I tried it on a whim and it worked far better than I anticipated. Careful of the Doom assist, the little bit of wind up to it will screw you up because of the hitstun if you don’t delay the puddle.
Thanks for the tips on modok 9. I used L+M dash button and clean inputs. I finally got it and modok 10 was a breeze.
I have about 10 missions to go for 100% jill/ shuma included. These are really challenging for me because my execution is horrid
Any tips for Akuma 10 (I think that one will be doable with practice) or Viper 10 (that one may take me months!)?
d-_-b
Akuma 10 isn’t really as bad as it first seems. The biggest problem is that you have to cancel into demon flip literally as the senpukyaku hits so that your fireball hits at the highest point possible. If I recall, you need to hit the first j. M as fast as you can, and then delay the second just a sec, so that the H won’t wiff. After that, it shouldn’t be too rough.
As for Viper, I can only offer three tips:
If you use a two button air dash–beware of the glitch that is certain to fuck you over at least once. I can’t confirm, but it seemed to register the dash better while holding forward and then pressing two buttons, rather than a neutral stick and pressing.
You can mash special to get the cancel to come out, but it’s also one of those things where the game won’t allow you to recover in time if you don’t do it perfectly. To help with this, activating X-Factor and waiting…I think, 6-10 seconds, so it’ll run out in time to re-activate it will allow you to recover in time to get the second thunder knuckle out.
Lastly, you’ll definitely want to practice the ending after the first hyper. It’s a massive bitch because there’s such a small window that the Level 3 will hit, that you’ll look like you hit, and instead you’ll just have rage.
Got Akuma 10. Thanks for your help Juke, mkeller, and of course vesper and anyone else that has put up mission mode vids.
I’m just going to list what I have left in hopes of people chiming in and giving some tips…
Doom 10 (which I think is mentioned in a previous post)
Skrull 9/10 (which I believe are mentioned in previous posts)
X 23 9/10 (9 looks doable, but I hear 10 is hard)
Taskmaster 10 (looks doable but tips are appreciated
Shuma 10
Morrigan 10
Viper 10 (which was mentioned in my previous post)
Firebrand 10 (looks doable, but tips would be helpful)
I’m open to any tips and shenanigans to complete these.