X-Men: Children of the Atom thread

Here’s a repost of some stuff from one of JM’s earlier posts:

OR Tips:
Many may remember a few rudimentary mixups off of the straight up coil toss from MSHvSF. Same thing, just stay aware of the throw limits.
Toss them straight up and vary between:
Another straight up coil
SJ up and throw
SJ up and hit
SJ up and airdash to try and cross them up and hit

Dizzy combo:
Feather to heavy -
(anywhere) HP throw, s.hp (otg) xx lk ostrike
Colossus - add s.hk after s.hp
Characters with decent OTG times, you can jab coil after the first s.hp, throw them downwards and then s.hp (otg) xx lk ostrike

Superheavy infinites:
On Colossuss In corner-
[s.mp xx mk omega strike (wall cancels OS and you remain in air), j.mp as you fall] x N
Sometimes you need to take a step back after you land, or the wall will cancel you too soon and you won’t have time to get a j.mp. You can get away with missing it, provided you get one in as you land, but it could throw you off.
It’s possible to get midscreen and to cross the screen with it, but you have to press down + kick to cancel the OStrike yourself. Midscreen works on Sentinel as well.

On Sent, left corner only:
[s.mp xx lk ostrike] x N

Double drain to super for big damage combo (doesn’t work in Spiral, Iceman or Sentinel), in corner:
jump [hk coil (should be point blank), drain, df toss (airdash after first toss only)] x2, land, Omega Destroyer.
You need a little bit of distance from the ground or the toss won’t have the “bounce”.

Corner loop (possibly easiest in game). feather to heavy:
launcher: s.mp
aircombo: lp x 6, hk (alternatively, you can use lk, mp instead of hk, works better like this on Storm and Wolverine)
relauncher: just re-superjump

Another corner loop (doesn’t work the same on Sentinel’s stage):
launcher: s.mp
aircombo: lp x2, lk, mk, hp(3 or 4 hits), hk
relauncher: just re-superjump
middleweights+: 1 lp can be omitted, chain kicks a little slower
S.Samurai: add c.mp after you land before re-superjumping.
superheavy launch: d.s.mp, s.hk
aircombo: lk, mk, hk… hp (1 hit), hk
relauncher: s.mp

If you feel s.mp isn’t launching heavier characters high enough, add a c.mp after launcher. If they seem to be getting too low, add a c.mp before you re-superjump.

Long range poking - s.hp xx c.lk(whiff), then s.mp or c.mp when they try jumping at you. MPs aren’t that great of anti-airs, especially at close range. If you’re stuck in the corner with say, Psylocke jumping at you, it’s best to try and superjump out instead of attempting to anti-air.:

I have some of my own strategies i’ve been meaning to post for a while now, i just haven’t had the time. That + Batt’s are generally better :stuck_out_tongue:

I do use a lot of Omega strike down cancels (mk and hk strikes mostly)…Mixing that with IAD pressure has helped me a lot.

How do you crouch cancel?

For most characters, just tap down, usually at a certain point in the animation. For Cyclops (his standing HK) you have to tap down + HK.

I just started to play this online and I like it alot but there is not a great deal of info on this game out there. The faqs are out dated and seem to be missing a great deal of info.

I am especially interested in sentinel and cyclops. I have read the previous posts about cyclops but I have not found any real info on sent.

Also in terms of cyclops what is his bnb combo and also does he have any midscreen combos.

Cyclops:

For midscreen juggles/combos you can chase people across with crouch-cancel HK (s.HK then d+HK to cancel it … Interesting note, you can also cancel s.HK with up+HK, which will make you jump.).
You can’t hit a standing Wolverine with your s.HK but you can hit him with it off any launcher (aside from the second press s.HK).
How you hit them off the launcher depends on who it is. Some you chain right into the HK (Wolverine), others you have to wait and take a step or dash (Omega Red).

Some BnB anywhere combos -

  1. HP throw, jump-in d+HP*, dash c.LK** , c.HP xx Gene Splice (mash)

*depends on weight/OTG time, this part doesn’t work on everyone
** can repeat dash c.LK and can also chain a few non-dashed ones
A slight delay from the last c.LK to c.HP brings you a little closer, and tends to ensure you won’t miss all the hits of a mashed HP gene splice.

  1. Dash s.HK (cc) dash c.LH, c.HK a few times xx Gene Splice or go into corner juggle if you’ve reached corner.

  2. Dash c.LK, s.MK, s.HK xx LP or MP Optic Blast (vs featherweights/girls)

vs Middleweights midscreen/anywhere but corner-
HP throw, dash-jump toward HK*, j.MP (land), dash s.LP**, s.HK xx Gene Splice (mash)

*bottom of your “flash kick” should be what hits him.
** Some may need this ommited.

Sentinel:
BnB
s.MK sj sj.HK xx MP Rocket Punch
Works on all but superheavys, off of an MP throw this should dizzy anyone. In the corner if you dash just before the sj, you’ll be close enough to continue

the combo on the way down.
Example vs Wolv-
s.MK, dash, sj, sj.HK xx MP Rocket Punch, sj.HK, sj.HP (land) dash s.LK, c.HP xx MP Rocket Punch.

an alternate launcher would be - step back s.MK xx LP Rocket Punch (punch hits before rockets do, rockets must fire) dash s.MK

Once you juggle the with s.LK, c.HP you’ve got some combo options.
sj d.f. + MP (float cancel, watch the height) xx MP Rocket Punch, sj.HK, land s.LK, c.HP and repeat…some characters need a sj.HK before the Rocket punch.

Gameplay tips:
Frustrate from afar with long range pokes and drones, but not too many drones as it leaves holes in your offense. Stomp from above and mix in some fly/unfly strings. Counter many attacks with s.MK into BnB combo, although this launcher doesn’t do a good job at stopping downward striking air normals.

So, I go back and forth between MSH and COTA, and it helps my game. COTA is HYPER ST with MSH being a really fun version of SFA2 minus shotos.

What I have to contribute:

While it is smart to keep an offense at all times, make sure not to mash certain buttons or else you are dead. This might sound elementary, but you have to be deliberate in your rushdown - this way if you get “caught” you only get punished for one mistake, not more. Remember - you get no meter for normal moves, only special moves, so it is wise to always be deliberate.

Block. Again, sounds dumb, but I get killed because I am trying to reversal or counter attack when really I should be blocking.

Don’t blow your damn super. It is easy to whiff, so don’t do it.

Any decent youtube videos showcasing casual to high level play?

http://combovideos.com/list.php?gam=xmcota

CV’s down at the moment due to host stupidity :confused:

Most of those matchvids are around youtube anyway. Some more:

[media=youtube]knRDY6ECObY[/media] - (Staf vs Me)
[media=youtube]7L2PdP1naTs[/media] - (Me vs Staf again)
http://www.youtube.com/profile_videos?user=godfist314&search_query=cota


[media=youtube]XSFkkEWHabI[/media]
http://www.youtube.com/view_play_list?p=C0D473DB6917B1F7 - really old stuff
[media=youtube]scrvPLfL30E[/media]
[media=youtube]BysMRY-uH_Y[/media]

damn…so, i’m here now.
september was the last post?
ok jedah.
lets bring this game back to life.

Coolness. Ever get on 2df/2dfighter.com? Some nice replays up there.
Was nice to see Hakiru and 192 fight again.

yea i do.
but my pc gave out around the time i got banned.
all i have now is my mac.
if you know a way to get it woorking on mac, i’m all ears.

I used bootcamp to install Windows XP just so I can play on 2df.

Do you have any desync problems? A friend of mine tried this but we desynced every time.

does bootcamp cost money?
if so, i’ll just save up to get a new laptop

Nope. I actually think I’ve played you once or twice. I haven’t had any sort of problems.

If you have Mac OS X 10.5 you have bootcamp. Its free with that version of the operating system.

i have 10.4
its ok…
ayo jedah
wolverine is weird in this game…
why his combos go backwards?
and how do you launch with storm?
as a matter of fact, when i launch with anybody, they dont go high enough for me to air combo them.
whats up with that?
see, in any other of the versus series, i’ll give you a run for your money.
but this game is kicking my ass…big time.
I’M A PROFESSIONAL NEWBIE AND I NEED HELP.

^That would be because this game doesn’t have air combos, only air-juggles.

lol
see, thats the shit that puzzles me.
from my knowledge, you cant really jubble someone unless they’re in fsd mode, or at regular jump height.
once you get into sj territory, its an air combo.
of all the games i play, i seldom ask for help.
but i’m asking now.
HELP ME LEARN THIS DAMN COTA…pleeeeeeeeeeeeeeez

Flying screen didn’t exist here yet. That started in MSH. That’s why you can juggle/relaunch anyone without restrictions, as long as you can get around gravity.

Getting people high enough to super jump after them usually takes more than one launcher. With Wolv, s.HK, c.LP (misses, it’s just to cancel the HK), s.HK works well on most characters in the corner. Midscreen Wolv has to work more with ground combos and overheads until dizzy since he can’t much juggle lighter characters midscreen without speedup.

Launching people with Storm, if they’re light like Psylocke or Storm, c.HP or s.HK is enough. s.HK alone won’t hit Wolverine standing or Iceman and Omega Red standing dizzy. If they’re heavier it’ll take c.HP and s.HK.

Attacks in the air tend to juggle in the direction they point in. If you look at where they go with Wolverine if you just hit sj.LK in the air, they fall down. Whereas sj.MP keeps them with you a little more, and they arc up before they start falling. sj.MK knocks them more upward. It’s also relative to where you’re going. On the way up, sj.MK knocks them relatively higher compared to if you hit them with it right as you’re about to land.