I was doing the combo on magneto in the corner
c. MP xx Hard Lightning Attack is easier/more consistent.
A funny thing happens with Storm’s chained c.LKs. If timed right, you can “stand cancel” one of them, so that the hit comes out but you have zero recovery (it’ll almost look like Storm hit them with nothing). If you do this, c.lk x2~3 (stand) Hard LA will combo (and can infinite), as it’s faster.
This game is actually pretty fun to play! I’m using Iceman, but I’m interested in learning more about him. HP, HK, HP Ice Beam is more or less a bread and butter combo after a MP throw, and Arctic Attack works after a throw as well. His dash is also quite useful on offense and defense. Any other tips for playing him?
Jump/superjump down+HP, HK (empty chain). The falling ice rock (d+hp) can make it hard for people to advance on or under you. The Normal jump version can loop combo on alot of standing characters (the jump down+hp rock can be blocked low though).
Your anti airs (and launchers) are stand HK (if they’re in front/above), crouch HK (directly above) and in some cases s.MK (very fast). Stand HK is also good for ground control. If they get pass that and you’re in recovery, superjump away.
Iceman’s an interesting mix of rushdown and space control, just got to be careful when committing to his slow specials. Avalanche (same p + k) has great dizzy power though.
great game, but damn… when you play on a competitive level the very easy dizzies ruin the game…
jedah is the shit.
Anyone got strats for Akuma in this game? I can pick this up for Saturn easy and he’s the only character I care to play…
SiD - Turn down the damage, doesn’t stop the dizzy issue but at least it hurts less
W.M that’s a kickass av.
Akuma can dizzy just about anyone with hard hit xx hurricane kick if the special hits twice after that. Air fireballs and hurricanes build meter extremely fast. Akuma’s hands with his air fireball are unblockable too. If block state wasn’t already triggered, they won’t cause it if they touch. Ground fireballs are kinda sucky so air is what you mostly wanna use.
DP super is instant and 100% invincible for most of it, so it makes a great guard cancel. Super fireball is unblockable if someone lands on it.
The counter DP special (hcb + p, uses meter) catches a ton of stuff that hits above foot level. It’ll catch Omega Strikes, Shoulder charges, Drill Claws… It actually won’t catch lightning attacks or any of storm’s punches (electric charge I guess)
Tiger knee his fierce SRK (toward, tiger knee motion) and it’ll go to the ceiling. Useless in a ground combo (they won’t go that high) but good against those trying to stay at the top of the screen (hi Storm).
Downsides - he takes damage like a bitch, bounces off the ground for a really long time when thrown, and bounces strangely off Omega Red’s ground coils thrown right (long enough to get a super after).
There’s also an issue with his switching chain… (zigzag1 when standing, zigzag2 when crouching), gives him the ability to stand cancel light attacks, so c.lk, walk, repeat is an infinite, if you can time it right about 90 times. Worst part is it’s a blockstun infinite too, which makes him broken beyond belief. Although in actual gameplay, despite people using it, he isn’t unbeatable by any means.
Thanks. a few bnb combos?
(I think they were mentioned earlier in the thread, but I’m too lazy to look) and good/bad match-ups?
“Let’s attack aggressively!”
In my journey to become a less *****y FG player, I have noticed while playing I have no idea how to attack. Yes, I am aware you have to press buttons (der der) but I have no idea how to do it correctly in way that isn’t like a retard coming towards you. This is my problem in all games but it is pretty prevalent in COTA.
So let’s take Wolvie vs Wolvie - a matchup that seems retarded not to understand, but since my acumen sucks, I need help. How do I rush in without being an idiot? How do I turtle without getting screwed? I am not looking for combos here, more like patterns I should watch for and such. Yes I know slide and fierce is godly, but how do I get in without being at disadvantage after block stun?
P.S. - In ST I am slowly learning when to hold block and not in order to get out of (b)lock stun. Any tips on how do that in this game? Much appreciated.
I <3 Jedah.
Some Akuma combos:
Anywhere-
Airthrow (bounce), Airthrow, MK or HK hurricane (if it hits twice, it’ll dizzy)
c.LK, c.MK, c.HK xx Fireball
Vs. Standing Characters, point blank, non-dash c.LK, jump forward HP, HP air fireball (actually hits Wolverine, but not worth effort due to low damage)
or
s.LP, jump forward HK, HP air fireball
Corner:
Dash HP, c.HK, s.HP, s.HK xx any DP. There’s a window to throw or juggle after, how big it is depends on how high up the combo sent them.
Dash HK (2-hitter) xx Fireball super, jump forward MK, j.HP xx Hurricane (almost anyone up to heavyweights, might miss on Wolverine)
Random tricks:
Knee bash throw (MK)- Midscreen, if you hold forward, they’ll flip away. If you threw with Back + MK, they’ll land near you (and always near in the corner). Heavier characters land fast and have little time to get anything out, leaving them vulnerable to another throw. They can, however, try to throw you first or jump out.
Dash combo xx Hurricane - With the dash momentum, even if it doesn’t combo, the hurricane kick is going to be bouncing them around, potentially into a cross up situation.
Regarding Wolv vs Wolv and mid/long range attacks, usually whatever came out second is going to win (or at worst, still trade). Drill claw is almost always going to beat s.HP if the tip of the claw touches. It’ll trade if the HP hits at a point where the hand is inside the “X” slash.
This should give you an idea of when things trade and when things get stuffed.
[media=youtube]QzcV4m49J_U[/media]
Some block strings -
- c.HK, c.LP (once or twice), repeat, can also do a s.MP after the kick and crouch cancel the MP into another kick.
- c.LK, jump d+HK xx j.LP.
- speedup and just about anything
- c.LK, Slide xx SJ, j. d+HK stomp over their head, XX drill claw.
and of course dashing HPs to poke and drill claws. Sometimes it takes being a little psychic, knowing when to SJ and drill claw up or straight ahead if they try to SJ over your ground game(or forcing them into it).
On defense -
Jumping backwards and SJ’ing out is typically your best bet if you’re pinned in the corner and you don’t have meter to GC Super. You also can jab through strings that are too slow, and s.HK through overhead attempts that are too slow, or tornado claw through obvious drill claws. Jumpins that aren’t “deep” enough and close block string links done too slowly can typically be thrown through.
Their blockstun? Straight drill claw, SJ and drill claw down diagonal, or SJ stomp on their head with down drill claw. If you’re far enough away (out of s.HP range), stomp cancel and run back in, but always be ready to SJ backwards on a dime like it’s your block button… or run up and block.
this thread has been quiet for awhile now.
and today, NO!, 5 mins ago, i had an epiphany.
i dont think yall canadians know about this, but here in the u.s, rivalry is tough between the east and west coast.
mostly in the fighting game genre.
we dont hype it as much…maybe we should.
see, vic got his thing going on…gootecks, etc…
no one in ny or canada got anything major going on.
names like lmx, joker, shiro and mkp ring names over here…but where else are you guys known?
my point is, lets get out there.
i’m obviously ny’s mouth piece, but i’m far from the best.
fuck ny vs canada…lets hype usa vs canada.
maybe unknown canadian players will show their face.
seriously, look at it.
it will sell…it will bring old faces back.
TEAM USA: madhatter, jason, omar, buckethead, muthafuckaaaa, me, vic, justin, arturo, stormqueen, battousai, kourin.
TEAM BACON: joker, shiro, sid, cb, mkp, lmx, aznretro, 1hit, shiro’s girl(to fight our female gamers).
see what i’m saying people.
i can get this started if yall with it.
tomorrow, i can get a vid of some of the guys calling out canada…(no beef, just hypeness)
i’ve been making alot of moves lately…i got alot of ideas.
if everyone here is serious about xvsf, then lets break the confined rules of this thread and lets step out.
lets make our own tourney…we have big names in this community.
call it FIGHTER’S REVENGE.
xvsf vs mvc2 vs cota vs msh vs cvs2…how many of yall play those?
are you guys down for an xvsf combotition?
do these ideas sound good?
heres a funny vid [media=youtube]_3cHiDFF8uk&eurl=http%3A%2F%2Fwww.youtube.com%2Fuser%2FDeadlyRaveNeo1&feature=player_profilepage[/media]
Deadly Rave, i can get this shipped for Saturn, would you be willing to play whenever we meet up back in GA?
qcf light punch.
sitting duck for many frames.
what the fuck, Iceman.
Decent block and hit stun on your opponent though. Not psylocke, akuma, or wolvie lockdown but i’m sure it gives some frame advantage
Iceman’s qcf lp on the ground won’t hit a damn thing.
I must be confusing it with mp ice beam. lp version looks like it should otg alright. I’ll check next time i pick him heh
Anyone know Japanese and interested in taking a crack at this?
http://www.geocities.co.jp/Playtown-Dice/5286/xmugen.htm
GeoCities US was killed off by Yahoo recently, and don’t know how soon until GeoCities Japan is next.
Yamamoto’s page might have some interesting stuff too -
http://www.vc-net.ne.jp/~yamamoto/
And Bakufu (who is on 2df/ggpo) has a blog - http://gtech.3418.jp/wiki/index.php?COTA
Good to be back wasn’t feeling well these days.But I can translate what the geocities one means.With google translate it goes into title permanent and immediate death combo.He explains the characters 100% combos, and what situations you can do them in it’s actually interesting .He goes into high detail from what works and at what point he also explains I think glitches.He kinda reminds me of you jedah ministry.
And Bakufu explains that colossus and wolverine is the strongest talking about dmg and combos and the game system,He also links his 2df replays.Yamamoto has a replay of magneto doing a combo I believe but can’t see it cause no Realplayer codec.