XvsSF thread

what kick super??? the qcf+3k or the qcb+3k??? qcf is pretty invincible, with a distance half the screen. You can pass through any projectile, except cykes’.

All supers in XvsSF have a very short invincibility at startup. Basically, this means that you can bypass things like kinetic cards, and a lot more if you’re using a Rushing Super, if you start the super at the last possible moment, ect.

Chun Li’s QCF+KK super, the one with retarded invincibility at the end, has that, also. However, it’s vulnerable during the middle of it. It’s ‘stupid’ invincibility doesn’t kick in until she actually goes into her finish pose[Maybe a few frames before.] She can be hit, completely, all through her rushing, with the exclusion of the short period of Super Activation invincibility[You can DP her out of her super on response if she’s more than 1/3rd screen away, ect ect].

What would be a good starting team you guys would recommend? I’m thinking about Ryu/Wolvie or something else

pro the first thing you do is ask the arcade to fix the button. if its a mallcade then good luck. but the uppercuts with the shotos have uncanny invincibility which you probably already know. if you get caught blocking if forgot if you can push block with two buttons and not three. and the name is not umpire.lol.

pro answered the invincibility question. but chun li does have stupid invincibility. the shit is at the end and no you cant hit or grab her. trust me you cant grab her. people have tried it on me but all you need is another level. super right after the first if they try to grab your ass. it can however be push blocked into grab.

doujinshi, how long have you been playing the game and what do you know. wolv is not a bad character to start out with. but if you are just starting just use a team everyone else uses when they start. something like chun/cyc. or if you are a marvel 2 player try to use mags a little.

Whats up. I’m looking for some good magneto combos, because mine are boring -_-… i saw some sexy ones that have a lot of s.rk (1 hit) xx sj ad down mk but that is hard… usually the one i use are

c.fp ^ sj.rk ad df lk mk

then either mp and give double air magic, dash under them and c.rk into another similar combo, or usually s.rk (1 hit) xx hypergrav.

The only c.rk combo i will do is c.rk xx sj ad down, lk, V, c.rk xx hypergrav.

All this hypergrav, while it makes magnetic tempests pretty easy, it makes resets fairly difficult. Anyone have any tips?

Really, the best advice, is to really try to work that s.roundhouse into your game instead of c.roundhouse. A lot of new Mag players whore c.roundhouse all day… It works online, most of the time[I know you play there, Siyko], but it hardly ever works offline against someone who knows what he’s doing, and on top of that, uses your one OTG. s.roundhouse is ultimately a more solid option.

Also, Resets are very valuable for MvC2 Magneto… But not so much for XvsSF magneto. Without assists, they’re not as easy, and with XvsSF Magneto’s higher combo ability, they’re not as neccessary…

If you have to go with them though, your prime oppurtunities are after a juggle air medium kick, and after a roll.

After a juggle air medium kick, you have two easy options and two hard options… Easy options are sitting there and c.short them when they land, or dashing behind them and c.short/c.roundhouse when they land[Resets are one of the few times c.roundhouse can be used without having it rolled 100% of the time… But it’s still better to get out of the habit]. Harder options, are doing the same thing, but instead of c.short, SJ and sj.roundhouse them as they land, then cancel into Air Dash Down/Towards, ad.forward / ect ect.

After a roll it’s pretty much the same story, wave dashing into position and then mixing them up. You can dash right past them as they’re rolling. Good ways to set up roll resets are with his kick throws, and with midscreen Tempests.

s.roundhouse?? ive never had any luck with that… do you mean canceling after the fist hit, and doing something like sj, ad.down, mk, etc? cuz whenever i use both hits, they float weirdly, or the second hit doesnt hit, or something

ok… s.rh combos are pretty hard. you need to tri-jump after the first hit. but you don’t need to always do that in a fight. there are other inf combos that are more practical than the s.rh trijump inf.

Just to throw this out - what is the best way to setup my magnetic tempests in the corner, like after a punch throw? Usually i’ll just immediately grav and tempest, but ive been practicing two other things, but still cant get them with any reliability. I’m not sure if thats because of the inherent randomness in tempest, or not…

1- hypergrav, immediate tempest. Sets up combo if they dont roll, and good mindgames if they roll
2- hypergrav, delay tempest. If it works, sets up for unrollable combo potential. Rarely works x_x
3- hypergrav, sj, tempest. This is usually an accident, but combo potential is possible. Air throw setups w/ reset?

Is there a reliable way to get them quickly out of hypergrav to set them up for a nice throw, seeing as blocking is most common while in hypergrav…

Thanks

edit: t-kimuras mag makes me erect

Yes, the idea of using s.roundhouse in a match instead of c.roundhouse is to SJ Cancel after the first hit, and combo from there(‘Ussually’ Air Dash Down/Towards, ad.forward / ect). However, the reason for learning this link isn’t so you can do the infinite with it. The reason for learning it is so that players can’t roll your hypergrav setups like they can when you use c.roundhouse.

Also, I’m guessing you don’t know about Glitched Tempests, siyko?

A little background info : In XvsSF, SuperJumps take a couple frames from when they activate, to when you actually leave the ground. In those beginning frames, you can cancel out of the Super Jump into Special, Super, or Block Animation. Also, during those few beginning frames, the game actually recognizes your momentum as ‘Moving up very fast’. Your momentum can affect some strange things in XvsSF. Magnetic Tempest is one of them.

Example A: You hypergrav them, then do Tempest. It hits, they fall down.

Example B: You hypergrav them, then Super Jump and do Tempest really soon after that. Mag freezes mid air, it hits, then you continue flying up… But they don’t fall down. They start flying up ‘with’ you.

Example C: You hypergrav them, then input the command for Super Jump… But before you leave the ground, you also input the command for Magnetic Tempest. If done right, the beginning frames of the Super Jump will be cancelled into a Magnetic Tempest while he never leaves the ground(You know it worked if the SJ Dust appears around his feet as the super starts). It hits, you stay standing on the ground, then they go flying up.

Example C, is a Glitched Tempest. It allows for stuff like Grav, Tempest, s.roundhouse xx Grav, Tempest, s.roundhouse xx Grav, Tempest.

Overall, it’s not that hard to do it… But there are two ways to do it, really.

One: Instead of pressing Down to Towards+2K, use Down to Up/Towards(Down -> Down/Towards -> Towards -> Up/Towards)+2K. That way, the game recognizes Down, Up as the SJ input, and Down to Towards+2K as the Super input. With this method, you can’t press Up/Towards+2K at the same time though. There needs to be a really tiny pause before you hit the 2K buttons, otherwise you’ll just get the super and the SJ won’t even start.

Two: Instead of pressing Down to Towards+2K, Press Down+Hold 3K, Down/Forward, Forward+Release 3K. Some people don’t know that the game recognizes when you ‘let go’ of a button just like when you ‘press’ a button. So the way this works, is pressing Down and holding 3K sends the signal to SuperJump(3K), then finishing the QCF and letting go of 3K sends the signal for the Tempest. This method is slightly harder, but it’s also faster(The first method requires someodd 5-6 frames for it to work right. This one takes 3.). It’s not ‘too’ hard though. Just do the QCF naturally, and control when you hold and let go of 3K.

Thanks! I always thought it was just the flukey randomness of the tempest that would sometimes send them flying, but you’re definetly right about example C. I guess that is just a little more cheese sprinkled on mag’s corner throw.

The s.rk i played around with, and it is very hard. But it seems like it is worth incorporating, if c.rk is that much more unreliable offline. Thanks again for the advice.

edit: btw, i was always wondering, what’s the technical rule for when a sj.rk or sj.fp will give flying screen or not? Is it just number of moves done from superjump height? or certain # of moves done after certain moves designated as ‘launchers’? It’s kinda weird… something like the first hit of roundhouse, trijump mk, launcher will still allow for the non-flying screen, even tho it has 2 moves done from sj, but launcher lk fk will give flying screen? Explain plz!

sure does.

I was about to write out the rules of what sets FS… But then I realized I don’t understand it at all… o_O

I ‘thought’ I did… But… I don’t… Sorry… I’ve ‘never’ run into a situation in my like, 5 years, where a combo I thought would work, didn’t, because of this… But I just found out that, as a juggle, with Mag, [j.forward / /\ AD Down, ad.forward / /\ j.roundhouse] Sets FS… Which seems to conflict with the reps of the new inf I found few months ago of [AD Down/Towards, ad.forward(As a juggle) / s.roundhouse(one hit) xx SJ /\ AD Down/Towards, ad.roundhouse / c.jab xx SJ], works indefinitely without setting FS…

I don’t really feel like working out the specifics, but a couple possibilities for the paradox are:

A.) Ground vs Air hits counteract the Air vs Air hits required before FS is set

B.) While this series seems to set FS during normal jump, it’s SJ nature may have a different set of rules.

Also, it seems that Launchers count in the number of hits required to set FS. For example, with Mag, as an air juggle, [sj.short -> sj.fierce] does not set FS… But, [c.fierce /\ sj.short -> sj.fierce], ‘does.’

Wacky.

Update: [ad.forward(during SJ state) / SJ /\ AD Down, ad.forward / s.strong /\ sj.roundhouse], Sets FS when done as a juggle. [s.roundhouse(One hit, vs Grounded opponent) xx SJ /\ AD Down, ad.forward \/ s.roundhouse(One hit) xx SJ /\ AD Down, ad.forward \/ s.strong /\ sj.roundhouse] Does not. That rules out the issue of it being a SJ messing with it.

Is Sabertooth’s ability to use his Weapon X super (DP+PPP) multiple times in the corner a part of his game, or is this setup too special to be considered useful?

Is there any purpose for his Birdie super? Seems to take too long to come out.

Thanks

nice questions donkus! Sabre’s WeaponX is very very useful, sets up for other combos, and deals lots of damage too.

about the birdie super, many people use this only against apocalypse. because of the slow startup, only a few use this during fights. but you can do it with a glitch,here it goes:

w/ mags: grab opponent with fierce, hold up so that you throw em up, then immediately tag with sabre and do the birdie thing.

Well… The Birdie super isn’t practical, no. =/ Granted, you ‘can’ do it ‘sometimes’(Like, after some Air Throw vs Chun/Cammy setups, and, after that Mag glitch), but those circumstances are exactly when you want to be doing his Wild Fang X. Basically, both of his supers(Aside from the Birdie Super) are useful…

Berserker Claw X - Useful in ground combos(After a s.roundhouse), and after an air throw midscreen. Does very good damage, as long as it isn’t preceded by a bunch of hits.

Wild Fang X - Does better damage, and can be followed up(Berserker Claw X can be followed up, but it’s too difficult an OTG to really count.) When you ‘can’ do this, you want to. After an air throw in the corner, go ahead. You can also do it after a s.fierce(one hit) in the corner, vs some opponents(Useful when doing his Jumping Infinite[ /\ j.strong -> j.fierce -> j.roundhouse / ] vs someone like Jugg or Mag). This super does ridiculous damage even ‘with’ damage scaling(No matter how big the combo is, the last hit of this super always does nuts damage), so it’s ‘very’ practical to do it two times, three if somehow they’re still alive.

Overall, Birdie super takes too long to come out,leaves you wide open if they happen to Super Jump over it, does less damage than both of his other supers, and can only be followed up with a Berserker Claw X(Which, after ~40 hits, does 4 pixels of damage. Waste.)

Rogue owns!!! Thats all I gotta say.

You damn straight.

man thank God there’s a XvSF thread!! i’ve seen some of your match vids n you guys are sick! mostly prozac’s chalie lockdown vid n t-kimura’s rape comeback vid on joker(man it was till that match that i realized capcom didn’t gave a crap n didn’t fix magnus for MvC2… but they fixed charlie… fuckers) well i’m new to the game n i want tolearn charlie(already in process nice info prozac) Magnus(i’ve seen a few tricks but no whole strat like ken charlie ect.) also storm ( read sumthing but not the whole huge full game plan only the infinites is that all? like in fly is do the infinite n nuthing else ? also is there any way to set-up hail like MvC2? or just build n hail repeat? also Zangief looks sick so i’ll learn him too! thanx in advance

Just a noob asking for something basic…

How do u actually do a throw to end an air combo, especially Ryu? I’ve always wanted to do a throw and connect with Shinkuu hadouken.

Thanx