yeah its possible too bro. Phat toi used to mash out like 65-80% of the time. Shit was legit.
I got two rounds off you with mag/sent/cap at eccxi. I won’t spoon-feed you how you lost or rather, how I won, but I will dilvulge that it wasn’t “awkwardness.” Our tourney matches are always close, and i’d like to play a long set one of these days.
On the real, I respect you as a player because you, like me, hate msp and have a similar approach/playing style to the game. For this i’ve rooted for you in the past (you vs wigfall at sb2, you vs rattana evo2k2). Ease up on the “winning attitude” maybe? (or maybe it’s that serious for you?) Maybe then you’ll have some fun with the game - I was basically forced to once I grew up/got a real job. Also how’s school, you finishing up soon? SB3 was missing a mainstay in EC vs WC rivalry.
Lol at me ever trying to play Mag/Sent/CC seriously in tournament anymore. Good shit.
But I do like how you break it down. See that’s what I’m talking about. I’m not saying to give out your whole game plan, but tactical analysis and stuff like that. That’s the meat n bones I want to see and actually helps me out a lot.
Question:
Thrax vs MSP > Why do I see a lot of people start sent against MSP? IMO, from my experience it’s easier to start, runaway and zone with storm against mags/psy. It has the best chance to get rid of mags too, just charge 2 supers > try to land a LAxx or a high s.HK, mags is dead. And you have 2 legit assists that you use to throw off mags so that he can’t read you constantly calling capcom with sent. And if mags gets caught [hit or blocked] with that drones assist it’s almost a free hit to one touch death. Another thing, storm is also hard to get rid of because mags need a reset or two to kill her, [resets> you have a chance to block or mash it then you start again with runaway giving you another crack at mags] unlike against sent, just push sent in the corner then HGxxTempest allday…
starting storm requires reacting to low short or trijump short
so?? can you elaborate a little more…
Mags will usually start the round off with switch glitched c.short, or quick trijump short. So if you can react to both, you can block, get away, build meter ->DHC, add infinitum.
What I try to do sometimes is crouch pushblock right at the begining, but hit fierce one millisecond earlier than jab. That way if mags goes low, It will push block. If he goes high, I’ll get crouching fierce, which should beat out his overhead attempt. This is mostly theory fighter as I haven’t tested out much, but I think it should work.
I believe he was making a reference to Sent’s armor. Sent can start the match in a standing blocking position and block low if Mags attacks low. The forward can be blocked on reaction, as well as Sent having a better chance of his assist coming out if Mags goes low. With Storm first, you HAVE to start low blocking and look for the tri-jump. I think that’s the mindset. Let me know if I am wrong.
wow, thats some crazy ass pad skills. I know players on stick that can’t hit that percentage…
It isn’t that serious anymore I guess. Mvc2 is a joke to me now. I mean, you could attribute the way I beat you to me just playing run away, and playing an awkward cali style. It’s just a different perspective imo. I stopped having fun with the game a long time ago lol. School’s going well, almost finished, then its time to hit the real world. I wanted to go to sb3, but I knew disappointment and anger would only come from it. I would get snapped 4 times and that would be tournament life lol.
People pretty much summed up starting storm. It’s all on personal preference. I like starting sentinel, just because the super armor gives you a second chance on blocking. Storm also has to deal with standing jab, and dash over at the beginning. That’s already 4 very hard things to block. It just isn’t worth calling assists at the beginning either, apparently. That’s how double snaps happen and gg. Still, you can’t just let mag stay in that ass, so its a really big conflict for ssent players. I feel if i block the beginning against mags (when im either storm or sent) that the percentages of myself winning for up 15-35%. The best thing to do is to react. I block lowthen jump usually, its great against dash over because when you jump you have more time to block for some reason and its easier to react. If you block low you can still react to tri jump, but its really hard. Holding up is pretty much putting it all on them not starting with standing jab.
I notice, 90% of the time, Yipes starts with a standing jab against Sent. That shows to be the best option against Sent, just to keep him grounded (he can’t duck under the jab, so it’s gonna touch Sent, regardless). From there, he can run the mixup game on a grounded robot. It’s a severely intense first couple seconds for Sentinel…
yeah. but it also gives sentinel unfly right off the bat. I think its all on how a person feels lol. Depends on the opponent, situation i.e. what round it is in the tournament and the set, tendencies, randomness. I like getting hit by s.jab at the beginning, because it gives you a better chance to block right after, or at least that’s the way i feel and I get unfly to start the match.
Wow. So, if he bounces away, he gets unfly. Is there any followup to the s.jab that allows Mags to keep the combo going on a jumping sent? S. strong or s. RH, maybe? Sent still keeps his unfly though, right?
if they’re expecting a jumping sentinel or just that damn quick in their reflexes, they can combo the s.RH right into the infinite. From there, you don’t necessarily have unfly b/c they can just do any move that makes you fall on your back so as not to give you unfly.
s. rh works, but you need to jump cancel to make anything of it, or possibly snap, but that’s extremely hard to realistically accomplish, but it can be done. What magneto can do to counter that though is just do c. lk lk and snap or call psy. Since you’re holding up, you can’t recover in time, because sentinels jumping animation is beginning and you’re pretty much donezo.
properties of unfly: whenever sentinel is NOT knocked down to the ground while in the air, and simply bounces, he gains unfly. The reps of unfly vary anywhere from 4-7 reps. How you lose it: from unflying (from flight mode) and making an action such as blocking or attacking.
Interesting fact that most do not know (even elite players): If sentinel uses unfly to block a hail storm, and activates flight again, and storm does another hail storm, sentinel does not have unfly anymore to block it. This somewhat random knowledge is actually really useful in tournament.
Pz
I know this is very subjective, but how long would you say it takes most players to reach tourney level of play?
234tp’uehkgksdgla STOOP!
sup deus, u going to next evo?
takes 2-3 years to become a top 20 finisher w/ a lot of dedication
4-5 to become a solid top-player
However, a training mode magneto can become a top player in under 2 years if you spend a lot of time in training mode and practice mashing in your sleep
I do this. For some reason counting ROM hits is a better soporific than counting sheep. I don’t do it to get better at marvel, just to get to sleep.
i play against robust to get sleep
all dude does is runaway