zz

You keep losing cuz you only practice 10 hours a day while the other people practice 30 hours a day. Yes really.

Can you link me to a video where you lose? I thought you were a winner.

lol the funniest part is you don’t even know where my original reference comes from…

I’m going to stop responding to you because my initial post went completely over your head lolololol, nice attempt trying to tilt me

any other questions yall have???

btw for you nubbycakes who haven’t read my posts, there is a lot of sarcasm that goes into my magneto/msp biases. To really become a top magneto, it takes more practice/losing than it does to become a top storm/sent, but once you break that barrier you’re undoubtedly the scariest player at the tournament. Who would i classify in that group? Soo, Crizzle, Chris S., Yipes, maybe mixup. Everyone else, for obvious reasons (tourney results), is approaching that level, but not there yet.

I would put sandy/wong, but they’re ssent players at heart, who are good enough to be in this group, but they’re more of a counter-pickers at heart. Wong ALWAYS counter picks the player, not the team on the screen. Just how in poker I never play the cards but the player, ya dig

10 hrs reference - ORG MM?

Advice for using sent with cable AAA ?..it doesn’t seem to have much going for it damage wise cept cables Anti air tracking magnetos dash over after knock down.
Seems sent has to grind people down cos he does less damage from fast flies.

And have you ever used spiral?

what about when u using team scrub

eccx team tourney reference

you can still do a lot of damage with sent/cable. It’s unorthodox which is why it seems harder. It depends what character you’re playing against that dictates the tactics you use. Against mag is should be used as a last resort to rid mags from rushdown. it hits at a great angle against mags, so I really like it. you can get great lockdown w/ sent/cable and really good set-ups for max damage; for example, dash, jump rh + cable assist, fly lk lk rp. It works great if mag is mid to full screen. But the part I cannot tell you is how to get mag in that situation in the first place, you can only get knowledge/positioning like that from playing the actual game. Unless yo uhave a video of yourself losing, then I can critique. Heh

I tried using spiral and it basically is my spiral getting raped and me trying to comeback with cable/sent. It’s a little too gimmicky for my taste, plus i know exactly how to beat it =X

team scrub chart:

execution: 40-50
tactics: 40-50
luck: none really, solid play is rewarded

Having a great cable is rare now in marvel. Only above avg cables are: erik, cableguy, row, me

I might be missing someone, but im pretty sure thats it. Heh

how important is guard cancel?

how often in matches do you see patterns and capitalize using guard cancel?

people should post trickier questions

So is anyone going to teach Mahvel here?

I want to learn Mahvel.

I want to be a Mahvel player.

:u: good question which is not only character (as far as strings/special or hyper moves), or even just team (afa layers), but could also be player-specific (comfort-zone reps)

? 4 Robust: in 3s, returning the stick to neutral is crucial to catch certain parries…in mvc2, i’m sure it’s just as crucial in order to block certain attack fronts appropriately given the needed reaction time. what is cool about mvc2 though is autoguard where you can begin to block something, stop holding away, and yet continue to block it (which serves as an anti-cross-up to some situations that don’t involve hi/lo)

**How often and, if you choose to at all, in what situations do you mostly use autoguard? **

How important is letting the stick return to neutral in mvc2? For example, you’re in ROM or getting launched by Storm: do you go neutral to respond quickly to possible Mag cross-up or AD/Fxxsj.lkxxLAxxLS cross-up vs Storm?

Guard cancel is very important, and I think it relates to the last two posts. If someone is in blockstun or ‘autoguard’ for a long time you can use two options (at least in high level play), and those are guard canceling out of the situation, to either jump away or make an attack that cannot be blocked, or guard cancel into a throw. However, it is EXTREMELY hard to get the timing because it is character specific. If you mess up you’re essentially leaving yourself open to an attack, a throw, or guard breaking yourself. The best character imo to use it in an attempt to counter attack is storm/mag/cable in that order. Storm can abuse it the most, especially when she is in the corner because he c.jab jab is easy to react to, it reaches far, and is practical. It works great against mag/cable in particular. Mag doesn’t have those far reaching attacks but his guard cancels are best used to make throws. I can’t really explain all the situations or the timing, but the corner is ideal and game changing.

judgerl: your question seems to be more about blocking mag/storm/sent on reaction by keeping the stick in neutral. Theoretically, it should put you in the best position to react to an attack, but your best bet is to try and recognize patterns. A good mags shouldn’t get able to be blocked on reaction unless the attacks are slow. I think its good to go off patterns and try react. I don’t really use autoguard, its just a part of the game. It helps when you block something that you couldn’t have, but the usefulness comes from PUTTING the other person in blockstun. It keeps them trapped with few options, and if done right, it puts you in a position to get a hit in, or capitalize off their mistake(s) (usually by trying to jump out or bad positioning).

If people do repetitive patterns and lockdown it becomes easy to utilize guard cancel and taking over a match. Another example, i see row always throw mags because they have him in block stun, the timing is easy, it gets mags off you, and there is a small opportunity for a ub. Knowing that, I would use different patterns against rowtron to avoid that situation but continue the pressure, thats if i picked mags on him. There are things you can pick up w/o even playing someone, from vids, or just watching. Patterns are what give you an edge.

also, if you want to get a great player you NEED to know how to tech throw 95% of the time, even against magneto. This, unlike mag rushdown, can be done on reaction.

cable question.

lets say im using scrub and im playing against someone using cable and my on sent just got beat and my cable is about to jump in. the cable player im playing against is gonna go for the gaurd cancel and AHVB. i seen a vid of u where u also do a AHVB to counter his AHVB. how do u do that? i always try to do that but never pull it off. do u push block the j. hp and xx ahvb or what?

i asked this in the newB thread a while back and never got a clear answer.

I know you don’t PB. Cable’s have to leave a break in between the fierce and the AHVB. You pretty much do it before, or right before the opponent does. You usually don’t beat him, but two AHVBs will cancel each other out.

whos thrax/sscable should i study
you, sanford, cableguy, smooth viper and chris schmidt?

Eric when he’s not drunk and Sanford when he wants to win.

Chris has a textbook thrax.

how does storm/psy reach that next level vs sentinel/cap?

detail some of storms better attack options and common mistakes

aka how important is it for storm to lock sentinel down on the ground, what are some of the best ways to use her pressure?

having a mid lvl storm is no fun:shake:

don’t pushblock the j.hp 'cause you’ll be in block animation longer, just block the j.hp and then time the block animation end, then execute your own AHVB. Most of the time it’ll cancel each other’s AHVB.

suggestion: do the motion of the AHVB while in block animation then press the lp+hp after the animation ends. practice your timing.

lol you’re godlike why you asking?

Main two things are build meter and catch sent with la->ls or land her infinite by crossing over grounded sent with fp->fk also into rush down string -> psy -> hail if they like mashing cap or after lk psy superjump cross over fp and maybe catch both in double snap or Sent in infinite.

MSP doesn’t give Sent unfly easily so try to take advantage. Proper psy calls, keeping above Sent with float, fp, and la are things that make Sent think before flying. Also Storm can cancel her normals in the air into fly which allows her to call assist and can try to lp infinite.

this thread is gdlk

flight mode for storm is good for 1 thing only, avoid cable guard break

come on now, if u’s can land storm infinite with jab and still win, ur problem isn’t bad strategy… ur problem is bad competition.

LP INFINITE? LOLOLOL

I recommend that you guys never activate flight with storm unless it will avoid an unblockable (which is almost never). I question the usefulness for mags aside from when hes trying to avoid UB

I don’t recommend that you watch sanford for sscable, he has a good sent/cable but not really a complete sscable. Watch cableguy. For thrax, watch wong/sanford/erik/chris s/bill/chunk They all have differing styles, but adopting their habits is a great idea.

Mixup, I posted earlier the “perfect dashes” that it takes for a msp to reach the top, especially with storm vs sent. I don’t know really how to describe it but I made a few video references where yipes/justin do it. If you can’t execute that your job becomes a lot harder. I have a mediocre storm at best, so I take the conservative route of keeping away and trying to land “random” hits that usually involve full screen attacks in the air. I think keeping the pressure on sentinel is good because you gain meter and keeping on top of sentinel is better than having him on you.

common mistakes: trying to dash in on a flying sentinel
-dashing/airdashing full screen on a standing sentinel
I see yipes put crazy pressure w/o holes for sent to countercall, but I think its pretty risky unless you can memorize/execute that pattern.

LikeI said I don’t like putting pressure on sent, I think its foolish at times. However, I know you’re a rushdown guy, so I can’t really help. It’s high risk/high reward (I guess). I’d rather nickel and dime sentinel to change the game. Staying above sentinel is really useful and a great tactic. I suggest storms ALWAYS aim for this when possible, or when the sentinel player will give you that positioning. Usually, only good comes from it.

will post more l8er

Storm can avoid Sent’s UB by simply holding UF. She is one character that should NEVER get hit with the UB coming in. Way too many options…