zz

i don’t understand your question. Am I cable or mag? Then am i storm or cable?

I been telling Sanford for the longest that team is ass, I used to use MSS and I switched it up. The team gets mauled this is fact anyteam wit an anti-air locks it down, I honestly dont see how ppl cant see that. Its come sense, you try to jump i call my anti-air cause what purpose does it serve? AS AN ANTI-AIR. That teams mobility gets cut off, then i hear well i can dodge this and that. Well What if i do this and that, and it all goes back to player skill. If you have safe rush MSS gets bodied if you dont then you leave an oppertunity for MSS to win. As far as its win ratio is concerned Magnus is why…

more like how to teach srk users how google ads work.

UGGHHHHHHHHHHHHH

it’s fuckin raining brains:looney:

Sorry about that.

You are Cable.

I noticed that some patterns seems to work well against both Mag and Storm. Like when you make them block ground HPs you can make them block drones, nade, more HPs, LP VB and drones again, followed by a space control tool such as TK nade, HP, and then sj HP if yu think they’ll sj, which is common.

From far, Wong likes to do j back HP + drones, sj back HP against both Mag and Storm, and if they’re over Cables head he falls doing a nade close to the ground over Cable’s head, so they can’t get in from above.

Also most Cables seem to avoid pressing many buttons when up close if the opp has Psy (against both Storm and Mag) but, once she’s called, ground or air lps or ground HK seems like good moves.

The most glaring difference I noticed about Cable vs Mag in comparison to Cable vs Storm is that dashing under a landing Mag with c.lk seems to be very effective, but not that much vs Storm, since she can’t float and lk Cable while still in the air. Also, I guess falling from sj with LP is more dangerous vs Mag (not sure), since Mags are trying sj lk into infinite all the time, while Storm varies more.

Well, I’m just explaining some things I noticed to show you I was not lazy in looking for info and watching vids. My question is how much should I change my Cable game from facing Storm to facing Mag?, and how important those changes are? If you want to discuss one or more scenarios that would be tight.

Whatever you do, thanks for the amazing thread anyways

Oh, and also, it seems easier to call drones to protect Cable against a falling Mags than to do it against Storm, because floating makes her too unpredictable. I like drones as antidash (like I sj just after calling them to land more safely) , to control space from far and as antiairsvs Mag, but not so much vs Storm.

This is your thread and i dont mean to come in here to take anything over. But i dont understand what you mean about “weak” rushdown with combofiend. If anything it has amazing ground support for each character in any order and gives mag far range bullshit against sent and storm.

Sentinels attempt fly up back all day and it doesnt work if an IM can read it right or push sent towards a corner using drones for pressure. Flying period is dangerous against IM whos is capable of easy A2G. Although intially it is a tough fight for IM, as you gain more and more control of Iron man the fight becomes easier and easier. If you ever see any of the sb3 footage from tournament than youll see what i mean about the bullshit combofiend is capable of even against fly up back sent.

I do agree that starting sentinel is one of the easier ways to play combofiend, but mag is mag regardless of assist. The only matchup i find to be difficult is MSP vs Combofiend. Its hard to properly rush down msp without getting hit by psyblade. So id rather start sent against that.
It takes alot of work to make combofiend useful, there just arent enough people that can unlock the teams potential due to execution limitations. Your points are valid in regards to most combofiend players, but the team has advanced greatly over the years. just ask combo.

[media=youtube]L5x6IJYwOJM[/media]

JWong’s Cable. Textbook example, IMO.

scrub throwing in some support

[media=youtube]9iwJE8NuoSQ[/media]
[media=youtube]xola5CXQ11s[/media]

heres video of two NASTY combofiend players
i was there @ evo and i was hoping to see some of the nasty shit buckethead is known for with mags and the shit was intense but after the 2nd match Combofiend started with sentinel and just started murking buckethead.

I think we got a thread that will actually go somewhere:woot:

this is a topic that most people wont be able to elaborate on, so i’m hoping that you actually can help some of us out here.

Consider a hardcore rushdown player who learns attack strings inside and out, learns how to move around helpers ect, all the basics that you would expect a mid lvl player to learn.

then

The same player wants to learn defensive tactics as well as zoning and keepaway(boost up the patience)

what kind of advice would you give?

what are the keys to using this style to better read your opponents?

how can defensive styles give you insights into your opponents playstyle?

Which players do you feel use both styles together the most effectively?

some of these questions might be basic for some people, but i think to many that these would be useful teaching tools.

ps. come to final round, we will get u hype again to play marvel, shit is too much fun

potta what you think about mss-y

bronson

lol

gtfo with that shit

your mss is ASS

This is your thread and i dont mean to come in here to take anything over. But i dont understand what you mean about “weak” rushdown with combofiend. If anything it has amazing ground support for each character in any order and gives mag far range bullshit against sent and storm.

Far range is good for mags, since this team, like mss, i feel should be more defensive than offensive. Still I think against storm mags on this team should rush down before storm can get two meters, mostly because her keep away is a lot better than mags.

Sentinels attempt fly up back all day and it doesnt work if an IM can read it right or push sent towards a corner using drones for pressure. Flying period is dangerous against IM whos is capable of easy A2G. Although intially it is a tough fight for IM, as you gain more and more control of Iron man the fight becomes easier and easier. If you ever see any of the sb3 footage from tournament than youll see what i mean about the bullshit combofiend is capable of even against fly up back sent.

I know in theory how good it can be, but I still believe that sentinel, especially with capcom, should win that match up 8-2, if not 9-1. Iron man isn’t quick enough to get close to sentinel imho.

I do agree that starting sentinel is one of the easier ways to play combofiend, but mag is mag regardless of assist. The only matchup i find to be difficult is MSP vs Combofiend. Its hard to properly rush down msp without getting hit by psyblade. So id rather start sent against that.
It takes alot of work to make combofiend useful, there just arent enough people that can unlock the teams potential due to execution limitations. Your points are valid in regards to most combofiend players, but the team has advanced greatly over the years. just ask combo.

I dunno, i don’t really see many benefits to starting mag on mag when they have msp. Its too much work, kind of like mss. Especially considering the fact that Combo himself invented this team to COUNTER msp. Even though drones really helps in the match up and changes the dynamics, I still think mag/psy has a the upperhand. However, Starting sent should be standard against msp. I think a dominant thrax (strarting sent) rapes this team. This team has a hard time getting in on a sent that can zone really well. I think I know how much the team has evolved, its probably one of my top 4 teams in mvc2, and I still think its has not come THAT far. I know youre a boss with this team, but I think you’re just defending it a bit too much. Any character that can fight full screen can beat this team consistently. One more point to the msp thing, since people don’t even play the team how combo intended it to be played, msp usually goes nuts on this team. It’s almost laughable that a team meant to counter msp gets worked because people don’t understand the utility of im assist.

will answer mixups question later

sound idea to incorporate the vid analysis. so many good reads here

edit: just read that ‘srk users need to learn how google ads work’ comment by not-sure-what-your-name-was, but you, not srk users, need to learn what a sense of humor is

This is probably one of the best MvC2 threads of this year…

excuse me, do you not remember our ft50. mst/mss-y vs mst/thrax. DO YOU REMEMBER THE SCORE I ONLY LOST BY LIKE 2. asshole. also how you be niggy.

bronson.

petey breakin it down… how you doin son?

I was always under the impression that combofiend was about as good as any other mag (excluding a msp mirror) first team against msp.

i understand if the player is top tier he is going to try to snuff your im calls but that is assuming the msp is already in the tri jump in your personal space area.

im used to playing a very defensive combofiend player, so this might alter my opinion, but im’s assist can be utilized to make the msp’s magneto work harder to get an angle to rush. if placed correclty, msp can’t really punish combofiend’s im assist for lets say…30% safely? because if the combofiend player understands your trying to do big damage he gets the counterhit for free. although i will admit, storm’s assist for the msp magneto helps a lot to clear a clean path to rushdown combofiend. if they get pinned by typhoons they get pressure.

another thing i always thought was ghey as hell about combofiend vs msp is that if the combofiend magneto builds meter fast (which i think is ONE of THE most important thing in having success with combofiend), he has the option available to him to fry psylocke’s ass with the tempest xx pc frame kill. im not sure how much other people utilize this, but the player i play against knows how/when to frame kill to where it still puts my magneto in blockstun and hits psylocke. (not where the pc hits magneto for a second then just frees magneto hitting psy solo, leavin him open to infinite/whatever) This is ghey because if you can get one good counter call with IM against psy’s assist, + the frame kill, it puts combofiend in a position to where he can kill psylocke most of the time at the expense of eating a magneto/storm infinite (providing you know how to jump out of the hsf assist killing strats).

i sound like i like combofiend =)

but i dont cuz it gets completely freaking rocked by s/d

any thoughts though? because i’ve had many battles msp vs combo and just wanted to share what i’ve experienced.

I already dislike most if not all of the tactics you’ve posted. Cable IN MY STUPID OPINION should always try to get full screen. Gimmicks like dash under lk are risky and not worth it. The only person I see get away with trying it is cableguy. You shouldn’t try to get close to either storm, mag or sent. That’s not cable’s strength. You should be zoning them out and waiting for a mistake to capitalize. For instance when you have 3 meters, that’s pretty much it for your opponent calling assists, unless they like losing a character. The protection with drones is crucial. You can do it against storm as well, but it is a lot trickier and requires patience. Cable’s lockdown patterns are pretty much up to you. If it looks like it will keep them pinned, then it probably will. i have my own set of lockdown patterns that are different than everyone else. I’m not saying mine are best, but they fit my style best. You seem to be an agressive cable, so i guess throwing out lp beams might work. I personally do it very rarely. It’s decent against sentinel full screen, but extremely risky on mags/storm. You should also mix in dash neutral hk to try and get mags while he dashes in. Cable’s offense, like I said, primarily comes from his defense, but you can do things like dash up tic throw into drones into ahvb. It works, but if your opponent mashes c.lk lk with msp, you’re pretty much done. Grenade placement is everything for cable. If you can’t place grenades i nthe right spot and throw the right ones, then you’ve got a lot to learn. Also you need to know when to hold and let go of them. I will not reveal my secrets with cable, but you can do so many things with grenades that can directly lead to one hit death (if you have enough meters). Cable is scariest of the big 4 when he has the lead because if you’re forced to attack him, he can make you pay and your assist pay. Still, at high levels cable is becoming more and more useless. A smart player will run away from cable. Cable really can mindfuck ANYONE at highlevels, its just that a smart player will run. Its not fun playing cable anymore, BILL.

final solution: im doing alright. Trying to graduate soon and go to lawyer school. When are you coming to so cal??? gotta run that akon back lololol

I suck, only things I do with Cable are super jumps with fp/grenades. With an assist call here and there and hvb when needed.

Like potter said, Cable’s goal against Magz is stay the fuck away and a well placed grenade can set up them big guns.

From my experience I don’t think MSP owns CF so free, but Magneto backed by Psy played well enough can put any team in a WTF is going on situation.

which lawyer school u thinking of going too?
im thinking of going to law school too but have no idea which one to try enrolling in