Iron Man can do that too I am fairly certain.Next level of Mags (imo) is the autocorrect j.normals, unfly -> grabs to negate pushblocking
Iron Man can do that too I am fairly certain.Next level of Mags (imo) is the autocorrect j.normals, unfly -> grabs to negate pushblocking
The timing of the happy birthday and the level 3 are perfect.
As I said, using them for setups is great. The whole reason fanatiq started going off is because Ray Ray and FChamp don't really understand Blasts as well as they should and throw a lot of bad ones in situations where Fanatiq could punish them. They're terrible at protecting assists unless you're so close to your opponent that it doesn't really make a difference. Defensive mag blasts only serve to bide time while putting you in a situation where you invite the opponent to be the aggressor. If you're trying to kill your opponent's x-factor or a power up hyper, fine. But it's a matchup specific technique, not an all around tool like people are trying to use it.
And why would you do EMD -> shockwave in a situation where they can punish you anyway? I'm not advocating EMD to shockwave, that makes no sense. Just EMD. Shockwave is after a hitconfirm on an assist, and I always always DHC to HSF.
Because it's crap. L is one of the best anti-airs in the game, and leads to better and more reliable combos without the same commitment. All that's left is the projectile destruction which is kinda like, so what? It has too much recovery and too few active frames and magneto's movement is too good at avoiding projectiles to matter. I can't think of a single situation where it's his best option. If you activate it during a blockstring you either get tagged straight up or your opponent recovers before the attack and you get tagged.
The timing of this is amazing...
http://www.youtube.com/watch?v=WhFCbLlGqHU&feature=player_detailpage#t=619s
Somehow I want to see somebody start doing godlike things with TK'ed Vortexes from a Devil Triggered Dante. An invincible move that close to the ground which can lead into full combos against aggressive rushdown? That has to be abusable.
Thanks! I didn't know how to do any of that.Thanks for that, I've added my name in the list and also made some slight tweaks to the sheet. I've fixed the headers, added filters so that people can resort on whichever columns they choose and resorted the first column because you asked for it.
My Chun-li will be day 1 though, that's why I want to make sure you're okay with it. Then again, I might not be okay with playing against Zero right away, haha. It's the only character that makes me go "screw this" when I'm trying to learn new characters.Don't care. Hell, Demon Hyo uses Chun-Li, so it's fine. It'll be set up as of tonight, so just yell at me what time and I'll make sure to be on.
I only play characters without air dashes for this reason. I don't think that's a good team, though. What exactly does Strider have to avoid incoming mix-ups that any other character with some kind of aerial mobility does not have?anyone ever construct a team specifically around avoiding incoming mixups? I was thinking something like Morrigan/Sentinel/Strider, since those 3 are really good at it and it looks like a halfway decent team synergy wise.
I know it's not a glitch, and that's why I sometimes put it in scare quotes. I'm not sure how to refer to what I'm doing otherwise, because it's a unique property. If someone game up with a smooth way of referring to it, I'd adopt that instead.Do people just call the DHC spinning hard knockdown state a 'glitch' out of habit? It's not really a glitch because if the spinning knockdown state wasn't implemented, it would make cinematic hypers difficult to DHC from. The actual glitch part from vanilla was the hitstun and damage scaling reset.
It feels like Samurai Edge does in corners...haha.Are there any other moves that cause a forced neutral tech?
How good is Rock and Roll at connecting after HSF in that combo?And why would you do EMD -> shockwave in a situation where they can punish you anyway? I'm not advocating EMD to shockwave, that makes no sense. Just EMD. Shockwave is after a hitconfirm on an assist, and I always always DHC to HSF.
It turned out to be really messy. Vortex strangely passes through opponents a lot of the time, I thought it would stay on them. Also, if you TK the Vortex low enough to the ground, you pretty much land afterward unless your execution is absolutely perfect. Devil Trigger is still nasty with Dark Harmonizer since you can get net meter gain by the time it's over, but that idea didn't pan out once I messed with it some.Karst knows an infinite chip blockstring with TK vortexes and dark harmonizer.
My Chun-li will be day 1 though, that's why I want to make sure you're okay with it. Then again, I might not be okay with playing against Zero right away, haha. It's the only character that makes me go "screw this" when I'm trying to learn new characters.
Link/timestamp for the Richard N stuff Jet?
Excellent. Hopefully we have a good connection. Add your info to the Google Doc listing and I'll add you.Use whatever team y'like, even switch. S'long as it's not like every match, I'm fine. And I'm like you, I'll go 100 matches before I get tired (assuming it's not like 20 wins me, zero wins other guy anyways).
That team drives me nuts. It's the perfect Hulk team, and the player things Hulk needs an OTG over drones?! GAH! Hulk can already break 800K solo if you take the time to learn his combos, since he can ground and wall bounce by himself. I figured these out in a day for...who knows why, but I did.*watching last night's Runback*
Oh, Richard Nguyen. Your combos and execution are so godlike. When will you learn to make your fancy anime characters respect armor and invincibility? Also, facepalm once again at a team with Sentinel on Rocket Punch assist.
That dream drives me nuts. It's the perfect Hulk team, and the player things Hulk needs an OTG over drones?! GAH! Hulk can already break 800K solo if you take the time to learn his combos, since he can ground and wall bounce by himself. I figured these out in a day for...who knows why, but I did.
*watching last night's Runback*
Oh, Richard Nguyen. Your combos and execution are so godlike. When will you learn to make your fancy anime characters respect armor and invincibility? Also, facepalm once again at a team with Sentinel on Rocket Punch assist.
How good is Rock and Roll at connecting after HSF in that combo?
It turned out to be really messy. Vortex strangely passes through opponents a lot of the time, I thought it would stay on them. Also, if you TK the Vortex low enough to the ground, you pretty much land afterward unless your execution is absolutely perfect. Devil Trigger is still nasty with Dark Harmonizer since you can get net meter gain by the time it's over, but that idea didn't pan out once I messed with it some.
That team drives me nuts. It's the perfect Hulk team, and the player things Hulk needs an OTG over drones?! GAH! Hulk can already break 800K solo if you take the time to learn his combos, since he can ground and wall bounce by himself. I figured these out in a day for...who knows why, but I did.
That combo is hard as hell to get going if you do st.H all day like every Hulk does. If stupid st.H didn't cause a ground bounce I could land the combo you are talking about no problem.
The best way to do it is to start with cr. L since st. M whiffs on most crouching opponents.
Which is why it's easier to just have an OTG assist. More damaging and much easier combo. And I can still throw out st.H all day and not think.
Also why I think Hulk needs 3 assists sometimes.
Yeah, I prefer s.H for the armor and general priority over trying to preserve the groundbounce. Though, I am generally calling missiles at the same time I'm hitting them with the H, so if it hits I launch them, immediately knock them back down, the missiles OTG them, they get launched again into a full air series, knocked down again, then a final relaunch via Katana-rama. That last relaunch isn't really necessary, but I like having Deadpool for air throw conversions. I've been thinking about running Quick Work instead since it hits low but haven't really been able to make it work for combo extension.
Are there any other moves that cause a forced neutral tech?
That player should still probably be running Drones over Rocket Punch though.
Damn 2 relaunches? How much damage does that do?
I think that's a good idea.Really good, it's enough to kill off the assist from full health if you use all three. There's just not many times I have that much meter available with Magneto on point since I don't go for resets against a full team. Ideally, I'd like to learn Fanatiq's lvl1 x-factor combo so I can kill the point character without meter.
My further thought is this, though:That combo is hard as hell to get going if you do st.H all day like every Hulk does. If stupid st.H didn't cause a ground bounce I could land the combo you are talking about no problem.
The best way to do it is to start with cr. L since st. M whiffs on most crouching opponents.
Which is why it's easier to just have an OTG assist. More damaging and much easier combo. And I can still throw out st.H all day and not think.
Also why I think Hulk needs 3 assists sometimes.
There's always the RR ROM loops.Still working out the kinks, but this is the solo Rocket combo that I have so far:
Mr Flapper, dash, 6HS, jLLHS, Mr.Flapper, Log Trap, Oil Bomb xx Mad Hopper(L+H), 6HS, jHS, Rocket Skate down, H(ignites oil) xx Claymore, 6H xx Claymore, Rock and Roll
I need to learn about his loops, though. I should see what other people have cooked up.
Because it's crap. L is one of the best anti-airs in the game, and leads to better and more reliable combos without the same commitment. All that's left is the projectile destruction which is kinda like, so what? It has too much recovery and too few active frames and magneto's movement is too good at avoiding projectiles to matter. I can't think of a single situation where it's his best option. If you activate it during a blockstring you either get tagged straight up or your opponent recovers before the attack and you get tagged.
The timing of this is amazing...
http://www.youtube.com/watch?v=WhFCbLlGqHU&feature=player_detailpage#t=619s
I know it's not a glitch, and that's why I sometimes put it in scare quotes. I'm not sure how to refer to what I'm doing otherwise, because it's a unique property. If someone game up with a smooth way of referring to it, I'd adopt that instead.
Still working out the kinks, but this is the solo Rocket combo that I have so far:
Mr Flapper, dash, 6HS, jLLHS, Mr.Flapper, Log Trap, Oil Bomb xx Mad Hopper(L+H), 6HS, jHS, Rocket Skate down, H(ignites oil) xx Claymore, 6H xx Claymore, Rock and Roll
I need to learn about his loops, though. I should see what other people have cooked up.
If I say "I spinning juggle my opponent", I don't think anyone will know what I'm talking about.Spinning juggle? That's pretty much what it is.
The circumstances talked about here are specifically created through a particular combination of hypers. Namely, from a cinematic hyper to a utility hyper. You can't encompass all of that with "spin", especially in a game that already created spinning knockdown through a variety of other means.Well, how about just "spin"?
The circumstances talked about here are specifically created through a particular combination of hypers. Namely, from a cinematic hyper to a utility hyper. You can't encompass all of that with "spin", especially in a game that already created spinning knockdown through a variety of other means.
I know it's not a glitch, and that's why I sometimes put it in scare quotes. I'm not sure how to refer to what I'm doing otherwise, because it's a unique property. If someone game up with a smooth way of referring to it, I'd adopt that instead.
Spencer's non-wallbounce OTG grapple. That's the only one I could find, anyways.Are there any other moves that cause a forced neutral tech?
In my opinion, when Capcom knows about it happening and decides to keep it in through a full game revision, it no longer counts as a glitch, and it's now a feature.I think that it can technically be labeled as a glitch still depending on how it's initiated. As people have already said, the spinning knockdown was intended to give ample time to DHC off of certain animation supers, however when the property carries over into other moves (such as Dance Macabre), I think it can still be classified as a glitch.
DAT GRAVITY SQUEEZE HAND:
http://www.youtube.com/watch?feature=player_embedded&v=_c1BBDCj5kE
You will get hyped watching this match from the crowd perspective.
From the FGC thread, lol.
Lightning is some serious bullshit in every game, isn't it? :lol
Except Pokemon.
Well, the Electric types are bad. The moves are good. So I guess it still counts? :lol
Posting for the new page: list or die!
https://docs.google.com/spreadsheet/ccc?key=0Ah4zxqcb0_eodHZraDVlaUVPTGlXYW15VlljNWFwQUE#gid=0
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Okay this is cool. I still think having a Marvel PS3 chat room would be the best though. That way we can see who's on while we play. Man this thread moves pretty fast for being in the community section. Everyday there is a page or two of new posts. How do you guys post so often lol.
god weskers grab range is retarded. he freaking air grabbed me and i was on the damn ground.
taskmaster doesn't teleport and grab you. plus i don't remember taskmaster air grabbing somebody on the ground.... don't you play Taskmaster?
taskmaster doesn't teleport and grab you. plus i don't remember taskmaster air grabbing somebody on the ground.
Yes and it's pointless complaining about characters grab ranges.Can't every character do that?
Can't every character do that?