Hehehe, Bill, your guide is flawed. A scrub killing guide that doesn't include Cable is plainly incorrect! I wrote up a similar thing on how to play marvel starting from nothing in the marvel thread if youre interested!
Everything else is pretty much dead on though xD.
That's pretty odd and random that there's no T5DR on xbl. Is there any good reason why? Oh well, you simply miss out on the true definition of beating someone free ;P
All I've heard about MK vs DC is that wonderwoman is trash and Green Lantern is rigged. Or something like that. The SRK site for MK closed itself down because MK vs DC was such a slap in the face to people attempting to play it seriously, so I took that as a sign to not care too much about the game lol
Team Scrub (Cablez/Sent/Cap'n) has that name for a reason dawgs.
If you really wanna be the envy (aka douche) of your group, team chedder Cable/Storm(Verticle hurricane assist... Variety assist?)/Capcom is pretty sweet. Play run away all round throwing out random assists with Cable on point, as soon as something sticks, AHVB. HP -> Storm assist lockdown is a huuuuge bitch too. Most annoying team to play against in the game IMO, and you don't really have to know how to play storm to use her in that team to win games.
On May 01 2009 07:08 Trumpet wrote: Hehehe, Bill, your guide is flawed. A scrub killing guide that doesn't include Cable is plainly incorrect! I wrote up a similar thing on how to play marvel starting from nothing in the marvel thread if youre interested!
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All I've heard about MK vs DC is that wonderwoman is trash and Green Lantern is rigged. Or something like that. The SRK site for MK closed itself down because MK vs DC was such a slap in the face to people attempting to play it seriously, so I took that as a sign to not care too much about the game lol
AHVB > AHVB link was too hard.
"A slap in the face to people attempting to play it seriously" sounds like it sums up MK quite well.
On May 01 2009 07:23 Scooter wrote: Team Scrub (Cablez/Sent/Cap'n) has that name for a reason dawgs.
Sent/Cable/CapCom was actually the first team I won a game with. But I sucked with Cable, believe it or not, so I replaced him with Storm and, when that got boring, Magz.
At first my friend Wilson was dominating us with Sent/Cable/Cyclops, but the tide started to turn in my favour as I got better at spamming assists (i.e. CapCom) and learned to rushdown Sent along with non-stop assists.
Later we tried some "low-tier" teams and I discovered Morrigan has a good air dash, some really good normals, and a good DP assist (for our purposes). I thought she was awesome... until I ate a BBHood gun super and lost 75% of my life. @_@
-Team "Cheddar" is Cable/Storm-Y/Cyclops-b... not commando. Named after Eder.
-You can't call assists if you superjump, but you can call assists when you normal jump.
-Some exceptions in assist calling when you superjump/are at superjump height a) Storm lightning attacks from the ground to superjump height b) you land (blocked or not) chunli's stomp. c) Spiral's quick drop.
I can't think of any others
-Morrigan has an infinite on Doom-sized characters and bigger, not sure of the exact transcript, but I think it goes launch > (some hits) > downward drill > horizontal drill *land s.wp repeat.
Soul eraser is good, but you need an assist to help you combo into it. Its great to DHC into though.
Ground Darkness illusion does more damage than air Darkness illusion
- I suggest learning with Cyclops assist rather than Capcom assist. But either is fine. At least you don't insta-die with cyclops on point.
- How to properly aim AHVB: You'll eventually get the feel for it when you have game sense. But generally. 1st AHVB aimed downards (TK'd or not, it doesn't matter) 2nd AHVB aimed upwards (must be tk'd) 3rd AHVB comes from a normal jump or super jump (Normal jump is easier, SJ if you think NJ won't catch it but timing is strict. Aim it upwards unless you're confident that letting the beam dance won't let them out of the super)
For heavy characters. Just keep TK'ing the AHVB until they're dead, no need to aim much as you can just let the beam dance.
If you want 4 AHVBs on a normal sized character (Like cable) 1st AHVB should be TK'd (Aimed downards) 2nd AHVB done from a normal jump (Aimed downwards) 3rd AHVB TK'd (Aimed upwards) 4th AHVB Normal jump (aimed wherever the hell you want) But then again, there's no reason to do this unless you're playing at Level 1 damage settings (Philippine settings -_-)
Feel free to ask any random MvC2 q's. I'll try to answer them my best, have been playing at the top philippine scene competitively for over 6 years now. ^^v
EDIT: I think a scrub killing team without cable is fine if you have storm + a good AAA like commando or Cyclops and something to help her chip and lockdown like Doom, Sentinel or Iceman.
Nothing gets the scrub angry than "OMG CHEESE, RUNAWAY" =P
lulz, mah bad. Dunno why I wrote the cap'n instead of clops, just watched J360 vs. Eder like 5 times yesterday.
Do you have any tips on any Ironman fast-fly combos? I've looked around on the forums and I couldn't find anything definite. Right now the only thing I can really do with my IM is Kill with mags, dhc/tag in and guard break-> infinite. Also the only real ways I know how to go into IM infinite is airgrab->sent assist into combo and j.up roundhouse, but there's gotta be some better ways to do it.
You don't need to airgrab, just a normal grab + sent will do. pick them up by starting your infinite with j.wk instead of j.wp ^_^ Anytime you feel the enemy is low or getting too low, just pick them up by starting the infinite with wk instead of wp. This should be noted especially when landing the infinite against sentinel and other heavy characters
you can replace the wp wk at the start to u+fp and continue as is with the combo.
After that you can start messing with unfly infinites at superjump height and unfly infinites from superjump height to normal jump height to proton cannon.
basic setup. c.wk c.mp s.fk *launched* sj.fp airdash d/f ad. wk ad.mk ad. u+fp *land* > inf setup 2: practically the same except after you launch you go sj.d+fp air dash d ad.wk ad.mk ad.u+fp *land* > inf
you could also use the basic setup from OTGs. c.wk c.mk s.wk(OTG) s.fk *launched
note that the basic setup might cause ironman to whiff the s.fk when fighting against sentinel
Japanese setup (superjump cancel setup) c.wk c.mp superjump cancel sj.wp airdash f ad.wp ad. u+fp *land* > infinite
no c.mp setup: *launch* sj. u+fp airdash down (or d/b) ad. wp ad.u+fp *land* > inf
Personally, I find the Japanese setup and no c.mp setup the easiest. Unfly setup is useful and easy when you have unfly and are lucky enough to land that hit.
The basic setup has timing issues for me, but apparently, that's only me since all Ironman players I know find that easier to do *shrug* what's good about it is that if you land a s.fk to beat out a jump in or anything, its the first and most common reflex action (s.fp) and when you airdash d/f after them, you can delay the following moves by a significant margin so that you can make sure that you'll get the infinite to connect even if you hit them while they're airborne and not off the ground.
You'll get the timing of it eventually. It only seems hard but once you get the hang of Ironman's speed, it's easy from there. He's kinda like a hybrid (but nerfed) sentinel and magneto with a great DHC and guardbreak options and the ability to kill a whole team with one clean hit. Very well worth learning
Sirlin heard you liked yomi, so he put some yomi in your yomi so that you can yomi while yomi. They should put in a yomi meter so you can yomi their yomi while you're still yondeiru the game and so that you can have the best yomi.