da kenfinite showcasing :D...... VDO makes me wanna play right now
edit: lol 2-0 and VDO ALMOST perfected him
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sung_moon
United States10110 Posts
da kenfinite showcasing :D...... VDO makes me wanna play right now edit: lol 2-0 and VDO ALMOST perfected him | ||
sung_moon
United States10110 Posts
it was just colossus vs msp 30 seconds left. vdo starts making a comeback with random super armor hits and shit and finally kills storm and begins working on psylocke and had the lead and had them dead. but random assists and a psy thrust super chipped him out JUST barely TT lol GF justin rolling BH/sent/capcom... sounds like a 2000 team haha | ||
sung_moon
United States10110 Posts
and as i type justin destroys whoever this guy with blackheart basically | ||
myrmidon2537
Philippines2188 Posts
BH/Sent/Capcom is team watts | ||
sung_moon
United States10110 Posts
and justin bites the dust wolfkrone playing solid | ||
myrmidon2537
Philippines2188 Posts
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sung_moon
United States10110 Posts
and yea that team watts seemed hella old school lol | ||
myrmidon2537
Philippines2188 Posts
I didn't have the heart to watch SSFIV after wong got knocked out, just went to watch gsl instead =\ still kicking myself for missing marvel | ||
sung_moon
United States10110 Posts
and i sure as hell need to learn more IM setups outside of naked j.RH and random psylocke assists. overall though this IM/mag/psylocke team is pretty fun. not sure what other assists/chars outside of the gods could make this team funner for me :p | ||
myrmidon2537
Philippines2188 Posts
On January 24 2011 04:24 sung_moon wrote: so started to really really get into trying out mags/IM in mvc2 (i primarily use low-tiers and storm) and how does mag's straight airdash down work? i've seen videos of ppl SJ'ing up than airdashing down for an empty c.short but i do the same thing and he's still floating in the air and doing a j.LK animation. not sure if i'm doing the timing wrong or what :/ and i sure as hell need to learn more IM setups outside of naked j.RH and random psylocke assists. overall though this IM/mag/psylocke team is pretty fun. not sure what other assists/chars outside of the gods could make this team funner for me :p Oh God, in the land of Level 1 (minimum damage) marvel, I'm sick of Ironman Psy, it makes me puke. But anyway. You're probably off-timing if he floats before dropping. also. Magneto's air lk is different from air d+lk, You might be having problems with that as well =) Sent-Ground or proj is great too, but that's something for another day IM/Doom however is great and ideal. (see: illan) IM/Psy at level 2 is quite gimmicky unlike level 1 where its actually viable (because IM exponentially increases effectiveness in level1 Anyway, Ironman solo setups. and notes With experience, you can test the waters to see what string you should start your infinite with if you're going off a random hit, sometimes j. wp j.mp j.u+fp works in awkward heights, sometimes you have to j.,wk j.mp j.mk j.u+fp (against bigger characters, they will fall if you keep repeating j.wp j.mp j.mk j.u+fp) etc. Experiment with infinite variations so you can get timings =) (j.wk j.mk j.u+fp is a simple variation you can start with) Against big characters, ending the infinite with s.fp can be awkward at times, so you can dash up s.wp c.mp xx proton cannon to make it easier, just time it so they're at a height where you can hit them with s.wp c.wk c.mp s.hk sometimes whiffs vs sentinel (the s.hk part) so be wary, find other setups =) In the corner, don't hold uf while infinite-ing because you might go under them. you have to react to when you should do neutral jump and jump forward, its easy anyway, you should easily get this =) Solo setups + Show Spoiler + s.hk /\ sj.u+fp air dash d/b (you can just do down for bigger characters) ad.wp ad.u+fp \/ then infinite. -You don't have to deal with Flying screen with this one, but you can't do it (as far as I've tried) from c.mp > s.hk, they'll be too high c.wk c.mp s.hk /\ sj.fp air dash d/f ad.wk ad.mk ad.u+fp \/ infinite. - you can also do sj.d+fp instead of neutral fp, but it will alter timings slightly, use what's comfortable for you =) c.wk c.mp xx sj.wp air dash f ad.wp ad.u+fp \/ infinite -Japanese setup. Useful to learn since you don't have to deal with flying screen with this one. after super jump cancel. the wp > airdash wp is quite fast. so practice (opponent in corner) c.wk c.mp s.hk /\ sj.fp (neutral) air dash down ad.wk ad.u+fp \/ infinite. Setups with Psy-AAA + Show Spoiler + Your basic setup that isn't Random hit to infinite is going to be this. *launcher* sj.wp sj.wk sj.u+fp air dash u/f ad.wp ad.u+fp xx flight f.wk f.d+fp call psy xx unfly \/ infinite -Things of note here, you can use any generic air combo that will lead to flight to do this combo. Things you need to practice are the psy-aaa call timing and the infinite timing when you land, you might have to start your infinite with wk or wp depending on the height. Corner setup. basically the same, except that you can simply do f.fp (neutral fp) + psy AAA xx unfly \/ infinite. -This also works with Magneto-projectile Unfly setups + Show Spoiler + Ok, so you have unfly. I won't transcribe the whole unfly infinite from super jump height to normal jump height. midscreen since it might be too advanced, but just search Josh360 videos and you'll probably see it in one of them, its easy to determine since its a buttload of unlfy u+fp with strict timings. The easier ones are: c.wk c.mp xx fly f.wk f.u+fp xx unfly u.u+fp \/ infinite -Might have to start infinite with wk on this one Corner superjump height -> normal jump height unfly infinite The corner version is relatively easier than midscreen version so I'll put it anyway launch > sj.wp sj.wk sj.mp sj.u+fp air dash u/f ad.wp ad.u+fp xx fly f.wk f.u+fp xx [unfly u.fp xx airdash down ad.wk (or wp depending on height) ad.u+fp] Repeat the bracket until near normal jump height then proceed with normal jump infinite., its easier than it looks written, and you'll need to improvise depending on height, character and how you started your aircombo (again sj wp wk mp u+fp isn't the only way to start your sj. combo, its the most basic though) Not gonna list the basic superjump unfly infinite (the one where you stay up there) since there's no Proton cannon = not really worth it, plus, you have Psy AAA so its easy to drop them back down in a combo Random opponent corner funsies and two simple resets + Show Spoiler + launch /\ sj.wp sj.wk sj.mk sj.fp sj.wk/hk (unescapable OTG) > infinite (Starting with wk) -Flying screen infinite. Can't cancel to super though so you can just infi till dizzy or do a throw setup. with unfly you can: c.wk c.mp xx [fly f.wk f.u+fp xx unfly u.u+fp \/ s.fp] > normal infinite or proton cannon or resets. - random fun combo I do, sometimes you have to measure whether you have to f.wk or f.wp when doing the loop, but you can figure that out. you can combo this into proton cannon, but if you want do go to the infinite, forget the s.fp and just infinite after u+fp then landing Reset 1 -Throw resets in the corner. From the infinite, you can land and throw > OTG to whatever. Simple right? Reset 2 (mid screen) infinite as normal. /\ sj.wk xx air dash forward (crossup) ad.u+fp \/ infinite A fun simple reset that catches napping players, useful when you don't want to infinite them from corner to corner in fear of dizzying them out. Ironman's very fun to use and can be flashy with his infinite variations. Wow.. I feel so dirty.. I use IM occasionally but I loathe him because of Philippine level 1 arcades. (I discovered 1 arcade in the metro that's in default damage, none of the top players wanna play there =\ just a few good players who are my friends too.) Reason is, Sent is my best character. People have told me if we stuck with level 2, I'd probably have some tourney wins in my belt by now best I got over here was 2nd =( I hope they don't minimum damage marvel 3 here, otherwise, FML Anyway, enough ranting from me XD | ||
sung_moon
United States10110 Posts
i'd practice those right now but NFL playoffs now. sick posts that i see myself coming back to alot. also thanks to eviltree for explaining basic magneto stuff ^^ | ||
myrmidon2537
Philippines2188 Posts
(garbage/mediocre at everything else from SFIV, 3s, BW, SC2 etc) =P | ||
Trumpet
United States1935 Posts
lvl 1 damage sounds so sad though, i feel for you. Spiral must be a god tier still over there, eh? lol Man, no one touch, no storm/sent kill, no 60% fast flies from sent, no ahvb x3... must be a whole different world. damn ok I gotta ask, did you learn to do the IM flight combos before or after sent's flight combos? I am having so much trouble with the psylocke one you gave just because every time I fly I call her as I hit lk just automatically. I can break it in training mode but habit takes over every time in a match =( | ||
sung_moon
United States10110 Posts
mmmm maybe its just simple practice/muscle memory i have to get used to. and i still haven't tried learning the good mag shit :/ sucks to be 10 years behind | ||
myrmidon2537
Philippines2188 Posts
On January 24 2011 15:26 Trumpet wrote: lvl 1 damage sounds so sad though, i feel for you. Spiral must be a god tier still over there, eh? lol Man, no one touch, no storm/sent kill, no 60% fast flies from sent, no ahvb x3... must be a whole different world. damn ok I gotta ask, did you learn to do the IM flight combos before or after sent's flight combos? I am having so much trouble with the psylocke one you gave just because every time I fly I call her as I hit lk just automatically. I can break it in training mode but habit takes over every time in a match =( Actually, Spiral isn't that troubling. Thing is, chip damage stays the same, but the same deal for trap teams is that they still can't catch up when the opponent has the lead (I.e. non-chip damage is still bad), infact, its a lot harder for them to catch up in level 1. When Clockw0rk visited here, he got owned hard by one of our Team Japan Players (Storm/IM/Cable) because he plays mad runaway AND certain strats and resets don't hurt (such as punishing assist with orbs while storm runs away) Storm/Sent is good damage, but its no kill. Storm->Ironman is the DHC of death here. Everyone cancels to proton cannon so perfectly (right in front of the cannon for more damage). throw in cable DHC or Sent DHC, its a 100% kill. Fast flies, yeah, I'm very sad about that. AHVBx3 isn't a kill. but still goddamn big, AHVBx4 is the kill. 5 on big characters. I learned Sent before Ironman as well =) IM/Psy is all about timing, you'll get it eventually. Ironman players here have it down to a science, me? I whiff at times because IM is not my main =D Besides the damage discrepancies, You still play Storm, Cable, Sent the same way (Sent with the zoning, unblockables still hurt, etc) Magnus, well, resets are still ok, but it takes waaaay more than 2 resets to kill (more like... 5~6) so sometimes, a few resets, then rom to the corner -> HGT is the most common way to kill magneto (Booooring) On January 25 2011 03:26 sung_moon wrote: ah man this IM shit is alot harder than i thought. and i seem to never link the infinite land s.FPxxPC. they always recover in time to block it. is it a timing issue or it can be only done after a certain number of bracket reps? mmmm maybe its just simple practice/muscle memory i have to get used to. and i still haven't tried learning the good mag shit :/ sucks to be 10 years behind Timing/Spacing issue. If they're too high, s.fp won't hit, so sometimes you have to pause before j.mk just to let them drop a little. =D If you didn't use an assist to get to the infinite, after j.u+fp just call psy (it will combo) \/ land s.fp xx Proton cannon. EDIT. The "Level 1 DHCs of death", posted out of curiosity. and yes, these all involve Ironman. + Show Spoiler + Storm/Ironman/Cable - combo into LA xx LS xx Proton cannon (time it so you PC when they're right in front of you, remember, PC damage varies depending on opponent's position when he gets hit) xx HVB (tilt beam downwards, unescapable OTG) -If the order is Ironman/Storm/Cable, its Infinite xx PC xx Lightning storm xx HVB (unescapable OTG, tilt beam downwards) Total number of meters for both: 3 IM/Psy/Storm -This actually occurs when Storm has killed off one of your characters via LA xx LS xx PC, hence the team order. Its a mid-match threat ->Guardbreak > infinite > Proton cannon xx Psy thrust (u/f, up so opponent is on top of screen) xx hailstorm. Lightning storm xx PC Since the opponent is too high on screen, storm can just lightning storm right after hail storm, it will combo and sets up a perfect PC DHC, if you lack a little bit of meter (unlikely since the infinite builds a lot already, and you probably already have left over meter prior to that), storm can air dash d/f, relaunch, LA xx LS xx PC) IM/Psy/Magneto -> same circumstances as above, except, instead of hail, you do tempest. OTG, combo then FramekillDHC -> PC Actually, Rom -> HGT in corner (around 2, and we all know how much harder it is to mash out in the corner) then framekill DHC to PC is around 90~100% still. So yeah, basically, Level 1 has 5 godtiers, Ironman being the fifth. He still loses to good zoning though, but the risk-reward is tweaked in Ironman's favor since he won't die as fast, but can still kill you just as fast. | ||
Demoninja
United States1190 Posts
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myrmidon2537
Philippines2188 Posts
But if you do, I honestly suggest starting with storm before working your way to ironman. Sent/Doom is decent enough for starters. Learn movement basics (storm helps with this). Wavedashes, airdashes, etc. With sentinel, fly/unfly (as well as cancelling your normals to flight to kill recovery and unfly asap to land) Basic combos, cancels after that, its all character dependent + experience. | ||
Demoninja
United States1190 Posts
On January 25 2011 14:52 myrmidon2537 wrote: The curve is steep.as.hell =O It helps to know what you can/can't do consistently But if you do, I honestly suggest starting with storm before working your way to ironman. Sent/Doom is decent enough for starters. Learn movement basics (storm helps with this). Wavedashes, airdashes, etc. With sentinel, fly/unfly (as well as cancelling your normals to flight to kill recovery and unfly asap to land) Basic combos, cancels after that, its all character dependent + experience. Okay, wave dashing is cancelling a dash by pressing down right? Screwing around on GGPO has made me pretty good at that haha. 8 way air dashing is completely new to me so I'll work on that. So basically I should run Storm/Sent/Doom for a while and get comfortable with that team before I swap out Storm for IM? | ||
myrmidon2537
Philippines2188 Posts
Actually, storm/sent/commando or cyclops would be better since you get anti-air for defense and learn to combo into assists better (doom for chip) but Doom is workable. For sentinel, practice this first to get the feel of fly-unfly laser xx fly xx unfly The goal is to kill recovery of the laser with your fly then unfly asap to land and block (it makes your normals a lot safer than usual) then you can apply it to other normals. When you get that, learn the basic BnBs, before you move on to fastfly combos then corner unblockables. Sentinel is about spacing, movement and pressing the right buttons at the right time to destroy them The other basic thing you need to learn that this team doesn't teach is Tiger-kneeing (Obviously, Cable is the best teacher for that) but that's easy anyway. The moment that you get better at improvising and get more experience in blocking, rushing down, zoning, you can start learning Ironman. Ironman is great in the sense that ONE clean hit can potentially give you the win. But landing that one hit in the right situation is pretty tough. | ||
KissBlade
United States5718 Posts
Also MvC2 is to US like SC is to Korea. | ||
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