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The Rokstar posted:The corner loop is quite a bit easier, actually. On the corner loop, the key is just keeping everything quick and solid. If you only do one M in the air, you can do 4 reps before a TK plasma beam xx air finger lasers. If you're wanting to do sphere flame or level 3 though you're right, they're going to tech out after the OTG on the 4th rep so you have to end it at 3. I've found it actually doesn't matter if the H OTG hits once or twice, in fact letting it hit twice increases the damage and meter gain.
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# ? Jan 24, 2012 18:31 |
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# ? Jun 4, 2024 19:37 |
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Brett824 posted:If you use Morrigan assist and don't use an rear end combo on hit you can remain neutral (or a little big negative, but if you have a full meter at the start as buffer you can still kill an entire team if the dude puts down his controller) Can you run the loop in a meter neutral way with Strider anchor for the Vajra assist? I played a guy online who flew up back with Firebrand, spit fireballs, and called Vajra anytime he thought I might superjump up to him. It was pretty tough to deal with and I only got in on him because I baited one of firebrand's swoopy moves and punished him. Plus, Strider anchor with orbs is crazy good.
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# ? Jan 24, 2012 19:09 |
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So is Vajra assist a good anti-air then? Because if it is I may try that on my Sentinel on point troll team.
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# ? Jan 24, 2012 19:37 |
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The Rokstar posted:So is Vajra assist a good anti-air then? Because if it is I may try that on my Sentinel on point troll team. From everything I've sen on Streams, Vajra is amazing anti-air. It's decent anti-everything, but it makes many safe air moves unsafe.
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# ? Jan 24, 2012 19:45 |
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The Rokstar posted:So is Vajra assist a good anti-air then? Because if it is I may try that on my Sentinel on point troll team. Ever got tired about Wesker doing bullshit 'port up and shoot' poo poo? Vajra is the ultimate counter to stuff like that and flying in general. So yeah, it's pretty decent antiair.
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# ? Jan 24, 2012 19:53 |
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dorkasaurus_rex posted:https://www.youtube.com/watch?v=35sBlSEZFFk Well, drat. I need to practice with Morrigan again. Never even realized a lot of that stuff was possible.
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# ? Jan 24, 2012 19:58 |
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The Rokstar posted:So is Vajra assist a good anti-air then? Because if it is I may try that on my Sentinel on point troll team. Yeah. Vajra is great anti-air. It tracks the opponent and causes hard knockdown if it hits them in the air. There is some synergy with Sent since he can pick people up with L Rocket Punch. You'll also want to check if Vajra can work as one of the assists in Sentinel's s.H xx c.H + assist 1, s.H xx c.H + assist 2, repeat offense. It seems like it should but I haven't personally tried it. Dren fucked around with this message at 21:03 on Jan 24, 2012 |
# ? Jan 24, 2012 20:31 |
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Vajra is good AA but not in the way that MvC2 assists are good AA. It'll knock someone out of a super jump really nice (which is actually super useful in this game because of dicks like Zero and Wesker) but if someone is tri jumping on you it's not great. It's still perhaps the best assist in the game though.
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# ? Jan 24, 2012 20:50 |
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It's possible to grab Strider through Orbs. Usually after a teleport.
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# ? Jan 24, 2012 21:22 |
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ShinsoBEAM! posted:Strider pretty much feels like DP at this point when he has Xfactor+3 meter you are going to lose a character maybe 2 pretty much no matter what happens. I play Strider as my anchor and I can say for certain that L3XF + Orbs is still not nearly as scary or good as L3XF Dark Phoenix.
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# ? Jan 25, 2012 02:41 |
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If you activate XF3 and LV3 and then manage to kill a character (which does feel pretty inevitable, yeah), Ourobouros will definitely run out of time before you can do much damage at all to the second character, and probably before they come in at all. At that point you're dealing with just a regular XF3 character, which admittedly are almost all absurdly powerful, but it's nothing at all like dark phoenix where you can burn through an entire team long before the x-factor timer runs down.
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# ? Jan 25, 2012 07:14 |
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Okay, so this is a totally dumb question and it's going to expose how much of a training mode warrior I am, but how do you deal with someone who picks a quick character like X-23 and just mashes on jab or other really quick poo poo all day? It doesn't seem like your standard block and punish works in this game like it works in Street Fighter because everything is just so goddamn fast. There was also the game where I lost to Ghost Rider j.S spam, but we shall not speak of that...
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# ? Jan 25, 2012 08:53 |
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The Rokstar posted:Okay, so this is a totally dumb question and it's going to expose how much of a training mode warrior I am, but how do you deal with someone who picks a quick character like X-23 and just mashes on jab or other really quick poo poo all day? It doesn't seem like your standard block and punish works in this game like it works in Street Fighter because everything is just so goddamn fast. Just don't press buttons. Seriously people will throw out random jabs or low shorts with high priority because they expect that you will probably press a button. Just block the whole string or pushblock to get them off you and and then attack at the right time.
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# ? Jan 25, 2012 09:26 |
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dorkasaurus_rex posted:https://www.youtube.com/watch?v=35sBlSEZFFk Somewhere, Dieminion is looking at this video with the look of discontent on his face. The only Morrigan Combo you need is Soul Fist xx Soul Fist xx Soul Fist xx Soul Fist xx Soul Fist.
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# ? Jan 25, 2012 10:04 |
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As soon as I get paid I'm likely grabbing Ultimate so I can get thoroughly destroyed by everyone. What are the best sticks for XBox? edit: I traded in vanilla but played entirely pad and it was sometimes a pain in the rear end BUT I am also cheap as hell
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# ? Jan 25, 2012 10:12 |
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Spaceman Bill posted:As soon as I get paid I'm likely grabbing Ultimate so I can get thoroughly destroyed by everyone. What are the best sticks for XBox? The Fighting Game Thread posted:
Spaceman Bill posted:edit: I traded in vanilla but played entirely pad and it was sometimes a pain in the rear end BUT I am also cheap as hell Then you're S.O.L. Sorry. You could get an SE or some crappy Hori but they're cheaper because they're worse.
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# ? Jan 25, 2012 10:17 |
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Oh nooooooooooo! edit: maybe I can make the jump to REAL DEAL w one of my February paychecks (since I'll basically get double for one of my teaching gigs since the semester started so late) but for now my godawful Deadpool/Doom/Skrull team will have to tolerate an xbox controller Emo Szyslak fucked around with this message at 10:26 on Jan 25, 2012 |
# ? Jan 25, 2012 10:21 |
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The Rokstar posted:Okay, so this is a totally dumb question and it's going to expose how much of a training mode warrior I am, but how do you deal with someone who picks a quick character like X-23 and just mashes on jab or other really quick poo poo all day? It doesn't seem like your standard block and punish works in this game like it works in Street Fighter because everything is just so goddamn fast. Like the other dude said, don't press buttons. Just pushblock and zone her out the best you can. What's your main team? quote:There was also the game where I lost to Ghost Rider j.S spam, but we shall not speak of that... Teleports shut him down.
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# ? Jan 25, 2012 16:31 |
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The Rokstar posted:Okay, so this is a totally dumb question and it's going to expose how much of a training mode warrior I am, but how do you deal with someone who picks a quick character like X-23 and just mashes on jab or other really quick poo poo all day? It doesn't seem like your standard block and punish works in this game like it works in Street Fighter because everything is just so goddamn fast. The answer is different for different characters. When you're fighting someone who mashes on jab all day you can block the jab until it pushes you out of jab range, wait for them to whiff a jab, and punish. Some characters are safe when they're in your face with a blockstring. You have to find other ways of opening them up besides block -> punish. Spaceman Bill I have two Hori sticks. They are nice. I've never used a TE, though I intended to buy one when I got the nicer of my Hori sticks. The TEs are always sold out when I go to buy them.
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# ? Jan 25, 2012 16:32 |
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Spaceman Bill posted:Oh nooooooooooo! The SE is a fine option to start with. The parts will last a while, and they're fine, especially if you don't know better. I got an SE, played on it for about 5 months, then dropped sanwa/seimitsu parts in it once a single button sorta started to go (and I really 2 spares since they're 8 button controllers.) Total cost was roughly equal to a TE, and I actually enjoy the smaller size of the thing. I'm pretty sure that dual mod solutions, like the TEasyStrike, fit the SE, so the only real downside is that you can't get custom plexis for art or whatever. But if you buy an SE now, you'll probably get the WWE-branded BRAWLSTICK which already has the best possible art on it.
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# ? Jan 25, 2012 16:48 |
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Boxman posted:so the only real downside is that you can't get custom plexis for art or whatever. This isn't true anymore. There's a dude on SRK who can do custom stuff for the SE body now. It's also worth noting that at least the TE Kitty does NOT work with the brawlstick despite working with the old SE (IIRC) so it may be the same for the TEasy Strike.
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# ? Jan 25, 2012 16:53 |
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Spaceman Bill posted:Oh nooooooooooo! ill play with you sometime just remind me
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# ? Jan 25, 2012 17:01 |
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The Rokstar posted:There was also the game where I lost to Ghost Rider j.S spam, but we shall not speak of that... As mentioned teleports are good vs ghost rider, but if you can do anything at full screen then that's also a good place to be since he can't do anything at that range. j.S is pretty easy to push-block and against most ghost rider players don't expect them to stop throwing out crap all the time. That's pretty much all he can do.
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# ? Jan 25, 2012 17:20 |
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My strategy against Ghost Rider is to just kill the other members on his team and time him out, since my team typically controls mid-screen and I can't really do anything to Ghost Rider at that range without getting smacked about. It works until I have to fight him on point.
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# ? Jan 25, 2012 18:10 |
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Ghost Rider is fairly easy to zone out. Magneto's disruptor with Sentinel drone assist is a big hassle for me to deal with. Deadpool on his own can gently caress right off but he's gonna have assists for that added layer of protection. After playing him for so long I'm not sure why people have trouble with him unless they're just unfamiliar with him. He needs assists to do adequate work because the only trick up his sleeve on his own is catch people rushing in with XFGC Penance Stare. I recently put him on the shelf because the people around here know what's coming with him. Free Gratis fucked around with this message at 18:48 on Jan 25, 2012 |
# ? Jan 25, 2012 18:44 |
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Metrohunter posted:My strategy against Ghost Rider is to just kill the other members on his team and time him out, since my team typically controls mid-screen and I can't really do anything to Ghost Rider at that range without getting smacked about. It works until I have to fight him on point. What team do you play? There is definitely stuff you can do against Ghost Rider. The big thing you need to do against Ghost Rider is find a way to get into a spacing that he doesn't like. If you can get too close to him or too far away from him most GR players will spire or dash to reset the spacing, which should give you some time to call an assist that will help you get in.
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# ? Jan 25, 2012 18:47 |
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Chocolate America posted:Like the other dude said, don't press buttons. Just pushblock and zone her out the best you can. What's your main team? I sort of get the feeling that Hulk is just straight up hosed against Ghost Rider though. He has to get close to do anything, and as soon as I got midscreen or closer Ghost Rider would trade in his j.S spam for standing H spam and oops I'm on the ground hey ouch stop doing that
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# ? Jan 25, 2012 18:59 |
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The Rokstar posted:Last night I was running Hulk/Sentinel/Doom, which is probably why I was having so much trouble because Hulk and Sentinel's normals (even their jabs) seem to be in startup for seven years. I do need to pushblock more though, I know that's something I'm not doing enough. Can you hyper on reaction to something like j.S and hit? Ghost Rider seems like he has such a long recovery on some of his attacks.
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# ? Jan 25, 2012 19:09 |
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The Rokstar posted:Last night I was running Hulk/Sentinel/Doom, which is probably why I was having so much trouble because Hulk and Sentinel's normals (even their jabs) seem to be in startup for seven years. I do need to pushblock more though, I know that's something I'm not doing enough. X-23 has a 4 frame jab. Doom is 5 frame, Sent is 7, Hulk is 9. To put this in perspective for you, 4 frame jab - beats 69.8% of the cast 5 frame jab - beats 35.8% of the cast 7 frame jab - beats 7.5% of the cast 9 frame jab - doesn't beat anyone, Hulk's jab is the slowest in the game Fun fact, Ammy has the fastest jab in the game. It's 3 frames. The takeaway is don't try out-jab people with Sentinel and Hulk. Does Hulk's Gamma Charge beat GR's s.H?
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# ? Jan 25, 2012 19:18 |
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Dren posted:The takeaway is don't try out-jab people with Sentinel and Hulk. My reactions aren't that good anyway (plus I'm playing online), so even if their jabs were faster I still don't think trying to out-jab someone would be a good idea. It's just sort of what I go to, for whatever reason.
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# ? Jan 25, 2012 19:24 |
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Dren posted:X-23 has a 4 frame jab. Doom is 5 frame, Sent is 7, Hulk is 9. To put this in perspective for you, You don't have to worry about this, Marvel isn't really a frame data game. Especially when you have jab/shorts that rapid fire. If you have problems against people who mash jab, just pushblock and/or whiff punish. X23's Ls don't have the best hitboxes, a lot of people have buttons that will beat hers. Sent/Hulk armor moves are great here Don't fight Ghost Rider with Hulk, swap your team order.
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# ? Jan 25, 2012 19:45 |
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As a dedicated Hulk player, it's not really worth using Hulk against Ghost Rider. Assuming any Hulk player has some sense, you're probably going to want to run him on point usually, which means that you should get Hulk out of there whenever he's matched up against GR. If you have to play Hulk against GR, be prepared to be very patient and block. A lot. It reminds me a lot of the Gief-Sim matchup in ST although much worse because this game has Superjumping and Hulk's throws aren't really worth a poo poo unless you X-Factor cancel or have them in the corner. Just keep in mind that 1-on-1 Ghost Rider has no way to chip you when he's in the air, and that Hulk's standing M has armor from the 3rd frame and can kara-cancel into other moves with armor/invincibility.
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# ? Jan 25, 2012 21:50 |
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Dren posted:What team do you play? There is definitely stuff you can do against Ghost Rider. The big thing you need to do against Ghost Rider is find a way to get into a spacing that he doesn't like. If you can get too close to him or too far away from him most GR players will spire or dash to reset the spacing, which should give you some time to call an assist that will help you get in. Captain America/Skrull/Sentinel. Sentinel's big enough to get tagged by GR's chains at full screen and Cap can't safely throw shields around in the range that I want to. I only picked up Skrull a few days ago but my usual approach is airdashing into crossup Orbital Grudge which gets stuffed by his standing S. It's just playing patiently to get in but then when I am in, his st.H followup leaves him at +3 so it's not easy to catch him out of anything after a blockstring either.
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# ? Jan 25, 2012 22:08 |
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1v1, Cap/GR matchup is usually in Cap's favor. It really comes down to who has the better assists. Cap's usual movement options are jump shield throw. Ghost Rider has few options at that angle (in the air as well) except for diagonal chain grab and the chain projectiles. Those options are really slow and if predictable, Cap has options around them. If Ghost Rider throws projectiles, Cap can shield charge through them. Ghost Rider with strider vajra assist is powerful in stopping Cap and other people that are in those bad angles. The matchup is in Cap's favor if he can call a long range assist that will continue to hit after he does his jump shield throw, setting him up for another jump shield throw or whatever he needs to stay in.
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# ? Jan 25, 2012 23:20 |
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I dunno I've never been able to start up a shield slash offence when playing Ghost Rider and the Captain America forums on SRK seem to suffer from similar issues in the matchup.
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# ? Jan 26, 2012 00:22 |
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Metrohunter posted:Captain America/Skrull/Sentinel. Sentinel's big enough to get tagged by GR's chains at full screen and Cap can't safely throw shields around in the range that I want to. I only picked up Skrull a few days ago but my usual approach is airdashing into crossup Orbital Grudge which gets stuffed by his standing S. I imagine a well-timed Elastic slam could be used to either punish a ground string or grab them out of the air before the j.S comes out??
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# ? Jan 26, 2012 00:29 |
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Should do. To be honest, I haven't seen any Ghost Riders since I started playing Skrull but he's been the main thorn in my side when I have Cap on point.
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# ? Jan 26, 2012 01:06 |
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Am I right in thinkin Doom's plasma beam assist is the best for Captain America and Super Skrull? I've been trying out all three of his assists and I can't really figure out which one I like the most.
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# ? Jan 26, 2012 03:03 |
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Can't you extend Cap's combos using a beam assist? Or does that only work with Iron Man's beam?
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# ? Jan 26, 2012 03:40 |
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# ? Jun 4, 2024 19:37 |
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Cap reeeeeally likes a horizontal space-covering assist (of which plasma beam is still the best in the game) to cover his cartwheel crossup nonsense. And I've seen cap players do L shield slash + beam assists for easy relaunches in the corner.
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# ? Jan 26, 2012 04:09 |