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Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
If it's still considered a pre-order I'd imagine so.

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Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
It seems like it's causing a teleport and then kara canceling into super with negative edge.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
If you're having trouble relaunching with Hawkeye in the corner, just superjump back for the first launch and neutral for the relaunch. If you're a little bit out from the corner neutral jump for both. This way you don't need to backdash for the OTGs.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
If you're sitting on five bars why on earth would you go for a reset instead of just killing?

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
Uhh, he's completely right. Gold bursts in BB are advantage on block and cause a spinning knockdown that gives you a year and a half to confirm and combo off of.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.

Jmcrofts posted:

All assists take unscaled damage in this game, unless the point character is also getting hit. One can only assume this is a bug, but capcom doesn't seem to know/care :eng101:

That actually got changed in Ultimate, assist only combos scale properly now.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
The first 15 frames of Seven Rings are invincible, but it can't actually counter until the 12th frame. If you activate it too late faster projectiles will just pass through you while you're invincible without triggering the beam.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
You need to cancel the jump's startup to get a grounded grapple. this gives you a 3 frame, I think, window to push H. If you're getting a a TK grapple you're pressing H too late, after the jump's startup is over and you've already left the ground. The directional inputs are the exact same as a TK move, you just need to press the button earlier.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
Unless you use an assist or X-Factor, nothing, it's not cancellable. Stick to formation B for OTGs.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.

Chocolate America posted:

Standard magic series. LMH f+H S j.MMHS stock throw ???

Is there too much hitstun [deterioration] at that point?


Yeah, they'll tech out by that point every time. Maybe not in XF3, but Strider has way better loops there anyways.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.

MinionOfCthulhu posted:

Probably a weird question since I'm bad at this game but why didn't they ever switch characters out when low on health?

Because good players are going to block and punish raw tags far more often than not. With damage as high as it is in this game, raw tagging is usually going to get your second character killed, and then you need to deal with the incoming character mixup on your first character anyways. Raw tags have a ton of invincibility so you can kind of use them like a DP, but the risk is really, really high.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
It's a really easy link, like 4 or 5 frames at worst. Wait, you're not trying to do it after an air combo, are you? Because that only works in X-factor.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
You use gunshot because even if you don't plan to use it to OTG, you can still use it to set up really easy unblockables, and both of Wesker's other assists are rear end. Frank's shopping cart is one of the best assists in the game, the juice assist is awful and tools of survival is mediocre at best. Every Doom assist is good, and it's going to depend on your team and playstyle as to which one you find the most useful, so just mess around with them all for a while if you're not sure.

As for the order, running Frank second is the obvious choice for TACs and DHCs to level him up. Wesker and Doom can both function perfectly well in the first or third slots, so just see what feels best to you.

edit: Oh yeah, you can use XF guard cancel into Wesker's 1 frame command grab, so you don't really need to run Doom last to have a really nasty level 3 XF guard cancel.

Rollie the Guar fucked around with this message at 18:40 on Mar 17, 2012

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
His air throw leaves him floating in the air for a long time, his only OTG that works is rain storm. While it's possible to use that to pick someone up and use an assist to hold them in place long enough to land a hammer, it's very difficult and becomes impossible if you land the air throw too high.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
Do whatever starter into QCB L, then call Dorm walk back a step and use heartless spire. You need to do it early in the combo because of hit stun decay, though. For a full example, I use GR/Dorm/Doom missles and my BNB is whatever xx QCB L, walk back a step and call Dorm, Heartless spire H,H xx SRK M, H + call Doom at the same time, H XX QCB H missles OTG, QCB L QCF L XX QCF super.

Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
Damage scaling in Marvel 2 is extremely harsh. The only infinite that generally killed in one combo was Iron Man's. Most of the big damage combos come off DHCs (Storm-Sent being the prime example) not infinites, which are usually used for the ability to go into a tricky reset at any point.

Here's a great example, a maximum length ROM:https://www.youtube.com/watch?v=VRPQWxkpnwA, barely does half.

A five fierce (exactly what it sounds like) which does about 30%, followed up by a standing Sent infinte which does basically the same damage:https://www.youtube.com/watch?v=w0_EE1gMZ5g

Rollie the Guar fucked around with this message at 07:45 on Jun 27, 2012

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Rollie the Guar
Sep 12, 2011

You can't change nature, Jack.
Nobody is ever going to ban something because people who don't even play find it boring to watch, or else throws, minups, projectiles, oki, and everything besides mashing random normals would all be banned by this point.

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