Wednesday, April 20, 2011

The Return of the Guard Break

Apparently when the programmers implemented the system to prevent a character from being thrown while coming in from a snap back or character death, they just gave them a unique unthrowable state, which is cleared if they transition to any other state. Because blocking and being hit are states, an attack on an incoming character changes them to a state without the unthrowable property, with a net result of using a light attack to put them into block stun allows you to throw them afterwards.

This is similar, especially visually, to the MvC2 Guard Break, where you can put an opponent into block stun, let them come out of it, then hit them again. MvC2 had a limit of one action in the air, and the first block consumed that action. Blocking again would have been a second action and, thus, wasn't possible to do again.

Thursday, April 7, 2011

Avoiding Block Stun with Advancing Guard

Since it's been a few days and I don't have anything new to show, I'm going to go back to a slightly older video. In this one I show how you can use Advancing Guard to come out of a multi-hitting attack with frame advantage. The idea is that when you Advancing Guard, it puts you in an animation which I have seen referred to as Advancing Guard Delay. While you are in this state, you will continue to block, but you will not be put into block stun and it will just continue the animation. If you time your last Advancing Guard so that the Advancing Guard Delay ends just after you block the last attack, you will not be in block stun afterwards, regardless of how much block stun the attack does. These means that you can have frame advantage on your opponent equal to their move's entire recovery and, thus, can punish moves that you normally wouldn't be able to.

Sunday, April 3, 2011

Who says THCs are useless?

I made a video showcasing a THC with either Viewtiful Joe's Mach Speed or Chun-Li's Hoyokusen, Hsien-Ko Tenraiha, and Super-Skrull's Inferno. Because Mach Speed and Hoyokusen have instant start ups, that removes the pre-flash start up from the other moves, too. Since the partners in the THC are invincible during their active and start up frames, but not when they are jumping in, this makes them invincible on start up, as well. Not only that, but Tenraiha is the only hyper which can be used in a THC which hits overhead. The THC actually removes the start up frames from Tenraiha, as well, so if they weren't blocking high before the flash, it will be too late to block after it. Since the flash starts instantly, that makes this literally an instant overhead. Then, Mach Speed and Hoyokusen allow you to follow them up with an air combo of your choice.

Super-Skrull can be replaced, but you need to make sure the other character doesn't hit with a higher-priority move than Tenraiha at the same time, or the opponent will be able to just block that without having to worry about the overhead, much like you can block the higher-priority move if you are hit with a high and low on the same frame.

Also, if you would rather have your THC be safe-on-block than able to follow up, you can swap Chun-Li or Viewtiful Joe out for a character with an invincible move that gives that, like Phoenix's Phoenix Rage or Jill's Machine-Gun Spray.

Saturday, April 2, 2011

Literally Countering Dark Phoenix

Dark Phoenix can make regular and sometimes even hyper counter moves worthless, because she shoots tiny fireballs with her attacks. The fireballs hit first, so it will knock you out of your counter move before she hits you with her physical attack. Fortunately, though, you can take advantage of this by using a projectile counter instead. Because you don't have to worry about high and low with the projectile counter, this actually makes countering easier. Just time your projectile counter with her attack, then cancel the counter into a hyper, DHC into another one, and that should finish her off. This only works with Wesker and Taskmaster, though, because Amaterasu's projectile counter doesn't have an attack. Magneto's just works like it normally does, because the Force Field will absorb the fireball before the physical attack hits.

Thursday, March 31, 2011

Sougenmu Counter Resistance

When Zero has Sougenmu active, he seems to have some sort of resistance to Team Aerial Counters. While I can't see what is going on under the hood, I can guess that it has something to do with the system that only lets you pick a single direction when trying to counter a Team Aerial Combo. It probably sets a flag that a direction has been pressed against one of the attacks (most likely the shadow), and but then that direction will only apply against that attack. This is likely why Sentinel's counter whiffs, because he is countering the shadow, and not Zero, so it isn't spaced properly.

Sougenmu TAC Bounces

While Zero normally isn't able to do ground or wall bounces, you can use a combination of Team Aerial Combos and Sougenmu to do them. Similar to Desk's Sougenmu Snap Back glitch, if you make Zero whiff the TAC attack, but the shadow hits, it will still do the ground or wall bounce as if you had hit, but you won't switch characters.

Zero's Jumping S Cancels

In MvC3, Zero can not cancel his jumping H attack into any special moves. The only thing he can cancel it into is his jumping S attack. His jumping S attack can be canceled into a special moves, though, but it has the problem that if it connects as part of an air combo following a launcher, it will knock the opponent to the ground and, most likely, most of the way across the screen, and then it loses its ability to be canceled.

The solution I came up with is to cancel the H attack into the S attack, but then cancel the start up of the S attack into a special move. There is a relatively small window where this works, but it allows you to combo a Charge Shot after, or go for a variety of reset options that you wouldn't otherwise have access to, because the H attack will hit them long enough that they will tech on the ground, instead of in the air like after 2 M attacks.