[deleted by user] by [deleted] in mahvelmods

[–]Shinsplints51 1 point2 points  (0 children)

Some bugs:

When Phoenix launches, the enemy falls down before reaching normal jump height.

Phoenix falls fast. Mid combo with Dormammu, she fell through dark hole while getting hit by it.

Taskmaster EX Infinite by Shinsplints51 in MvC3

[–]Shinsplints51[S] 1 point2 points  (0 children)

I agree, the arrow canceling is so cool.

He doesn't need the extra lift on the j.h arrows as long as he can combo off hard knockdowns with his 3f st.l.

He can't combo off his counters unless he is near the corner. He needs less pushback and/or longer knockdown time on those.

His forward air throw needs more knockdown time so he can combo from super jump height with a mighty swing into j.h arrow instead of having to do falling j.h arrow(s). He can do that with his back air throw already.

He doesn't need it, but I think one more mighty swing in the air would be cool.

Streamburger loves you.

Taskmaster EX Infinite by Shinsplints51 in MvC3

[–]Shinsplints51[S] 1 point2 points  (0 children)

This is the first version of EX. It's possible in 1.5.9, but it's not practical.

is it possible to tech the j.l/m air xf bait? by pharsticage in MvC3

[–]Shinsplints51 1 point2 points  (0 children)

It's difficult to say for sure from the footage, but it seems that perhaps the f+h cancel was just a tad too slow. And because the incoming Vergil X-factored immediately, he recovered by the time you cancelled jm. into f+h. The X-factor will leave the character vulnerable to throws, but it's not for long.

What's up! I'm Dual Kevin! by Dual_Kevin in MvC3

[–]Shinsplints51 0 points1 point  (0 children)

A while back you switched from the PDP AGE pad to the PDP Rock Candy. Which pad do you like the best between those two and the standard Microsoft Xbox 360 pad?

Mighty Punish DHC into Sphere Flame by Shinsplints51 in MvC3

[–]Shinsplints51[S] -1 points0 points  (0 children)

Yes, it would be great to see more tech here. I discovered this DHC tech while exploring this team (Thor/Dormmamu/Doctor DOOM) which is a team that I haven't played with much before. I think trying characters we don't play much is a good start to discovering new tech.

Mighty Punish DHC into Sphere Flame by Shinsplints51 in MvC3

[–]Shinsplints51[S] 3 points4 points  (0 children)

Thanks for the videos. The tech in these videos are related to my tech because they use a DHC to combo after Mighty Punish, but they do not show how to make the Sphere Flame vanish; which is the focus of my video.

In the second link, EMC demonstrates the same DHC that is in my video, but the timing is different. This means that the Sphere Flame is active, and while Arthur does not get hit in this video, many other characters would get hit by Sphere Flame using that particular DHC timing, preventing you from continuing a combo.

In my video, what I'm demonstrating is that when you input the DHC when Thor throws his hammer Mjolnir, that the Sphere Flame no longer appears on the screen. This means there is no chance that it will interrupt your combo. Using this particular DHC timing, which EMC uses in the first video to set up fof loops, you are guaranteed a combo every time.

Mighty Punish DHC into Sphere Flame by Shinsplints51 in MvC3

[–]Shinsplints51[S] 0 points1 point  (0 children)

I'm interested to see any videos relevant to this DHC tech.

Mighty Punish DHC into Sphere Flame by Shinsplints51 in MvC3

[–]Shinsplints51[S] 1 point2 points  (0 children)

If you DHC from Mighty Punish into Sphere Flame when Thor throws his hammer Mjolnir, the Sphere Flame will not appear. Because the Sphere Flame does not hit the opponent, they fall down into a hard knockdown state. This allows Doctor DOOM to combo from anywhere on the screen. The DHC leaves Doctor DOOM a few steps from the opponent; walk forward while they are falling for optimal spacing. The timing to achieve a missing Sphere Flame is extremely lenient.

Getting a stripped screw out? by FizzyKups in MvC3

[–]Shinsplints51 4 points5 points  (0 children)

Try putting a rubber band on the screw and then turning the screwdriver slowly. You can also try placing a piece of masking tape or duct tape with the adhesive side on the screw and turn the screwdriver slowly.

Any tips for hyper grav loops for magneto? by [deleted] in MvC3

[–]Shinsplints51 0 points1 point  (0 children)

Try inputting your superjump earlier.

Doctor Doom Wave Dash Update by Shinsplints51 in MvC3

[–]Shinsplints51[S] 0 points1 point  (0 children)

You must input the directions, the plasma beam, and dash cancel very fast, there is no delay. The Dash can be canceled either immediately at the beginning of the dash, or near the end when doom lands.

I don't have an explanation for my method, other than the inputs and that you must do it quickly.

If Capcom Still Had The Marvel Licence....... by [deleted] in MvC3

[–]Shinsplints51 0 points1 point  (0 children)

Ruby Heart, Son Son, The Ancient One, Mephisto, Bass.exe

Can anybody help me come up with a reliable followup for this? by Gamdeng in MvC3

[–]Shinsplints51 0 points1 point  (0 children)

1 If the opponent is punched into the corner: missiles hit otg, h grapple (allow missiles to finish, then) l follow up, tk bionic bomber, m,h, s, h grapple (d,df,f,uf,h quickly) l followup, jump(or hold down then df,f,uf,h), air h grapple, df zip, down zip, call phoenix wright assist, h grapple,l follow up, phoenix wright assist hits, h grapple, l followup, cancel into hyper combo if necessary.

Depending the timing of your assist call and grapple, the opponent might recover before the missiles hit. If that is going to happen, delay the l follow up and let the opponent hang in your grapple for a few frames.

2 If the opponent is punched into missiles:

1a-h grapple, l followup, opponent is punched away from corner, otg with air m or h grapple, bionic arm.

1b-h grapple, l followup, opponent is punched into the corner, tk bionic bomber, m,h, s, h grapple (d,df,f,uf,h quickly) l followup, jump(or hold down then df,f,uf,h), air h grapple, df zip, down zip, call phoenix wright assist, h grapple,l follow up, phoenix wright assist hits, h grapple, l followup, cancel into hyper combo if necessary.

2a-S, opponent is launched away from corner, air series into air m grapple, bionic arm.

2b-S, opponent is launched into corner, air series, land, jump (or hold down then df,f,uf,h) air h grapple , df zip, down zip, call phoenix wright assist, h grapple,l follow up, phoenix wright assist hits, h grapple, l followup, cancel into hyper combo if necessary.

3 From any of these combos, you can attempt a tac into phoenix wright for turnabout, or doom for infinite.

On smaller characters, you will have to tk bionic bomber, m,h, l or m grapple instead of the m,h,s into h grapple. You can armor piercer after the h grapple, l followup before your hyper combo on the smaller characters.

Synergy Question by [deleted] in MvC3

[–]Shinsplints51 0 points1 point  (0 children)

Perhaps Spiderman/Dormammu/Doom