The purpose of this video is to show pragmatic situations and responses which may be overlooked in some situations. This video contains answers to get the upper-hand in some situations after two characters exchange certain attacks, as well as responses to situations that are often thought of as safe. The title is a reference to Advanced Tactics 1, which was created by Clockw0rk, Genghis and Shady K.
The purpose of the breakdown is to get deeper into the concepts that were presented in the video. Since I presented the video to an audience at Evolution, it didn't really allow me to explain and go deep into a certain idea. Most of the clips were situations that are plausible in a match having different outcomes than what's usually seen. The other clips were resets or special tactics that are closer to resets than situations. Hopefully this video presented situations that will be implemented into in normal play.
The clips are going to be organized in chronological order.
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#1 - Storm/Cable vs. Capcom/Sentinel - Punishing DHC:
Pushblocking before the DHC allows the character to stay suspended at the right height in order to hit Sentinel. The idea works just as well with Magneto.
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#2 - Cable vs. Cable - CR.HP AHVB Reversal
Cable gets to AHVB anytime he bounces from an attack. The Cable that did CR.HP must have done Psimitar --> AHVB to avoid getting reversal'd.
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#3 - Magneto vs. Psylocke - Snap Out Through DHC
The clip shows the best scenario after Magneto does the snapback; the worst is Magneto getting hit by the Hail Storm due to incorrect timing on the snapback.
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#4 - Cable vs. Cable - Air-Viper Beam - Reversal AHVB
This is just another example of what Cable can punish with his AHVB.
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#5 - Captain Commando vs. Sentinel - Punish Captain Sword:
Sentinel could time a CR.HP after the HK but the timing for it is extremely tight. It's based on when you do the HK and when you do the CR.HP.
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#6 - Captain Comando vs. Magneto - Punish Captain Sword:
Magneto's options are pretty limited since he doesn't have long limbs on the ground to reach Commando.
Also, the Captain Sword tends to not drop Storm or Magneto 99% of the time. The only situations that tend to drop Mag/Storm is when they're high up or when they're near the corner.
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#7 - Captain Commando vs. Cable - Punish Captain Sword:
Captain Sword drops most characters that aren't Magneto/Storm more than it catches them. The fact that it drops Cable is really bad for Commando since Cable can AHVB before he lands.
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#8 - Cable vs. Magneto - F.HK Over CR.LK:
Cable's F.HK is very effective if used with anticipation of a character's low hit. if the opponent calls an assist and does a CR.LK, Cable's F.HK will beat out the low and since the opponent is getting hit, the assist will come in and taunt. Cable's F.HK gives you about 10 frames to react with an AHVB.
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#9 - Magneto vs. Sentinel - Tech Hit - Unblockable:
This works 100% of the time if Sentinel anticipates the tech-hit. However, Magneto can easily get out by flying immediately after he techs. I included the clip since most people don't expect to get unblockable'd after a tech hit. Most characters can get out if easily and others take more work. Storm: when she blocks her hit box is much bigger than it should be, this forces Sentinel's beam to hit her before it's unblockable. There's no way for Storm to get hit since Sentinel can't press CR.HP immediately after the tech hit. Shows Capcom has no way out of it. Cyclops and Psylocke can double jump out before the beam hits. Magneto cany fly out. There's no point in trying it on Sentinel or Cable.
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#10 - Storm vs. Sentinel/Captain Commando - Crossups/Resets:
There's nothing special to the first half of the reset versus Sentinel. The second half of the clip where Storm hits CapCom as a cross-up is due to the character falling into the screen being out of the corner. When the characters come in after snapbacks or deaths, they're not in the corner, they're a few pixels away from it.
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#11 - Cable vs. Sentinel - Counter AHVB through HSF:
The timing to the super is a bit hard to get used to. Other than that, there isn't anything special.
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#12 - Psylocke vs. Storm - Taunt - Super:
Psylocke is one of the few characters whose taunt is super cancellable. Her Maelstrom super is fast and will go through whatever they stick out before it. However, its range is somewhat limited so it might drop the opponent.
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#13 - Sentinel vs. Magneto - Rocket Punch - Snapback:
Magneto's snapback has great range and this situation is an example of what you can do with it. Since Magneto is small when he's crouching the Rocket Punch completely avoids him. This allows him to snapback through the Rocket Punch and punish anything that's on screen.
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#14 - Sentinel vs. Storm - HK Drones Anti-Air:
Since the HK drones come out from behind 100% of the time, they can be used as an anti-air that protects his back. Usually people aren't expecting it so if Sentinel doesn't do super afterwards, he'll probably be safe.
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#15 - Storm vs. Cable - Suki AHVB:
This might be well known but I think it's interesting enough to show. The way it works is if you're able to super-jump cancel a move and there is something that will attack you on screen, you can super-jump cancel the move using up-back and it will go into block. This lets you block the move that is about to hit you. In some cases you might be able to retaliate if the point character is coming after you.
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#16 - Storm vs. Magneto - Hail - E.M. Disruptor:
Magneto has the most limited options in punishing Storm in this situation. The only character that has it worse is Storm since none of her moves are nearly fast enough to make the trade in damage worth it.
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#17 - Storm vs. Sentinel - Hail - Rocket Punch:
The hardest part about this situation is timing the Rocket Punch so that Storm's super flash doesn't null the hit.
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#18 - Storm vs. Cable - Hail - AHVB:
Cable has the easiest time punishing Storm in that situation.
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#19 - Cable vs. Storm - Grenade Cross-Up:
The timing to dash under Storm varies since most people mash while they're stuck in the grenade.
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#20 - Magneto vs. Sentinel - Unrollable Shockwave OTG:
The Shockwave won't cause FS if Sentinel hits right before the super. In this case, Sentinel's HSF hit way before the Shockwave so Magneto can roll, but Sentinel can't.
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#21 - Psylocke vs. Storm - Ground Throw Un-Safe:
Psylocke's HK-Throw is un-safe if the person can air-dash or move towards her quickly. Only Storm and Magneto can punish her since they have a way to get to her quickly. Also, the timing for the Lightning Attack is extremely tight, so mashing for the moves is the best option.
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#22 - Sentinel vs. Magneto - Bounce after HP - Punish:
Sentinel was flying when Magneto's HP hit him. This allowed Sentinel to bounce and therefore recover faster than Magneto.
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#23 - Sentinel vs. Magneto - Bounce After HP - Different Punish:
Another example of how to punish after connecting the SJ.LP with Sentinel.
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#24 - Storm vs. Sentinel - CR.HK through HSF:
Storm pushblocks accordingly so that she's able to attack before the first set arrives. If Storm had done CR.HK, Typhoon, Hail, it wouldn't have worked since one of the sets of drones would have caught her before she finished her start-up. It works with Cyclops, but the timing is much more strict. The assist Storm uses has to be able to somehow take the hit/null the third set of HSF.
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#25 - Cable vs. Sentinel - Mid-Screen Tech Hit GB:
This works 100% of the time if cable anticipates the tech hit. The direction that Sentinel tech hits into is based on which direction Cable threw him. This won't work on any other character in the corner or mid-screen. Everyone that isn't Sentinel or Anakaris has a quick enough descent from the tech-hit that Cable won't be able to hit with AHVB. It won't work in the corner versus Sentinel since Cable has to jump up-forward in order to hit with J.LP, if he tries AHVB it'll miss since it doesn't hit what's immediately in front of him.
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#26 - Magneto vs. Psylocke - Snapout Delay Reset:
Storm's Typhoon brings the character back from the snapout.
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#27 - Psylocke vs. Sentinel - Taunt GB - Super Cross-Up:
Psylocke's taunt crosses Sentinel up and is super cancellable. The Psycharge super is also a cross up.
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#28 - Storm vs. Magneto - Dash Through Shockwave:
Characters with fast dashes and thin sprites can get through Shockwave.
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#29 - Sentinel vs. Cable - CR.HP GB AHVB:
Cable can take advantage of Sentinel's unfly state. This example shows Sentinel getting guard broken after trying to gain positional advantage.
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#30 - Captain Commando vs. Sentinel - Storm Through HSF:
This idea was demonstrated in Variable Atmosphere a while ago. The method shown in this video is much easier to do.
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#31 - Magneto vs. Cyclops - Cyclone Kick over CR.LK:
Cyclops' Cyclone Kick works much like Cable's F+HK except that it's a bit slower. It has to be used with some anticipation.
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#32 - Cable vs. Sentinel - Pushblock HSF - AHVB:
This situation was made popular during Duc vs. Sanford and even though that happened in 2006, I think it's something any serious Cable player should learn.
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#33 - Cyclops vs. Sentinel - Instant Overhead:
The only way Cyclops' SOB will connect after a jumping attack is if the attack is D.HP or D.HK. The situation shows that Cyclops was un-safe after the super and used and assist as a shield to allow him to land safely. The SOB will go through HSF 100% of the time; the MOB will not.
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#34 - Magneto vs. Psylocke - Shockwave - TK Super:
Psylocke could only get one half of her super on Magneto before it drops him; she'd have to DHC or Magneto could roll out before the second set hits.
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#35 - Magneto vs. Captain Commando - Shockwave - Captain Storm:
Since the Shockwave moves slowly, Capcom isn't pressed on time with his super activation.
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#36 - Magneto vs. Cable - Shockwave - SJ HP Hit:
Cable uses his SJ.HP to stop his ascention. The S.HP recovers quickly enough so Cable can reach Magneto with a SJ.HK.
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#37 - Magneto vs. Storm - Shockwave - SJ AD Hit:
People with quick air dashes can come down and hit Magneto before he finished
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#38 - Magneto vs. Sentinel - Shockwave - Sentinel HD:
This one is up to Sentinel, if he does it before it hits him, he won't be able to hit Magneto, if he times it so that his HD misses, he'll be able to hit Magneto.
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#39 - Magneto vs. Magneto - Shockwave - SJ AD Hit:
Magneto uses a whiffed D.LK in order to keep his air dash momentum. If he hadn't done a D.LK his air dash momentum would have ended before he reached Magneto.
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#40 - Cyclops vs. Storm - SOB GB:
Cyclops jumped into the corner and did SOB. The person that jumped into the corner will stay there and the other person will not be able to get in. Since the person that's coming in doesn't see their character, they might think they're still blocking the super when in fact, they're walking into it.
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#41 - Psylocke vs. Cyclops - Instant Overhead:
This clip shows Psylocke's instant overhead (J-U.HK) on Cyclops. The J-U.HK will work on anyone that isn't Sentinel.
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#42 - Psylocke vs. Sentinel - Instant Overhead:
Psylocke's J.HP hit's Sentinel as an instant overhead but she can't hit him with a super unless she has an assist.
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#43 - Sentinel vs. Magneto/Storm - Unblockable After Tech-Hit:
Magneto messes up Hyper-Grav-->Tempest. Usually people throw Magneto into the corner after this happens, and usually Magneto tech-hits. Since tech hitting is the only way to avoid Sentinel's CR.LP after the throw this makes the situation 100% in Sentinel's favor vs anyone (even Sentinel sometimes).
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#44 - Cable vs. Sentinel - Trade with Sentinel - AHVB:
If Sentinel doesn't judge his distance and angles correctly he'll trade with Cable's AHVB. Cable recovers faster than Sentinel does in this case and can punish him. However, Sentinel can easily avoid this by using SJ.LP since its angle is better than SJ.LK in that situation.
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#45 - Captain Commando vs. Storm - Hail - Captain Storm:
This situation is kind of special since Captain Commando needs to anticipate the Typhoon since his super has so much start-up. If Storm is using a block string to set the Typhoon up, it'll most likely keep Commando pinned down.
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#46 - Magneto vs. Magneto - Bounce Punish:
This kind of thing happens a lot with almost every character, but it's a lot more common between Magneto/Storm. The way it works is the person getting bounced tends to recover faster than the person that hit them. This allows the person that bounced to hit the other person (easily accomplished by mashing) before they recover.
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#47 - Magneto vs. Storm - Mashout Reset:
Magneto anticipates Storm's mash out and calls Sentinel (whose drones come from behind) to hit Storm as soon as she mashes out. This results in a cross-up.
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#48 - Sentinel vs. Cable - Overhead - Reversal AHVB:
Since Sentinel got rid of his unfly by jumping up to hit Cable with an instant overhead, he's completely vulnerable after the Rocket Punch (if Cable bounces). However, if Sentinel was higher when he did his Rocket Punch, the RP wouldn't have caused Cable to bounce, it would have caused him to fall back differently. This gives Sentinel enough time to safely recover. The clip shows Sentinel unflying as soon as possible, if he had flown up, he would have still gotten hit by the AHVB. So in that situation, there is absolutely nothing Sentinel could have done.
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#49 - Sentinel vs. Magneto - GB Take Hit::
Since Magneto took the hit he bounced and punished him. Doing Hyper-grav-->Tempest is probably the easiest way to punish him, Magneto could time his magic series so he can jump up and hit Sentinel with something else. However, Sentinel has other options if he anticipates the character getting hit on purpose. I just wanted to show this situation has more depth to it.
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#50 - Sentinel vs. Storm - GB Take Hit:
Storm's best normal to do in that situation is LP since it hits higher than LK.
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#51 - Sentinel vs. Cable - GB Take Hit:
Cable's best option is to do AHVB instead of LP since it would hit Sentinel upwards putting him at an angle where the AHVB would miss.
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#52 - Magneto vs. Sentinel - Magneto Taking Hit to DHC:
Magneto gets hit by Sentinel's CR.HP and blocks the first set in the air, then lands which means no blockstun. DHC's through the second and third set.
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#53 - Cable vs. Sentinel - AHVB before HSF:
Most moves that cause the person to bounce recover are usually un-safe versus AHVB. This situation works perfectly with Cable since he is able to attack right before HSF hits him.
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#54 - Magneto vs. Cable - AHVB After E.M. Disruptor:
Usually Magneto players tend to cover their mistakes by keeping some kind of pressure on the opponent. Since E.M. Disruptor makes Cable bounce he can get a free AHVB before Magneto recovers. The timing for the E.M. Disruptor was delayed a bit since it takes a while for people react to their rushdown getting blocked.
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#55 - Storm vs. Storm w/ Cable - Safe Tri-Jump:
The attacking Storm did NJ-Triangle Jump as soon as possible, this allows her to recover before the assist comes out. The timing for the second triangle jump is delayed a bit since she has to let Cable go underneath her, if she had done it too soon, Cable would have tracked her and she would have gotten hit.
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#56 - Storm vs. Storm w/ Captain Commando - Safe Tri-Jump:
Since CapCom is much slower, Storm can quickly avoid him and continue pressure without jumping too high.
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#57 - Storm vs. Storm w/ Cyclops - Safe Tri-Jump:
Cyclops is much faster so Storm must super-jump in order to avoid him. Again, if she air dashed down too soon, Cyclops will track her and hit her.
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#58 - Storm vs. Storm w/ Psylocke - Safe Tri-Jump:
Psylocke is by far the best anti-air assist if you want to avoid being triangle jumped. She Stops the aggressor 100% of the time unless the aggressor chooses to avoid her. The series of clips show that when you call Psylocke and the opponent super-jumps or normal-jumps and dashes, they will get hit. The only way around is to throw or sj/nj away without attacking and of course, dashing back and doing Hail Storm.
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#59 - Cable vs Cable - HPx4 - Reversal AHVB:
Cable takes the hits after the AHVB and is able to reversal AHVB before the other Cable and Sentinel recover. The damage he takes might not make it worth it; maybe in dire situations. However, the main idea is Cable AHVB'ing the other Cable after HPX4, which is pretty common to see.
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#60 - Magneto vs. Sentinel - Mash out of Shockwave:
This situation shows Sentinel avoiding Magneto's NJ infininte by mashing out of the Shockwave's OTG hit. It's possible to mash out of any move that causes FSD. Meaning certain supers like Doom's Super Photon Array or Psylocke's Maelstrom.
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# 61 - Magneto vs. Sentinel - Avoid CR.HP Unblockable:
Any character with flight can cancel their normal into flight while they're coming in. However, it can't be immediately when you come in. You have to wait a while when you're coming in to press the normal that will be immediately cancelled into the special. Characters without flight can cancel into another special that'll help them avoid the unblockable. Most character's don't have anything good unless it's flight. Psylocke/Capcom/Cyclops are going to get hit since they have nothing to avoid CR.HP and Rocket Punch/HSF.
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#62 - Magneto Combo During Credits:
The combo uses the 100% technique since it would take hours and hours to work otherwise. The combo starts off with Magneto launching, /\, SJ.HK air dashing down and whiffing HP in order to land and do CR.LP as a combo. He then super jump cancels and air dashes downforward and hits Storm with a N.LK. This places Storm at a height where I could S.LP, S.MP., /\ ADD, land, SJ again. The next interesting part is Magneto doing S.HK SJC, ADD, whiffing, landing, S.LP, S.HK 5 times in a row. That entire sequence is all air tight, meaning I could not cut or give one more frame without it not working. The SJ.LP sequence is kind of special since I did an SJ, ADDF N.LK after his ADD SJ.LP. The last part was Magneto causing FS and doing a CR.LK, CR.LP (link), S.LP (link), S.HP. The last S.LP would not have worked 1 frame earlier or 1 frame later, it required Magneto to walk forward to get into the right range. Here's the combo in HQ.