@@ErebusWolf I can do it now!!! its really hard to tell in this video but there is a slight delay after the light kick in the heavy string, once i figured that out (thanks to nightmare) it became a lot simpler
@killa123374 күн бұрын
Thanks Fam ! Will deff be watching entire series ! to catch up for Beyond
@Sionys6 күн бұрын
Since MVCI Beyond released today it looks like I’ll be going through all your tutorial vids!
@PolarisWaters6 күн бұрын
Thanks for the rundown!
@PalisadeGaming8 күн бұрын
Hey just had to stop by again and thankyou for your work on the MvC:I&B mod. I cant wait to see if any of the combo structures have changed since i noticed the trailer mentioned “new tools” Congrats on being the new lead on the project too!
@dullxdaggers8 күн бұрын
skibidi
@angrycat22521 күн бұрын
How do you tag ps4?
@ErebusWolf21 күн бұрын
Check your control bindings at character select, but generally it's on one of the bumpers or triggers.
@bobbridge3624Ай бұрын
0:14
@ITNoetic2 ай бұрын
Nobody warned me, so I'll say it out loud: if you actually use this character, members of the mvci community will look down their nose at you. Don't do it! This guy is probably the 3rd Strike Chun of this game. Don't pick him!
@ITNoetic2 ай бұрын
Part of it is the buff to surge meter generation in Beyond, but my threat level with MH/Cap went up by a lot once I switched from soul to mind stone. Soul has a better surge for her in neutral, and there are definitely storm gimmicks with that team, but in terms of risk vs reward, with soul, there is pressure, like you said, not to CS because it costs and you can just resurrect anyway. But then, also like you said, you end up more than likely not activating more than once per game because otherwise you risk the pixel resurrection, which is easy to stuff. Even with a full res, you still risk HBD depending on the matchup. Not to mention the double meter usage of wanting to give MH install on top of CS. Whereas with mind stone, all of the consideration of the above goes out the window. I CS aggressively so I can try, as my highest priority, to activate the storm before losing a character. You get the meter back, plus you can cash out. It's made me more brazen about using supers in neutral, and frequently leads to me starting combos with them. The comeback potential seems higher when I have 3+ CSs to use per game than it was when I had a resurrection that could be blocked.
@necorahmencat26952 ай бұрын
0:15 0:15 0:15 0:15 0:15 0:15 0:15 0:15 0:15
@MegaMetal963 ай бұрын
Time to play this on loop while I sleep like dexter learning French
@Enigma953 ай бұрын
1:36:10 you keep interrupting him. I really wanted to hear many tid bits of his knowledge bur couldn’t..
@Enigma953 ай бұрын
Other than that. Great video.
@gonzalo28693 ай бұрын
There is a way to deal with timing and execute Sunrise with Str-P in a constant and practically impossible way to fail is by taking into account 3 factors: - The first hit requires just a little practice since it is what determines that the entire sequence has that musical note animation behind it which is indicative that extra damage is being done with Sunrise. - The last blow is a little tricky but this video shows perfectly how to deal with it. Just press the last hit (Str-K) immediately once you see the previous hit (Med-K) connect - And finally, and what makes it possible to connect the strong version of Sunrise with absolute security and totally consistent is pressing each sequence 2 times. Yes, just as you are reading it. Taking the first 2 factors into account, you only have to press each sequence 2 times and you will be able to execute the most riskier/rewarding version of Sunrise absolutely consistently.
@quandary233 ай бұрын
so just to make sure, after activating sunrise it goes LPLP MPMP HPHP etc.?
@agentofforce34674 ай бұрын
is this capable of playing umvc3 frame by frame?
@ErebusWolf4 ай бұрын
Yes. Multiple UMVC3 combo TASers use it and have given me very positive feedback on it.
@PalisadeGaming4 ай бұрын
I love videos like this that teach the more nuanced combo structures rather than just showing combo and notations! Good job. I learned that ground bounce pickups consume the OTG! Seriously wondered if those little bounces counted as OTG back then. So does this mean you can use your OTG first then get both ground bounces?(provided that the hit stun decay doesn’t prevent it)
@ErebusWolf4 ай бұрын
Yes! It means exactly that. Many characters will do a sweep and let the otg happen as part of the confirm then pickup from there and use ground bounces. Though there are also plenty of routes that go out of the way to avoid otg and/or ground bounce till the very very end.
@PalisadeGaming4 ай бұрын
@@ErebusWolf with Maximillian’s new mod I assume more and more people will be able to use these videos. I saw the rest of your Channel too. Looks like you got some nice long form guides with high level players, not many of these types of resources were around during the games short initial life cycle
@ErebusWolf4 ай бұрын
@@PalisadeGaming Yes. I'm not sure if you realize, but I'm the lead technical engineer on Max's mod and am also directing the balance changes to the game. I'm very hopeful that people will be able to come back to the game and have a good time.
@PalisadeGaming4 ай бұрын
@@ErebusWolf LoL I was looking at your name and thought I recalled him mentioning it in those videos after the fact. Man that’s so cool 😎
@Jayinjapanese4 ай бұрын
“Uhh” filler word
@Jayinjapanese4 ай бұрын
I’m about to buy this game in hopes of A Marvel vs cap on game coming to Evo or combo breaker next year
@brandontyler92786 ай бұрын
Started playing the game and have two opinions, 1) this games roster was the reason it never became what other marvels became and 2) the gameplay is amazing and super fun.
@拉雞毛7 ай бұрын
Thank you! The first time I saw this stupid SA2 was on the DJ combo trail. I just keep following up with SA2 TC for half an hour. I don't know that it needs to match the rhythm. Then discovered I could trigger the combo at just the right moment. But the rhythm didn't match the sound effects of the hits, it goes its own way. This video helps a lot!
@yano44737 ай бұрын
I'm a little lost. When I hit play sequence the audio for the input plays, but it doesn't actually do anything in my +R
@ErebusWolf7 ай бұрын
This could be a few different things, but the most likely thing is it is that +R isn't in the foreground. I believe the application needs to be in focus for it to receive input. If you set up your controllers correctly and you know virtual gamepad 1 is player 1 in the game, try having more of a delay in the start of your sequence then click back to the game before the first input.
@yellowslotcar8 ай бұрын
2 years later and this absolute dogshit implementation of a defensive mechanic is still showing up in new games. Fuck advancing guard, there are so many better ways you could have gone about making a defensive mechanic then this. Great vid btw!
@ErebusWolf8 ай бұрын
Glad you liked the vid! I think advancing guard is a really interesting mechanic for defense. If you compare it to "just defend" or blocking + FD in GG, or to the reflect of DBFZ, it is an nice middle ground. It allows the defender to vary their pressure tempo to bait a pushblock and open the opponent up purely off tempo changes, but it also allows the defender to OS their pushblock input to grab or backdash that tempo change. However in committing to either backdash or grab as a defensive option, the defender cannot block low. It creates the kind of decision making situations I like in fighting games. I think the biggest criticism I've seen of advancing guard in mvci is it doesn't push the opponent far enough back comped to umvc3.
@yellowslotcar8 ай бұрын
@ErebusWolf honestly, I was just salty at the time for reasons. I think it actually works fine in MVCI for the most part, ironically for the same reason you said many people don't like it: the fact that it's way weaker then before. In MVC3, from my experience, it is nigh impossible to counter; even pushblocking a single 5L pushes them too far out of range to do any stagger unless you have huge normals. You have to constantly be forcing yourself forward to maintain any pressure, and in order to do that you have to be very predictable. You can't stagger your normals at all if you want to maintain pressure. In mvci it's at least possible to chain 2 normals together if they pushblock which immediately gives you so many more options.
@yellowslotcar7 ай бұрын
@ErebusWolf I've actually since started playing mvcI since I made this comment, and TBH I still feel it pushes me back much to far. I play Chun and Ultron, and I feel it is nigh IMPOSSIBLE to stagger my pressure like you mentioned here: even a light immediately canceled into heavy gets pushed back too far to connect. I don't understand how I am supposed to stagger my pressure if I can only hit them with one move at a time.
@ErebusWolf7 ай бұрын
@@yellowslotcar Are you practicing against real people or against the training mode dummy with pb turned on? Against the dummy it always perfect pushblocks which sends you back further than normal. Humans wont do this. It is better to practice defense with a real person unfortunately, or set pb to random.
@yellowslotcar7 ай бұрын
@ErebusWolf oooh that makes sense. At the moment I've only practiced against the dummy, I have a friend who I will play with but haven't yet. I tried using the recording feature to set the dummy to pushblock more like a human, but the recording buttons don't seem to do anything.
@Itsallover578 ай бұрын
Picked this up on sale and if i didn't watch this before playing i definitely would be suffering. Hop is never even mentioned in the game
@ErebusWolf8 ай бұрын
Correction a year later cause I'm labbing MH more. Her true charge slash also ground bounces. At 2:06:00 I say j_hk is her only ground bounce. I was wrong.
@NatalieExists8 ай бұрын
im a pretty big fan of rhythm games and ive always naturally had a really good feel for them so when i heard the concept of the super i thought itd be free. little did i know this super is charted like shit
@0utrunner2378 ай бұрын
i mean Capcom isn't known for rhythm games, or maybe his rhythm is just too much for you 🤔
@zukariexp9 ай бұрын
thanks bro
@thuroria763110 ай бұрын
Thank god for this. I'm a musician and have no issues playing even complex beats accurately but there is NOTHING ingame that says how this should be timed. Hours of practice with no progress. Watch this video once and I get it on the second try. Effectively, the tempo slows down for the 3 kicks, and then the last one is after the second hit of the last kick lands. Now get it every time.
@ErebusWolf10 ай бұрын
Glad it was able to help you out!
@roscoedag10 ай бұрын
🐐
@danielstark168711 ай бұрын
Bro thank i will try it tomorrow cuz i cant feel the Rhythm 😅😅
@roscoedag11 ай бұрын
Wenster cooked, I’m also testing this out for myself
@REALXC11 ай бұрын
U brought Wenster outta retirement just to force him back in the home cuz of this??
@l3razurax-63411 ай бұрын
Ew Pc jk, but congrats on the infinite I would of been salty
@s323206011 ай бұрын
I bought the product. However, I use hitbox for SF6. Would you mind showing how to connect to the program
@ErebusWolf11 ай бұрын
kzbin.info/www/bejne/hYi5q6ajh52prpo This video explains sf6 setup.
@s323206011 ай бұрын
@@ErebusWolf The audience on SF6 is getting bigger and bigger, due to Modern control & HitBox. I tried your recommended Video, but it does not work. Would you mind making separate video tut for connecting your product with hitbox? It would be amazing. If your product working great with HitBox, the more you will sell. Thanks.
@ErebusWolf11 ай бұрын
@@s3232060 hitbox should work fine with the toolkit. It has a xbox 360 mode to boot into. www.hitboxarcade.com/blogs/hit-box/pc-modes-on-hit-box Hold P3 while plugging it in. If you dm me on twitter @erebuswolf or move this to the itch.io community page for the product I can help you more directly try to solve your issue.
@couchcommander5280 Жыл бұрын
Thank you for making this series. This game is a hidden gem
@moshahriz1346 Жыл бұрын
Hey, can you teach me how to do infinity attack without the storm? (btw im on ps4)
@ErebusWolf Жыл бұрын
I don't understand your question. Can you try describing what attack you are talking about?
@moshahriz1346 Жыл бұрын
@@ErebusWolf nvm i figured it out (the lv3 hyper combo)
@HenryEarthbound Жыл бұрын
Blue skidoo we can too
@Hemestal Жыл бұрын
I cant even hit the first note no matter how I try to time it lol. Its funny becauae a lot of people complain about Lukes perfect knucks being unreliable and I can hit those 95% of thr time but this stupid super is absolutely 100% impossible for me
@strugglepuff7817 Жыл бұрын
Had been watching the other videos after having them reccomended to me and was immediately sold after watching this. Eager to see how this tool develops!
@ErebusWolf Жыл бұрын
Thank you for the kind words!
@andrewochoa5405 Жыл бұрын
How the hell do you block novas moves on infinite he goes up and slides his leg towards me no matter what he gets me
@ErebusWolf Жыл бұрын
To be clear, you are talking about Marvel vs Capcom Infinite?
@andrewochoa5405 Жыл бұрын
Yes
@ErebusWolf Жыл бұрын
@@andrewochoa5405 Well, I recommend going into training mode and picking him for both you and the opponent. That move in particular I believe is qcb (quarter circle back) hk. He jumps up and comes down with a kick. You have to block that move standing. If you turn on attack data in the training options, you can see if a move hits low, high, or mid. Confusingly mid means you must block standing, and low means you must block crouching, while high means you can block either standing or crouching. So the issue is you are likely crouch blocking while getting hit by this move. You can set the dummy to playback recordings and record the dummy doing the move to you to see how to block it correctly. One thing to keep in mind, a good player in mvci will tag while doing this move and quickly try to hit you with a low attack at a very close timing to the nova mid attack hitting you. When this happens you need to very quickly change from mid to low or low to mid to correctly block both attacks. This is called a hard-to-blockable. It isn't an unblockable, because mvci has game logic that checks if you are being hit mid and low at the same time and if you are, you can block either way and still block. Nova has several moves that hit either mid or low as he dives up or down to confuse the opponent. This makes him a good partner character in the game as you can tag and have your new character hard-to-blockable off Nova's moves. You should look at my mvci beginners guides if you are curious about improving in mvci.
@hayd3nplz Жыл бұрын
Great information on the smart sequences! This is very big for advanced training in UMVC3!
@RandalRomaguera-jd3qh Жыл бұрын
P R O M O S M 💞
@Boatking734 Жыл бұрын
Playing the note from this in my head helped me do it but also visual cue’s you hit the next button after you see the previous one connect
@s.l.3463 Жыл бұрын
IMPORTANT, FOR EVERYONE STRUGGLING WITH THIS SUPER: The correct timing is with the appearance of the yellow splash behind the music note.
@BM3000 Жыл бұрын
I've been struggling to find the timing and YOU sir, are the real MVP and the first person I found to actually explain how it works. Thank you!
@s.l.3463 Жыл бұрын
@@BM3000 It's crazy that it's not written anywhere. I went through the trouble of making a rythm game in Unity with the frame data and a video overlay before someone told me that on the Deejay discord. After that though, I dropped the project, since learning that tell made me go from a 1% to a close to 100% success rate on that super.
@parli_poo11 Жыл бұрын
Actually for me the visual notes didn't help because the timing doesn't line up. The easiest way I found was to just listen to the hit sound. It practically gives away the timing on when to press.
@truedardii Жыл бұрын
0:11
@ITNoetic Жыл бұрын
Commenting a little as I go, since I also play Monster Hunter. My bad if some of this stuff gets mentioned later on in the video. Her 236PP super has so much invulnerability frames on startup that it actually beats some level 3s, even if they do it in reaction to the super freeze. The up arrow special is very effective for protecting your partner if you counter switch Monster Hunter in. I use standing heavy kick (first two hits) chained after standing light punch as a confirm. 5LP 5HK[2] 2HP 236LP 2HK etc. It doesn't take a lot of hitstun deterioration for the opponent to fall out between the second and third hits if you don't cancel it. 6LP is very good if your partner is doing a lockdown move, because you can then combo from whatever they're doing into perfect 236HP and proceed from there. 6HK (especially in Demon Mode) can be unreliable. Black Widow consistently falls out of it during combos. And in happy birthday combos, sometimes the spacing between the two opponent characters leaves the point too far away to continue the combo afterward. I try to get them airborne as soon as possible so I can combo into air demon flurry, then air hyper. After the demon hyper on the ground, you can hold back, then tech chase with demon dash in either direction to cross them up into the LP followup into another combo. If they counter switch during that combo, on the ground, you can cancel into demon dash and get an easy happy birthday. If they don't, and you don't use your OTG in that second combo, you can end it with air demon hyper, then OTG with 5LP to force an air tech that limits how far away they can go, so you can easily run mix up oki with demon dash. You can cancel jump HP into air LP flurry before it hits to mess with people's defense timing, especially if you tag and go low after. Something else about air H demon flurry is that you're facing the direction you're moving in the whole time, so you can cross up your opponent, and tag at whatever point, and the partner character will enter the stage from behind them. It can be very difficult to react to either the tag hit or an incoming fast button. Part of why it's hard to block is that if you're high enough for the opponent's character to be below the camera, then they won't see any motion indicating what side the partner is entering from.
@ErebusWolf Жыл бұрын
I would be very careful doing such a slow special after counter switch. It is a good way to get yourself birthdayed.
@ITNoetic Жыл бұрын
@@ErebusWolf yes, it's effective but it depends. Sometimes the falling rocks will cover you depending on where on the stage you are. Sometimes they wait to react with active switch until after you try to punish their point, so you might need to cancel into invul lv1.
@ITNoetic2 ай бұрын
Following up on this after playing more recently. Up arrow special should only be done after CS if your opponent tagged recently enough for them not to be able to tag on reaction to your CS. In other words, only if they have two chars on screen. Also, you don't want them to be too far away from your point, otherwise the arrow might whiff, and they can dash in on reaction for an easy HBD while the rocks fall harmlessly behind them. Not just black widow, but captain america and probably some other chars can fall out of demon 6HK depending on the route. After ending a combo with the demon super, if your opponent doesn't like rolling out of the corner, reacting to the neutral wakeup with 236HP tag gives you at least two side switch opportunities depending on your partner. Cap can cartwheel into and then out of the corner, for example. I've found that crosscut air demon flurries are possible, if you switch directions after you change sides, especially after a blocked or whiffed j.HP. Many people have a hard time blocking this.
@aA11Zz Жыл бұрын
Is it possible to add a feature so that the sequence play node can react to user's input? For example, if the user is blocking, it will give out Move A, if the user isn't blocking, it will give out Move B. I think this would be very useful for training user's reaction to bot's reaction. Thanks.
@ErebusWolf Жыл бұрын
There is no way for the toolkit to know which direction is blocking or how the game interprets your inputs. Unfortunately, this request is beyond the scope of the tool. I don't want to tie game logic to input playback. For example, on the frame the sequence is checking what to do the user may be holding block, but 2 frames earlier they hit heavy punch. So, in that moment the sequence decides you are blocking, actually, a move is coming out. I appreciate the feedback though and welcome other suggestions. I recommend creating sequences with random branches to train reactions to different pressure or reset options. If you know the sequence will always pick move A if you are blocking, you aren't really testing a reaction at that point.
@aA11Zz Жыл бұрын
@@ErebusWolf Thanks for the response man. I was imaging is it possible to create a condition node to compare between the defined sequence and user's input, if they are matched then give out the random move options and the user can react to the options. But I just realized it's hard to decide exactly when is the user's input actually finished.
@REALXC Жыл бұрын
Good shit getting them out sooner rather than later. I like the less formal format anyways
@l3razurax-634 Жыл бұрын
A couple side notes for both Reality, Mind and Time that I couldn’t think of the time. For time Surge 3 things: the ending lag can be cancelled with invincible Supers(or 0 frame Command grab supers) Grounded Time surge Crosses up in corner, but the air version cannot cross up in the corner. Time surge in combos is a great way to turn the opponents character around to steal the corner during recover. Reality Storm has two points ice can restand opponents lights damaged even on block Capture states prevent mind surge to get the dizzy state. Very well made video thank you for helping the community!
@ErebusWolf Жыл бұрын
Thanks so much for the extra information!
@guywithtacos2044 Жыл бұрын
I still have trouble doing it is there any tips🥲
@ErebusWolf Жыл бұрын
It isn't easy and takes practice. If the timing here doesn't help, try looking at Dee Jay's animation and try to time your button presses with when he hits the opponent. I just recommend practicing it till you get it. It wont be a quick thing to learn.
@ThePlasticBowl Жыл бұрын
Best tip I can give is make sure your input s a VERY CLEAN, Do not dial this in like a target combo you will miss it everytime. I can almost guarantee you if your missing either version you're probably going to fast. Slow down a bit and make sure you giving each button it's own press and time to register. It's kinda weird especially on the K inputs if you dial it in you're gonna miss it.