This is a compilation of strange tactics that I try to employ during a match. Everything was done by hand. Narrated by onReload. BGM: Kaito: Reach for Your Mind
very cool man, besides it will be dificult on a match I will try it you are always impresive with your videos keep like thath you always help me a lot with you knowleadge
Those psylocke clips blew my mind. i'v gotta get back into this game now. Though yeah, like jaunniG said it's not very shenanigan-like then again when i think of shenanigans i think stuff like double wolverine and other stupid yet cool looking gimmicks.
awesome stuff! that double crossup reset on sentinel is something I'll definitively put some pratice on. Most of psylocke stuff I already knew and even used some of it, but the new stuff really paid heheh thanks for posting! It would be awesome to see the tricks of some other chars in this fashion.
nice stuff. some stuff to try out. though the psylocke part doesn't really seem like shenanigans...as it's actually useful and a lot of the stuff I do/try to do.
insanecombo2 An OTG is an attack that picks the opponent up off the ground (continuing the combo) after the opponent has been hit with a sweep attack. There are a certain number of animation frames where the character lays on the ground before they recover and the combo ends.
insanecombo2 - In MvC2, only 1 OTG is allowed per combo. But as with many rules in the game, there are ways to break it. A 'juggle' is different from an OTG in the sense that the character hits the opponent right before they hit the ground.
insanecombo2 - A DHC is when you perform one character's super (hyper combo) then do the motion for the next character's super. That interrupts the animation of the first character's super and the next character seamlessly begins performing their super. Different supers have different DHC windows meaning the amount of time that you are able to DHC to the next super. For example: Jin's Saotome Cyclone super is not good to DHC out of because you cannot DHC after the final and most damaging hit of the super. The super is great to DHC into because that way you will get the high damage last hit of the super.
insanecombo2 - FSD is rather difficult to explain because it is extremely comlplex. Flying Screen is activated by ending an air combo more than 2 hits with a hp or hk. In some cases supers activate flying screen. Magnetic Shockwave and Blackheart's Heart of Darkness activate flying screen. While flying screen is active, specials, supers and superjumps cannot be performed. Only normal jumps and normal attacks can be performed while FS is active. FSD refers to breaking flying screen by waiting until a certain amount of time passes (for FS mode to end) and then continuing the combo. That's not a perfect explanation but it's the general idea. Any questions feel free to ask.