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MvC2 Advanced Cancelling (10.18.03)
Joey "eKiN" Nguyen
(originally posted on top-players.com)

Three major concepts are explored within this document, from easiest to hardest:

i. Super Jump Cancelling
ii. Suki Cancelling
iii. Super Jump Guard Cancelling



Super Jump Cancelling:

Super Jump Cancelling in its simplest form is manually cancelling a normal move into a SJ. Things like launchers don't count due to the fact that you only have to hold up to SJ after they connect. Not all normals are super jump cancellable, and those that are vary in the time you have to cancel them.

For example, Magneto's c.HK gives you an extremely long window of time to cancel it into a super jump. Cable's s.HK has similar properties. Ironman's c.MP and Magneto's s.HK (1 hit) have smaller windows to cancel. Cables's s.HP (2 hit) and most characters' s.LP/LK have a very precise frame you must cancel on.

The way to perform a Super Jump Cancel is to wait til the move connects, let go the stick and then flick the stick d,u. Some people find it easier to SJ cancel with a tiger knee/reverse tiger knee motion, i.e. d,d/f,f,u/f or d,f/b,b,u/b. This way of SJ cancelling is most often used with Cable's AHVB, but also with Ironman's infinite setup from a c.MP and for Magneto's s.HK (1 hit) SJ cancel.

There is no way to guarantee the harder SJ cancels. Practice makes perfect....


Suki Cancelling:

Suki Cancelling is an advanced application of Super Jump Cancelling. There is one condition, however, that makes Suki Cancelling almost completely impractical in real matches. To be able to Suki Cancel there must be something to block on the screen, but your character must not be in block stun, i.e., you must be in a state where if you tap back, you are in block animation but you are not actually blocking anything.

In a practical game situation, this would only occur in a select few situations. For example, if there is a slow moving projectile on the screen (like an air fireball), dashing under Cyclops' s.HP, or Sentinel's QCF HK drones. This state can also be achieved by at least two glitches that I am aware of, requiring Ruby Heart or Guile on the other team. With Ruby, QCB + LK, QCF + A2 causes her ghost to fly off screen, giving you ~10 minutes of "Suki state" time to play around with. With Guile on Anti Air assist, QCF + A2, team super (A1 + A2) causes his blades to stay on the screen, giving Suki state as long as the blades remain. Note - these glitches only work on DC/arcade as far as i know, and Guile glitch doesn't work on some versions. Ruby is easiest and best to work with.

Once you are in Suki state, you can use Super Jump Cancels to do things not possible before. Suki Cancelling takes advantage of the fact that SJ directions have a different start frame. Super Jump up and up/forward's first frame is jump, and Super Jump up/back's is block. Because of this, when you SJ cancel up/back while in Suki state, because you are able to block, you never leave the ground. Instead, the move is cancelled directly into the blocking animation. So, because you never leave the ground and you can cancel block animation any time (since you are not actually blocking anything), you can combo moves you wouldn't normally be able to. Examples of these can be found in the "Meikyousisui" videos by Joo and Yuta, and in my video "The Next Episode" found at top-players.com. Does Suki Cancelling allow for infinites otherwise not possible? Yep. Ironman's s.HP, Magneto's s.HK (1 hit) or c.HK, Cammy's c.HK, Jin's c.HK, Dhalsim's c.HK, are all examples of moves that can be repeatedly Suki Cancelled allowing for infinite repetition of these normals. Other normals that inflict a lot of stun can become part of infinite strings also, such as Iceman's [dash in string, s.HP xx Suki Cancel], repeat, and to some extent Cyclops' [dash in s.HK (2 hit) xx Suki Cancel], repeat.

There are still some things not understood about Suki Cancel, such as why some characters can dash very soon after their block and others can't; I'd have thought that it would have been a standard amount of time. Of course why bother with Suki Cancel if you aren't going to make combo videos? Good question. But Suki Cancel opens the door to what COULD be possible with another technique - SJGC.


Super Jump Guard Cancel:

Don't confuse the "Guard Cancel" mentioned here with the one introduced by team SD in the Advanced Tactics video. The Guard Cancel referred to is being able to cancel the guard frame at the start of Super Jump up/back into a dash - thus nullifying the SJ.

The reason why I say above that it COULD be possible, is that I myself am doubtful of SJGC. I have never seen a video of it done - if you look at the places where it is supposedly done in Meikyousisui 6 (Iceman combo) you will notice that two members of the team are killed off, which could easily be Ruby Heart, and the fact that the block animation is actually visible, rather than disappearing instantly into a dash (which in my opinion would happen, considering the tiny frame window you have to cancel). But I respect Mike Z and Team Meikyousisui who say it can be done, which is why it is included here.

SJGC is only impractical because of its difficulty. If it could be mastered, then it could be done in real matches, allowing things seen using Suki Cancelling to be done without the use of Suki state. To SJGC, you must cancel a SJ up/back into a dash within 3 FRAMES of the SJ's execution. e.g. s.HK (1 hit), d, u/b, LP+HP.

The character should then execute what appears to be a normal cancelled into a ground dash rather than a SJ. If mastered, this would allow even MORE infinites, since cancelling directly into dash is a lot faster than Suki Cancel's way of block then dash. However, the difficulty of SJGC makes it doubtful that even if it was able to be used in real matches, that it could be used consistently enough for infinites.


The Final Word:

The Short Version: Suki Cancel is useless. SJGC is BS.

The Long Version: Suki Cancel provides a flashy way of extending combos if an opportunity arises, while also helping research what is possible with SJGC. SJGC is a difficult technique which, if ever mastered by a top tournament-level player, will be game changing.


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