View Full Version : DCP - De4dEyEs Magneto Q&A thread
denjin
10-16-2005, 02:55 PM
De4dEyE's Magneto Q&A thread
The thread is pretty massive. I figured it'd
be helpful to screen out the good stuff.
Here's my compilation of posts:
Syntaxsk8er:
Resets:
Launch, fk, ad.df lk, lk - dash under, then
do a cross up tri jump fk/fp, go on from
there.
Or, dash under, fk throw (aim down), cross
them up or go high-low.
Another reset, this one in the corner, do a
few reps of the infinite, then go lk, lk,
ad.df lk. Only one lk, then fk throw and
continue. A lot of people don't expect a
throw to come so abruptly, they're waiting
for 2 lks.
Another good one is the Jose Garcia reset.
Which is:
Launch, fk, ad.df, lk, lk, land - then sj lk,
ad.df to the other side, lk, dash under and
launch back up into another fk, ad.df etc.
combo.
As for MSP vs Sent; It matters heavily on
what assist Sent has. Much of the time Sent
is paired up with Capcom/Cyke for an AAA. For
those, it's quite hard to rush a run away
sent that has one of those assists. You want
to super jump forward if he has capcom, and
try to land directly on sent with a fp->fk.
Try to save your airdash until after you
block the bolt from capcom. Once you're able
to land a good hit on sent, either inifinite
him/ unmashable tempest him/ or better yet,
snap the assist in.
Easier route: Kill the assist. Beat the shit
out of whoever the assist is. If sent is
flying while you and the assist is on the
ground, dash up to the assist and launch, fp,
fp, fk. Hit it with all fierces. Once you've
beat it up enough, chances are Sent won't
call him out for a little while. So that
gives you more room to get on him, meaning go
for a snapout. All you really need is two
lks, either on a grounded sent or an airborne
one.
x b 4 t M a N x: I'm not too informed on the
supposed unblockable. From what I hear, the
very last frame of the c.fk animation is
supposed to be unblockable - it messes with
the other chars block or something. Not sure
if it's much use either, since if you want to
superjump cancel out of a sweep, you'd have
to sj in the middle, not the very end where
the unblockable frame is supposed to be.
kcfantasyboi: Wavedash. Even though BH is
somewhat easy to rushdown, he can still give
headaches. If the BH player is an
inexperienced one, he'll simply sj demons,
airdash then demons again. Try to cross him
up when he's landing, or play a high->low
game. If he's not a newb, he'll be much more
cautious when sjing. Try to trick your
opponent with a double or even triple
triangle jump (if the first is blocked). And
if he does inferno -> HOD for chip, pushblock
the inferno, then simply jump out of the HOD
and attack him. I'm guessing he tries to trap
with storm and Inferno. If so, just superjump
and ad. forward and land on them. Double snap
and kill storm.
For Storm? Play like you would every other
Storm player - on the ground. Trying to chase
after her, whether you're mag or using storm
also, is definately a bad idea. Her fp and fk
have insane priority, meaning trying to jump
up at her usually ends with a facefull of
lightning. Go for throws and cross ups when
she hits the ground, and always watch out for
Capcom. If capcom hits you + hail = ouch.
Note: every team that has capcom in it - Snap
him in. Capcom is a huge hole in a lot of
teams. Most players rely on their first two
chars to win, and if cap comes out, usually
resort to a corridor + super. Don't give him
a chance to do that, but conversely, don't
blindly run into a corridor in your attempt
to kill him.
Well, If you have any more questions, or if
some part I wrote is too vague for you, just
post again and I'll help out.
This is rollable though, so I
wouldn't rely on this reset.
Another reset: Launch, sj hk, airdash d/f lk,
ad. lk, land, triangle jump down with lk.
Your opponent will probably be blocking
either back/down, or forward/down, depending
if they're expecting you to reset from
behind.
You can also go for flying screen resets.
Personally, I like these because triple
fierce combos are quick and damaging. After
you cause flying screen, trianglejump down as
your opponent is getting up. From here,
there are 3 options:
1. triangle jump with lk, c. lk.
I use this until my opponent learns how to
block correctly. If the first j. lk is
blocked, the c. lk comes out quickly
afterwards.
2. triangle jump with lk, lk, c. lk.
When my opponent learns how to block the
first option, they will usually block down
right after the first j. lk. Mash on lk
quickly, and 2 will come out before you land.
Remember though, if you land both j. lk's,
then you'll cause flying screen if you press
fp or hk after a launcher. I would go for
otg c. lk, c. hk, sj cancel into infinite
(assuming you have an assist that knocks
down, like psylocke).
3. triangle jump whiff j. lk, c. lk
If you think your opponent will block high,
you can jump lightly early, triangle jump
down, and whiff the j. lk. Your opponent
will be blocking high while you c. lk, c. lk,
whatever.
These work best if you have Psylocke has an
assist. Lots of people like to call Psylocke
once they land and do c. lk, but I like
calling Psylocke earlier. Jump, call
Psylocke, then triangle jump down. That way,
as soon as one of your lk's hit, Psylocke
will hit. I also think it adds to the
confusion when there's more on the screen.
Hope that helps. :)
It's either fp, airdash fp, hk
or hk, airdash fp, hk.
Flying screen occurs if you jump in with 2
attacks, launch, and hit fp or hk. If you
jump in with 1 attack, j. hk for example, you
can launch and hit hk or fp, and flying
screen won't be activated.
Btw, I made a mistake by mentioning triple
fierce combos with flying screen resets. A
triple fierce combo will cause flying screen,
then cause the opponent to roll away. What I
meant to say was a double fierce combo,
preferably fp, fp. Because hk pushes the
opponent away farther.
Although, you can follow up a triple fierce
with c. hk before they roll away. Then you
can try to reset from there.
weird reset with mag
Launch, fk, ad df lp, land on other side then
whatever you want.
I think people should abuse...
lp+storm proj, d. fk,...into whatever against
Sent/capcom. I think Mixup does this. I
dont know but if he's around maybe he can
tell us more.
it works ok against others too but its really
effective against sent/capcom. If and when
sent gets hit by the d. fk, then just dash
over to him while he's still getting up and
make him guess.
Sometimes against storm while she runs away
and he like to abuse her fp, then sometimes
i'll just throw out random hypergravs when
shes near the ground but not to close.
Against Blackheart(ugh) just be really
patient and just dash up to him to make him
panic. Because if he knows you can make him
guess and your right next to him then hes
gonna try to push you back with his assist or
with his pokes. But be patient. I hate
playing Blackhearts.
You can't infinite for 40
hits, reset, and infinite again for another
40 hits. You'll cause the character to
undizzy and fly upwards.
To prevent "infinite combos,"
Capcom decided that after a certain number of
punches/kicks, the opponent will fly upwards
out of the combo. This only applies to
punches and kicks, so infinites like Hulk's
infinite is a true infinite: it only involves
special moves.
At first, I thought that as soon as you
landed 30 punches or 30 kicks, the opponent
would undizzy, which is why when you switch
Ironman's infinite every repetition from [j.
lp, j. lp, j. lk, j. u+hp] to [j. lk, j. lk,
j. u+hp] you could get more hits in before
the undizzy.
But you can do Magneto's [sj. lk, sj. lk,
airdash d/f lk, a/d lk] up to 40 hits or so.
I dunno, I havent looked into it. :)
And you can't OTG because the opponent
recovers before reaching the ground.
Thanks for all the resets!
I do have another question about the Jose
Garcia Reset. I tried it today and they
blocked one of the lks. This is what I did:
Note* Blocked hit in red.
launch, sj. fk, ad/df lk,lk, sj. lk XX dash
under lk dash behind c.fp.
etc.
First of all, is it possible that I might
have dashed under too slow? or Did he just
guess?
Also, if they do block that lk is it a good
idea to go on with the reset with the, dash
behind c.fp. etc.?
And finally, I wanted to be more specific on
my question about fighting against sent by
adding certain assists he uses. I guess I am
dominantly worried about sent/cable/capcom. I
use MSP and sometimes I throw Doom in storm's
place. Anything will help 'cause I keep
getting my assed kicked against sent man!
Thanks again.
I might have misread what you
did, but you're supposed to airdash down-
foward then lightkick. If you did, and he
blocked it, he probably just guessed right.
Resets like that rely on suprise, since the
ad.df is kinda obvious to an alert player.
And as for continuing the reset combo if they
block it, I'd advise not to. Just keep
pressure on them - try something else.
Ah.. MSP vs Scrub. Sorry to say, you've got a
pretty tough fight ahead of you. Not to say
that it's impossible, but it isn't easy. Try
not to call psy a lot when Sent is on the
ground. 2 supers + some timing and she dies,
fast. It's hard to cross sent up with lks,
since his super armor prevents him from
getting nailed with enough hitstun. I say
throw a lot. Free damage if he doesn't tech.
If he rolls keep on him, but be careful.
Usually at that point Sent is spamming on the
assist button.
If you time a storm assist right, you can
stuff capcom before he's able to do his
corridor. Also, watch out for Cable's assist.
Not only is it hella annoying, it gives sent
more time to get position while you're
falling back down.
If sent misses a HSF on you, ad.f and land on
him with fp -> fk. If you try to come in with
fk, more times than not you'll catch part of
the super with your foot, and that's not
good. Anyway, fp -> fk then
standing/crouching lk +psy, lk, and snapout.
Pretty much what you really want to do is
snap in capcom. If you get Sent in a combo,
go for a snap. If you do snap him in,
guardbreak and unmashable tempest him. You
want to do as much damage as you can on
Capcom before he gets a chance to switch out.
Since he has cable right after him, he really
has no way to safe switch. Only things he can
do is counter sent or cable in, which wastes
one or two meters, or a random tag in. Case
in point - kill capcom, and the fight is
easier.
Does anyone ever use:
launch, sj.fp, ad/df, ad.fp, ad.fk, c.fk
(OTG)?
If so what can you do after that. I think I
saw someone do something pretty cool after
that, but the opponent was in the corner.
The only thing I know you can do after that
involves storms assist and is as follows:
(c.fp + storm's projectile), sj.fp, ad/df,
ad.fp, ad.fk (storm's assist hits), c.fk, sj.
==> inf. etc.
HOW THE FUCK DO U
SLIDE INFINITE!!!!
Practice.
The infinite goes:
Either throw and OTG, or call Psy and OTG,
[cr.lk, cr.fk, sj cancel, ad.db lk and WHIFF
(meaning intentionally miss) it]
and then repeat the brackets. It follows a
rhythm, unlike the sj infinite. So once you
find the rhythm, it gets easy.
Storms proj. assist can be
quite useful. It can stuff a lot of ground
based assists/ supers. Once it starts, it'll
never stop - the whirlwind will keep moving
until it flies off-screen.
Timed right, you can stuff commando, doom,
tron etc.
You can start off a match against pretty much
anyone with a lp+storm proj, cr.fk. If they
get hit by it, just dash in and launch. Works
best on sent, but can be pulled off on people
expecting a tri jump at the start.
You could: Launch + storm, fk, fp, they
should be hit by the whirlwind, then launch
and do something else.
Other than adding it into combos, or starting
them with it, what you can do with the proj
is really limited. It takes forever to come
out, and isn't exactly fast once it is out.
msp vs msp is all about
PSYLOCKE, so who ever snaps out MAGS or STORM
(ie. snaps in PSY) wins, its that simple.
this goes for santhrax (storm, sent, cap) if
they dont start SENT off first its gonna be
easier to snap out STORM to get CAP in. GB
INFINITE him, and reset that shit 3 times or
so and he is dead in seconds. if they start
of SENT, its gonna be hell to even get close
to him. :p
Holy shit i much rather
fight sent first...just for the fact that i
fear the dhc of death...random la xx ls into
hsf is one of this team best weapons ...i
find it easier fighting sent first cuz i can
snap capcom easier..two lk's with mag =
snap...i fear storm.. she just owns mag so
hard its not even funny..
i think it depends on your
preference of the AAA u like..which one u
feel more comfortable with
MSP...help mag's gameplay alot..easy mode
setups and shit..MSC breaks traps..gives mag
an opening..plus cyc is a better aaa for
storm than psy..only bad thing bout MSC is if
u fighting sent and cyc hits em he gets unfly
pretty easy..and if u dont follow up its a
wrap.. i feel more comfortable with msp...but
i think MSC is the better team..but im a
scrub so yea..get more feedback
when i start vs sent i
start with just a standing lp , dash back ..
they have to block and that gives you time to
run and slow things down .. if you want to
you can throw in an asst and after you dash
back you can put in mags beam ..
Note: Sent Storm, in that
order, still has a painful DHC. Launch, lp,
lp, Hard Drive, into hail.
And playing a good keep away Sent is much
harder than playing a good keep away Storm.
Storm can be crossed up, due to Sents super
armor, it's harder to stun him. I gtg, more
on this later.
Good way to kill Ken AAA is
when he touches the ground: Launch XX
tempest. If the other player does nothing, do
it again if you have the meter.
The more annoying is assist is Akuma
expansion. Goddamn hurricane kick beats out
psy for some reason.
Totally didn't see this one.
My bad. I know Geekboy already gave a pretty
good answer, but I'll give my own anyway. :p
MSP vs MSS can go either two ways. MSS gets
rushed down badly, due to the lack of an
immediate assist. Sents assists, either the
drones or the rocket punch is much too slow
to get the other Mags off of you. And that's
not even including psy. Since psy hits two
times, she gets past sents super armor and
knocks him down. If it's sent-A, then she
gets away easily. If it's sent-Y, however,
more often than not psy takes 1 or 2 drones
in the face. But anyway, once MSP gets
started, it's difficult to get them off of
you.
Scenario 2: MSS plays smart and patient.
Meaning kill psylocke. :)
Call drones after psy is called out, and get
some good fierces on psy. After a while she
either dies, or the other player stops
calling her for a while. Most MSP players
abuse psylocke. I mean, even if there's a 10%
chance psy will hit you from where your char
is standing, they'll call her. Take advantage
of that and after a while MSP becomes MS. A
smart player won't do that, they'll be more
cautious. But once rushdown fever kicks in,
they sometimes throw their safe game away and
go all out. That's the time you kill them.
As Geekboy said, it's about a 50/50 fight.
MSP has to gain momentum and stay on MSS,
while MSS has to play a bit safer and kill
Psy, thus destroying MSP's momentum.
ok i dont know who all
might be able to answer this besides ekin but
if you can go for it .. anyways if you seen
the TP next episode video you will understand
alot better .. can you super jump cancel
(not suki cancel) magnetos s.hk if it is
blocked ? cause if you can you can make a bad
ass cross over and more then likely get in
some free hits .. i know it works if it isnt
blocked so even still you could do something
like
tri-jump over + hk , c.lk , s.hk xx ad/df ,
c.lk , c.hp , rom infinite
i've never been able to,
and there are MANY MANY cancels that do not
work when blocked, I mean, in theory, you
should be able to cancel all launchers into a
sj...but when blocked, you just sit there and
get hit. although, that would be tyte...the
only thing that i am aware of that can be
somewhat sj.cancelled is s.lp
http://www.shoryuken.com/forums/showthread.ph
p?s=&threadid=18721&highlight=suki+cancel
Go there for suki canceling info.
No, it's not. Once a hyper
grav touches you, you can mash out of it,
regardless of the hp throw shards.
Hmm.. haven't heard too much
stuff with mag/IM-b recently.
I'll give it a try though.
c.lk + IM, c.lk, wait like half a second, EM
disruptor, tempest.
This one is just ghetto:
Launch, fk, ad.df, lk, lk, fp + IM, into
shockwave. :o
I'm not too into team fiend, so I never
really messed around with the possibilities,
aside from the
launch, fk, ad.df, lk, lk - and go on from
there.
Hope that helps somewhat. :confused:
what are some unmashable
tempest combos with magneto and sent (donkey
punch) or sent (drones)?
thanks
Heh, I'm assuming for the
s.hk, sj, ad.df, lk, lk inifnite? To tell you
the truth, I don't have the timing down.
Infinite is pretty hard, not to mention
impractical. Only good for showing off. But
anyway, someone else can answer it, as I
don't know how to do it consistently. :o
Corner: Launch, fk, ad.df, lk,
lk - land - rejump lk + sent-A, fp, tempest.
Timing is a little awkward.
For sent-G, you could do the sj infinite set
up, then fk + sent-G, hypergravXXtempest.
Works pretty well.
Or, you could do the sj infinite setup, call
sent-G, dash under, cr.lk, cr.lk XX tempest.
There's another recent thread around this
char forum about a new unmashable with sent-
G. Think da_dragon made it. Haven't tried it
out though. Anyway, yep, those are the ones
off the top of my head.
Yeah.
Any tips on how to cancel the
(s.rh with a sj.). Thanks!
this one is pretty easy
to do after you get the timing .. right as
the first kick hits you super jump cancel..
if you do it too early you will do both kicks
.. also i think its easier if you super jump
straight up .. then the timing for the 2
light kicks is just like the rom depening on
how high they are ..
a good way to practice this is just doing it
while they are still on the ground .. after
you get that then try it while they are in
the air then the ad/df lk lk should be no
problem .. it took me about 3 weeks to get
this one down
P.S. you might want to try practicing
in the corner . because they fall a little
faster , not to mention you get used to sj
straight up and not up forward
How does MSP beat MSC
(Cyclops)? Same goes for team Storm,Sent,and
commando. I know you have to snap the
assist,but it's hard though. Any other ways
to beat these two team?
Edit* This is my friend's questions.
TheWanderer:
Both teams play similar. The easiest way to
win is to get rid of cyke. Snap him in, kill
him. Though he's not helpless at all, it's
much easier taking him on then trying to get
to mag/storm with him in the way.
How to snap him in? Play very patient. All
you need to do is find one opening for psy to
hit mag, and then you have your chance. Or
you could just kill him after he does his
gene splice. Bait cyke out. Dash in and dash
back out, if he's called completely fuck him
up with fierces or two supers. i.e launch,
tempest DHC into hail, etc.
Santhrax is much harder to fight against,
especially with MSP. One mistake = DHC of
death. Much harder to kill the assist, since
storm can practically stop you mid-attack
with a single hail, or hell, even rush YOU
down. Also, you have to deal with sents
drones coming in at you, meaning if you abuse
psy too much, she'll be dead before long.
Some of the time you'll want to just kill
Storm - i.e. destroy the team from the top,
rather than from the ground up. Storm is much
easier to kill then sent once you land a hit
on her. Resets are easier with her. Reset her
to death, whatever. More on this later.
Magnetic Hail: You can do the full magic
series on most chars, but I doubt you can do
them on servbot or roll-sized ones. But yeah,
if it's timed right, the majority of chars
can be hit with it.
da_dragon:
Hmmm.. I'd say reset. Good reset that catches
a lot of peole, and I mean a LOT, is this.
Infinite till whatever, then sj lk, lk, ad.df
lk ONCE, land, fk throw -> anything from
that. That gets good damage in, AND gets you
an unmashable, since you didn't use your
assist to catch them.
Or you can, sj lk, lk, ad.f lk, lk
hypergravXXtempest. Seems a bit harder to
catch than the 1 hit fk XX hypergrav temp
one.
DC_Static:
Either the purple one or the dark red/black
one gets you the best results. :p
Magnetic Hail:
Bait psy out. Super jump and ad.d with an
attack. Usually if they see the superjump
splash, they'll call psy out to catch you.
(make sure you're not right next to them)
Punish her the best you can. Sometimes the
other mag will try to jump you while you're
attacking the assist. That's the time you
call YOUR psy, and catch him, then snap him
out to psy. Then kill her. :D
Hmm.. midscreen resets? Well,
I can think of a couple off the top of my
head.
Infinite for however long, the cr.fk + psy.
Should slide right under them and cross them
up. Then OTG them and do other stuff.
Or, infinite till whenever, then sj. lk, lk,
ad.f, lk, lk then whiff a fp/fk, you'll land
at the same time. This suprises people once
in a while, the best time to do this is if
you got a good flow going with your
inifinite. People are just wondering wtf
you're doing, then you catch em with it.
That flying screen reset by Taiji is very
good. Gotta give him props for that one. Use
that one too. :)
But it's best to stick to the basic mid-
screen resets, like the double or quad fierce
(launch, fk, ad.df fp, fk, cr. fk) combos to
set up resets. Either go top to bottom or
cross them up. Or something something.
Anymore questions?
denjin
10-16-2005, 02:59 PM
continued
j1lLFaN:
Well, for the bigger chars, I use sj. lk, lk, ad.df lk, lp, lk. Works well, and once you get it down, it's hella hard to mess it up. With the smaller chars.. generally you hit them like: sj lk lk, ad.df lk *pause* lk. The pause in the second pair of lks is what keeps them up. So yep, timing is kinda different.
And as for your last question, he has several types.
http://www.shoryuken.com/forums/thread24480.php
Go there. Dues' guide to Mag's many infinites and variations of each. Enjoy. :)
Notice when the combo counter hits around 20, your attacks do much less damage? That's because of damage scaling. Resets are meant to make your opponent block the wrong way, or throw them. This will count as a new combo, so all attacks will be doing full damage.
For example, lets say you're doing the sj infinite.. you're at 30 hits.. then suddenly you dash under and c.lk + psy, c.lk and go on from there. It counts as a new combo, so all the attacks will be doing more damage (for a while). I think.. after around 12-15 hits, all attacks will be doing 1 point of damage.
Sentinels' Unblockable
This is how it works. There are two parts to the beam. The normal part, and the very end of it, which is unblockable. To get hit with it, the opponent has to wake up OR fall on the part of the beam that is dissipating (whether from a normal jump or SJ, it doesn't matter). If timed correctly, your characters block animation gets fucked up and you get hit. It's an insanely powerful move.
Timing for each character is different, and some characters can escape the unblockable altogether.
In the NEC vids released recently, Justin Wong has a nice way to escape it. Normally if you get blasted by Capcom into the sky, Sent has a pretty good chance of landing it on you. He got hit by the corridor a couple times, and while he was falling, he activated flight mode. I would think it's completely safe, i.e Sent can't do anything to you. Why? Because the unblockable timing is all fucked up, and if he tries attacking you, you can unfly AND block, since Mag got unfly mode from eating a lightning bolt. Pretty dope.
soccerstorm_2k1
You can't follow it up. Flying screen is activated, and so you can't SJ, SJ cancel, do a special, or throw a super out.
what is the "switch trick" that was mentioned in potters thread?
http://www.video-opera.com/forums/showthread.php?s=&threadid=106
Ironman's AAA works....im pretty sure that cyclops' wont work....
On another note, this might have been asked but i didnt see it in the thread...what are some good enders to the rom infinite besides resets. I know the S.HKxxHGxxTempest but i cant get it off all the time. Also, i've seen in many vids that after a few reps of the inf. people do the slide into a sj.hk and than another slide into the inf. again or something else..any tips on that?
Edit: its in the last part of the mvc2: advanced tact. vid...btw i must say that changed the way i looked at the game and made me a much better player today...thanks to whoever...
You can end it with something like sj. lk, lk ad.f lk lk hypergravXXtempest. Or simply just sj lk lk hypergravXXtempest. Unmashables are, of course, a much better choice, but if you've already used an assist in the combo, you can go this route.
Oh, and you can do a standing rh XX shockwave, then reset once the screen stops scrolling.
Hm. Okay.
Just to be sure, it's launch, roundhouse, ad/df short medium kick, super jump short medium kick airdash forward into a fierce or a roundhouse (right?).
So...what does this do exactly? I imagine it's corner only.
stuartSan: Check out these links.
http://www.shoryuken.com/forums/thread52855.php
http://www.shoryuken.com/forums/thread52854.php
Both of those links provide detailed info on how to do the infinate. One is made by me. =]
denjin: Were you the one that IMed me on aim? If you were, sorry bout that, was afk. Anyway, the most common of those resets is sj. lk lk, ad.df lk fp/fk. FP is the one used most often, and it's preferred as fk seems to knock them a bit too far.
The other, easier variation is sj. lk lk ad.f fp. Easy, just tap both punches, no need to adjust how far you let mags jump before airdashing.
Both of these are set up with launch, fk ad.df lk lk.
Edit: Oops didn't see your 2nd post. These are flying screen resets, they work in the same way as the double fierce combos. An advantage they have is the inability for your opponent to mash on short/jab to stop, for example, a dash under reset. And nope, you can do these in midscreen as well.
It would help if you could post what exactly you're having problems with i.e. How to get past Cable//Assist or Cable alone.
Since you play Mag/Cable/Sent, you can easily call your cable assist to knock out his assist for a few seconds, giving you some free rushdown time. Most likely Cable + the drones are giving you problems. Block the drones, dash forward, call your cable assist and sj at the same time. Sent goes flying, and Cable is open to an ass beating. Of course, you don't want to try this over and over again, especially if the other Cable has meter. And of course this won't work if you're in blockstun. Usually you can do this if you bait him to sj and fire off a bullet. That gives you time to call cable and knock sent out for a while.
If you get him in the corner, go for a fk throw. That should equal to about ~60% damage on Cable [Fk throw, otg lk, fk, hypergrav, launch, SJ infinite setup, jumping lk + sentinel [if A assist type] fp, back into infinite.]
If you're using sent drones, then you can change that last part into standing 1 hit fk + drones XX Hypergrav tempest.
The best guardbreak to do is sj.lk lk ad.df lk lk. It's because if you do sj.lk ad.df lk lk as a guardbreak, if the opponent takes the hit, it messes with the timing, i.e. you have to airdash down quickly on reaction. I'm talking about the corner. If you're guardbreaking midscreen, then I'd say the sj.lk ad.df lk lk is the best. If they block, they get guardbroken. If they take the hit, the ad.df crosses them up and you have a chance to land lk's on them anyway. If they pushblock, they're stuck in the sky for a while, and you'll be back on the ground, waiting when they fall down.
The timing is the same as the infinite. So practice the infinite, and you should have the timing down.
Simple guardbreak is ad.f lk lk hypergravXXtempest. If they take the hit they can mash out, but if they pushblock, it'll catch them, everytime.
And btw, you can't guardbreak a character that's been tagged in. They're coming in with an attack and will probably hit you if you try to lk them. You can guardbreak people that are coming in after a snapout, or if their other character died first. You can also guardbreak people that normal jumped.
Edit: I realize that sj. lk rh ad.df lk lk is a better guardbreak in the corner, but since you seem inexperienced with guardbreaks, I suggested the other since the timing is less funky.
Yep, that's what he was talking about.
Random note: Dug through Mixups thread, found some tight shit that no one really paid too much attention to.
Triple fierce [fp ad.df fp, rh] then crouching lp, then standing fp. Sends them to the corner like it's the end of the world, but it's HARD to pull off. The timing is fucking weird, I keep whiffing the standing fp. But when it connects, I giggle and shit. Haha. Gotta work on this more, if it can be done consistently, it'd be great to use.
The easiest way to pull of ta corner unmashable with Mag/Sent-A: Launch, rh ad.df lk, lk [nj lk + Sent, fp, ad.df tempest. Easy Easy Easy. It sets up a nice OTG too.
For those new, or just learning how to use Magneto, the key to playing him is to play safe. You look for openings, watch the opponents patterns, then judge what you're going to do. If something doesn't work after two tries, don't push it. If you tri jump and it's blocked, and trijump again, and it's blocked again, you can be SURE you're going to eat something if you try to trijump them.
If you follow a pattern with Mag, you're not going to be successful. This character relies on being random. Random means doing safe, unpredictable things to get that one hit in. Once you get that hit, you HAVE to do major damage to your opponents team, be it a snapout and kill assist, or infinite to 40 and unmashable then DHC. Magneto can't score damage as easily as the other top 3. It all comes down to execution. If you want to do well with Mag, your execution had better be good, or most of the games you'll play will have your Mag dying when he accidentally does those annoying as fuck air blades again and again. Practice.
Could you be a little more specific? Like, what assist you generally use, and what their point [main] char is?
Well, using the team in your sig, Mag/Storm/Cap against the most common turtle char [cable], it's a difficult fight if you're reckless. If you call Commando too much, tron will eat him alive. Two solid hits with tron and Cable can use 2, or sometimes even 1, meter and fry your assist out of the game.
The safest way to get Commando out and blasting is to call him AFTER tron is done with her rings, and is laughing. You can call him beforehand and he'll actually stuff HER, but it's riskier since the timing is weird. If your opponent covers her by ground fps x4 XX lp viper beam, you can actually duck under the fps, and call commando, which hits tron with the corridor, and sj the fuck up [away from the lp viper beam], and airdash towards cable. Don't sj too high. At this point, Tron is still falling back down to the ground, so there's no fear of her hurting you.
If he covers her with tk vbs, then you look for openings. Lp vbs ALWAYS leave a small timeframe in which you're out of blockstun long enough to call an assist and sj. If he uses fp vbs, then he's open. SJ without an assist, then come down on him and get him in the infinite. If all else fails, pick a Cyclops assist instead. :) There's much more to it than what I wrote. It takes practice to see the holes in someones xx/tron defense.
Near the corner: Launch, fp ad.df fp, rh, cr.lp this makes them roll, dash up, rh throw them in the corner.
Corner: Infinite, sj ad.df rh throw, infinite, etc.
Sent-A assist + corner: Rh throw, cr.lk + sent-a, c.lk dash in throw, go on from there.
c.lk + sent-a c.lk, launch, fp ad.df fp rh, otg rh. When they're waking up, call sent-a and do a crossup trijump with lp or lk, sent hits, rh XX shockwave XX dhc.
Launch, rh ad.df lk, lk call sent and dash over to the other side and normal jump trijump straight down, looks like you'll hit there, but sents' fatass pushes your opponent so you hit from the original side.
C.lk +psy lk, c.lk c.rh, sj rh ad.df lk fp. This is usually followed with jumping up and dashing over + psy, keeps the whole thing moving in one direction.
Unmashable with cyc: Really only reliable in the corner, Launch, rh ad.df lk lk nj.lk + cyke, fp ad.u XX tempest. If done right, the optic bullet knocks them into the tempest, then you can DHC out.
Corner unmashable with Sent-A: Launch rh ad.df lk lk nj.lk + sent-A FP XX ad.df XX tempest. Needs a little practice to get the timing, but it's easy.
There was also something like, launch, delay calling sent-a, fp ad.df fp, sent hits somehow, then you rh and otg rh. I have no real idea how the fuck that works, I get it to work like 1 out of 50 tries.
Launch, fp ad.df fp rh, c.lp standing fp [hard :( ]
Flying screen setups:
Ifinite, sj.lk lk ad.f fp
Ifinite, sj.lk lk ad.df lk fp
After those you can call storm-a, sj ad.f wait till you're over the opponent and fp. Storm assist hits and you can do whatever.
Dash in with 1 c.lk, delay, then c.lk+assist c.lk.
Trijump lk lk, dash in, throw
Or you could trijump lk lk, trijump lk lk again, dash in throw, mix it up.
There's a shitload more, but I'd have to actually go and play for me to remember. :p
A spiffy throw reset- off of the rom (sj.lk,mk addf lk,mk) (land) then s.fp xx into adf (hk)throw. Im pretty sure you cant mash out of it, blah blah blah blah.
@ Fetus/Reset Do this instead in corner s.hp sj addf wait lp land dash tag lololol you can do other stuff as well heh,
well theres...
c. lk+psy aaa, c. lk, c. lk, c. hk, tag out.
c. lk(optional), c. hk, sj cancel, ad d or df, sj. hk, land, c. hk, tagout.
c. hp, sj, sj. hk, ad df, lk, lk, land, s. lp+ironman aaa, s. fp, hyper grav, c. lk, c. hk, tagout.
(tricky timing but cool looking and fun)
another one is if your opponent has one character left is...
c. lk, c. lk, snapback, dash in and c. lk, c. hk, tagout.
Deadeye already has a bunch of resets.
you can do...
c. lk+sent a, c. lk, (rocket punch hits) dash under launch, blah...
launcher, sj, hk, ad df, lk, lk, land, call sent drones, dash under s. fp, hyper grav, blah...(i got this off of a vid from djb-13)
you can always do stuff like launcher, sj, ad d, whiff a move to land, dash under blah...
(you can do this like after a hyper grav or something)
For some assists, you have to either wait until you get a little higher before starting the triple fierce combo, or you have to time it differently. If you go c.lk + sent-a, c.lk launch, then try the triple fierce combo using normal timing, it won't work. Most likely you're get the two fierces out and whiff the otg rh, or in some rarer cases you'll get the otg rh, but the c.rh will end up being blocked.
For cykes, since I don't really use him often, you can go .clk + cyke, c.lk then after he knocks them up, dash in and c.rh. If I'm correct, the c.rh ends up as a cross up if done correctly, so you can then tri jump rh, c.rh, etc. Rollable and blockable, but a bit random with the results.
If you're accidentally crossing someone up after a hp throw, best thing I can think of is to jump backwards a little when going for the sj.rh.
As for that flying screen combo, I have no idea on who else it works on. I've gotten it on another Magneto, but was way too tired of all the failed attempts that I gave up on testing on other characters.
Hey kids!
Plannin on goin in for a trijump? I tink this was done at evo:
instead of trijump hit hit areal rape, try lk lk when doing the trijump, but only on the addf sj.d. If your quick enough and throw in a few ground attacks, you can piss a boat load of people off. I call it the Wombat Technique.
Oh yeah and I just caught a frog that was like 1/2 ft long and weighed about two pounds.
Btw, haha oh shit I can do the fp unblockable now! :party: :party: :encore: :clap:
Haha. Oh shit, that was just admitting being scrubby. :sad:
Anyhow, random notes [old ones and new ones]-
- TK disruptors are useful, spam them too much and die though
- Square jumps own the fatter characters pretty badly. Sent will snap your ass back if you get predictable, though
- I think the OTG after the Sent-A assist corner unmashable is unrollable
- I STILL can't do the [Launch, fp ad.df fp, rh, cr.lp, s.fp] consistently. I got it 3 times in a row, and then had a hernia trying to make it work again
- Getting hit with the IM assist is annoying as fuck
- Blackhearts tail is the gayest shit EVER
- Forcefields with a [very] predictable stomping Sent are good
- Launch rh, ad.df lk lk, dash to the other side and normal tri-jump backwards with lk lk is kinda useful. Stuns long enough for you to dash in and lk again
- Normal trijump fp [whiff] into throw is probably the most useless thing out there - only thing that redeems it is the nearly free damage. This is considering if it's not in the corner, of course
- I can run away with Storm pretty well
- ASK MORE QUESTIONS!
God damn it. SRK went retarded and told me to try back again later, AFTER I wrote a big ass post. I'll copy paste it before I click sumbit, next time.
ozp: http://www.shoryuken.com/forums/showthread.php?t=45127
That link has all the needed notation to clear up any confusion. If there's anything in there that's unclear, just post back and ask.
Since you're new to Mag, the best combo for you to practice is [c.lk, c.fp [launches them] lp, lk, lp, lk, ad.uf [airdash up-forward] lp, lk, lp, lk, fp. That's the most basic one for Magneto. If this is too difficult, or too easy, just post back and I'll help you out.
Power Man Fox and Magnetic Hail: You are both talking about the FP unblockable on Sentinel. The combo goes [Launch, rh ad.df lk lk, dash forward fp [resets] sj. lk lk ad.df lk lk, repeat]. This is generally done on Sentinel [though I have seen weird things like that done on Cable/Mag in Magnetro's recent vid], it resets and Sentinel can't stop it, which makes it very powerful.
I'd just like to say mstron is a gimmick, a very good gimmick, but a one dimensional team at best. :karate:
Anyone currently using it, ask yourself, do you enjoy having your assist do absolutely NOTHING when your opponent wants to run away? Esp storm/tron....
for an inclose team, I honestly don't think any team provides that level of blockstun(triple triangle jumps that all combo...WTF?!) and assist damage together, but it comes at a price, tron isn't an aaa, she's easily snuffed by storm with a good projectile assist or sentinel with a good ground control assist. Too weak against rushdown :sad:
Anyone disagree or agree?
and since i dun wanna play that damn team anymore, i'm going to post up my favorite gimmicks.
mstron vs storm/sent/cyc or capcom
in the beginning of the game, mag/tron can get a free win if the opponent blocks. Mad blockstun like i said so go random here.
OR
wait out their assist if they call him for defense from this(and believe me, if you get people scared of mag/tron in the beginning, you can train them to do this)
if they don't cover their aaa(especially cyclops) with a hail, then you can c.fk+tron sj cancel. thats 35% for free.
if you have a little more time, c.fk+tron sj fk airdash fk.
anyhow, the whole point of this is to get that initial chunk of life OR to get storm to use up a bar early so you can use tron more early in the game.
Once mst has two bars, anytime they call cyclops and they aren't already rushing you down, all you need is a fraction of a second. c.fk+tronXXtempestXXhail.
So now basically if you time it right, and mash good enough, you kill cyclops, also since dhc into hail is faster than hail, you can tag storm while she tries to cover her cyc(and she will)
double bonus basically :pleased:
another stupid stupid gimmick that everyone falls for
c.lk,c.lk+tron, dash in c.lk,c.lk, snap-out, for some reason alot of people stand up and just eat the 4th c.lk
once you train them with that retarded shit, you can add the cheap rushdown to it.
Anyhow, i have some more stuff i'll post up later, hopefully somone finds this stuff useful :pleased:
mst may be hard to block, but it's even harder to catch somone who's REALLY good at leaving a problem zone.
msp4life :karate:
Haha... yeah.. I'm starting to use MSP a bit more often. I keep thinking she's Sentinel though, so I shrug off the damage she takes. Like ah fuck it.. he can take it.. OH SHIT. :sad: MSS-a is too hard to stop playing.
And haha yeah, I tried parrying random shit in MvC2 too, I get fucked up real bad when that happens.
The most common gb I can think of is just the sj.lk ad.df lk lk. Or if both of you are a good distance above the ground and you're close by the wall or something when the tech happens, you can lk, ad.f lk lk hypgrav tempest. No one techs in midair around here. Scrubs... :pleased:
Edit: It's pretty nice to have psy as an assist again. Helps against the fucking mashers that spam on a lp or lk when you try a reset. I dash under, if you flinch, psy is gonna catch your ass. I go sj.lk lk ad.df lk lk, land, wait till you get low enough to go top to bottom.. again, if I see you flinch at all, psylocke is going to nail you. Haha. Good times. :party:
Oh for people who mash all the time you can counter their mash, some of these counters are as follows: Rom a few reps (other scrub is mashing to try to hit u outta reset) just simply land, and delay a tiny bit and launch. If it doesn' combo and they are mashing it resets. Also rom then just tri-dash roundhouse to inf again (u gotta tri-dash kinda high though, as to avoid it comboing or you throwing), or do rom to standing jab, (combo's) to Cr. Roundhouse(doesn't combo), tj roundhouse wave dash behind launch to what ever. Or, u can just rom to standing block and mash psylocke assist. They short kick, you block they get hit by psylocke and then u rom them again.
Also, you can time every one of magneto's crossups to where even if they mash, their attack comes out facing the wrong direction. Of course its kinda difficult, but I learned for the rom to dash underneath short, short blah blah if you have them pretty high, you can just wait a fraction of a second then dash (use both punches NOT forward forward) and immediately after dashing crouch. Since marvel has free dash (a dash which allows inertia to still move a characther after dashing as opposed to mvc1) you will slide to the other side, their short will come out facing the other direction and then u can proceed to handle whatever business magneto needs to handle. The theory is basically just delay what ever crossup as long as you can without getting hit. It causes their attacks to come out on your orignal side.
On another note, I think the most annoying thing is when I try to cross sent and it combos. The other day I did rom for a few reps then did super jump (short short) ad/df delay til other side, short short it combo'd, I did that twice and it combo'd, so of course the person I was playing assumed I was gonna do it again, so I just did super jump short short, ad (straight down) and delayed it til magneto had floated and pressed short short which also combo'd. :lame:
i find the best guard break against sentinel is sj.hp, adf, d+lk, lp, lk, land, rom
denjin
10-16-2005, 03:03 PM
still more
cable > sentinel
rush down carefully. a mistake and you get hit by c.lk, you're dead. dash in and block low, to bait the kick, but right before you bait it, call psylocke, then you have cable done.
sentinel against cable will most likely lose, unless your sentinel is amazing, or if it's solo cable vs sentinel + assist. use magneto / psylocke to take cable down. that's the best advice i can give...
or just swap sentinel for storm. MSP beats almost every cable based team... might have a rough time vs. scrub though. MIGHT...
Dismantle his team from the ground up. Block the nades/gunshots/ drones or avoid them safely if you can - getting impatient or scared because you're slowly losing slivers of life helps people lose matches. It also matters what assist his Cable has; if he doesn't have an anti-air, come down right on top of him. Cable's moves don't cover right above his head [unless he's good at placing grenades, then you just find another way around him]. Land a fierce or two and try to follow up with a VERY slow lk + psy, lk. If he blocks it, you'll see it easier and just SJ and airdash to save Psys ass [unless she's almost dead already]. If he takes it, either kill him if you think you're execution/resets are good enough, or snap in his assist.
Don't be careless and ground dash a lot without blocking. If you get dash happy, it's rh XX AHVB and its your ass. Get him into a blocking rhythm; trijump, if he blocks trijump again and if that's blocked jump up/forward call psy and airdash over. Most people will be waiting for another same-side attempt to land a hit and will get caught by that. Or trijump x2, dash and tick throw at pointblank.
Mix it up, defensive players settle into their own rhythm if you let them, mix up throws with trijumps if you feel his blocking is too good.
Hope that helped. =]
Inspired by eKiN's new attempt to clean up these forums, i'll try and attempt to resurrect this thread since its been around a decent amount of time and has good info that many beginner players can search through and find answers to their questions.
So any body with intelligent and atleast well thought out questions I wont hesitate to answer with the best of my ability.
So a short synopsis of magnetos best assist even tho most is general knowledge... (this is my opinion so if you dont agree feel free to argue and try to get a discussion going)
Psylocke- Arguably Magneto's best assist for the purpose of resetting. With the ability to be used more in gameply better than sent, I say psy is overall top. (Allthough I will give opposing arguements relating to sentinel). Can be used to punish rushdown from the opposing characters, but be sure to not call her with a noticable pattern or players will adapt to this and either rush you down, or countercall and punish psy. This can lead to very bad things since psylockes health is below par so keeping her safe is a must. Against counter assist like capcom and duos like sent/cap vs mag/psy its best to try to play a solo magneto, manuever around sent's attacks plus capcom calling, then try to countercall cap/have psy nail low flying sentinel into otg or snap combo..
Sentinel-(A) IMO is the best reset assist. Due to sheer damage plus positioning this makes for instant kills with only the need of one reset after say a traditional flying screen combo after a short + sent short. Lacking in gameplay somewhat, because it has no instant frames, you need to use sent as countercall vs psy, cyc, capcom assist. Sentinel however can be called and used as a shield . Opponents constantly trying to addf toward you can be countered by calling sentinel, let sent assist take some hits, and while on the ground try to rom up to them while there busy hitting sent. Only just one way sent can be used in more in gameplay action then just reset. Remember you cant get away with mashing sent because he gets beat by most other assists.
Cyclops-(b) Probably the most overall assist. In terms of combos you can try regular addf combo into unmashable which does great damage or combo off regular short short. Since it's a high priority assist coupled with magneto you can rush with farily good blockstun, sit back and turtle with him, or just defensive rushing ( dash up call cyc) and block since cyc will beat most assists.
Captain Commando, Cammy, other high priority AA- These assist are used in gameplay way more than resets. With these assist your objective is to countercall and cut away at the opponents super jump route (ie run away storm, other magneto trying to addf on you etc...). Trying to reset with these assist shouldn't be your main goal, but if you do get a hit off rom or somthing there are some good resets that do good damage, and it wouldn't kill you lol. The main way doing damage with these assists is the opponent getting impatient and running into them. As I said before dont go looking for a lot of combo/reset setups cus usually the assist will knock them far away..
Well this was just off the top of my head, so if I find some more things to post on be expecting way better info.. :pleased:
Post your ish!
EDIT- When I say gameplay I mean how well the assist can hold up compared to other assist, people trying to attack them, and how well the assist can help magneto manuever around other chars =].
As for Magneto's assists:
Psylocke gets the vote for the best assit. She goes through a lot of things, and a giant part of why she's such a good assist - she sets up PERFECTLY. Unrollable if done correctly, the bounce the opponent is put into sets up much of Magneto's game for him. You can infinite immediately, launch into double fierces, etc. etc. For less experienced players, Psylocke is perhaps the best assist to learn Magneto with, since a single hit from her can win you the game, or at least allow you to catch up. Short short, always. =]
The problem with Psylocke is twofold: Her crappy horizontal range and her very low vitality. She hits in a very small area; she doesn't move out like Cyclops does, nor does she have a long range rocket punch. So you're forced to get in close and call her there. However, If you miscall her and get pinned down, against the top tier, she'll probably either get KOed or get knocked down to a point where you have to wait till she heals up before using her again. Psylocke isn't a bad point char on her own, her snapbacks are insane and she can play decent keep away with her triple jump and fireballs.
Sentinel-A plays like a kinda gimpy version of psylocke: He doesn't have invincibility, nor does he set up as nicely as Psylocke does. However, he makes up for it by doing a significant amount of damage, having super armor to take a hit before being interrupted, and being extremely, EXTREMELY tough. A quick reset I do with Sent-A is c.lk + assist, lk, launch, sj.fp ad.df fp, rh, rh. Call Sent then crossup trijump with jab, sent hits, RH XX Shockwave = Dead character. Anyone with Cable's stamina or less, die automatically if the reset hits. He's also annoying to stop, the point character more often than not hits Sent, but then gets punched in the face because Sent continued to finish his assist, due to his armor. And the last thing, Sentinel is very hard to kill. You can call him out a number of times before having to worry about his vitality. Also, he is the best Anchor in the game - I mean, it's fucking Sentinel. As mentioned above me, he's also a very large target, someone trying to jump attack you will hit Sent inside, leaving you free to infinite or hypergrav or whatever. Also, Sentinel sets up a double snap like Psy, except you have to dash in a little before doing it.
However, Sentinel gets stuffed by a lot of common assists. Doom, Psy, Cyke etc. will beat him out before he can get his punch off. If you're being rushed down, this becomes a serious liability. MSP can be sure that if they ever see Sent come out, they can mash on Psylocke and be safe [as long as they're not full screen, but they shouldn't be calling her full screen anyway], since she'll knock him down and stop him. Cyke is the same. Doom is a different case, since he'll only stuff Sent if the rocks are already out and spinning, otherwise Sentinel will get his punch off. Also, Magneto without an anti-air = a much easier fight for another Sentinel. He can simply stay right above you, also moving backwards the entire fight. It's extremely hard to ground Sent without some kind of anti-air - There is little fear of getting caught in the infinite to a good Sentinel player. FP, jabs and LKs are very difficult for Magneto to get past, unless you know what you're doing. My point? Nothing really. Just counter-call the fuck out of your opponents assists. Sent-A hits, launch and even a single FP after that will seriously take a chunk of an assists life away, making your opponent think twice before abusing it without covering him.
Cyclops is a very underused assist. Not underrated, since people have been watching Wong and Mixup play with him, just underused. Compared to Psylocke and Sentinel, Cyclops has a kind of ugly set-up. However, he has two major things going for him - his range and his priority. This assist fucking FLIES across the screen - he hits just as high as Psylocke does, and actually HIGHER due to the bullet he fires out. And unlike Psylocke, he has great horizontal reach as well - If both point characters were fullscreen, he would land practically right in front of your opponent, that's how far he reaches. Maybe I'm exaggerating it a bit, but his reach is quite far. The other thing he has is his priority. Cyclops will go through any other assist, short of Cammy and Ken. He literally will take them out and keep going if they're both called at the same time. He's a much better assist in terms of trying to ground a flying Sentinel than either of the first two assists I talked about, though he gives Sent unfly. :tdown:
His problems? He actually doesn't not have many problems at all. He comes out quick, hits high and far, and goes through practically everything. The only thing that's a problem really is how he sets up his opponent. You have to either lp,lk,lp,lk hypergrav XX tempest or RH into the ad.df combo. The first is easy enough, but the 2nd is difficult to comprehend for newer Magneto users, who are probably used to the very good setups that Sent and Psylocke give you.
I've spoken books about Tron, and I think she's a VERY good damaging assist, but with VERY large problems. She hits hard. Hard. Hard. Hard. Hard. The total damage from all three rings hitting is retarded - this is more apparent on assists. Against anyone who isn't Cable, you can really fuck up their assist if they decide to stay grounded and away from you. They call an assist, you block it, call tron and normal jump over their assist. Tron will rape them. Badly. Against Sent, he can beam XX HSF, but just block and tron will get away. Storm will typhoon XX Hail, just jump up and fireball her. Magneto/Storm/Sent, either of those characters trying to rush you down in order to save their assist, you have to just play accordingly. Launch + tron, sj.fp ad.df fp does an UGLY amount of damage on any character. If you play with tron, you have to change the way you play with Magneto - short short is funky.
Her problems are many. Insignificant vertical AND horizontal range [until her 3rd ring comes out, but still it's nothing], serious lag time after she finishes her assist, no invincibility of any kind on her, etc. etc. She loses to practically every assist save one: Commando. She rapes commando. RAPES. Really badly. Most of the time he won't be able to get his corridor out, and take heavy damage for his troubles.
The other assists can be discussed a little more in-depth if any interest is sparked.
psy-the assist that gives a free combo every time but is almost always used the wrong way. when i see people use mag/psy, most of the time i see mag dash up then stop...block...call psy. the point of an assist is to either have it in a combo, countercall or reset. people use psy but rely on her so when she dies the guy that was using her just gets stomped afterwards, but ill put in my vote shes mags best assist.
sent-the sent-a assist has been talked about but for mag the sent-y has some advantages. drones counter rushers so it can put the hex on an msp fairly well. if called in someones face sent can be taking up some screen like he does while the drones slam into the opponent and that gives mag some options while they're in block stun, but ground sent is kind of a defensive assist imo.
cyke-anyone else been noticing mag/cyke appearing more commonly? matrix has been using that combo so maybe he started it lol. i still pick psy over cyke even if cyke picks up i think everyone (even doom) cyke is still harder to work off of. when psy hits > bam otg > freedom to do whatever your heart desires. when cyke hits you have 2 options:
1. dash up sj.hp > rom or maybe a 4 hit fierce
2. sj to opponent and do a tempest combo but thats mashable
maybe you can toy around with some xup opps off cyke but the only one i can think of is after cyke hits dash under and behind the opponent and work from there
others-i cant imagine mag working with cammy, unless you want to go solo mag and call cammy or capcom if things get too pressured on you, then go for it.
lets keep this going guys
Nice :clap:
btw, you use the term "countercall" way too much. Find other synonyms haha ;]
I agree with everything you said, but as far as assist go, Sent-y assist and Doom-b assist are other alternatives which can work great for Magneto (Not as good as Magneto's more advanced assists but still a proficient choice in my opinion even though I seldom use them). What I especially like about these assists is the ability to throw lots of shit on the screen which can counter various assists from a distance, can keep you in blockstun longer than other assists for great rushdown priorities, and can setup great grab resets (or at lest they look cool IMO =P).
For Example:
Sentinel-y (works best in midscreen): launch, hk, addf, lk, mk, land, tri jump lk, mk, land, d.s. lp, s. hk *call out drones*, sj, df, hk grab, land *drones hits opponent*, d.s. hk, hyper grav xx tempest (or instead of d.s hk, you can d.c. hk and juggle them up for a ROM)
Sentinel-y (corner or midscreen *without throwing opposite direction*): launch, hp, dash df, hp, wait, *call out drones* hk grab upwards (throw opposite direction) *drones hit* ROM
Dr. Doom-b (works best in midscreen): launch, hk, addf, lk, mk, land, tri jump lk, mk, land, d.s. lp, s. hk *call out Doom* sj, df, hk grab (downwards), *rocks hit*, hyper grav, launch, hp, dash df, hp (flying screen), land (be right next to them), *call out Doom* hk grab (downwards)*rocks hit*, ROM, etc, etc,
Master the dashing FP bullshit on Sent in the corner. If you can start judging the height correctly Sent = dead. It's actually not that hard, and I was posting about how I couldn't do it. =]
Just dash in a fp, they don't even need the sprite to turn around to be able to fuck him up. Just make sure of the right height.
MSP seems to be making a giant comeback in terms of popularity, so if you have any other related questions pertaining to that team [or maybe even tron =] ] then post here.
Shyguy_O_o: j.lk + psy is a bit unreliable. But anyway, his air normals have different areas in which they hit. Lk hits right in front, RH at a 45 degree angle downwards, FP is just nice all around, lp is like a quicker odder version of FP, since it hits on both sides of Magnetos sprite. I think it has less actual range, though. I don't really see j.lk + psy used here too often, actually, so this is all based on those rare moments when I do. I think it depends on their timing. If they jump and call psy at the peak of their jump, you can pushblock and tempest or something. If they call psy near the end, you can take the initial lk and block psy. If they call psy and gb you with the lk, then I dunno. If you were talking about trying to land a hit on the other Magneto while he was trying to GB you, then I would try RH or FP. Test it out. But if you do it too much, they'll just start faking you out, i.e. jump up + psy but no attack, if you get into the habit of trying to hit them, psy will hit you cleanly. Not sure if that helped or not.
denjin
10-16-2005, 03:08 PM
still more
Another note - I say this all the time, but people seem to forget. Magneto is a GREAT battery. He's WONDERFUL. Builds meter with the quickness, but doesn't need to use it to deal damage. If your Magneto is getting his ass handed to him and you feel the flow of the match is going against you, start building meter. Sj fp ad.db fp for a bit, sj fp fp ad.u fp fp EM disruptor blah blah, get two meter [3 or 4 is ideal] and DHC his ass out. I'm not saying to run the fuck away as soon as you start getting hit, just be aware that his assist is exceedingly useful as well. If he's dead or almost dead, you won't have the luxury of being able to use it OR count on him if your second character [usually Storm/Cable] get taken out.
If he's taken about 50-60% damage it's time to start thinking about DHCing him out if he takes anymore damage.
Like I listen to my own advice. Haha. =[
Edit: While I'm here, I guess I'll give some extra random information.
- Those gay ass airblades aren't completely useless. You can use them to escape the Sent unblockable, set up weird DHCs ex: launch lp lk lp, airblades XX tempest XX DHC. Make sure these don't come out when you're triangle jumping, or it's your ass.
- If a storm is full screen WITHOUT drones or a really tall assist, TK EM disruptors play good zoning, PROVIDED you don't get predictable with it. She can't stop you very easily; hail attempts will get stuffed, typhoons [horizontal] will miss, and if you TK correctly, LA attacks will also get stuffed. This obviously does not work if you get predictable, ex: Mag vs Storm/Psy. Mag TKs too many disruptors, Storm calls in Psy and does a naked hail, Psy takes the hit and Magneto eats a hail. Sent drones will fuck you up, as will tall assists [jugg/BH/Sent].
- If you're trying to come down from a SJ on a grounded Sentinel who's not currently doing anything, you WILL get launched if you throw out an attack early. He'll simply dash over behind you and launch. Pay attention to where the other character is. If he dashes early, Mag's FP/RH should beat the launch clean, since you're not committed to an attack, your sprite will switch sides to face him[this is not talking about his assists].
- NEVER get hit by Cyclops. =] Free unblockable.
- Snap. Snap. Snap. Snap.
- If you're going to do a crossup trijump, make sure that you try to do it FIRST, or at least give a slight gap between attempts, since if you trijump and put them in blockstun and THEN try the crossup trijump, they won't have to switch directions - the comp will automatically compensate for that. They'll just need to block high or low.
- Learn how to guardcancel out of HSF's.
- If you have Cable as your second char, learn how to counter XX AHVB through a HSF. =]
- If your execution is really good, infinite till 40 hypergrav XX Tempest XX DHC. Solid, reliable damage. Not many players do this though, since it's much more attractive to risk a reset for a quick kill.
Much of this info has been said already, but if you have any other questions or whatever, ask away. =]
The air blade is used like right when you recover in sj mode so sentinel can't do shit. Lol lately after being knocked up by cap or somthing I do 1 or 2 airblades, then fly unlfy. You dont need all of that but eh just shit to do while sentinel is busy whiffing that HSF >=]
If he's coming down from an SJ and tries to j.rh you, just block and call psy. She'll either beat him or trade, but it doesn't matter since Mag is free to do whatever he wants after that.
If he's calling commando and jumping back and throwing out j.fp xx grenades, jump over commando and wavedash over and just call psy again [making sure Commando is still on the screen]. He'll be screwing himself over if he does that, as he'll be in normal jump mode.
If he tries to abuse s.fp x4, just duck and jump out whenever you see a gap i.e. he tries to viper beam you or stops early.
If you come down on him while sjing, block commandos bolt [pay attention to what side Cable is currently on, he may try to cross you up several times] and then use your airdash ONLY if Cable is NOT on the same level as you. Otherwise that'll end up with you getting an AHVB in the face.
If you have any other questions, post em here.
how exactly do u change side during ROM infinite? thx in advance
when you are roming sj lk,lk delay a bit then dash down/foward lk,lk and u should change sides. this occurs cause of the height ur at.
magneto triangle jumping as fast as possible : http://zachd.com/mvc2/3rd/Tri%20Jump.mpg
Been busy, but here's a couple things:
I'm not sure if it's a 100%, but an extremely damaging combo for simply be c.lk + sent-a, c.lk, then ROM till about 35~ [make sure during the last few reps they're getting progressively higher] then sj magic series ad.uf magic series hypergrav XX tempest XX hail.
About the Cable corner thing, yes it's blockable. For some reason you can get to the other side of the opponent if he gets knocked into the air by the AAA, and you can hypergrav XX tempest. Usually you'll be facing one way, and the hypergrav will fly up and behind you [where the opponent is] and hit the opponent. At this point Magneto's sprite will turn around to face the correct direction, and then you have a hypergrav xx tempest situation.
More questions! I'll start answering them. :pleased:
Ok, i have looked EVERYWHERE for the answer to the question im about to ask. Plus the term msp is too short to search for also.
What are the main combos for mag/psy that i should be using? There are the ones i know so far.
1.lk,lk,psy hits, otg lk, rh,hypergrav, launch into rom. (What else can i do here after the launch? I tried the 5 fierce but i can only get 2 fierces to work)
2.launch, hk,addf,lk,lk \/,j.lk and psy, fk, tempest
3. lk,lk,psy, launch, hk,addf,lk,lk, \/, Rom.
Ive only been using magneto for a cpl weeks. My exectuion is pretty good i think. What are the 4 or 5 main bread and butter combos for mag/psy? And what about the 2 or 3 main resets that people use?
One more thing, im intrested in using mst. I saw where mixup posted a cpl gimmiks a ways back. But can anyone be so kind as to post the main b&b's with mag/tron as well.
Im kinda looking for like an overall team guide/summary with bread and butter combos, general strats, what do, what not to do ect. And please , dont post shit like launch,magic,hgxxtempest. Im talking about the real shit only here
I think mags is an awesome character and ive only been playing the game a month or so. So help me out so i dont have to play with fucking sent anymore. Im bored with him.
Most people play with double fierces; c.lk + psy, c.lk, psy hits, c.lk c.rh xx hypergrav launch FP ad.df FP and then reset from there.
If you want to get five fierces while still going short short with psy, then that's simple: psy hits, then just launch and do the five fierces.
As for me, I've started going back to my original style of infinite till 45 hypergrav xx tempest and DHC out for the kill, but most MSP players I see go for damage rather than being safe. :p
Most common resets are:
Opponent in infinite, dash under to the other side, c.lk + psy c.lk
Opponent in infinite, dash under to the other side and trijump straight down with lk then c.lk + psy, c.lk
Opponent in infinite or getting up, nj dash forward + psy
Opponent in infinite or getting up, nj [or sj] trijump straight down with lk then c.lk + psy, c.lk
You can always do other stuff, like trijump lk lk, dash in RH throw or c.rh trijump rh dash in c.lp, not really a very effective reset tho, just something to throw in the break the flow of the match.
Oh for MST, heheh, I used to use that as my main team for a long time. Heavy damage but has a stupid time with runaway storm and sent/cyc. If you're interested to hear about it, reply and I'll make a post about the team.
Always intrested in learning new stuff. When it comes to mst, ive seena heap of mixup's matches. Amazing how fast that team can kill someone. I dont really grasp the general strat of mst, or its combos, so ya post away.
Concerning msp, so most players just use the c.lk,psy,hypergrav,2 fierce combo? Wouldnt the regular psy,launch, 5 fierce take off more? Another thing, i dont really tri-jump so much because most of the time im not fast enough to follow up with a combo, ESPECIALLY if i use sj.tri with hk. Comes with practice i suppose. Anyways, thanks for taking the time
MST is a fun team, but as far as tournaments go, it will always be for gimmick purposes only. The main strat is to rush down while doing pokes + tron to keep them in blockstun so has to rush down more hopefully leading into a combo. MST is also very strong when it comes to damaging assists. The drawbacks of the team has to be the range, since tron doesn/t provide much in terms zoning. The blockstun is pretty nice, IF you can manage to get that close with basically a solo magneto to start rushing. I don't pay much attention to matchups any more, but just because you have to play MST vs runaway storm/sent/xx doesn't automatically = loss.
As for MST: MST is a team that pretty much stops ground rushing. With Tron in the way, it gets very difficult to come in from the ground offensively, since if you don't block you'll probably eat the two rings [or worse, the 3rd glitched one]. Trons assist is weird, you can use it to your advantage. If you dash in and stop JUST outside of normal assist range, i.e. Commando/Psy and call her out, you will most like rape and stuff the other assist before they can do anything.
Assist killing is one of MSTs strengths. Simple things to do, like trapping the opponents assist between tron and your point character, do extremely heavy damage. If the opponent is being defensive, and calls out an assist, simply countercall. Call tron out after their assist is done with their shit, then nj over their assist, sandwiching them. This will ensure that they get hit with all three rings, doing stupid damage. After one or two reps of that, they'll have to play more cautiously, or else they'll be playing a 2 person team.
C.lk + tron c.lk sets up a lot of stuff, especially if their in the corner. If they pushblock, most likely they'll pushblock you, but tron will STILL be there and they'll be in so much blockstun that you'll have more than enough time to come back in and start up your rush [remember that their assist can't come out and save them in this situation].
C.rh + tron sj. XX is what you can also do to their assists. This gives you a bunch of options. You can 1) do a SJ trijump RH and block or 2) do a SJ trijump RH and then another c.RH, which leaves to massive assist damage or 3)do nothing but SJ and airdash forward, taking the momentum.
Trons' blockstun allows you to get at least 2 or 3 trijumps in, it's just THAT long. Build two meter and punish assists and try to cover Tron with random tigerknee'd EM disruptors. If you have two meters and you see that they're going to punish you the next time you to that, depending on the character, you can get them straight into the infinite. If storm does a typhoon XX hail to punish you [provided that Sent is NOT the character tron is raping] you can TG EM disruptor XX tempest XX DHC.
As Reset said, it's a fun team, but is pretty gimmicky. You have to have a very good solo Mag, since tron pretty much forces/allows you to play 1 on 1, point character vs point character. If your Mag gets killed and you wind up playing against Sent/Capcom, you're in for a tough fight. Storm/Tron isn't too bad, but against Sent/Cap, it's not very good at all. Beam XX fly will prevent most Commando punishing, and he can countercall as well. Tron stays out for a long time after her assist is done, and Cap + flying FP or whatever hurts. :/
There is a ton of stuff left to talk about, I'll try to get to the rest of MST and answer the other questions in the thread. :karate:
If you're confident that you can kill the assist once it comes out, then yeah a snap would be good. If you're not sure you can kill the assist once it comes out, then fish around for counter assist opportunities. If you can give Cap/Cyke a ton of red life as an assist, it becomes far easier to end him, due to three-ish reasons 1) Should be obvious, he has a lot less life, meaning that anytime you touch him, you have a better chance of killing him outright 2) People tend to play stupid once they see that their assist [now their point character] has suddenly 1\8th of their HP left, and 3) even if he DOES get out, if you pulled off enough damage on him, there is no way he can play unsafe with that assist anymore. He calls him out, tron touches him, and suddenly it's 3 vs 2.
On a minor note, if you do snap the assist in, he either has to burn meter or randomly tag in another character, if he wants to stay on equal footing - both choices are in your favor.
denjin
10-16-2005, 03:12 PM
damn. this one's out of order:
yea i find myself in this situation alot too.. since people these days seem to block resets easily now....
what i've been doing lately is to do infin till the corner, then sj. wk, wk, ad df wk, wk (the last to reps a lil faster than normal) , land, sj ad df rh throw (keep doing this till they die)..
it seems to work really good, as people mash buttons and they seem to get sucked in by the throw.. I guess only way out is to tech the throw. if yr against sent, tempest that shit to infin repeatedly, or unblockable over and over
also infin for max hits, then dhc storm to kill them is alright.. then w/ storm just build bar to dhc mag in.. its sorta lame, but safe..
usually i do a shockwave combo , and it leads them to the corner.. instead of the usual FS setup from there.. i do dash.. QCF + rh to throw while dashing.. since shockwave usually brings u to the corner, its really good.. the timing to do this is sorta weird, since u have to pause a lil after the shockwave,, try it out , works great
if u can't understand what i posted, tell me and ill try to make things clearer
i agree w/ the double and quad fierce too.. but the beauty of implementing my setup (lol that sounds funny) to yr game is that there will be times where u'll land a double wk,wk, or a wk, rh etc.. that will prevent u from using double fp... here's an example
t.jump wk, wk. d. wk. d. fp (since u can't do the fp, fp anymore) do the infin for however long u want,, then my setup to reset..
so with that in mind.. u can use it whenever the time is right :evil:
NerenatwaH:
Drop tron after Cap comes out. If Sent tries to punish her, sj and ad.f on top of him. Tron is a massive assist killer, she hits so hard it's not even funny. But when playing against scrub, you want to kill sents assists. Cable is actually more annoying than capcom, because if he hits tron, she'll go flying and stay there for a while, meaning you don't have an assist for a bit. Try to limit the amount you call her, she's mainly an assist punisher, so keep her in that role.
Storming Flower:
Care to elaborate? Do you mean how to take on sent with IM-B?
That duo can be a bitch. Watch Combofiend play. It gets mad damage in, for once fuck up. Most of the time, sent will play run away, and throw IM in there for assist punishing and catching a careless point char. Try to bait IM out, and punish him with your own assist. If it's safe enough to do so, launch IM and dash in at sent (if sent is flying). A lot of the time, as soon as they see IM getting hurt, they'll move forward, lessening the gap between you two, and practically handing you a infinite opportunity. Inifinite till dizzy, or snap him to IM. I haven't seen too many IM players than can handle rushdown. A lot are decent, but nothing crazy. If I typed this and misinterpreted your question, correct me please. :)
Oh, and btw. If anyone has a question they feel they need to get answered faster, you can always hit me up on AIM. My handle is pUnKcHiLd8457
Anymore questions?
Well, anymore actual questions? :p
Btw - if sent is flying low, you should mess around with mag's lp and knock him down. Good priority and it's quick. Most people already know, but ehhhhhhhhhh.
If he's flying that low, you might as well use Psylocke if you have her. Anytime Sentinel flies low enough that you can see any part of Magneto's head, Psylocke will hit him.
If Sent's in a position to get hit by a standing lp, why not sj and infinite him?
im having trouble with the timing on the fast rom type infinite
its c.lk , c.hp , sj , hk , ad/df , lk , lk , sj , ad/df , lk , lk , sj , ad/df , lk , lk .. the most i have got on this is 3 reps it seems like im not doing it fast enough because the combo resets but they dont hit the ground or some time i just go under them and miss all together
To make it easier on yourself, space out the two lk's during the infinite set up (launch, fk, ad.df lk lk) evenly. Put a slight pause between them.
How I do it, is sj. lk lk, (here, you float a little above your opponent) with no pauses, then ad.df lk *pause* lk. That makes sure they stay at the same relative height throughout the entire thing. Just keep a pause between the last two lk's, and they won't float too high.
Hmm.. If the combo resets, it means you're not immediately hitting the lk after the aird dash. You have to do it very fast, since the hitstun from the lk is short. What method do you use for the infinite?
And if you airdash under them, that means you're not letting mags float above the other guy. Some people need visual help - Well, the indicator that you're at the correct height is the other guys head level with mags chest.
But if it's too fast for you too see, then just stick a pause in. (I love the pauses) Like this: Sj. lk, lk, *pause* ad.df lk, *pause*, lk. Then repeat. Note: You don't have to jump straight up, or airdash downforward. You can pretty much freestyle the infinite. Like sj forward, and aird-dash straight down, for instance.
Obviously you have to practice the infinite to get it down, but with what I wrote, now you can correct your errors a little easier.
And these pauses are hella short, less than a second, obviously.
Btw: Don't focus too much on the infinite.. it's not *that* great. :p
I know u play team row and i didn't see this anywhere else in the thread.
Reverse team row
Launch, sj lk,fast fly lk,fp+magnetoXXhard drive, now wait for magneto beam to hit followed by dhc HVB.
Not many safe ways to get cable in with this team, this certainly helps
105+ dmg:D
That is Team Fiend. It's a good team.. unorthadox compared to the other Mag teams. Anyway:
Combos are somewhat limited with this team, can't go cr.lk + IM, cr.lk because IM comes out to slowly and won't combo. You *could* however:
Cr.lk + IM, cr.lk, wait a halfsecond, then lp em disruptor XX tempest. If done correctly, they'll fly right into it, taking pretty good damage.
Also, Launch, fk, ad.df lk, lk, rejump lk + IM, fp -
From here you have some options. You can do a hypergrav, though the IM assist will knock them out of it and then you OTG them with a cr.lk, cr.rh and go on from there. You can also simply do a tempest- that's one of this teams basic damaging combos.
For the Sent assist, combos are limited also. You could launch, rh, ad.df lk, lk land, then 1 hit fk + sent assist, hypergrav XX tempest. Unmashable, since the drones hit them if they try to get out of it.
Otherwise, call sent drones while rushing, to help cover your approach. IM assist is great for punishing other assists, hits hella hard. Don't forget to learn how to use IM. Some people pick him solely for his assist, and if forced to use him on point, go for a blind jumping jab. Just learn how to use him well, and this team functions a lot better. Hmm.. some other stuff tomorrow.. gonna sleep.
the use of lights or fierces is all situational dependant for me
is it cross-up time? a multiple high or a single high low?
am i worried about hitting assist with my shorts and losing the point char if i hit them first?
am i setting up another rushdown string or do i want to go for a real tricky set-up now?
I think the largest part of playing a good team combofiend is to play extremely patient with your magneto, not easy to do.
It's a wierd team
Basically you have the meter builder/ the vessel to get you to 3rd char via dhc aka toofucking good aka proton cannon dhc/ sentinel the fucking robot.
I can't think of a single team in the game like that other than the fiend.
Gotta keep magnus and sentinel healthy, to me, ironman barely matters on the team, he's just a super and a barely above average tri-jumper who loses to everyone who matters nearly.
Don't mind me, i'm short on sleep and i feel like bitching about ironman
:p
BaekBob:
Taiji's FS set up is: Sj. lk lk, ad.f lk fp/rh.
Cable/Cyke is difficult duo to get past, but not impossible. Dashing in and blocking once Cyke is already out and taunting usually baits the Cable player into wasting a meter, thinking you're going to launch his assist. Judging from your post, you need to learn how to attack safely. Trying to shockwave Cyke just gets you killed. Trying to launch and fierce him while Cable has meter is just retarded. Punish cyclops when Cable has no meter. Other wise keep moving forward, but be prepared to block Cyke. Generally, you can sj and ad.f, and if he calls cyke anyway, you'll land between them and have a couple seconds of free rushdown on Cable. Just block more.. don't take any uneeded chances.
BaekBob:
Errr no. I didn't mean for you to taunt, I meant, dash in and block while Cyclops is taunting. Sorry for the misunderstanding. Anyway, don't ad.f too low to the ground, if you do, Cyke has a good chance of catching you with his fist rather than his optic bullet thing, and that = death for j00.
Does he stay on the ground when he calls Cyke? Or does he superjump? Anytime he sj's after he calls cyke, that's a perfect time to get in 2-3 fierces in on his assist. If he stays on the ground, just dash in while making sure Cyclops is still out and doing his taunt. He can't back up forever - eventually he'll put himself into a corner.
Once he's in a corner, wait till he calls Cyke again. Something you can do is if timed right, you can dash under cyke when he's at the peak of his gene splice. Then kill Cable. If he superjumps to try and get out of the corner, sj with him and use a fp throw to send him back.
And you pushblock the Inferno, let the stick go neutral for a second, then jump out. I've heard you can just block the Inferno and DASH out.. dunno. Never tried that one.
just gotta continually move around the tiger knee grenade + cyc pattern until you see small opening with the cables movement. Let him set himself up for some rushdown/cross-ups...
Also, a good thing to do vs cable is dodge the cyc assist, get in close, guard break when he regular jumps back. Training the person to jump is a good way to set it up.
potts: Sliding is easier.. thumb is mose reliable.
And yes I know you already know all this. :p
projektx-: If you're dashing BELOW them, you're not letting Magneto float above his opponenet like he's supposed to. If you're dashing ABOVE them, then you're simply waiting way too long to ad.df lk lk.
Even if you snap in new person it randoms out sometimes and dizzies the next guy. Sometimes only after a few hits. I should know believe me:rolleyes: :p
ThE CRoW:
Mag/Doom is one of the more interesting combinations, since Dooms rocks are so random you can't expect the same results every single time. Anyway:
Cr.lk + doom, lk gets you a free infinite set up. You could always pull off a quick cross up once they get thrown up by the rocks. And of course, there's always : launch, rh, ad.df lk, lk, 1 hit rh + doom XX hypergrav tempest.
Unmashable, and quite painful. Not really any other combos with that team, I think.
Damn.. hella missed this one.. Anyways.. nope. Usually play at Sunnyvale.. Milpitas is kinda expensive for me, last time I checked.. 50 cents for MvC2. :eek: :( Also.. not to bag on Milpitas peeps.. I think SVGL's comp is better.
ThE CRoW:
By random I mean that the rocks don't follow a set pattern. Like psy always hits twice, and IM hits a certain number of times. The rocks are totally random, meaning you can't expect some things to always work if you rely on the rocks to set up something.
You could do that stuff that Mr. Power did -
Call Doom, FK throw, aim down. and infinite. Dunno if you can roll.. try it out.
Yes, it is blockable. Every reset is blockable, which is why doing a reset is always risky - your opponent may guess correctly or get lucky and block it.
Random note: Launch, rh, ad.df lk, lk - land whiff s.lp + sent-Y, fk throw works stupidly well. The throw makes them fly onto the drones, easily run in and launch and kill them. Fun.
It just depends on your style if you're confident with your resets then go for them because that is the fastest way to kill somebody. But if you want to make your hits count for sure go for an unmashable. If your opponent has taken some damage already an unmashable into hailstorm will kill them. Now you've got storm on point with a healthy magneto recharging in the back. Run away a little bit and next time you hit them you can LSXXbutterflyXXtempest or shockwave. You should get them to change the damage setting at your arcade also. BTW dashing straight down when you do the unmashable greatly increases the chance for you to juggle them after the tempest is over.
Well... how I play is that I reset till they have about 1/4th or so of their life left.. then unmashable. Usually kills them off, if not, I DHC and finish them off anyway. Only time I use supers is if it'll kill someone, or if it'll hurt someone enough that a DHC will kill them.
Oh and random hypergravXXtempests work well, no matter what anyone says.
I'm guessing it was in the corner, and went:
Launch, fp, ad.df fp, OTG rh, cr.lp, jump lk, lk fp, rh. And no, he didn't superjump during the combo, as flying screen was activated.
As for the unblockable, the LAST frame is unblockable. When they're waking up or falling on it, it takes on properties which makes it unblockable.
I hate the drone assist... mad slow.. controls space and stuff.. but it's just blah. RP assist.. you can do more stuff with it.. harder for your opponent to jump in the way and block sent's attack, but if it were drones, it'd be easier.
As for Storm.. yeah she benefits more from the drones.. but the RP can assist punish or set up retalitory hail's just as well. And Mag.. well.. it's Mag. RP is great for him.
j1lLFaN:
Fierce attacks have more stun, though not much more than two lk's. Lk's come out faster, and since you can link two of them together, opponents that think you'll go 1 high, 2 low (like 95% of the Mag users out there) will get caught by it. And of course, there is the damage difference. Tri jump lp's supposedly have weird properties that allow it to out-prioritize certain attacks that all of Mag's other normals would lose to.
Magnetic Hail:
As for sliding to lk, just put more pressure on your index finger. Easy.
The best Mag/xxx/psy team? Possibly M/cable/psy. Power of the AHVB with a good setup. Thing is, the team sucks ass if you're losing. Stick with characters you're good with.. just try and *make* Doom/psy work. Though, imo, Cyke is way better for Doom.
Infantry:
Once you connect a c.lk + tron, c.lk, you can simply run in and c.lk, launch your opponent. Or you can time a c.rh, tri-jump rh, OTG c.rh etc. Yes, it's rollable, but most opponents will expect you to just launch and do rh, ad.df lk, lk.....
It doesn't really matter if you add the lk or not. (concerning the tron question) But adding the lk means you have a way of seeing if you timed it correctly, i.e. you don't have to throw out the launch blindly.
Most of the problems I see people have is when they launch, they time it wrong, so instead of the opponent flying up to rh ad.df lk etc. height, the 3rd hit from the assist puts them midway, and then you rh throw them instead. That, or they time it wrong and the opponent either blocks or gets grounded by the tron assist.
RACK:
Concerning the ground infinites, practice makes perfect. I'm guessing the claw method would work better for the tri jump lk lk. And yes, c.lk c.lp knocks everyone up to snapout level. It's better than a lk lk snapout, since that misses on most people if they're crouching.
Jwong used cammy before, i think it was m/cable/cammy or something, but (and im probably wrong about this) you lose more combo options with cammy than psy, and the trouble with cammy's KBA is its not a 100% going to work, there are times where itll fuck up... maybe de4deye knows or can confirm any of that, im just a newbie
j1lLFaN:
Well, the force field move won't catch a careful player. If they see your mag stand up, they'll probably be expecting a tri jump or some attack that hits high. So they'll block. While they're blocking, Mag is still recovering from the move. Once they realize that, they'll punish you badly. So it doesn't change much, would only catch careless players. Random note: If it's timed correctly, it WILL stop a headcrush.
ThE CRoW:
The KBA misses around 1/8th of the time (or so I believe). When that does happen, she misses the bodyslam that finishes (and deals most of the damage) the super. The opponent will get up and be able to act again before Cammy hits the ground. It's not really that big of a deal - it's just that it can happen at a most unfortunate time, i.e. a game-winning super. To sum it all up, it's not something that will totally fuck your gameplan over, but it'll come in once inna while.
TrueSephiroth:
First, reach into your mind, and take the concept of constant in your face rushdown out of there. Magneto is a heavy offense character, that is granted. But a lot of new players seem to think that they should be on the offense with him 24/7. Bzzzt. Wrong. When you get an opportunity to land that hit, take it. But never try to randomly make something happen, that's how you lose Magneto in 10 seconds. As MSP, you can dash in and c.lk + psy, c.lk. Simple, yes, but I've seen hella people around here try to fuckin tri jump all day rather than doing that. It's just.. :confused:
Anyway, tri jumping is best used when your opponent is already in blockstun, that way they can't call an assist or retaliate while you're hopping around. You mentioned you can only tri-jump with Storm - Magneto is pretty much the same thing, just practice. Learn when to use which attack for a certain situation. For instance, trying to use lk's on Sentinel rarely work well. Use rh's or fp's. Etc.
To sum it up - Rush safely with Magneto. You don't want to tri jump over and over. Dash in, c.lk + psy, lk. They block it? Now you have a couple options. Most will expect you to tri jump right after. You can try your luck and delay, then c.lk again. Or you can mix it up with double or even triple tri jumps. Mix up your sj tri jumps with normal tri jumps - some players look for the sj splash as an indicator when to block high. And never forget to throw a crossup tri jump in there. But I digress. Start with the basics, THEN try the crossups or double/triple tri-jumps.
Sample: c.lk + psy, c.lk (blocked) tri jump (hit), 2nd tri-jump -> combo.
Sample 2: c.lk + psy, c.lk (blocked) slight delay, c.lk + psy, c.lk.
The list can go on and on, but mixing it up is how you get good with Magneto. Sorry if I ranted on too long. :confused: I think I answered your question somewhere in there though. =]
Green
10-16-2005, 05:18 PM
Great work!
denjin
11-18-2005, 03:07 AM
Shit.
Down in flames. Just like the Dudley thread.
good summary man, forreal. just a shame noone reads this shit anymore =[
ringopan
11-30-2005, 11:44 AM
this helps a lot, thanks.
denjin
12-09-2005, 02:42 AM
WOW ringopan, nice avatar. DAMN.
(Heh, thought Makoto was Sakura for a second there.)
Gotta love that Ibuki pic.
denjin
08-03-2006, 01:59 AM
bump
Radiant93
08-05-2006, 10:07 AM
nice work dude.
good summary man, forreal. just a shame noone reads this shit anymore =[
O we do we do:wink:
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