View Full Version : I can now HK cancel all the time now.
MagnuScruB
12-12-2005, 04:12 PM
You guys should practice it, lot of good resets i was doin in casual play against top players. it works
How did u learn the timing? The same way as Magnetro? Is this something you need to train consistently to get down like ROM, or once you knew the timing you could do it consistently? I'm still having problems even after all the advice and wathcing the vid. If I'm lucky I get it 1 outta 5 times, if not 1 outta 10. Any help you can give me?
MagnuScruB
01-05-2006, 01:16 PM
i just do it earlier if it doesnt work when i try it
Dasrik
01-05-2006, 05:07 PM
Great, now you can do a move that has 10% of the range of standing fierce.
MagnuScruB
01-05-2006, 08:51 PM
Great, now you can do a move that has 10% of the range of standing fierce.
wow, ur stupid
Dasrik
01-07-2006, 06:08 AM
wow, ur stupid
no u (http://welcometodie.ytmnd.com)
MagnetoManiac
01-07-2006, 08:54 AM
im not worried about cancelling s.hk because i really dont need it that much but how do u do it? i wouldnt mind getting fancy in a match if i'm ahead :). do u use the tiger knee motion or just time down up right?
Dasrik
01-07-2006, 09:39 AM
Cancelling any normal move is just a matter of putting the stick to neutral before you input the superjump. The only normals that absolutely cannot be canceled under normal circumstances are Cyclops' standing and crouching fierce and all of Megaman's fierce attacks, and that is because the system considers them a "special move" instead of a "normal move".
MagnuScruB
01-07-2006, 01:46 PM
im not worried about cancelling s.hk because i really dont need it that much but how do u do it? i wouldnt mind getting fancy in a match if i'm ahead :). do u use the tiger knee motion or just time down up right?
i do a tigerknee backwards, thats just my style. but u can go down up or TK forward or backward.
Dasrik
01-07-2006, 04:40 PM
Okay. Make things simpler by making them more difficult. (http://welcometodie.ytmnd.com)
Magnetro
01-07-2006, 08:15 PM
Okay. Make things simpler by making them more difficult. (http://welcometodie.ytmnd.com)
:rofl::rofl::rofl:
As for Sj'ing normals -- yeah you have to leave the stick at neutral then SJ so cr.lk (comes out in one frame, leave the stick at neutral and sjc... Hard but that's how it's supposed to be done.
gouki10
01-11-2006, 07:35 PM
sj canceling the hk gets so easy after awhile, all you got to do is trian your eyes, and hands to react to the knee coming up of the second hit of hk, eventually you can freestyle with that shit.
Mixah
01-17-2006, 10:26 PM
Cancelling any normal move is just a matter of putting the stick to neutral before you input the superjump. The only normals that absolutely cannot be canceled under normal circumstances are Cyclops' standing and crouching fierce and all of Megaman's fierce attacks, and that is because the system considers them a "special move" instead of a "normal move".
cable's shot is cancellable after the shot?
what about blackheart heavys?
btw, i'm not being a smartass, i really dont' know...
sentinels' spit i know you can sj cancel out of...
and btw, i've heard that you can't cancel out of "two only" magic series... eg, magneto's c.lk, c.lk xx sj is non-existant.
sj cancel is pretty useful for more advanced magnus players who play people that can block real fucking good. i do them free now and get resets with iron man assist for easy kill. the resets off of sj cancel are serious and yes mixah cables bullet can get super jump canceled.
Mixah
01-18-2006, 09:33 AM
w0rd j360 = the man yo
MagnuScruB
01-18-2006, 01:05 PM
try this reset, its pretty hard.
s.hk sj. addf under them, short on the other side.
ggpo
and cables bullet is cancelable if the gun hits there face
Mixah
01-19-2006, 06:09 AM
what about blackheart's heavies?
MagnetoManiac
01-19-2006, 07:53 AM
godly av m1x4h
anyone here use simple down up to cancel mags s.hk? and how many frames do u have to cancel it? i can cancel s.hp perfectly fine but still have trouble with s.hk =\.
Magnetro
01-20-2006, 05:03 AM
godly av m1x4h
anyone here use simple down up to cancel mags s.hk? and how many frames do u have to cancel it? i can cancel s.hp perfectly fine but still have trouble with s.hk =\.
I use down up... And S.HK and S.HP have the same timing! Try to imagine you're doing HP if you have to. It's funny cause everyone thinks that HP and HK have completely different timings but it's not true at all.
HK > LP > ROM FTW.
MagnetoManiac
01-21-2006, 08:53 AM
I use down up... And S.HK and S.HP have the same timing! Try to imagine you're doing HP if you have to. It's funny cause everyone thinks that HP and HK have completely different timings but it's not true at all.
HK > LP > ROM FTW.
WOW that helps a lot. didnt know they have the same timing. thanks a bunch.
Mixah
01-23-2006, 09:38 AM
that works. i find both about the same difficulty, but that actually does help. less to think about.
AL the great
01-25-2006, 05:33 AM
sj cancel is pretty useful for more advanced magnus players who play people that can block real fucking good. i do them free now and get resets with iron man assist for easy kill. the resets off of sj cancel are serious and yes mixah cables bullet can get super jump canceled.
werd
gouki10
02-18-2006, 12:26 PM
most fun mix up with the s.hk cancel
lp or c.lk, s. hkxxsj, dash down lk, mk, dash under, press down to cancel the dash fast, then c.lk, s.hk, into etc.
it looks so fast and i promise NOONE will ever block this the first time you do it too them.
MagnuScruB
02-18-2006, 02:31 PM
most fun mix up with the s.hk cancel
lp or c.lk, s. hkxxsj, dash down lk, mk, dash under, press down to cancel the dash fast, then c.lk, s.hk, into etc.
it looks so fast and i promise NOONE will ever block this the first time you do it too them.
lol
-= SnapOut =-
04-25-2006, 10:46 PM
Does anybody know any cool standing hk combos for dead assist after i snap both my opponents characters out?
Magnetro
04-30-2006, 12:57 AM
sure, hk sj add whiff something land repeat.
Mixah
04-30-2006, 07:01 AM
try this one...
launcher, sj, lp, lk, lp, add, lk, lk, [land, s.hk 1, xx sj, lp, add, lp]
since u don't combo it, u actually have a very long time to do this...
Magnetro
04-30-2006, 04:31 PM
http://www.f-forge.com/?d=lyE0cHenqPSwYD72W6Ba video of hk sj add whiff land repeat
there are harder ones but they mix a lot of other sjc'ing of other moves like lp or cr.lk.
just experiment! :tup:
Mixah
04-30-2006, 04:36 PM
Nice
sealhunta
02-27-2007, 07:59 PM
i know this thread is dead but i didnt want to make a new thread, how do u cancel the s.hk
like i can cancel c.hk no problem cuz i put the stick back to neutral and then super jump but when i s.hk the stick is already neutural and i try super jumping and nothing happens, should i do s.hk then press forward or backward then bring it to neutral and then do a super jump? and what can i do after a s.hk super jump cancel that comboes
Mixah
02-27-2007, 08:15 PM
i listen to his grunts... he goes HUUUHHH HAHHH!!!
hit d/up between the two grunts
sealhunta
02-28-2007, 04:58 PM
okay i just realized i've been hk super jump cancelling since time its just i only did it when super jumping was just my next move that i planned on doing after an hk. i didnt know uc oudl combo off of it, i can get the super jump cancel to work its just that comboing off of it is hard.
so basically all i do is press s.hk and keepthe stick in neutural for like a split second and then super jump.
50mOrEcEnTz
03-25-2007, 08:05 PM
just curious...i feel that ''glitchy'' resets are of better use than "can you block fast enough the other way or high" resets. unless you are planning on doing some type of s.rh infinite, a s.rh kind of gives it away your about to do something different. not saying i wouldn't ever get hit by a s.rh reset, cuz i have been, just "normally" people are more prone to miss a rep of the s.rh infinite or i get to block the reset just because i saw s.rh coming, it cued me that it was coming. also, the higher you have your opponent during whatever infinite you do to reset, the more mashing can ace you. the worst feeling is when you reset and another magneto mashes on lk like retard and catches you and your assist in double snapback. you'd be surprised what mashing does to some resets o.0
bboykilo
04-17-2007, 01:01 AM
ight! i need some help with the "high jump cancel"...im pretty new to the game! but every freakin time i use c.hp to put the opponent into the air and then i jump to start my combo, i end up jumpin alil to high! any tips guys! i'd like to try it out right away so that i can start an infinite!
beatsofdevil
08-19-2007, 01:17 PM
just curious...i feel that ''glitchy'' resets are of better use than "can you block fast enough the other way or high" resets. unless you are planning on doing some type of s.rh infinite, a s.rh kind of gives it away your about to do something different. not saying i wouldn't ever get hit by a s.rh reset, cuz i have been, just "normally" people are more prone to miss a rep of the s.rh infinite or i get to block the reset just because i saw s.rh coming, it cued me that it was coming. also, the higher you have your opponent during whatever infinite you do to reset, the more mashing can ace you. the worst feeling is when you reset and another magneto mashes on lk like retard and catches you and your assist in double snapback. you'd be surprised what mashing does to some resets o.0then it would be good to do a couple reps of an infinite involving s.hk cancel
any other interesting things with s.hk???
ShadedWolf
09-18-2007, 12:45 PM
just curious...i feel that ''glitchy'' resets are of better use than "can you block fast enough the other way or high" resets. unless you are planning on doing some type of s.rh infinite, a s.rh kind of gives it away your about to do something different. not saying i wouldn't ever get hit by a s.rh reset, cuz i have been, just "normally" people are more prone to miss a rep of the s.rh infinite or i get to block the reset just because i saw s.rh coming, it cued me that it was coming. also, the higher you have your opponent during whatever infinite you do to reset, the more mashing can ace you. the worst feeling is when you reset and another magneto mashes on lk like retard and catches you and your assist in double snapback. you'd be surprised what mashing does to some resets o.0
I've been focusing more and more on 5 fierce or rom infinite ended with sj air dash down lk hp, which knocks them down and sets them up similar to 5 fierce.
The resets you can play with at this point are a little plainer, but it takes mashing out of the equation.
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