View Full Version : MvC2: The Magneto Thread
De4dEyE
12-10-2002, 08:38 PM
Hmm.. that combo doesn't do too much? Dang.. only reason I picked up on it was cos it looked so flashy, lol. Hmm so you say that c.fp, sj, fk, ad.df, lk,lk etc. does more damage? I'd better start trying that then.. Normally I just use the basic combos... (luckily not many people I play mash out of the hyper-tempest) Dunno why they don't, but it works fine for me :D
Btw, what's the end part to that anchor combo? Someone said you could do a buncha things at the end..
Th3 0N3
12-10-2002, 09:11 PM
Originally posted by De4dEyE
Btw, what's the end part to that anchor combo? Someone said you could do a buncha things at the end..
umm.. the end would be ad.df sj.lk sj.mk.. after you land ya can start a lot of shit.. i suggest try reading the first 20 pages or so since they hold a lot of information on what ya can do after his main link...
WhentheSkyfalls
12-10-2002, 09:24 PM
Ok sorry to ask this but which page or pages of this thread has magneto's resets? Or if there isnt any or would like to show then please do so.
WiLD_DaIGo
12-10-2002, 09:51 PM
the very first special page....
MalignantMouse
12-11-2002, 12:12 AM
how do you do a magneto combo?
De4dEyE
12-11-2002, 12:15 AM
Errr... I'm pretty sure this has been asked like 20 times already, but how do you set up the infinite with mag going solo? (wanna learn this as a last resort thing, just in case, heh). Oh and I got the c.hp, sj, sj.hk, a.d.df, lk, lk down pretty well, heh.. Not that hard at all...
It's...
* From normal jump height
! 1a.) [j.lp, pause->j.d+lk, pause->j.mp/mk \ /]...Repeat brackets.
...that one
Th3 0N3
12-11-2002, 02:21 AM
Originally posted by De4dEyE
* From normal jump height
! 1a.) [j.lp, pause->j.d+lk, pause->j.mp/mk \ /]...Repeat brackets.
...that one
the timing on the rejump infinites are tricky but doable.. just follow the chart and ya should get it in time.
.... just landed from magnus's anchor combo, you simply rejump and hit lp. then you slightly pause before ya hit lk. and then another pause for either the mp or mk. on larger characters ya can actually throw in the magic series at a steady pace. then after ya land again ya jump right back up and repeat..
when ya do magnus's infinite it helps holding down the whole time after ya ad.df and sj.lk sj.mk. also, when ya land just hold up-foward the whole time and tap the buttons..
Dreamer
12-11-2002, 03:57 AM
First of I would like to thank fabio and SSj_Magneto for helping me last time with my infinite. But Im still having a small problem maybe someone could give me a quick tip. This is the infinite Im tring to do.
Down+HP Lancher, ,sj.HK, Air Dash Down/Forward, sj.LK, sj.MK, Land,[re-jump, j.Down+LP, j.Down+LK, j.Down+MP]
And I can do it sometimes but Im having a bit of a problem because mostly everytime I do it the character Im doing it on goes up to high on the,[re-jump, j.Down+LP, j.Down+LK, j.Down+MP] part . And Im unable to connect with the whole infinite since it gets blocked in mid air. what can I do to prevent this from happening so much?Can someone that knows how to do this infinite really good help me out thanks alot in advanced.
One more thing can anyone tell a good way to go from that infinite to some other kind of combo that might end in a Hyper Combo or something that might look cool.
:cool:
digitalheat
12-11-2002, 01:51 PM
ok i saw ROM do a really weird combo in a video of him vs. liquidmetal.
basically it was
tri. jump FK crossover, c.lk, c.fp [launch], sj.fk, sj.fp, sj.fk, [land], c.fk [slide] xx hypergrav launch
it did insane damage but I can't get it to work because it either goes into fly screen or all the roundhouses don't connect
GeekBoy
12-11-2002, 03:25 PM
Originally posted by digitalheat
ok i saw ROM do a really weird combo in a video of him vs. liquidmetal.
basically it was
tri. jump FK crossover, c.lk, c.fp [launch], sj.fk, sj.fp, sj.fk, [land], c.fk [slide] xx hypergrav launch
it did insane damage but I can't get it to work because it either goes into fly screen or all the roundhouses don't connect
Yeah, it doesn't work because the Hyper Grav won't ever come out because that combo causes flying screen.
digitalheat
12-11-2002, 06:02 PM
Yeah I know!
Its crazy though because ROM got it to work
Geekboy, can I send u the video sometime and you can tell me wth is going on?
sj fp throw sentinel when his back is to the corner, if you can't hit him before he shakes out of the metal, just dash in and fk throw him as soon as he lands and shakes out. It's very fast and works good.
De4dEyE
12-11-2002, 09:10 PM
Originally posted by Th3 0N3
.... just landed from magnus's anchor combo, you simply rejump and hit lp. then you slightly pause before ya hit lk. and then another pause for either the mp or mk. on larger characters ya can actually throw in the magic series at a steady pace. then after ya land again ya jump right back up and repeat..
Question: Is there like an exact count when you pause? Like 1 second.. 1/2 second? Sorry to get technical, but it'd be easier to run it through my head if I can get the count. :/
popoblo
12-11-2002, 09:15 PM
can somebody give me some magnus/ironman(AA) combos? geronimo's original information is very difficult for me to read, too many cross references and disparities.
after i do the dashdown combo, how do i normal jump again, hit the IM assist, and do an unmashable tempest? the timing is much different than psylocke's because her assist comes out alot quicker.
thanks.
Th3 0N3
12-11-2002, 09:21 PM
Originally posted by De4dEyE
Question: Is there like an exact count when you pause? Like 1 second.. 1/2 second? Sorry to get technical, but it'd be easier to run it through my head if I can get the count. :/
people always ask this. i don't think it's really neccesary for a count. just space out the pauses you'll get it sooner or later..
the pauses are very brief, just keep that in mind. if ya count to "one" your not gonna connect. most pauses in mvc2 are like 1/2 a sec and shorter.. a vague pause:~ 2/9 usually a vague pause is used for positioning, slight pause:~1/3 commonly used to extent a combo and a pause:~1/2+ gaurd breaking or reset a link.
Naslectronical
12-11-2002, 09:23 PM
Originally posted by popoblo
can somebody give me some magnus/ironman(AA) combos? geronimo's original information is very difficult for me to read, too many cross references and disparities.
after i do the dashdown combo, how do i normal jump again, hit the IM assist, and do an unmashable tempest? the timing is much different than psylocke's because her assist comes out alot quicker.
thanks.
Midscreen, the best one is:
c. lk, launch, air dash down to forward, lk, lk, land, call IM, rejump, j. lk, j. hp, Hypergrav, land, c. lk, c. hk, Hypergrav, launch, fierce throw, Magnetic Tempest DHC Proton Cannon/HSF/Hail
In the corner:
c. lk, launch, air dash down to forward, lk, lk, land, call IM, rejump, j. lk, j. hp, Hypergrav, land, c. lk, c. hk, Hypergrav, launch, fierce throw back into the corner, on the way down, sj. lk, lk, land, call IM, rejump, j. lk, j. hp, Magnetic Tempest
100%
You have to call IM just before you rejump.
GeekBoy
12-11-2002, 09:27 PM
Originally posted by popoblo
can somebody give me some magnus/ironman(AA) combos? geronimo's original information is very difficult for me to read, too many cross references and disparities.
after i do the dashdown combo, how do i normal jump again, hit the IM assist, and do an unmashable tempest? the timing is much different than psylocke's because her assist comes out alot quicker.
thanks.
- Launch, sj.RH, dash DF, j.LK, j.LK, land, j.LP/LK+Iron Man, j.FP xx Tempest.
- Launch, sj.RH, dash DF, j.LK, j.LK, land, j.LP/LK+Iron Man, j.FP, RH Hyper Grav, land, while Iron Man hits, walk back, c.LK otg, c.RH, sj infinite OR Grav xx Tempest OR Hyper Grav, launch...
- Launch+Iron Man, sj.FP, dash DB, land, c.LK otg, c.RH...
- (Corner) RH throw, s.LP+Iron Man, s.LK, EM Disruptor, Iron Man hits, Hyper Grav...
smashfighter
12-11-2002, 10:02 PM
What are some good ways to start the match if the opponents starts by crouching and blocking and calling an assist as soon as you move? Should I just block it? Or try a cross up or something. And for some reason, throwing never works, anyone know why?
GeekBoy
12-11-2002, 10:17 PM
Originally posted by smashfighter
What are some good ways to start the match if the opponents starts by crouching and blocking and calling an assist as soon as you move? Should I just block it? Or try a cross up or something. And for some reason, throwing never works, anyone know why?
Throwing doesn't work because the game engine won't allow it...do you know how cheap that would be?
Usually, I do c.LK+Assist, then do an LK triangle jump, it's fast, and a lot of people get hit by it.
smashfighter
12-11-2002, 10:33 PM
I know it doesn't work right away but it's stupid because I'll dash a little, tap down, then throw, that should at least work because there is commands before the throw.
Okay and how about if it's sent?
counterfeit
12-11-2002, 11:08 PM
c.lk -> launch -> dash D/F -> lk->lk -> lk lk infinite till u reach corner -> sj. dash D/F -> fk throw -> lk -> lk as falling -> lk lk infinite -> sj. dash D/F ->fk-> fp->fk -> dash forward -> c.lk -> dash forward -> sj. into lk lk infi -> sj. dash D/F -> fk throw -> lk lk as falling -> land -> s. fk +sent ground or mag projectile XX hyper grav - > tempest:confused: :confused: :confused: :confused:
GeekBoy
12-11-2002, 11:34 PM
Originally posted by counterfeit
c.lk -> launch -> dash D/F -> lk->lk -> lk lk infinite till u reach corner -> sj. dash D/F -> fk throw -> lk -> lk as falling -> lk lk infinite -> sj. dash D/F ->fk-> fp->fk -> dash forward -> c.lk -> dash forward -> sj. into lk lk infi -> sj. dash D/F -> fk throw -> lk lk as falling -> land -> s. fk +sent ground or mag projectile XX hyper grav - > tempest:confused: :confused: :confused: :confused:
Want to explain to me how Magneto can use his own assist in a combo?
FMJaguar
12-11-2002, 11:39 PM
Step 1: translate into english: "infinite, throw reset, repeat until tired, combo into super"
Step 2: realize that it's NOT A DAMN COMBO!!!
Th3 0N3
12-11-2002, 11:41 PM
Originally posted by GeekBoy
Want to explain to me how Magneto can use his own assist in a combo?
yea i don't quite understand that one either, :lol:
De4dEyE
12-11-2002, 11:50 PM
Mebbe he's talking about mvc2 on Dreamcast? Dunno, but I heard on DC you can pick 2 of the same chars..
white ninja
12-11-2002, 11:50 PM
OMG!! :eek: Cap that shit!!! I've serve it on irc and together we shall rule the earth...:bluu:
Th3 0N3
12-11-2002, 11:53 PM
Originally posted by De4dEyE
Mebbe he's talking about mvc2 on Dreamcast? Dunno, but I heard on DC you can pick 2 of the same chars..
ya can have ur whole party magnuses if ya wanted to :p
FMJaguar
12-11-2002, 11:56 PM
Ok i know i don't post many combos, but here goes...
launch, do some crazy ass infinite shit, go throw dat ass back into the corner and do some more shit, then just as you about to own this poor sap, throw again... oh shit, got teched, magneto got guard broken, infinited acrossed the screen, and your whole team gets raped... the end
MalignantMouse
12-12-2002, 12:28 AM
FMJ likes magneto.
MalignantMouse
12-12-2002, 12:33 AM
Originally posted by popoblo
can somebody give me some magnus/ironman(AA) combos? geronimo's original information is very difficult for me to read, too many cross references and disparities.
after i do the dashdown combo, how do i normal jump again, hit the IM assist, and do an unmashable tempest? the timing is much different than psylocke's because her assist comes out alot quicker.
thanks.
launch, sj.hk, ad df, sj.lk, sj.lk, land, s.hk + IM-B, hyper grav (xx after 1 s.hk hit), s.hk xx hypergrav (again), IM hits, c.lk, c.hk, into whatever.
also launch + IM-B, sj.hk, IM hits, come back down, c.lk, c.hk , into whatever.
in the corner they also have flying screen combos. launch + IM-B, sj.lp, sj.hp, (IM hits), blah blah blah.
counterfeit
12-12-2002, 10:01 PM
it works but i meant storm projectile.
when u do the infinite the second time u juss do it for about 23 hits and i posted that mixup because i felt testing mah homeboys mini keyboard on his PDA .oh yah .. its a mix up i juss realised i didnt say that it was one cuz i was already half way through that shit and that mini keyboard was pissing me off
Amingo
12-12-2002, 11:34 PM
Originally posted by counterfeit
c.lk -> launch -> dash D/F -> lk->lk -> lk lk infinite till u reach corner -> sj. dash D/F -> fk throw -> lk -> lk as falling -> lk lk infinite -> sj. dash D/F ->fk-> fp->fk -> dash forward -> c.lk -> dash forward -> sj. into lk lk infi -> sj. dash D/F -> fk throw -> lk lk as falling -> land -> s. fk +sent ground or mag projectile XX hyper grav - > tempest:confused: :confused: :confused: :confused:
lk lk infinite -> sj. dash D/F ->fk-> fp->fk -> dash forward -> c.lk -> dash forward -> sj. into lk lk infi
this part is just pure bullshit, mini keyboard my ass
The_Dragoon
12-13-2002, 12:15 AM
yea.. i don't understand...
dash forward -> sj...
uhh.. wanna explain how the opponent will NOT block in that period of time?
SSJ_Magneto
12-13-2002, 10:39 AM
Originally posted by GeekBoy
Want to explain to me how Magneto can use his own assist in a combo?
He proably was doing iton dreamcast since you can pick the same character again
:lol:
GeekBoy
12-13-2002, 11:09 AM
Just stop discussing that combo, it doesn't even combo ¬_¬
Heihachi
12-13-2002, 04:00 PM
for the last time what exactly is direction do i need use for sj infinite
is it super jump up or up/forward
GeekBoy
12-13-2002, 04:03 PM
Originally posted by Heihachi
for the last time what exactly is direction do i need use for sj infinite
is it super jump up or up/forward
Either one, as long as you dash DF.
for the last time :
IT DOESNT MATTER.
you can freestyle the sj infinite. <-- READ THIS
it doesnt matter what way you sj or dash. you can sj ub, u, uf. you can ad d or df. IT WILL STILL CONNECT <-- READ THIS
what you dont understand is the ONLY thing that matters is the DASH DF. it is the most important part. you MUST dash df + lk at the same time. AT THE SAME TIME. near instant. or it wont connect. anything else. IS NOT IMPORTANT.
STOP ASKING QUESTIONS ABOUT SJ INFINITE
Heihachi
12-13-2002, 04:23 PM
Thank you, so what is the best direction to use. I just got this game like 5 days ago.
the reason is why I ask this question because u or uf work for me but I can't get it 100% yet. i figure that I'm probably using a the wrong direction. so just follow the enemy where he is, then that will determine the direction that i need to use.
De4dEyE
12-14-2002, 01:57 PM
*bump*
Hmm.. I'm having trouble playing against Doom. His c.fp launcher is annoying as hell, screws my dash in over. I was wondering if j.fk beats his launcher out? Or triangle jumping maybe?
lilsdsk8er
12-14-2002, 02:56 PM
um anyone have any good magneto tron(proj) combos/crossovers/tactics?
Magnus123
12-16-2002, 05:04 PM
I have been trying to do mag's normal jump infinite where you continue the [j.lp, down+j.lk, j.lp] for a couple weeks now and still can't get it right. I can get 7 hits when i start the combo by doing launch, fk,dash down+forward, lk ,lk and then the bracket only 1 time. Problem is i can't seem to continue the infinite, every time i jump up to repeat the bracket, they are able to block. What am i doing wrong? is it still the timing? cause doing it faster and slower doesn't really seem to help unless i am a split second off. Otherwise, does the placement of oppenent's body matter? say for instance, do i have to get opponents body at just the right height after doing launch, fk, down+forward, lk, lk? Any tips would be great. Thx.
Storming Flower
12-16-2002, 06:14 PM
how do you get out of laser+bh aaa drones trap?
Monkey
12-16-2002, 09:15 PM
Originally posted by Storming Flower
how do you get out of laser+bh aaa drones trap?
Superjump. :lol:
-monkey
boychoi
12-16-2002, 09:18 PM
sorry to ask this question but how do u do mags tempest GB??? thanks
Naslectronical
12-16-2002, 09:37 PM
Originally posted by boychoi
sorry to ask this question but how do u do mags tempest GB??? thanks
sj, airdash forward, lk, lk, Hypergrav XX Magnetic Tempest
boychoi
12-16-2002, 09:39 PM
Originally posted by Naslectronical
sj, airdash forward, lk, lk, Hypergrav XX Magnetic Tempest
thanks for the info
wassup
12-16-2002, 09:56 PM
need help cancelling a c.hk juggle into Hypergrav :wtf: i do it like once every 20 times and it's driving me insane - is there a secret technique? what's the cancelling window for c.hk?
ShadowHawkv2
12-16-2002, 10:50 PM
Originally posted by wassup
need help cancelling a c.hk juggle into Hypergrav :wtf: i do it like once every 20 times and it's driving me insane - is there a secret technique? what's the cancelling window for c.hk?
Ther really is no secreat technique but u cant do that. It is to slow. What u can do is Hk. into magnetic tempest . When doing magnetic Tempest it is faster then just a regular Hypergrav.
That is the reason if u do psy. C.lk,C. hk hypergrav on sentinel(Or big characters). U HAVE TO DO MAGNETIC TEMPEST.:D :D
wassup
12-17-2002, 02:37 AM
what do you mean too slow? the Hypergrav does connect if it cancels, not sure if Tempest connects though but i doubt - i'll just keep trying
ThE CRoW
12-17-2002, 10:33 AM
shadowhawk: i know what u mean by the hypergrav. not working on sent. but doesnt.. (psy aaa) cr.lk , cr.hk, grav. xx tempest work on normal characters?
to anyone: is it possible to connect the ad. df combo after using psy's aaa... say like.... call psy. wait a bit til opp. goes down, cr. lk, cr. hp, hk, ad df, lk, lk ? is that possible? cuz i cant get it to work, most of the time the opp. is to high.. and should i only use triangle jumps when a person calls out an assist? or are there other times to use it? does anyone actually use wavedash? correct me if im wrong, but it just prolongs ur ground dash right?
SuperKirby
12-17-2002, 04:14 PM
Originally posted by SSJ_Magneto
He proably was doing iton dreamcast since you can pick the same character again
:lol:
ur so dumb...stfu n00b get out
first of all its called comboing into a tag-in and second once you do that you can use magnetos assist -_-....what a moron...just get off srk fool...
ShadowHawkv2
12-17-2002, 09:48 PM
Originally posted by wassup
what do you mean too slow? the Hypergrav does connect if it cancels, not sure if Tempest connects though but i doubt - i'll just keep trying
Tempest connects for sure. But regular hypergrav does not cause u arnt canelin it. So it isnt as fast:D :D
_blitz
12-18-2002, 03:20 AM
to anyone: is it possible to connect the ad. df combo after using psy's aaa... say like.... call psy. wait a bit til opp. goes down, cr. lk, cr. hp, hk, ad df, lk, lk ? is that possible? cuz i cant get it to work, most of the time the opp. is to high.. and should i only use triangle jumps when a person calls out an assist? or are there other times to use it? does anyone actually use wavedash? correct me if im wrong, but it just prolongs ur ground dash right?
off psy do the launch, roundhouse ad d/f lk, will work untill then but he runs out of magic ability . the game won't let you super jump then return to the ground and do a special, super or call an assist in the same combo. thats why you can't launch. roundhouse ad d/f short, launch again, repeat. but you can go right into an infinate after the roudhouse in the air because you do normal jump state which confuses the game and lets you have it. after the ad you can only do normal moves and link a super or special but only in the air not after you return the ground.
maybe that will help
ThE CRoW
12-18-2002, 04:53 AM
k , thanks for explaining it
Dasrik
12-18-2002, 05:05 AM
Originally posted by _blitz
off psy do the launch, roundhouse ad d/f lk, will work untill then but he runs out of magic ability . the game won't let you super jump then return to the ground and do a special, super or call an assist in the same combo. thats why you can't launch. roundhouse ad d/f short, launch again, repeat.I'm pretty sure you can, at least, off of a ground launch (you can do c.short -> c.fierce ^ sj.rh, AD d/f, sj.short -> sj.forward, c.fierce again). I know it's a moot point since we're talking about post-Psylocke options, but the game does let you relaunch at least twice.
da_dragon
12-18-2002, 11:15 AM
Originally posted by Magnus123
I have been trying to do mag's normal jump infinite where you continue the [j.lp, down+j.lk, j.lp] for a couple weeks now and still can't get it right. I can get 7 hits when i start the combo by doing launch, fk,dash down+forward, lk ,lk and then the bracket only 1 time. Problem is i can't seem to continue the infinite, every time i jump up to repeat the bracket, they are able to block. What am i doing wrong? is it still the timing? cause doing it faster and slower doesn't really seem to help unless i am a split second off. Otherwise, does the placement of oppenent's body matter? say for instance, do i have to get opponents body at just the right height after doing launch, fk, down+forward, lk, lk? Any tips would be great. Thx.
on tha infintie ur doin tha timing on this is alot more critical than the japanese infinte. U have to make sure that every rep u do has tha same timing...tha first lp should hit their head, they lk should hit their torso and the mp should hit around thierfeet so u land fast and can do it again..u can also substitue tha last mp for a mk....its easier from me like that....i dunno bout u ....anyways just make shure every rep has tha same timimg....if its to0 hard go learn tha japanese infinite cuz u have waaaay more options and it has less critical timing on it than tha rejump infiite...hope that helps you...if u have problems hit me baq i'll be glad to help:D
_blitz
12-18-2002, 12:29 PM
on tha infintie ur doin tha timing on this is alot more critical than the japanese infinte. U have to make sure that every rep u do has tha same timing...tha first lp should hit their head, they lk should hit their torso and the mp should hit around thierfeet so u land fast and can do it again..u can also substitue tha last mp for a mk....its easier from me like that....i dunno bout u ....anyways just make shure every rep has tha same timimg....if its to0 hard go learn tha japanese infinite cuz u have waaaay more options and it has less critical timing on it than tha rejump infiite...hope that helps you...if u have problems hit me baq i'll be glad to help
did you ever try to change inf during an inf. im mags is the only one that can and i think thats the most reliable if you think your going to drop them then switch to fierce kick fierce slide inf and when they pop up go back to it. after the slide they'll be somewhere around his mid torso or higher depending on how long you wait.
and of the topic who here has this on dc because i do and it seems like thegame runs just a little bit faster then it does at the arcade. or it may just be the machine at my arcade.
Dasrik
12-18-2002, 12:36 PM
Oh, here's a combo for those who like your combos hella stupid.
launch, SJ.Roundhouse, AD. D/F, SJ.Short -> SJ.Forward, land, J.Short + Psylocke, J.Forward (Psylocke hits), AD. Down, Magnetic Tempest, land, c.Short (juggle/OTG) -> c.Roundhouse, whatever
Looks familiar? This is the standard unmashable tempest, except you can juggle/OTG afterward. Hella simple.
Aerial Assault
12-18-2002, 03:01 PM
Um I haven't been able to keep up with y'all cuz of this number of posts, but I'm starting to get the Tri jump, c.lk, c.fk, triangle jump fk, c.fk xx hyper grav (dubbed all fierce kick ground combo) down to a science, even not doing the hyper grav and infinite into that. But is there a way to do another sj. fk, lk, lk, after you bounce them upside down with that last c.fk? I think it's still possible if you press, lk, lk, fast enough, cuz normally if the opponent get fk'ed getting bounced upside down, he would be a little too low.
If that confuses you......:bluu:
GeekBoy
12-18-2002, 07:59 PM
Originally posted by Dasrik
Oh, here's a combo for those who like your combos hella stupid.
launch, SJ.Roundhouse, AD. D/F, SJ.Short -> SJ.Forward, land, J.Short + Psylocke, J.Forward (Psylocke hits), AD. Down, Magnetic Tempest, land, c.Short (juggle/OTG) -> c.Roundhouse, whatever
Looks familiar? This is the standard unmashable tempest, except you can juggle/OTG afterward. Hella simple.
I really must stress you GOTTA BE REALLLLLLLLLY REALLY FAST to make the Tempest connect after the dash...I tried it today and didn't get it that much.
Charlie Goblyn
12-18-2002, 08:07 PM
Originally posted by GeekBoy
I really must stress you GOTTA BE REALLLLLLLLLY REALLY FAST to make the Tempest connect after the dash...I tried it today and didn't get it that much.
about that combo...
shouldn't u call psylocke... then sj wk ... air dash df in order for the tempest to hit?
cuz if u normal jump and attack u cant do any moves when u air dash... the game engine wont allow it....
GeekBoy
12-18-2002, 08:16 PM
Originally posted by Charlie Goblyn
about that combo...
shouldn't u call psylocke... then sj wk ... air dash df in order for the tempest to hit?
cuz if u normal jump and attack u cant do any moves when u air dash... the game engine wont allow it....
Did you not read Dasrik's post? You're already gonna be close enough to the ground to land before them to juggle.
Originally posted by Aerial Assault
. But is there a way to do another sj. fk, lk, lk, after you bounce them upside down with that last c.fk?
yes. it just depends on how fast your fingers are
da_dragon
12-18-2002, 09:09 PM
Originally posted by _blitz
did you ever try to change inf during an inf. im mags is the only one that can and i think thats the most reliable if you think your going to drop them then switch to fierce kick fierce slide inf and when they pop up go back to it. after the slide they'll be somewhere around his mid torso or higher depending on how long you wait.
and of the topic who here has this on dc because i do and it seems like thegame runs just a little bit faster then it does at the arcade. or it may just be the machine at my arcade.
:lol::lol: most i did is change japanese infnite to rejump infinte....and on big characters i'll sometimes switch it to tha air combo infinite if i'm ahead of tha otha person...i cant do slide ininte but wen i get my dc god knows i'll try:evil:
I was just wondering what are some of the more easy infs with mag
Dasrik
12-19-2002, 07:18 AM
Originally posted by GeekBoy
I really must stress you GOTTA BE REALLLLLLLLLY REALLY FAST to make the Tempest connect after the dash...I tried it today and didn't get it that much. You're probably waiting too long. As soon as jump forward kick connects, do the airdash then tempest as you near the floor. You don't have to wait for Psylocke to hit. It's probably a little tricky at first if you don't know the signals to look out for, but after awhile it's easy.
master ken
12-19-2002, 11:20 AM
Originally posted by Dasrik
Oh, here's a combo for those who like your combos hella stupid.
launch, SJ.Roundhouse, AD. D/F, SJ.Short -> SJ.Forward, land, J.Short + Psylocke, J.Forward (Psylocke hits), AD. Down, Magnetic Tempest, land, c.Short (juggle/OTG) -> c.Roundhouse, whatever
Looks familiar? This is the standard unmashable tempest, except you can juggle/OTG afterward. Hella simple.
why would you try something complex while you can simply just jump lp, lk, mk + psy (timing is like the normal jump infinite on regular size characters) land, tempest, then you can juggle/otg, or if they roll, dash back and go for cross ups.
Dasrik
12-19-2002, 01:42 PM
Originally posted by master ken
why would you try something complex while you can simply just jump lp, lk, mk + psy (timing is like the normal jump infinite on regular size characters) land, tempest, then you can juggle/otg, or if they roll, dash back and go for cross ups. You said the T-word... timing... my combo requires nearly none. Just mash on shorts plus A2 then airdash down and almost do tempest whenever you feel like it. Too good, and fo shizzle my nizzle. BTW, damn you master baiter.
Originally posted by BigD
I was just wondering what are some of the more easy infs with mag is that a dumb question or am i a dummy no ones wants to reply to?
da_dragon
12-20-2002, 04:58 PM
Originally posted by BigD
is that a dumb question or am i a dummy no ones wants to reply to?
easiest mag infinite is his japenese infinite....also his infinite on sent is very easy...his hardest must be his slide infinite....if u wanna kno how to do some infintes tell me....i'm to0 lazy to type now:D
Naslectronical
12-20-2002, 05:58 PM
Mag's two easiest infinites are:
Launch, sj. hk, airdash down to forward, lk, lk, land [j. lp, j. lk, j. mk] (do a full magic series on Sent, Juggs, and Blackheart)
AND
(on a grounded Sentinel)
jump in hp, hk, land [j. lk, j. lk, j. hp, j. hk]
da_dragon
12-20-2002, 07:20 PM
Originally posted by Naslectronical
Mag's two easiest infinites are:
Launch, sj. hk, airdash down to forward, lk, lk, land [j. lp, j. lk, j. mk] (do a full magic series on Sent, Juggs, and Blackheart)
AND
(on a grounded Sentinel)
jump in hp, hk, land [j. lk, j. lk, j. hp, j. hk]
I honestly think that tha ROM infinte is easier than tha rejump one...buts thats me....
SuperKirby
12-20-2002, 08:08 PM
Originally posted by Naslectronical
Mag's two easiest infinites are:
Launch, sj. hk, airdash down to forward, lk, lk, land [j. lp, j. lk, j. mk] (do a full magic series on Sent, Juggs, and Blackheart)
AND
(on a grounded Sentinel)
jump in hp, hk, land [j. lk, j. lk, j. hp, j. hk]
umm when ur doing the first infinite u posted...u need to hold down df while doing the first lk after every rejump
Charlie Goblyn
12-21-2002, 01:36 AM
Originally posted by da_dragon
his hardest must be his slide infinite...
not necessarily...
the slide infinite is quite simple...
now the inf on the seatle vid... s.rh (cancel 1st hit into sj ) a.d df lk lk repeat... now that shit is hard...
and the rom inf does seem easier than the rejump... all becuz u can practice the rom with various timing and it will work on everyone... the rejump... bleh...
my .02
laterz
da_dragon
12-21-2002, 09:55 AM
Originally posted by Charlie Goblyn
not necessarily...
the slide infinite is quite simple...
now the inf on the seatle vid... s.rh (cancel 1st hit into sj ) a.d df lk lk repeat... now that shit is hard...
and the rom inf does seem easier than the rejump... all becuz u can practice the rom with various timing and it will work on everyone... the rejump... bleh...
my .02
laterz
yea that seattle vid infinite i fuqin hard i get tha superjump cancel but i cant get tha dash out:mad: The slide seems hard, wen i get my dc wid MAS today ill try it out:D
SuperKirby
12-21-2002, 10:07 AM
Originally posted by Charlie Goblyn
now the inf on the seatle vid... s.rh (cancel 1st hit into sj ) a.d df lk lk repeat... now that shit is hard...
ummm that infinite is not hard...and i found this infinite out WAY before the seatle vid cause you can do it in xmen vs sf and yes if u dont believe me i dont care cause i had been working on that inf 2 years ago...
anyways... no the slide infinite is harder than this one because in this one the first hit of the hk stuns them enough for u to sj and dash down again right away and do a lk...just remember slide ur fingers on the buttons when ur dashin df with lk @_@......
slide inf is easy.
hardest inf is slide inf with no jump =]
I know, i can only get 3 hits and i'm just mashing my way to those:mad:
How does that shit work tell me ekin! it looks sooooooo crazy
How do you do the slide inf. with no jump?
X-Sapphire
12-21-2002, 08:58 PM
Originally posted by Naslectronical
Mag's two easiest infinites are:
Launch, sj. hk, airdash down to forward, lk, lk, land [j. lp, j. lk, j. mk] (do a full magic series on Sent, Juggs, and Blackheart)
AND
(on a grounded Sentinel)
jump in hp, hk, land [j. lk, j. lk, j. hp, j. hk]
what's the timing/pauses on that first infinite, i can never get it to work and what height(maximum regular jump height? or halfway of a regular jump?) should the char be when you rejump?
Ramos52
12-27-2002, 11:17 AM
Hey im just starin w/ Mag and the only combo i can do is c.lk c.hp sj.lk sj. lp sj.mk sk.mp sj.hp/hk
CAn you give me some other easy combos like these.
wassup
12-27-2002, 11:21 AM
Originally posted by Ramos52
Hey im just starin w/ Mag and the only combo i can do is c.lk c.hp sj.lk sj. lp sj.mk sk.mp sj.hp/hk
CAn you give me some other easy combos like these.
that's about it i'm afraid - if you really really want to get better with Mags you NNEEEEDDDDDD to be able to this 99% of the time - c.lk, c.hp, sj., sj.[hk, ad/df, lk, mk] and go from there since that sets up just about everything Mags is best at, unmashable tempests, infinites, crossups even
The Chief
12-27-2002, 11:28 AM
Originally posted by wassup
that's about it i'm afraid - if you really really want to get better with Mags you NNEEEEDDDDDD to be able to this 99% of the time - c.lk, c.hp, sj., sj.[hk, ad/df, lk, mk] and go from there since that sets up just about everything Mags is best at, unmashable tempests, infinites, crossups even
He's right.:cool:
popoblo
12-27-2002, 12:04 PM
Originally posted by The Chief
He's right.:cool:
yep, he is. that combo is referred to as the "dashdown combo" and virtually all of magneto's combo's/infinites/unmashables are set up off of this combo. if you want something simple after that part, try this...
cr lk, cr hp, sj hk, dash down forward lk, lk, (land) normal jump straight up, lk, lk, (psy hits), tempest. DHC it into storm's hailstorm, and it's about 80% damage.
hit the normal jump lk and psy's assist at the same time to get the right effect.
don't try to learn the infinite yet or any other hard combo's. just focus on getting the dashdown combo every time, and build from there.
boychoi
12-27-2002, 12:29 PM
Originally posted by Ramos52
Hey im just starin w/ Mag and the only combo i can do is c.lk c.hp sj.lk sj. lp sj.mk sk.mp sj.hp/hk
CAn you give me some other easy combos like these.
clk,chp,sj lp,lk,lp,lk, dash up forward,lp,lk,lp,lk, hk/hp or hyper grab magentic tempest its a simple magic series done twice or u could just do the magic series once n finish it off wit hyper grab magnetic tempest and then ryte after its done do the magic series againwit the dash up
magic series=lp,lk,lp,lk
get use to the feel of magnus then start tryn the hard combos like the dash down combo
hope this helps laterz
De4dEyE
12-27-2002, 01:56 PM
Well... A simple addition to that anchor combo would be a mag shockwave... so in effect the combo would look like:
c. lk, c.fp, sj., sj.hk, a.d df, lk, lk, (land), s.hk, XX Mag shockwave
Pretty good damage.. compared to the other combos you can do it sucks, but it gives good damage for very little effort.
THAJOKER
12-27-2002, 02:35 PM
Actually if you want a really good Mags, don't worry about combos.....yet. Learn how to triangle jump with him, and which normals YOU can cross up best with. Everyone says RH, but I find myself using LK more often. Learn how avoid shit(beams,proj.) with him, how to utilize his dash/wave dash....bascially get yourself familiar with his movements, and then focus on combos. You may know how to do Rom or re-jump infinite, but it ain't no use if you can't get that c.LK to connect.Holla!
ThE CRoW
12-27-2002, 05:55 PM
what does the clk have to do with the inf.?
and how do u exactly dodge beams and assist, i mean like do u just tri jump against all assist? i know there are some assist u shouldnt try jump instantly like doom
Saige
12-28-2002, 03:34 AM
Originally posted by ThE CRoW
what does the clk have to do with the inf.?
and how do u exactly dodge beams and assist, i mean like do u just tri jump against all assist? i know there are some assist u shouldnt try jump instantly like doom
If you land a c.lk with Mag, you should be able to go to an infinite. Thus, the c.lk is the most important thing to get.
Get it?
deadly_magneto
12-28-2002, 04:15 AM
need advanced combos for
mag/ruby
please no simple combos
DigitalSykosis
12-28-2002, 05:09 AM
Sup guys....just wondering how u get the slide infinite to work with no jump? what exactly do u have to do? ive seen it and have been hearing about it but i dunno how to do it. kinda hard with no stick but anyone wanna explain plz?
ThE CRoW
12-28-2002, 05:31 PM
yeah got it saige,
sykosis: someone expained it a few pages back, if its not in this thread, check soo's thread which is now closed
just wait for the burbank vid. sorry but we can't explain how to do it until skillmatic releases his vid.
btw. expect a hint on how to do it in the upcoming clockw0rk.com magneto resets vid
ThE CRoW
12-28-2002, 07:02 PM
clockwork.com is back up ? when and how do i get the vids?
our new site (not clockw0rk.com. something different) will be up 1/1/03. with match vids. the magneto resets vid will be up shortly after.
ThE CRoW
12-28-2002, 07:33 PM
k, thanks ekin, wats mag's most damaging combo without using a super or it being an inf. or reset?
ShadowHawkv2
12-28-2002, 09:34 PM
Mag has a really strong combo its
c.hp sj. hk (DASH DOWNFORWARD) sj.hp sj. hk( u land) c.hk does good damage and u combo them off the ground and junk i think. But im not 100% sure if this is exactly how the combo goes. Someone clear this up plz:D :D
Saige
12-28-2002, 10:16 PM
Originally posted by eKiN
our new site (not clockw0rk.com. something different) will be up 1/1/03. with match vids. the magneto resets vid will be up shortly after.
Mind sharing the url or is that for "opening day"?
well. i can give you the initials. "TP" =]
Spider_Sting
12-28-2002, 10:48 PM
Originally posted by ShadowHawkv2
Mag has a really strong combo its
c.hp sj. hk (DASH DOWNFORWARD) sj.hp sj. hk( u land) c.hk does good damage and u combo them off the ground and junk i think. But im not 100% sure if this is exactly how the combo goes. Someone clear this up plz:D :D
after the slide u can't do anything...
I Am Lothar
12-28-2002, 11:03 PM
Originally posted by Spider_Sting
after the slide u can't do anything...
That's the point someone couple posts up asked for the best combo magneto can do without specials and it without it being an infinite or reset
GeekBoy
12-28-2002, 11:22 PM
Originally posted by ShadowHawkv2
Mag has a really strong combo its
c.hp sj. hk (DASH DOWNFORWARD) sj.hp sj. hk( u land) c.hk does good damage and u combo them off the ground and junk i think. But im not 100% sure if this is exactly how the combo goes. Someone clear this up plz:D :D
You can do Launch+Storm-proj, sj.RH, dash DF, sj.RH, land, c.LK, c.RH, hyper grav, infinite
And yeah, that's the combo, I think it's easier to do Launch, sj.FP, dash DF, sj.FP, sj.RH, land, c.RH though.
boychoi
12-28-2002, 11:25 PM
Originally posted by ShadowHawkv2
Mag has a really strong combo its
c.hp sj. hk (DASH DOWNFORWARD) sj.hp sj. hk( u land) c.hk does good damage and u combo them off the ground and junk i think. But im not 100% sure if this is exactly how the combo goes. Someone clear this up plz:D :D
this combo is done in the corner. so after the dash down hp,hk land do clp,reg jump lp,lk,hp,hk
this combo is done really close to the corner. i usally pauze for a bit after the clp
ThE CRoW
12-29-2002, 12:32 AM
say i do a ac that ends with a hk throw in the air(near the ground) say like , launch, sj hk, lk, lk, , rejump , hk throw
then after mags tosses the opp. on the corner, can the combo i do off the throw be escapable? and thanks for the reply on the other question
wassup
12-29-2002, 12:57 AM
Originally posted by ThE CRoW
say i do a ac that ends with a hk throw in the air(near the ground) say like , launch, sj hk, lk, lk, , rejump , hk throw
then after mags tosses the opp. on the corner, can the combo i do off the throw be escapable? and thanks for the reply on the other question
if you lk, mk before they land, then it's unescapable, if they land first they can roll
ThE CRoW
12-29-2002, 01:16 AM
well yeah before they land, i guess what im asking is, are throws easy to tech out of?
wassup
12-29-2002, 01:19 AM
Originally posted by ThE CRoW
well yeah before they land, i guess what im asking is, are throws easy to tech out of?
lol what you mean are throws easy to tech out of :wtf: it all depends on whether your opponent knows how to tech and whether they are expecting a throw, IMO mags dash-down combo into throw isn't exactly very expectable so i say there's a very good chance you opponent won't know when to tech (unless they just mash ...)
FecalPenance
12-29-2002, 02:59 AM
Originally posted by ThE CRoW
well yeah before they land, i guess what im asking is, are throws easy to tech out of?
most throws give you 2 opportunities to tech... at the start of the throw and after you've received damage at the end... people who mash during the animation in the middle are ignorant... if you're expecting the throw it can be teched with ease, but if you don't react quickly then you're getting hurt... teching also puts you in a "normal jump state" which means you have limited actions and can be guardbroken...
Geronimo
12-29-2002, 11:53 AM
Originally posted by eKiN
our new site (not clockw0rk.com. something different) will be up 1/1/03. with match vids. the magneto resets vid will be up shortly after.
Sweet. Can't wait.
tragic15
12-29-2002, 06:56 PM
hey i havent really played the game in a while cuz it got glitched up (do not try the sonson spidey glitch trust me ! (by the way i found this one!) but does magneto have any other assist that work well and can setup this combo if u guys already posted it sorry this is like my second time to this thread hope i find some help
ThE CRoW
12-29-2002, 09:29 PM
what combo?
tragic15
12-29-2002, 11:41 PM
doesnt matter just an assist other than psylock that setups combos or can help him keep the combo going like maybe akumas hurricane kick assist
ThE CRoW
12-30-2002, 12:07 AM
IM,CYKE,ROGUE,TRON
well those are the ones u can do combo with that are shown in the first page of this thread
Spider_Sting
12-30-2002, 07:20 PM
Originally posted by I Am Lothar
That's the point someone couple posts up asked for the best combo magneto can do without specials and it without it being an infinite or reset
I do this combo on helpers its like half life if you call assist
TOO FUCKING GOOD
Magnus123
12-30-2002, 09:03 PM
I have mvc2 on my ps2 and i was just wondering whats the best way to play it, especially mag. My question is about which way is easier to play him, using the directional keys or the analog? And as i am used to using the directional keys since street fighter, is it at all feasible to continue playing it in that style? thx.
wassup
12-30-2002, 09:31 PM
get a stick ...
Spider_Sting
01-01-2003, 06:27 AM
I've only heard this once before, but I haven't been able to pull it off... Is it possible to Sj cancel a blocked c.hk? cuz c.hk is too useful against lots of characters, but if it gets blocked you're fucked, they get a free combo...
wassup
01-01-2003, 08:24 AM
from what i've heard you can't superjump cancel blocked attacks, if not mags rushdown would quite simply put, be unblockable
Magnus123
01-01-2003, 01:41 PM
ok. for all the "good" ppl out there that has played mvc2 on ps2, plz tell me what you recommend playing the game with, the direction keys like in street fighter? Or actually using the analog? Thx.
ThE CRoW
01-01-2003, 02:38 PM
whatever is easier for you man, if ur using a pad, go with the dpad, the analog is very difficult to use, due to its size, but if ur aiming to play at the arcades go get a joystick
Originally posted by eKiN
our new site (not clockw0rk.com. something different) will be up 1/1/03. with match vids. the magneto resets vid will be up shortly after.
Where's this new site???
http://www.top-players.com
magneto resets video is being edited. while it doesnt show off the magneto no jump slide inf, because that is burbanks invention and they will release their own vid, it may give some hints on how its done.
some are resets you've seen before, some will most likely be new.
and there's some shit nobodys seen before, like the downwards slide inf, mag/storm unmashable, mag/tron unmashable, and.. DOUBLE unmashable. you saw it here first.
eKiN and ShadyK's magneto resets video. coming soon to top-players.com =]
Saige
01-02-2003, 03:17 AM
Ack, no vids yet. :(
eKiN: The site looks sick, make sure to throw down the dirty eKiN no jump snapback slide infinite. Too fucking good.
Originally posted by da_dragon
I honestly think that tha ROM infinte is easier than tha rejump one...buts thats me....
ok then how do you do that one
THAJOKER
01-02-2003, 11:06 AM
For the 50th time(and that's just today).
Rom Inf: Lunch /\ sj.RH>a.d d/f>sj.LK>sj.LK\/[/\LK>LK>a.d d/f>LK>LK\/]. Repeat brackets, MUST CANCEL dash very quickly.
ShadyK/eKiN Magneto Exhibition is now available at http://www.top-players.com
enjoy.
popoblo
01-03-2003, 11:18 AM
can someone please explain the thumb technique to do the infinite in a little bit of detail? i read flesh and bones description, and i don't quite understand the concept of rolling my fingers over. most people say that the thumb technique is easier to do anyway, so i figure that would be the best way to learn the infinite.
and can someone please explain how to connect the tempest after just the cr lk, cr hk slide? about when do i need to cancel the slide to connect the tempest and where should i position myself for it to work?
thanks.
yeah for real i have trouble connecting anything after a slide(c.hk)
ivantheterrible
01-03-2003, 04:22 PM
Couple questions:
1. What's Mag's standard unmashable Tempest (wit Psylocke AAA)?
2. How do you do normal-jumping rushdown? And what's the advantage of doin that instead of sj rushdown?
Thnx.
Originally posted by ivantheterrible
Couple questions:
1. What's Mag's standard unmashable Tempest (wit Psylocke AAA)?
2. How do you do normal-jumping rushdown? And what's the advantage of doin that instead of sj rushdown?
Thnx.
1. Launch, super jump rh, dash down forward, short, short, land, jump + psylocke, short, short, tempest
2. You just normal jump then dash df with rh or fierce or short. Normal jumping doesn't have the "super jump splash" that some people react to which will catch them off guard. Additionally, normal jumps can usually be faster since there is less effort involved than the regular super jumps. Normal jump rushdown is better with Storm, but you can mix it into your Magneto game to add some variety.
wassup
01-03-2003, 07:34 PM
Originally posted by popoblo
can someone please explain the thumb technique to do the infinite in a little bit of detail? i read flesh and bones description, and i don't quite understand the concept of rolling my fingers over. most people say that the thumb technique is easier to do anyway, so i figure that would be the best way to learn the infinite.
and can someone please explain how to connect the tempest after just the cr lk, cr hk slide? about when do i need to cancel the slide to connect the tempest and where should i position myself for it to work?
thanks.
thumb technique - um just press the lk button with your thumb and the lp+hp with your 2nd and 3rd finger, you sorta 'roll' across the buttons like a split second after pressing lp+hp, press down your thumb
i'm not exactly sure but from i hear you need to cancel c.hk AS SOON AS IT HITS, if you cancel it at the speed where you can c.hk XX hypergrav Sentinel, then the c.hk XX Tempest SHOULD hit (i myself have nfi, but this is what i hear) of course the c.lk should be a juggle/OTG
De4dEyE
01-03-2003, 10:34 PM
Hmm does anyone know any combos that involve Mags other launcher? Y'know, hit jab twice and the 2nd one will launch. Yeah its kind of a weird angle but I'm always up for somethin new. :D
actually i think his s.mp launcher is pretty useful in some cases. i use it if in a match i hit with the [sj ad df lk hk] inf, cause it is easier to switch to normal inf that way than through a c.hp launch, just s.lp, s.lp, hold uf, lk lk, ad df lk lk, start sj inf =]
myrmidon2537
01-04-2003, 03:08 AM
ei!!!!!!!!!!
just a ?.. wch is mag's easiest inf...
dereklearnslow
01-04-2003, 05:16 AM
Wtf? Everytime I come into this thread I read someone asking how to do a fucking infinite. That is not what mags is all about people!
ok then how do i cancel the slide fast enough to do antoher move
wassup
01-04-2003, 07:19 AM
Originally posted by BigD
ok then how do i cancel the slide fast enough to do antoher move
huh? just keep practising (?)
Storming Flower
01-04-2003, 06:02 PM
the slide infinite is otg clk, hk, airdash down+short wiff, then repeat right? how are you supposed to wiff the airdash short? from what i've heard if you can do the sj infinite, then you should be able to do the slide infinite but i can't do the slide one.
I can usually cancel otg c.hk into super jump into super jump infinite, but i've been having a hard time canceling into super jump airdash wiff.
if you're fast enough cancelling sj into airdash + lk at the SAME TIME, then the short will whiff. its very important that they are cancelled simultaneously.
De4dEyE
01-04-2003, 06:37 PM
Eh sorry to post yet another infinite question. :sweat:
But I'm unsure of how you set up the sj. lk, sj.lk, ad.df, lk, lk infinite. I think that's the ROM one... anyways, you can set it up doing mags launch hk, ad.df, lk, lk combo, right? If not, could you please correct me and post up additional setups? I know this is probably in the thread already, but I wanna get the answer instead of dredging through all those replies. Thanks! :D
set ups :
launch hk ad df lk lk -> start inf
s.lp, s.lp, -> start inf
c.hk, sj cancel ad d short, c.hk -> start inf
call psy, c.lk c.hk -> start inf
launch, sj.jab, dash down lk lk -> start inf
call psy -> start inf
s.hk (1 hit) sj cancel -> start inf
guard break with sj.lk, ad df lk lk -> start inf
the list goes on
ThE CRoW
01-04-2003, 07:02 PM
yup u sure can, i think it also works after psy's aaa, someone correct me on that if im wrong, also maybe after a hk throw (otg) dash, lk, cr. hk , -inf-., but i dont think anyone uses that for a setup.....
X-Sapphire
01-05-2003, 04:40 PM
Does mag have any tag-in infinites with iron man/psylocke?
REALPLAYER
01-05-2003, 08:37 PM
Originally posted by X-Sapphire
Does mag have any tag-in infinites with iron man/psylocke?
c.short, c.rh, sj, ad d, otg sj.rh, c.rh XX Hyper Grav, Tag IM, IM infinite
short version
c.short, c.rh, sj, ad d, otg sj.rh, c.rh XX Tag IM.....
ThE CRoW
01-05-2003, 08:52 PM
does anyone use, hk throw, dash, cr. lk, cr. hk , tag out, when ur mag is dying?
Blind-Side
01-05-2003, 09:52 PM
ok few Q's.
1.When do you do the ROM inf and when do you do a single lk ad/df lk,lk...?
2.What are some unescapable GB's?
3.Can you do anything after, c.hp /\ hk ad/df hp,hk? I though you could do a c.lk,c.hk but it doesn't connect.
4. What are some good cross ups off reg. combos, and the ROM inf?
boychoi
01-05-2003, 10:44 PM
Originally posted by Blind-Side
ok few Q's.
3.Can you do anything after, c.hp /\ hk ad/df hp,hk? I though you could do a c.lk,c.hk but it doesn't connect.
in the corner after that do clp, reg jump lp,lk,hp,hk
X-Sapphire
01-06-2003, 06:25 PM
Originally posted by REALPLAYER
c.short, c.rh, sj, ad d, otg sj.rh, c.rh XX Hyper Grav, Tag IM, IM infinite
:sweat:
umm... by tag-in infinites i meant where the infinite consists of tagging in repeatedly for example tag in to mag, c.lk,c.hk,tag out
boychoi
01-06-2003, 08:36 PM
Originally posted by X-Sapphire
:sweat:
umm... by tag-in infinites i meant where the infinite consists of tagging in repeatedly for example tag in to mag, c.lk,c.hk,tag out
theres 1 in 2nastys vid wit jin in the corner i think its clk,chk,tag,shp,tag repeat but im not sure if im correct
Saige
01-06-2003, 08:45 PM
No, you're correct.
yo blindside, next time you go fun factory i wanna see your magneto.:D
Devil Iori
01-07-2003, 12:13 AM
Yea i think this is an awesome place to learn new combos. I've known about shoryuken.com for a while but this is my first time ever seeing these post........just one thing...........could someone please......please!!!!!!!!!!!! give me a key command (or whatever it is called) so i can understand what ad means or lp, sj, hp......(you know what i mean). I want to learn but half of the stuff i dont understand. i would really appreciate it...thank you.:(
I Am Lothar
01-07-2003, 12:19 AM
ad = air dash
lp = low punch, which can also = jab
lk = low kick, which can also = short
hp= high punch, which can also = fierce punch
hk = high kick, which can also = roundhouse
sj = super jump
j = jump
c = crouch
De4dEyE
01-07-2003, 01:05 AM
Well to be less confusing... lp = light punch, lk = light kick and hk = hard kick and hp = hard punch... Though I just probably made it more confusing, heh.
Jappo
01-08-2003, 03:06 PM
Hey, can someone tell me some mag resets? I could look for them in the other other pages but, they are just too many!!:eek:
GeekBoy
01-08-2003, 03:19 PM
Go watch the video on top-players.com
Pokai-Chong
01-08-2003, 05:56 PM
I play with MSP and hav serious problem against Megaman/BH/iceman. Jus cant seemed to get around this gay team!!! Megaman and his fireball and BH and his anti-air assit....iceman's projectiles chip off too much energy....
ne strats how to fuk up this team?????
_blitz
01-08-2003, 06:02 PM
do any of you know the "technique" of mashing a tempest? i do it every once in a while and im sick them poping out of mine and me not poping out of theirs.
Originally posted by Pokai-Chong
I play with MSP and hav serious problem against Megaman/BH/iceman. Jus cant seemed to get around this gay team!!! Megaman and his fireball and BH and his anti-air assit....iceman's projectiles chip off too much energy....
ne strats how to fuk up this team?????
i know what you mean. one guy down here uses megaman blackheart doom everytime he faces msp. the way to beat this bullshit team? keep up the pressure with the rushdown. dont let megaman get away. snap in blackheart (or iceman) and rape them first. good luck. and no sleeping with my sis, lol.
_blitz
01-08-2003, 09:11 PM
try trading storm out for sentinel. play him first and stomp rushdown with him. or sit and wait for bh and jump all over his assist. use the fact that megaman isn't fast enough to keep up with mags and storm to your advantage.
neroiscariot
01-09-2003, 01:57 AM
do any of you know the "technique" of mashing a tempest? i do it every once in a while and im sick them poping out of mine and me not poping out of theirs.
what i was told, and what works for me is to mash after magneto says "magnetic" and before he says "tempest"...during that brief moment you have a chance to escape, or you could just mash like crazy and hope against hope that you get out.
now, sicne im bored, a magnus combo i feel that doesnt get enough respect: (in corner) c.hp sj.hk, ad-d/f, hk throw towards corner, c.lk+ call psy AAA, c.hk, c.lk, c.hk XX sj. hk, ad-d/f, c.lk+call psy, c.hk XX tempest
on characters the size of doom and above, you have to sj straight up to catch them after the initial rep. on character the size of cable and smaller you have to sj up and back. its a simple combo, but the reset does hella damage. if they tech it, you are still in the conre so you can either go for a guardbreak or continue rushdown. ok, thats enough from me...
peace
GeekBoy
01-09-2003, 02:12 AM
Originally posted by neroiscariot
what i was told, and what works for me is to mash after magneto says "magnetic" and before he says "tempest"...during that brief moment you have a chance to escape, or you could just mash like crazy and hope against hope that you get out.
now, sicne im bored, a magnus combo i feel that doesnt get enough respect: (in corner) c.hp sj.hk, ad-d/f, hk throw towards corner, c.lk+ call psy AAA, c.hk, c.lk, c.hk XX sj. hk, ad-d/f, c.lk+call psy, c.hk XX tempest
on characters the size of doom and above, you have to sj straight up to catch them after the initial rep. on character the size of cable and smaller you have to sj up and back. its a simple combo, but the reset does hella damage. if they tech it, you are still in the conre so you can either go for a guardbreak or continue rushdown. ok, thats enough from me...
peace
Yeah, explain how I can use Psylocke assist twice after the throw.
neroiscariot
01-09-2003, 02:59 AM
WHOOPS SORRY I LEFT SOMETHING VERY IMPORTANT OUT THERE :D
(in corner) c.hp sj.hk, ad-d/f, hk throw towards corner, c.lk+ call psy AAA, c.hk, c.lk, c.hk XX sj. hk, ad-d/f, hk.throw towards corner c.lk+call psy, c.hk XX tempest
thanks for catching that geekboy.
my question now is in this combo:
call sent-gamma, dash in, c.hp, sj.hk, ad-d/f, sj.hp, sj.hk (drones hit), c.hk, hyper-grav
ok sents assist cancels flying screen, but it doesnt really cancel it right? i mean if it did in fact cancel flying screen it would allow me to do another combo w/ sj.hk and air-dash in it...the next heavy move i do after my hyper grav will induce flying screen right???
totalScrubPower
01-09-2003, 10:54 AM
Whats the best way to connect tempest without hypergrav or jumping? (i.e. ground tempest combo) Assistless if possible.
When you do corner roundhouse throw into sentinel's ground. does the opponent get guardbreak by sentinel's ground if they tech?
Magnus123
01-10-2003, 10:10 PM
Ok, i just watched that vid from top-players and i have a couple of questions. First of all, how in the world are they getting cable to flip off his butt and come back like a boomerang and then firing the tempest? I can see that it has something to do with the slide, but can someone break down exactly what he did? And did he stick a lk in before the slide?
And another question, i have been practicing that normal rejump inf. for a while now and am getting better at it, i can link up like 10 hits every time and i can pull off 20 something hits pretty often. Howver, after that, either my thumb gets tired or something, i can't continue the inf very well. SHould i keep on practicing or do i know the combo well enuf? Thx.
X-Sapphire
01-10-2003, 11:36 PM
Originally posted by totalScrubPower
Whats the best way to connect tempest without hypergrav or jumping? (i.e. ground tempest combo) Assistless if possible.
When you do corner roundhouse throw into sentinel's ground. does the opponent get guardbreak by sentinel's ground if they tech?
This is the only one i know and it doesn't work 100% of the time
-hk throw, dash, c.lk, c.hk, tempest...
why don't u just do the hypergrav, sure the enemy can mash out, but the chances of them mashing out safely are slim
Originally posted by Magnus123
Ok, i just watched that vid from top-players and i have a couple of questions. First of all, how in the world are they getting cable to flip off his butt and come back like a boomerang and then firing the tempest? I can see that it has something to do with the slide, but can someone break down exactly what he did? And did he stick a lk in before the slide?
What I did in the vid is c.lk, pause, c.hk tempest. Timing is very important. I can't explain the timing better than not full delay, but close to full delay.
P.S. Don't learn the normal jump infinite. It's worthless
popoblo
01-11-2003, 01:12 PM
what are some good magnus/tron combo's besides the reset and cr lk (tron hits) cr lk....? because the reset can get predictable if that's the only combo you use w tron.
GeekBoy
01-11-2003, 02:04 PM
Originally posted by popoblo
what are some good magnus/tron combo's besides the reset and cr lk (tron hits) cr lk....? because the reset can get predictable if that's the only combo you use w tron.
You shouldn't really focus on combos, but more like just getting Tron to hit people. Overall damage will be greater when they get hit by Tron without a combo than in a combo. Most people just do c.LK+Tron, c.LK then do triangle jump Short. You could always do like Launch, sj.RH, dash DF, j.LK, j.LK, land, s.RH+Tron, Grav xx Tempest. The thing about Mag/Tron combos is that they're not really consistant. c.LK+Tron, c.LK xx Shockwave works, but sometimes it doesn't. If you want combos, use MSP, if you want to finish the match in 30 seconds, use Mag/Tron.
tragic15
01-11-2003, 02:27 PM
GEEKBOY! the good old av featuring that little dog is back! by the way is it possible to do the kind of combos shadyk does on a pad?
Magnus123
01-11-2003, 04:48 PM
yo, if i shouldn't be learning the normal jump infinite, what should i be practicing? I am new to this game and have only gotten it since it came out on ps2. Any pointers would be appreciated.
Magnus123
01-11-2003, 04:56 PM
Sorry, I forgot to ask another quick question ekin. Anyways, when u are doing the c.lk, pause, c.hk thing where u allows u to bouce opponent back at u, can u do that when they are just standing? Or do u have to catch them while they are getting up from a fall or something? Thx.
1. Mag/Tron shit. dude, the vid has a load of mag/psy resets... try substituting tron. i didnt put them in because seeing the same shit gets kinda repetitive.
inf -> normal jump uf, airdash down short + tron, short short, dash short launch -> whatever...
inf -> sj early lk dash df whiff short (crossup) c.lk + tron c.lk -> dash short launch whatever... etc. just freestyle man!
2. inf. you should learn his sj inf. see a few pages back on explanation how to do it. [sj lk lk ad df lk lk] repeat
3. c.lk c.hk. the only time c.lk c.hk will make you bounce back is after one of the following :
a) an assist that knocks them down. i.e. psylocke, bonerine, spiderman (on the ground) etc. psylocke is the most commonly used
b) a hk throw. this is rollable unless in corner
c) c.lk c.hk xx superjump xx airdash down whiff short, -> c.lk c.hk whatever. this is also rollable
ok bye
wassup
01-11-2003, 07:14 PM
Originally posted by Magnus123
Sorry, I forgot to ask another quick question ekin. Anyways, when u are doing the c.lk, pause, c.hk thing where u allows u to bouce opponent back at u, can u do that when they are just standing? Or do u have to catch them while they are getting up from a fall or something? Thx.
if they're standing the c.hk will knock them down, if they don't roll you can sj.cancel, ad/df hk, c.hk to start the juggle
Magnus123
01-14-2003, 12:07 PM
Ok, i have been doing the assists with psy and ironman and am getting that lil lk, hk (slide) thing where it bounces the oppoent down pretty well. I have been able to link up grav and then tempest, however, i can't seem to jump (or superjump?) fast enuf to do some of the other crazy stuff ekin did in the vid. My question this time is where should i go on from here to become better with mag? I can do the launch, sj. hk, ad df lk lk sequence 90% of the time. What should i be practicing now? Thx.
P.S. I am a newb at this game so plz don't give me any really complicated stuff. And sorry for these newb questions and thx for the patience.
The Chief
01-14-2003, 01:44 PM
Originally posted by Magnus123
Ok, i have been doing the assists with psy and ironman and am getting that lil lk, hk (slide) thing where it bounces the oppoent down pretty well. I have been able to link up grav and then tempest, however, i can't seem to jump (or superjump?) fast enuf to do some of the other crazy stuff ekin did in the vid. My question this time is where should i go on from here to become better with mag? I can do the launch, sj. hk, ad df lk lk sequence 90% of the time. What should i be practicing now? Thx.
P.S. I am a newb at this game so plz don't give me any really complicated stuff. And sorry for these newb questions and thx for the patience.
IMO there is really no way to train some one how to use mag it comes with dedication and experience.
My advice to you is if you want to do all the "fancey stuff" is practice canceling normal punches and kicks into super jumps. Try canceling his standing-lk, standing-fp, standing-fk, crouching-lk, crouching-fk. If you get good at canceling these moves into super jump you should be ok when it comes time to be "fancey". Also you never EVER want miss air dashes, so practice hitting those buttons simaltaneously 100% of the time.
Playing mag is about NOT being predictble. When people dash in with mag the first thing they usually want to do is air dash and cross up. Good players know this so they look for it and counter. You want to confuse your opponent. Even if you launch your opponent sometimes it's best to reset, sometimes it's best to throw sometimes it's best to go into the infinte. Try not to do the same shit all the time. It's all about the mixup (IMO).
Monkey
01-15-2003, 11:36 PM
Originally posted by tragic15
GEEKBOY! the good old av featuring that little dog is back! by the way is it possible to do the kind of combos shadyk does on a pad?
Uh...Why wouldn't it? Anything you can do on a joystick, you can do on a pad...
-monkey
amir does everything i can do and more on a pad. he is insane. yes its possible. every amir combo online is done on pad. fuckin freak
Saige
01-16-2003, 12:11 AM
Every single vid? Holy . . . wow.
:eek:
I'm envious, so envious.
Shin-RoTeNdO
01-16-2003, 09:21 AM
I'm working on learing the slide inf with Magnus, however, when I dash back down after the manual sj, I whiff the lk, land and the lk, doesn't hit, but the c.hk does but doesn't combo (late) Other times, when I'm dashing back down and do the whiffed lk, I end up hitting them in the air and comboing them with the next lk meant to be c.lk. What am I'm doing wrong? Too fast on the dash/whiff??
Magnus123
01-16-2003, 11:58 AM
Ok thx for the info Chief, now i know i have to practice cancels. However, i want to make sure that you cancel normal moves into superjumps by pressing down-up real fast immediately after the move correct? Thx.
HawaiianRyan66
01-16-2003, 07:23 PM
Aloha fellow mags players:D Been having some trouble lately wid sent. Not so much wid sent/aaa (unless it's ironman) but more wid sent/magz. I mix up my attacking sequences and I been getting less and less of sent's thumbprints on my face. What i wanna know is how to get around his infernal short. I know theres no sure fire way to get around (still hoping there is:D ) but I was wondering about all your strats to getting around sent. Any advice would be greatly appreciated.:D
Originally posted by RoTeNdO
I'm working on learing the slide inf with Magnus, however, when I dash back down after the manual sj, I whiff the lk, land and the lk, doesn't hit, but the c.hk does but doesn't combo (late) Other times, when I'm dashing back down and do the whiffed lk, I end up hitting them in the air and comboing them with the next lk meant to be c.lk. What am I'm doing wrong? Too fast on the dash/whiff??
if you land on ground before them and your lk misses, you are doing too fast. if your lk in the air hits, you are doing too slow
Originally posted by HawaiianRyan66
Aloha fellow mags players:D Been having some trouble lately wid sent. Not so much wid sent/aaa (unless it's ironman) but more wid sent/magz. I mix up my attacking sequences and I been getting less and less of sent's thumbprints on my face. What i wanna know is how to get around his infernal short. I know theres no sure fire way to get around (still hoping there is:D ) but I was wondering about all your strats to getting around sent. Any advice would be greatly appreciated.:D
well what i do in this case is activate cloak :eek:, that way sentinel wont know where to stomp. although certain sentinel player by the name of HawaiianRyan66 must have his vision augmented or something cause my mags gets raped anyway:lol: !
Shin-RoTeNdO
01-17-2003, 11:35 AM
Originally posted by eKiN
if you land on ground before them and your lk misses, you are doing too fast. if your lk in the air hits, you are doing too slow
Thanks eKiN. Time for more practice mode! :D
chicken
01-17-2003, 10:51 PM
Originally posted by The Chief
My advice to you is if you want to do all the "fancey stuff" is practice canceling normal punches and kicks into super jumps. Try canceling his standing-lk, standing-fp, standing-fk, crouching-lk, crouching-fk.
Originally posted by Magnus123
Ok thx for the info Chief, now i know i have to practice cancels. However, i want to make sure that you cancel normal moves into superjumps by pressing down-up real fast immediately after the move correct? Thx. This'll get you nowhere. The only normal you should worry about cancelling is the c.HK for now. Trying to SJ cancel something like a c.LK is a waste of time, and will only discourage you from ever attempting Magnus again.
The only time I saw an SJ-cancelled c.LK was in a Japanese combovideo (it was [c.LK xx sj.LK, ad d/f, sj.LK, sj.LK] x infinite), and after learning about programmable joysticks, that is most likely what they used (assumption, but based on hours of trying it myself).
Impractical Magneto Infinite #2982 (Right-click, Save Target As) (http://www.geocities.com/bihnkim/infinite.zip)
If you can do the launch, sj.HK, ad d/f, sj.LK, sj.LK, then the next basic maneuver you should go for is rejump, j.LK (+ Psylocke AAA), j.LK, Tempest.
Once you get that down, try it with other assists like Ironman or Cyclops, then figure out resets. Then the ROM infinite.
Power Man Fox
01-17-2003, 11:16 PM
I've read like 10 pages before this one and didnt find what I was looking for...... soooo here goes-
The Magneto slide Infinite after the crouching Lk Round house do you just cancel that with a straight up super jump{ AD Down Foward Rh land Crouching Lk Rh}Or do you super jump 2 the other side of them and repeat brackets.
One final thing I saw this infinite done on the Top Players site.
2 me it looked like Sj Ad Df Lkx2 repeat. My question is can it be done on an arcade? and was I right about the button notation.
Thx
chicken
01-18-2003, 03:32 AM
Originally posted by Power Man Fox
...The Magneto slide Infinite after the crouching Lk Round house do you just cancel that with a straight up super jump{AD Down Foward Rh land Crouching Lk Rh}Or do you super jump 2 the other side of them and repeat brackets...
...it looked like Sj Ad Df Lkx2 repeat. My question is can it be done on an arcade? and was I right about the button notation...For the slide infinite, you can either jump straight up and down (in this case, Magneto might land, switch sides, and hit the opponent with his foot, or not switch sides, and hit the opponent with the opposite shoulder in a weird cross-up manner) and have the opponent bouncing back and forth, or jump backwards to keep the opponent on one side (a la the Advanced Tactics video).
And yes, you are right about the sj, ad d/f LK x 2 infinite. And it works on arcade.
remember that the straight down slide inf only works on certain size characters. it is very weird.
also you can do it forwards not backwards
but its all coo
Power Man Fox
01-18-2003, 12:25 PM
Thx again. wow those are pretty awesome infinites the guys who can do those without mistakes must dominate in their area. Im-----out.....
KungfuJoe
01-19-2003, 05:32 PM
thanks for all of the info peep's
master ken
01-20-2003, 01:30 AM
I have a pretty neat trick to be able to do mag's normal jump infinite after a shockwave combo. This is just an extension to what Cody has already done on that scodolfy combo exhibition, but what I do is more consistent and works on every character, except for BH and juggy (I still don't know why it doesn't work on them).
All you have to do is this :
launch, sj hk, dash down forward, lk, lk, cr.hp, shockwave.
the shockwave will hit and pop the guy really high, after flying screen, he will fall down, and then the shockwave will pop him up again, this is when you have to normal jump and start doing the infinite.
This is really usefull, it does great damage (especily if you play with mag/capcom, all you have to do is call capcom before the shockwave) , and it sets up resets after you start doing the infinite. You can basicly kill somebody just by doing this combo + 1 and only 1 reset :cool:
taiji
01-20-2003, 01:33 AM
wow, good shit! gotta try that out
chicken
01-20-2003, 06:11 AM
Originally posted by eKiN
remember that the straight down slide inf only works on certain size characters. it is very weird.
also you can do it forwards not backwards
but its all coo As for the straight up/down comment, I'll take good note of that. As for jumping forward/backwards, I'm talking about the way ShadyK did it in the Advanced Tactics video. Isn't that jumping backwards?
taiji
01-20-2003, 06:21 AM
Originally posted by chicken
As for the straight up/down comment, I'll take good note of that. As for jumping forward/backwards, I'm talking about the way ShadyK did it in the Advanced Tactics video. Isn't that jumping backwards?
I dunno why ekin said that, but slide infinite works backwards too
i meant forwards as well as backwards. oops =]
noone posts in my thread anymore... not even ekin
=[
Power Man Fox
01-20-2003, 09:53 PM
The sliding infinite Cr- Lk- Rh super jump after the super jump i tried to jump backwards and ended 2 far. I can Crouch cancel Air dash pretty quick so am I just doing it to fast.
donaldducktm
01-25-2003, 01:25 PM
i'm trying to find the scribble by someone saying how fast Magneto was...i wanna put that in my sig. it was just too good :D
_blitz
01-26-2003, 01:14 AM
alright dont laugh.... ive been using cable, sent, spiral, capcom and so on and so forth since the begining of time... started with storm and iron man about 3-4 months ago and that was my first experince with actually comboing and infinates. now im pickin mags up and i need some clarification.... i know what a reset is but could someone break down how one is accomplished and effective ways do do them. i do his combos, air and ground but im more centered on big damage and not much else. ex: i use tronne all the time. anything nifty with mags and her would also be helpful.
tragic15
01-26-2003, 11:04 AM
Ok a reset is like reseting the combo so it does more damage. For tron i dont really kno but oyu got the jap infinite down? If you do try this when they are coming to the ground call tron but dont hit them on the way down very tricky.But to tell you the truth i dont use tron!Try the throw assist though maybe you can catch them once in awhile but projectile is what most people use.
boychoi
01-26-2003, 11:39 AM
a reset is when u stop the combo n trick the player then start a new combo from the trick. it just adding a move that doesnt connect but people fall for it. DL the reset vid from
http://www.top-players.com/ then click on main to get the vids in the vids section. they got some sick resets in there but only one wit tron
chicken
01-26-2003, 06:19 PM
The most common reset for Magneto/Tron would be:
Launch, HK, airdash down, LK LK, then have Magneto land on the ground, call Tron, and dash under the opponent to end up behind him. This tricks the opponent by forcing him to block the opposite way. When done correctly, the opponent will land on Tron's assist, and the combo counter will have reset to zero. Then while Tron is hitting, do crouching LK, LK xx Tempest.
Of course, all of this is happening in a fraction of a second.
Phobia
01-26-2003, 06:27 PM
Originally posted by chicken
The most common reset for Magneto/Tron would be:
Launch, HK, airdash down, LK LK, then have Magneto land on the ground, call Tron, and dash under the opponent to end up behind him. This tricks the opponent by forcing him to block the opposite way. When done correctly, the opponent will land on Tron's assist, and the combo counter will have reset to zero. Then while Tron is hitting, do crouching LK, LK xx Tempest.
Of course, all of this is happening in a fraction of a second.
People also have to keep in mind that if they call Tron *too* early, they will land on the assist, as opposed to getting hit by it while on the ground.
And I believe the crouching lk is more of a backup reset, in case the opponent blocks the correct way and happens to be blocking high. I can't imagine the c lk, c lk being a good idea otherwise.
Okay, you guys can flame me for this or whatever, but why the fuck is a Hyper-Grav/Magnetic Tempest combo in an AC so hard to pull off? I see so many other people do it with the greatest of ease. I don't know what it is. Perhaps they have fast twitch muscle fibers or some shit. Does anybody else have problems with this motion? Is there a better way to do it? Like a method on how to handle the stick when doing the motion? I swear, I have to be doing something wrong or I'm just plain retarded. Insight is helpful.
*Expects mockery and flaming from his SRK brethren:sweat:
Edit: Actually, to correct myself I should point something out right quick. I can do the motion followed by the cancel better when my Magneto is facing the left (1P side), but I have an absolute difficult time doing it when he's facing right (2P side). Just wanted to clear that up.
Saige
01-26-2003, 08:04 PM
You're probably psyching yourself out and making it more difficult than it really is.
A trick to it is to hold up/foward on the joystick, do the magic series than just do a qcb. Because you have the stick up/foward, you'll end up doing a half circle and not realizing it fully.
That's how I do it and I pull it off every single time.
da_dragon
01-26-2003, 09:06 PM
Originally posted by Saige
You're probably psyching yourself out and making it more difficult than it really is.
A trick to it is to hold up/foward on the joystick, do the magic series than just do a qcb. Because you have the stick up/foward, you'll end up doing a half circle and not realizing it fully.
That's how I do it and I pull it off every single time.
I used to do this to0...workerd like a charm...but know i find myself holding forward while doing tha magic series...works well to0...find something that suits u....also keep in mind that u shouldnt always go after tempest combos that are mashable...u just fuck urself ova alot of tha time....its handy sometime....takes saige or my advice and like bond sed practice makes perfect.
Originally posted by da_dragon
I used to do this to0...workerd like a charm...but know i find myself holding forward while doing tha magic series...works well to0...find something that suits u....also keep in mind that u shouldnt always go after tempest combos that are mashable...u just fuck urself ova alot of tha time....its handy sometime....takes saige or my advice and like bond sed practice makes perfect.
Thanks for the tip. Holding Up/Forward or Forward while doing the magic series never crossed my mind. I usually keep the stick neutral until I need to dash Up/Forward for the reset. If I do what you guys told me, I could really minimize the motion as well as the amount of time. Thanks again.
Sat
popoblo
01-26-2003, 09:47 PM
Originally posted by Satomiblood
Thanks for the tip. Holding Up/Forward or Forward while doing the magic series never crossed my mind. I usually keep the stick neutral until I need to dash Up/Forward for the reset. If I do what you guys told me, I could really minimize the motion as well as the amount of time. Thanks again.
Sat
i'd learn how to do the dashdown combo and unmashables almost before i'd learn the hypergrav xx tempest. but we all need to start somewhere. just learn how to triangle jump really well, and you'll be fine. hell, everyone who's played magneto didn't do the hypergrav xx tempest right on the first time anyway.
donaldducktm
01-27-2003, 01:59 AM
....what's the correct way to Triangle jump? is it dash down forward hk/lk? if so, HOW THE HELL DO U GET ON THE OTHER SIDE LIKE HOW SHADY K DOES IT??? SatomiBlood, i have the same problem with the tempest combo too....i dunno how to do it after a year of experience. i've mainly used storm/sent teams all the time. i'm using magnus FOREVEr now =D
the way i do crossup trijumps is by delaying button press. eg - normal trijump, sj ad df hk. cross up, sj ad df, pause, hk. you will dash over their head
superjump up forward or up backwards, airdash down forward or down backwards. fierce/roundhouse is optional, and follows after the superjump or airdash.
Originally posted by popoblo
i'd learn how to do the dashdown combo and unmashables almost before i'd learn the hypergrav xx tempest. but we all need to start somewhere. just learn how to triangle jump really well, and you'll be fine. hell, everyone who's played magneto didn't do the hypergrav xx tempest right on the first time anyway.
I can do other Tempest combos, but my problem had more to do with his ACs. I've been playing this game since before it came out in the states, but I haven't really picked up on Magnus until maybe last Spring/Summer so he's still pretty new with me. Tyranidman told me something about a "slide" technique that you can use for the buttons when tri-jumping. Just to be sure, tri-jumping is defined as normal or super jumping straight up and then dashing down/forward, correct? I know this is the Magneto thread and all, but I think that Storm is going to be so much nicer for me. May as well try and learn Magnus.
donaldducktm
01-27-2003, 05:36 PM
how should i practice it eKin or whoever wants to help? how should i practice this TRI-JUMP Dash D/F hk/lk?
Nightcrawler
01-28-2003, 12:54 AM
Originally posted by donaldducktm
how should i practice it eKin or whoever wants to help? how should i practice this TRI-JUMP Dash D/F hk/lk?
As suggested before, assign the dash command to one single button, preferrably Low Punch, and practice like that. Once you have a hang of the timing, switch back and finish mastering it.
da_dragon
01-28-2003, 10:55 AM
Originally posted by donaldducktm
how should i practice it eKin or whoever wants to help? how should i practice this TRI-JUMP Dash D/F hk/lk?
Just slide ya fingers bro....first put ur index and middle fingers on tha two punches...then superjump...afta u superjump press downforward and slide ya finga from tha two punches to a kick....lets say u use fk...wen u slide let ur middle finger go down to fk. Make sure u dont slide both fingers down to tha kicks cuz then u mite hit the wrong kick button. Also wen u superjump then press downforward dont let tha stick hit upforward forward then down cuz then tha pink shit comes out and ur fuqed:( So just try slide down from the two punches to a particular kick u want...you'll get it:cool:
Heihachi
01-28-2003, 04:02 PM
O.K. I've been playing MVC2 for about 2 month now and I still can't do magneot's infinite on small character like cable but I can do the infinite on big characters like sentinel, blackheart, and Halk.
I still have a problem chanining d/f,lk,lk SJ. lk,lk
I been playing for a while now and i notice, when you d/f or SJ you need to hold that direstion as long as you can and do the next lk, lk, is this right.
what is the right infinite height for characters like cable
also do I need to pause between d/f, lk, lk SJ. lk, lk
pLiZaYa
02-01-2003, 02:57 PM
I'm have awful trouble landing the hyper-grav after the sj.lp sj.lk sj.mp sj.mk.
is there a certain time to do it or is it as fast as possible... i had it down for awhile, now i can't even get it to work. plz help my newb ass
The_Dragoon
02-01-2003, 03:03 PM
I hold it down the whole time while i dash df.. probably because of habit.
the timing is different for character size AND height.. for cable sized characters, i think about normal jump height is a good height.. from my experience. The timing will be different depending on the height.. sometimes you'll have to delay longer on the lks, sometimes you need to do it really fast. If they're getting too high, delay them longer, if they're lower on the ground, do it faster.
I think the best way to keep at is to do 1 hit, dash down, 2 hits, super jump 1 hit, dash down 2 hits. doing 2 hits, then 2 hits without good timing will usually raise the character higher (to me at least.. cuz i do'nt time it too well), so you're best bet is to practice 1 hit dash, 2 hits. The character will stay lower to the ground.
De4dEyE
02-01-2003, 04:02 PM
I gots a question... I *think* it's some kind of infinite, but the guy only did like 1 repetition so I dunno. Anyway, he c.lk, c.hk, super jumped as the other guy popped up, sj.hk, hit the ground, then c.lk again. If it's been explained before, sorry, just wanna learn how to do it, looks sweet.
Heihachi
02-01-2003, 04:49 PM
The_Dragoon: thanks finally I can feel the combo chaining,
pLiZaYa: do it this way lunch SJ. lplklplk hyper grab then cancel hyper grab with magnetic tempest. (note if you do hyper grab & magnetic tempest by itself it will not combo)
pLiZaYa
02-01-2003, 09:41 PM
thanks, i figured it out shortly after i posted :)
donaldducktm
02-01-2003, 11:57 PM
Originally posted by Nightcrawler
As suggested before, assign the dash command to one single button, preferrably Low Punch, and practice like that. Once you have a hang of the timing, switch back and finish mastering it.thanks dude...but whut do u mean by low punch? so dash lp quick?
Originally posted by da_dragon
Just slide ya fingers bro....first put ur index and middle fingers on tha two punches...then superjump...afta u superjump press downforward and slide ya finga from tha two punches to a kick....lets say u use fk...wen u slide let ur middle finger go down to fk. Make sure u dont slide both fingers down to tha kicks cuz then u mite hit the wrong kick button. Also wen u superjump then press downforward dont let tha stick hit upforward forward then down cuz then tha pink shit comes out and ur fuqed:( So just try slide down from the two punches to a particular kick u want...you'll get it:cool: thanks a lot da-dragon! i'll keep all this in mind when i us magneto...A HIGHER MAGNETO AWAITS!
taiji
02-02-2003, 04:55 AM
donaldducktm: argh, if u can't even do tempest combos, infin, tjumps etc.. correctly, u aint higher magneto. disgrace..... :confused:
rsigley
02-02-2003, 12:20 PM
I was watching those SHGL vids does anyone know why no one on the west coast never mashes out of hypgrabxxtempest? I seen it like 10% of the time rest of the time they get hit. On the east coast people are out of that thing in half a second
X-Sapphire
02-02-2003, 12:38 PM
i just thought of an infinite that i think might work:
c.lk,c.hk, * wait a little (normally i could sj.cancel right now and start the rom infinite), after wait, sj.cancel, AD D, ad.lk, land, c.hk b4 they hit the ground, repeat from *
will that work?
Also, how do you effectively play mag against a blackheart who keeps sj.throwing shit and keeps grounding me when he lands with a combo into capcom A, then he repeats.
Sometimes i try to sj with him and then dash DF to him after he throws stuff, but that's not very effective
da_dragon
02-02-2003, 04:25 PM
wut stha best AAA to have wid mag wen playing against a strom or a sent...recently sent be killing my mags...storm is giving me a hard time catching her....if she does her lil thypoon in tha air i'll prolly sj ad up and throw out an EM disruptor....sometimes i build meter on tha floor....and somtiems i chase her wid fp's and lk's...if i catch a lk i'll do hypergrav tempestxxhail if i have storm next...i need go0d backup wid an go0d AAA for mag...strats would be nice:D
Musker
02-03-2003, 12:48 AM
Originally posted by da_dragon
wut stha best AAA to have wid mag wen playing against a strom or a sent...recently sent be killing my mags...storm is giving me a hard time catching her....if she does her lil thypoon in tha air i'll prolly sj ad up and throw out an EM disruptor....sometimes i build meter on tha floor....and somtiems i chase her wid fp's and lk's...if i catch a lk i'll do hypergrav tempestxxhail if i have storm next...i need go0d backup wid an go0d AAA for mag...strats would be nice:D
Capcom!
Twin towers combo owns all! :D
Originally posted by X-Sapphire
Also, how do you effectively play mag against a blackheart who keeps sj.throwing shit and keeps grounding me when he lands with a combo into capcom A, then he repeats.
Sometimes i try to sj with him and then dash DF to him after he throws stuff, but that's not very effective
superjump when he superjumps, wait for him to barf that green crap and/or call commando, block it, airdash forwards, (or towards that big rat) fierce roundhouse, then you'll both probably land on the ground next to each other. at that point, triangle jump all over him, cross him up, rape that big black rat. if he gets away again, do the same thing.
dereklearnslow
02-03-2003, 08:39 AM
Originally posted by rsigley
I was watching those SHGL vids does anyone know why no one on the west coast never mashes out of hypgrabxxtempest? I seen it like 10% of the time rest of the time they get hit. On the east coast people are out of that thing in half a second
I was also wondering that. They must know of an ancient chinese mashing technique. I wish I knew it too.