View Full Version : MvC2: The Magneto Thread
GeekBoy
10-10-2002, 02:42 PM
Old Magneto thread got too big...made this one to compensate...here's Geronimo's combo list to get started.
COMBOS
=======================
*Note: Combos are catagorized by use, difficulty, and playing level.*
----------Solo (w/o assists)-----------
Beginner/Novice(B):
- 1.) j.hk/hp \ / d.c.lk->c.hp / \ ...
- 1a.)sj.lp->sj.lk->sj.mp->sj.mk->...
-! 1aa.) Hyper-Grav (hcb+k)XX Magnetic Tempest (qcf+2k)...
- 1ab.) XX Magnetic Shockwave (qcf+2p)
- 1ac.) EM Disruptor
- 1ad.) sj.hp/hk
Intermediate(I):
- 1.) j.(From B-1)...sj.hk/hp, air-dash down-forward->ad.D+lk->ad.mk/mp \ /...
- 1a.) s.hk [1 Hit] XX Magnetic Shockwave.
-! 1b.) s.hk [1 Hit] XX Hyper-Grav XX Magnetic Tempest.
- 1c.) (ad.d+lk->ad.mk MUST be done slowly)...c.hp / \...
-! 1d.) (See Expert)
- 2.) (From B-1a.)...air-dash straight up/up-forward->ad.lp->ad.lk->ad.mp->ad.mk->...
-!2a.) Hyper-Grav XX Magnetic Tempest...
- 2b.) EM Disruptor.
- 2c.) ad.hp/hk
-! 3.) (From B-1aa.)...sj.lk->sj.mk->Hyper-Grav XX Magnetic Tempest...(sj.lk->sj.mk->I-3)
Advanced(A):
- 1.) (From I-1)...re-jump, HK/HP Throw.
- 2.) (From B-1)...sj.hp/hp, air-dash down-forward->ad.hp->ad.hk \ / c.hk
-! 3.) (In corner) (From B-1)...sj.hp/hp, air-dash down-forward->ad.hp->ad.hk \ / c.lp, pause->j.lp (or j.lk)->j.lk/j.mk (if used j.lk)->j.hp->j.hk \ / re-jump, HP/HK Throw...
-! 3a) (See Expert)
-! 4.) (From B-1) sj.lp->sj.lk->sj.mp, air-dash straight forward->HP Throw.
- 4a.) Magnetic Tempest XX DHC
- 5.) (From B-1) / \ sj.lp->sj.lk->sj.mp, pause->sj.lp->sj.lk->sj.mp->sj.mk, air-dash up-forward->ad.lp->ad.lk->ad.mp, pause->ad.lp, pause->HP Throw
-! 5a.) Magnetic Tempest XX DHC
-! 6.) (From B-1)...pause / \ Throw...
-! 6a.) (HP Throw) Magnetic Tempest XX [DHC]
-! 7.) c.lk->c.hk, *super jump cancel* / \ air-dash straight down->ad.d+lk \ / c.hk...
-! 7a.) (Anything in E-4)
-! 8.) c.lk->c.hk, *super jump cancel* / \ air-dash straight down_down-forward->ad.hk \ / c.hk...
-! 8a.) (Anything in E-4)
- 9.) j.hk \ / c.lk->c.mp XX Snap-back (qcf+A#).
- 10.) (From I-1) Snap-back.
Expert (Resets, Cross-ups)(E):
-! 1.) (From I-1)...dash-under *reset*...
-! 1a.) ...c.hp...(anything after B-1).
-! 1b.) Inf.
-! 2.) (From I-1) .../ \ air-dash downward *reset*->ad.lk->ad.mk \ /...
-! 2a.) ...c.hp...(anything after B-1).
-! 3.) (From I-1)...walk forward *reset*->c.lk->c.hp...(anything after B-1).
-! 4.) (In corner) HK Throw->c.lk [OTG]->c.hk...
-! 4a.) ...HK Throw (back into corner)
-! 4b.) ...*super-jump cancel* / \...(I-1)
-! 4ba.) (Any follow-up to I-1)
-! 4bb.) (Inf.-1b or Inf.-2b)
-! 4bc.) ...air-dash down-back *reset*->ad.hk \ /
-! 4c.) XX Hyper-Grav...("See stuff you can do after connected Hyper-Grav")
-! 5.) (In corner) (From A-1, w/ HK Throw) ...
-! 5a.) ...j.lk->j.mk \ /...
-! 5aa.) ...(Any follow-up to I-1)
-! 5ab.) ...(Inf.)
-! 5b.) ...on way down, j.hk/hp \ /c.hk...(anything in E-4)
-! 6.) (From I-1) Walk under->HK Throw
-! 6a.) (Any follow-up to E-4)
-! 7.) (From A-6) {Throw back into corner}
-! 7a.) (HK Throw) (Anything in E-5)
* wait until normal jump height to do any of E-5...
-! 7b.) (HP Throw)
-! 7ba.) ...\ /c.hk...(Anything in E-4)
-! 7bb.) ...on way down, Hyper-Grav XX Magnetic Tempest...
-! 7bc.) ...\ /c.hp / \ (anything after B-1 that doesn't have another throw in it)
-! 7bd.) ...(I-1a. or I-1b)
Infinites {the useful/practical ones}(Inf.)
- Normal = Non-heavy/Not small character:
* From normal jump height
! 1a.) [j.lp, pause->j.d+lk, pause->j.mp/mk \ /]...Repeat brackets.
* From normal jump to 1/2 super-jump height
! 1b.) [/ \sj.lk->sj.mk, pause,->air-dash down, ad.d+lk->ad.mk_mp \ /]...Repeat brackets.
** If opponent gets too high change 1st sj.lk->sj.mk to sj.lk_lp to get opponent back to inf. height. You can also switch and lk or mk for a lp or mp.
- Big = Heavier character
* From normal jump height
! 2a.) [j.lp->j.d+lk, pause->j.mp, pause->j.mk \ /]...Repeat brackets.
* From normal jump to 1/2 super-jump height.
! 2b.) [/ \sj.lk->sj.mk->air-dash down, ad.d+lk->ad.mk_mp \ /]...Repeat brackets.
** Instead of sj.lk->sj.mk, you can also do sj.lk->sj.mp->sj.mk, on the way up and on the way down. But for on the way down press d+lk. You can also switch and lk or mk for a lp or mp.
*Sentinel-only infinites*
- [j.lk->j.mk, pause ->j.hp, pause->j.hk \ /]...Repeat brackets.
- [/ \ sj.lk->sj.mk, air-dash down-forward->ad.lk->ad.mk]...Repeat brackets.
- (In corner) [/ \ sj.lk->sj.mk, air-dash straight-forward->ad.lp->ad.lk->ad.mp->ad.mk->ad.hp->ad.hk \ /]...Repeat brackets.
- Inf. Set-ups:
* "Psychic infinite"
** "Read" what the opponents gonna do then infinite.
* I-1
* A-7/A-8
* E-4
* (From B-1)...sj.lp->air-dash down, sj.lk->sj.mk \ / Inf...
** For Big = Heavier characters, instead of sj.lp, it's possible to do sj.lk->sj.mk.
* Use an assist.
Stuff you can do after connected Hyper-Grav
-! 1.) ...c.hp...(almost anything after B-1)
* Because the Hyper-Grav makes the opponent a little higher then they would be standing, the launch would be a little higher as well and some combos will either become more difficult to time OR not be possible to do anymore.
- 2.) ...s.hk [1 hit]...
- 2a.) XX Magnetic Shockwave.
-! 2b.) XX Hyper-Grav XX Magnetic Tempest.
- 3.) Snap-back.
- 4.) Inf.
* Not always guarunteed.
----------Team (w/assists)----------
*Note:Only assists in "Best assists" list will be mentioned/used.*
W/ Psylocke [A] - AA(w/Psy.):
* If timed right OTG is un-rollable for all of +Psy. AAA combos.
-! 1.) d.c.lk+assist->c.mk, assist hits->c.lk [OTG]->c.hk...(anything in E-4).
-! 2.) (From I-1)...re-jump, j.lk+assist->j.mk...
-! 2a.) ...assist hits XX Magnetic Tempest...
* Un-Mashable Tempest.
-! 2b.) ...\ / c.lk [OTG]->c.hk...(Anything in E-4).
-! 3.) (From E-1)...c.lk+assist->c.mk, assist hits c.lk [OTG]->c.hk...(anything in E-4).
-! 4.) (From E-2)...c.lk+assist->c.mk, assist hits->c.lk [OTG]->c.hk...(anything in E-4).
W/ Storm [A] - Projectile(w/ Storm):
-! 1.) d.c.lk->c.hp+assist / \ sj.hk, air-dash down-forward->ad.hp->ad.hk \ / assist hits, d.c.lk->c.hk XX Hyper-Grav...
-! 1a.) ...(See "Stuff you can do after connected Hyper-Grav")
-! 1c.) ...c.hp / \ (anything after B-1)
-! 1c.) ...c.hp / \ sj.lp->sj.lk->sj.mp->sj.mk, air-dash upward->ad.lp->ad.lk->ad.mp->ad.mk XX Magnetic Tempest XX [DHC to Storm] Hail Storm (hcb+2p).
* Un-Mashable Tempest.
W/ Iron Man [A] or [B] - Projectile or AA (w/ IM):
> W/ IM [A]
-! 1.) (Any "Solo" combo into a Hyper-Grav)...
-! 1a.) ...s.hk+assist...
-! 1aa.) ...XX Magnetic Tempest
* Un-mashable Tempest
-! 1ab.) ...Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav")
> W/ IM [B]
-! 1.) d.c.lk->c.hp+assist / \ sj.hk/hp, air-dash downward->assist hits...
-! 1a.) ...XX Magnetic Tempest.
* Un-mashable Tempest.
-! 1b.) ...Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav")
-! 1c.) ... \ / c.lk [OTG]->c.hk...(anytyhing in E-4)
-! 2.) (From I-1)...
-! 2a.) ...s.hk [1 hit]+assist...
-! 2aa.) ...assist hits, Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav")
-! 2ab.) ...XX Hyper-Grav XX Magnetic Tempest...
* Un-mashable Tempest.
-! 2ac.) ...XX Magnetic Shockwave.
-! 2ad.) ...c.lk [OTG]->c.hk...(anything in E-4)...
-! 2b.) ...re-jump, j.lk+assist->j.hp->j.hk...
-! 2ba.) ...assist hits XX Magnetic Tempest...
*Un-Mashable Tempest.
-! 2bb.) ...assist hits, Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav").
-! 2bc.) ...assist hits \ / c.lk->c.hk...(anything in E-4).
-! 3.) (After E-4c) s.hk [1 hit]+assist->assist hits, s.hk [2 hits] XX Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav").
W/ Sentinel [A] - Projectile(w/ Sent.):
>W/ Sentinel [A]
-! 1.) d.c.lk+assist->c.mk, assist hits...
-! 1a.) ...->d.c.hp / \ (anything after B-1)...
* Because the Rocket Punch makes the opponent a little higher then they would be standing, the launch would be a little higher as well and some combos will either become more difficult to time OR not be possible to do anymore.
-! 1b.) ...dash-in->(inf.).
-! 1c.) ...XX Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav").
-! 2.) (From I-1)...re-jump, j.lk+assist->j.hp->j.hk, assist hits...
-! 2a.) ...\ / dash-in->(inf.)
-! 2b.) ...\ / d.c.hp...(See w/ Sent. [A]-1a.)
-! 2c.) ...XX Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav").
-! 3.) (In corner) (From w/ Sent. [A]-1)...XX Magnetic Tempest
* Un-mashable Tempest
W/ Cyclops [B] - AA(w/ Cyc.):
-! 1.) d.c.lk+assist->c.mk, assist hits->...
-! 1a.) ... / \ (anything after B-1)...
* Because the Gene Splice makes the opponent a little higher then they would be standing, the launch would be a little higher as well and some combos will either become more difficult to time OR not be possible to do anymore.
-! 2.) (In corner) HK Throw->c.lk+assist->c.hk, *super-jump cancel* / \ XX Magnetic Tempest.
* Un-mashable Tempest.
-! 3.) (From A-1, w/ HK Throw) j.hk+assist XX Magnetic Tempest.
* Un-mashable Tempest.
W/ Cammy [A] - AA(w/ Cammy):
- 1.) (From I-1) s.hk [1 hit]+assist->assist hits...
-! 1a.) XX Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav").
- 1b.) XX Magnetic Shockwave.
-! 2.) (After E-4c) s.hk [1 hit]+assist XX Hyper-Grav, assist hits XX Hyper-Grav...(See "Stuff you can do after connected Hyper-Grav").
W/ Tron [Y] - Projectile(w/ Tron):
-! 1.) d.c.lk+assist->c.mk, assist hits->c.lk->c.hp / \...(anything after B-1)
-! 2.) (From I-1) ...call assist, dash under *reset*->(on other side) assist hits, c.lk, assist hits XX Magnetic Tempest.
W/ Rogue [Y] - Throw(w/ Rogue):
-! 1.) (From I-1) \ / s.hk+assist [1 hit, 2nd whiffs]...
-! 1a.) ...assist hits->d.c.lk->c.hk...(anything after E-4).
-! 1ab.) ...Tag-out (LP+LK or HP+HK)
! = Is or leads to 100% combo.
Hope that helps.
- Geronimo
GeekBoy
10-10-2002, 02:43 PM
This is information pertaining to the Japanese (IE..."SJ"...ROM infinite)
http://shoryuken.com/forums/showthread.php?s=&threadid=3584
Magnetro
10-10-2002, 03:31 PM
yeah thanks a lot man like I'm gonna try to totally master these cuz like ..u know, you have to know when to does combos and how to make people fall for them, I have a suggestion? can you like make two sereate threads? Like one for combos AND another for stratagies and tactics.? thanks that would make it kind of easier but I understand it's kinda hard to like post a strat and sometimes you have to post the combo that goes along with it
I'm sorry but I have a hard time reading Geronimo's information. It kinda gives me a headache looking at all those numbers.
da_dragon
10-10-2002, 04:15 PM
Here's some tips, reasons and some good teams for people who want to use magneto...originally posted by Geronimo....
Why use Magneto:
- Top-tier: It's a dumb reason, but it's still a reason non-the-less
- Rushdown: King of Rushdown, unmatched by anyone else in the game.
- Fun: He's fun to play. "Nuff said.
- Makes you look cool: If you like to seriously fuck other people up, please a crowd, AND look good doin' it all at once, this is the character for you.
- He's a battery: Fits into A LOT of teams to build meter.
Best assist (w/ Magneto, in no real order):
- Psylocke [A] - Anti-Air
- Storm [A] - Projectile
- Iron Man [A] or [B] - Projectile or Anti-Air
- Sentinel [A] or [Y] - Projectile or Ground (respectively)
- Cyclops [B] - Anti-Air
- Cammy [A] - Anti-Air
- Tron [A] or [Y] - Throw or Projectile
- Rogue [Y] - Throw
(Some) Magneto good Teams:
- Magneto [A] | Storm [A] | Psylocke [A] - MSP
- Magneto [A] | Storm [A] | Cyclops [B] - MSC
- Magneto [A] | Storm [A] | Sentinel [Y] - Team ShadyK (New)
- Magneto [A] | Storm [A] | Rogue [Y]
- Magneto [A] | Storm [A] | Tron [Y] - Team AK
- Magneto [A] | Sentinel [Y] | Psylocke [A] - Team ShadyK (Old)/San Diego
- Magneto [A] | Sentinel [Y] | Cyclops [B] - Team Xecutioner
- Magneto [A] | Cable [B] | Cyclops [B]
- Magneto [A] | Cable [B] | Sentinel [A] - Team Rowtron
- Magneto [A] | Cable [B] | Psylocke [A] - Team Soo
- Magneto [A] | Cable [B] | Cammy [A] - Team JustinW (Old)
- Magneto [A] | Cable [B] | Iron Man [B] - *My Team*
- Magneto [A] | Cable [B] | Rogue [Y]
- Magneto [A] | Cable [B] | Tron [A] or [Y]
- Magneto [A] | Iron Man [A] or [B] | Psylocke [A]
- Magneto [A] | Iron Man [A] or [B] | Rogue [Y]
Stuff you HAVE to know to play Magneto Effectively:
- Tri-Jump
* Super-Jump, sj.hk_hp, air-dash down-forward, ad.hk_hp
* Super-Jump, air-dash down-forward, ad.hk_hp
* Super-Jump_Jump, air-dash down-forward, ad.lk
- Wave-Dash
* DF+2P xN = Forward
* DB+2P xN = Backward
- Tri-Jump combo set-up
* (see "Combos" section: I-1)
- Air-dash
* (In air) Any Direction+2P; Knowing when, where, and why to do it.
- Throwing
* (Both air and ground) F+HP; F+HK
- Which combos to use and when.
* (See "combos" section) Use Magnetic Shockwave combos to get opp. into corner. Use Magnetic Tempest combos (preferably un-mashable Tempest) for damage.
Stuff it would be nice for you to know, that still helps Magneto:
- Combing into the c.lk->c.hk XX Hyper-Grav...
* (See "Combos" section: A-7 and A-8)
- Dash-in into throw
* dash-in, TAP down->Throw
Good match-ups for Magneto:
- Cable (w/o AAA)
- Blackheart
- Dr. Doom
Bad match-ups for Magneto:
- Spiral
- Cable (w/ AAA)
- Strider/Doom
50/50 match-ups for Magneto:
- (Another Magneto)
- Sentinel
- Storm
- Iron Man
General tips:
- Throw A LOT. Air or ground it doesn't matter. Use either one, they both have their purposes.
*How do they reset combos you ask? They reset the combo counter.
* Why reset combos you ask? To know understand this, you must first understand damage-scaling. Damage scaling is the damage of each hit of a combo lower as the combo counter increases. Resetting the combo counter also resets the damage done by each hit. Each hit (no matter what strength button the move is done with) becomes 1 pt. of damage around hit number 12 or 15 on the combo counter.
** HP Throw - Reset combos; (Throw in air)->Magnetic Tempest XX DHC is safe/guarunteed tag-out and free damage.
** HK Throw - Reset combos; "Should I roll" mind-games.
- NEVER do a Magnetic Shockwave when you have the opponent in the corner, it's a waste of super meter. (They're in the "Combos" section for the sake of completeness.)
- The corner is Magneto's best friend. Being in a corner makes rushdown hard to block. And the corner's where Magneto does all his really fucked up [reset] combos. Get the opponent there any way possible, Magnetic Shockwave combos, throwing, forcing them to retreat, etc.
- Use Hyper-Grav XX Magnetic Tempest combos sparingly, if at all. They are escapable.
- Mix-up your reset combos. They ARE escapable. If you become predictable, they're gonna be escaped.
- Tri-jumping either makes or brakes a Magneto. Doing right will get you several combos in each match. Doing blindly will get you killed. You should only tri-jump in 3 situations:
* 1.) The opponent is in block-stun and can't do anything (most importantly, call an assist.)
* 2.) The opponent's assist is already out (and preferably punished by yours).
* 3.) It's in a reset combo and really fast.
- The way your hand is layed out over the buttons can effect the way how well some Magnetos play. Personally, I use the pointer finger on LP, the middle finger on HP, my thumb on LK, and my ring finger on A1. The other two buttons (HK and A2) I usually move my hand and depends on what I'm trying to do. This finger lay-out makes using Magneto a little easier (well, for me at least). It also makes the sj. inf. (see "Combos" sections: Inf.-1a. and 2a.) easier. One your way up do the sj.lk->sj.mk with your thumb. Then do a short pause. After that hit the dash, and down on the stick, with your pointer and middle finger. And since you don't have to move your whole hand to press lk again, hit it with your thumb RIGHT AFTER you dash, while still holding down on the stick. Press ad.mk a bit slowly land, then repeat. Oh look, you can now do Magneto's sj. inf.
Match-up analysis:
~~Coming Soon~~
Combos 1st post made by geekboy
I'll add more to this later.
- Geronimo
P.S. Psylocke's hot, LOL!
Psycho Crusher
10-10-2002, 05:27 PM
Why make another thread while there is already another, plus it is pathetic to copy someone elses shit, just to have a reason to make a thread. Sounds kind of childish. No reason to have made this thread.
Thongboy Bebop
10-10-2002, 05:35 PM
Hey. I'm a goon. Someone want to explain tri-jumping? From the beginning.
N - Marvel Virgin
GeekBoy
10-10-2002, 07:22 PM
Originally posted by Thongboy Bebop
Hey. I'm a goon. Someone want to explain tri-jumping? From the beginning.
N - Marvel Virgin
Triangle jumping = superjumping then cancelling the jump into an air dash (preferably DF or Down) and attacking.
DeathFromAbove
10-10-2002, 10:44 PM
Neat.
When somebody says "dashdown combo" what they mean is:
c.hp ^ sj.hk XX ad.df + lk,lk, land...
With that out of the way, the basic ways to unmashable tempest are:
(1)Dashdown combo, j.lk + assist that juggles, j.hp/j.hk/both XX Tempest.
(2)anything into s.hk (1 hit) + non-striking assist XX Grav XX Tempest
(3)Dashdown combo, c.hp + generic AAA, sj.hk, pause, Tempest. Most of these only work in the corner.
If you play with the timing, you can make an unmashable tempest with almost any assist that has good hitstun. Just play with the spacing and timing of the assist call.
Also, remember that if you use your A1 assist to make an unmashable, it won't recover in time for you to DHC. So use the A2 assist when possible.
-DFA
Psycho Crusher
10-10-2002, 11:36 PM
Hrmm, i can tell you are immature and have like no friends. Poor kid is this all you do is come on Shoryuken and post shit from other threads and then think your a big man by talking shit over the internet. WOW! You are talented GJ kid. Holla
Naslectronical
10-11-2002, 02:51 AM
Mag with Psylocke AAA and IM AAA
(corner)
hk throw, c. lk, c. hp, sj. hk throw, (on way down) lk, lk, land, rejump, j. lk + Psy, j. lk, (Psy hits), Hypergrav, launch sj. hp throw, (on way down) lk, lk, land, rejump, j. lk, + IM, j. hp, Tempest
Another way to do it, but you have to have Mag in the corner.....
c. lk + Psy, c. lk, (Psy hits), c. lk, c. hk, Hypergrav, launch, sj. hk throw, rest of the combo.......
I usually do that version after I've killed a character. Wave dash towards the corner and sj., airdash down to forward, and then land on the other side of them(in the corner) for a crossup.
taiji
10-11-2002, 03:00 AM
hmm, i feel like sharing so here's a combo i use w/ mag/psy (unmashable)
do the jap. infin till whenever, land, call psy, sj. wk XX tempest, then u can continue w/ the infin then end it w/ wtf u want
ohh and if this was posted before, eh, ignore this
Naslectronical
10-11-2002, 03:29 AM
on Sentinel with IM AAA and Psy AAA( I love these two assists, can't you tell:D)
tri-jump in hp, hk, land, j. lk, j. lk, j. hp, j. hk(infinite), infinite to corner, (on last rep of infinite) j. lk, j. lk, j. hp + Psy, j. hk, land Hypergrav, launch, sj. hk throw, on way down, lk, lk, land, rejump, j. lk + IM, j. hp, Hypergrav, land, c. lk, c. hp, sj. hp throw, (on way down), lk, lk, land, rejump, j. lk + IM, j. hp, Tempest
Dead robot
:cool:
:evil:
Owned
can you explain some of those characters you used in your first post geekboy. like \/ , /\ , ->(into? or 2in1?) , XX
sorry for being such a n00b
GeekBoy
10-11-2002, 07:41 AM
Originally posted by Naslectronical
Mag with Psylocke AAA and IM AAA
(corner)
hk throw, c. lk, c. hp, sj. hk throw, (on way down) lk, lk, land, rejump, j. lk + Psy, j. lk, (Psy hits), Hypergrav, launch sj. hp throw, (on way down) lk, lk, land, rejump, j. lk, + IM, j. hp, Tempest
That's got 3 throws, the game engine won't allow it to work.
Naslectronical
10-11-2002, 10:12 AM
Originally posted by GeekBoy
That's got 3 throws, the game engine won't allow it to work.
*Shrugs*
Are you sure? Well, maybe that's why it doesn't work everytime.
In that case, I'll fix the combo:
Mag with Psylocke AAA and IM AAA
(corner)
tri-jump in hk, land, c. lk+ Psy, c. lk, (Psy hits), c. lk, c. hp, sj. hk throw, (on way down) lk, lk, land, rejump, j. lk + Psy, j. lk, (Psy hits), Hypergrav, launch sj. hp throw, (on way down) lk, lk, land, rejump, j. lk, + IM, j. hp, Tempest
Y2J_Joe
10-11-2002, 10:18 AM
Originally posted by Naslectronical
*Shrugs*
Are you sure? Well, maybe that's why it doesn't work everytime.
In that case, I'll fix the combo:
Mag with Psylocke AAA and IM AAA
(corner)
tri-jump in hk, land, c. lk+ Psy, c. lk, (Psy hits), c. lk, c. hp, sj. hk throw, (on way down) lk, lk, land, rejump, j. lk + Psy, j. lk, (Psy hits), Hypergrav, launch sj. hp throw, (on way down) lk, lk, land, rejump, j. lk, + IM, j. hp, Tempest
Ive never seen you that combo before nasir, if you can really do that you need to show me.
Simple way to win with mags, rush that s*** down, then infinite it:evil:
Naslectronical
10-11-2002, 10:24 AM
Originally posted by Y2J_Joe
Ive never seen you that combo before nasir, if you can really do that you need to show me.
Simple way to win with mags, rush that s*** down, then infinite it:evil:
I did it twice the last time I was at Cyberstation. The first time on the guy playing Sent/Cable/Commando. His Sent came in and I killed him with that combo in like 5 seconds. The second time it was on the guy playing Spiral/Cable/Blackheart. It was on Blackheart.
It's hard to land it on you because your Sent is always flying:bluu: , and I've only played you a few times in the last month and half or so.
I'll show you how to do it when I'm landing it on your ass:lol:
Y2J_Joe
10-11-2002, 10:34 AM
Originally posted by Naslectronical
I did it twice the last time I was at Cyberstation. The first time on the guy playing Sent/Cable/Commando. His Sent came in and I killed him with that combo in like 5 seconds. The second time it was on the guy playing Spiral/Cable/Blackheart. It was on Blackheart.
It's hard to land it on you because your Sent is always flying:bluu: , and I've only played you a few times in the last month and half or so.
yea I know i havent been up there much lately,got tired of people whining about assists, im in the process of getting my mas stick. DARKCOW aka chris is going to be having a tourney at his house he has a mas stik but im gettin the other one. just send him a pm and he will let you come play but we usually dont start playin until 1am or so:cool:
da_dragon
10-11-2002, 02:26 PM
Do alot of u guys gaurd break into infinite with magneto???
Just curios because i use that alot and it helps my mag alot against cables and sents that are now comin into tha match.
When i do land the infinite i usually go for resets to kill them...wut do u guys do?
Naslectronical
10-11-2002, 04:21 PM
Originally posted by da_dragon
Do alot of u guys gaurd break into infinite with magneto???
Just curios because i use that alot and it helps my mag alot against cables and sents that are now comin into tha match.
When i do land the infinite i usually go for resets to kill them...wut do u guys do?
I usually go for resets.
I can do the guardbreak that goes: sj, airdash forward, lk, lk, Hpergrav XX Tempest, then lk, lk, land, do whatever
But most of the time I'll go for a crossup like, dash towards the corner, sj. airdash down to forward(lands on other side), c. lk + Psy, c. lk
or
dash towards corner, call IM-B, dash behind, dash back in front, stop, throw, or tri-jump
Once this guy's Cable came in with about 65% life left, and I got hm with the crossup, then dash down combo, land, rejump up to forward to the other side of him(reset) then I did something, I don't remember. All I know is that he was dead in about 2 seconds.
donaldducktm
10-11-2002, 09:47 PM
hey geekboy, can u make a thread like this but STORM?
Geronimo
10-11-2002, 09:53 PM
Originally posted by donaldducktm
hey geekboy, can u make a thread like this but STORM?
There aleady is a Storm thread, and, IMO, it's pretty good. Anyways, thanks to everyone else for putting my stuff back in here (so I didn't have to do it :D :cool: :p ).
- Geronimo
GeekBoy
10-11-2002, 10:21 PM
Originally posted by n817azn
what are you talking about?? :confused:
n8
The game engine only allows for 2 throws in a "combo"...if there were anymore allowed, there'd be no point.
Naslectronical
10-11-2002, 10:24 PM
Originally posted by n817azn
what are you talking about?? :confused:
n8
He's saying that you can't throw more than twice in a combo because the game engine doesn't allow it.
However, I know that I've done the combo before, it just doesn't always work. So maybe there is some truth to what he's saying.
I always thought the rule just meant you couldn't do something like:
(corner)
c. lk + Psy, c. lk, (Psy hits), c. lk, c. hp, sj. hk throw, on way down lk, lk, land, rejump, j. lk + Psy, j. lk, Hypergrav, launch, sj. hk throw, on way down lk, lk, land, rejump, lk + Psy, lk, Hypergrav, launch sj. hp throw, on way down lk, lk, land, do whatever
That has 3 throws that are actually in the middle of the combo.
I didn't think it counted if you started the combo with a throw.
Anyone else want to verify this?
n817azn
10-11-2002, 11:32 PM
ok then this is where i get confused, you say you can't have anymore than 2 throws in a combo, but after you throw the first time the combo is reset is it not?? So wouldn't it be a new combo?? i mean does it still count when you do other resets as well? See, to me it doesn't make sense....
n8
TheGreatMagnus
10-12-2002, 01:25 AM
Question?!? I currently play "Magneto-Capture/Cable-Anti-Air/Sentinel-Ground" Can you guys give me some combos that use these assist in the combos?!? If not ill go look some where else, but thanks for helping, But if you can "Thanks in advance"
GeekBoy
10-12-2002, 08:07 AM
Magneto capture sucks.
And there are almost no combos for this team...you can use Sent-G to START combos, but not use him in many combos.
The only useful combos Mag/Sent-G have is:
Launch, sj.RH, dash DF, j.LK, j.LK, land, call Sent, s.RH (one hit), Grav xx Tempest
or
(In corner)
RH throw, c.LK+Sent, c.RH xx Tempest
n817azn
10-12-2002, 09:24 AM
Originally posted by TheGreatMagnus
Question?!? I currently play "Magneto-Capture/Cable-Anti-Air/Sentinel-Ground" Can you guys give me some combos that use these assist in the combos?!? If not ill go look some where else, but thanks for helping, But if you can "Thanks in advance"
really simple combo with cable's anti-air, that you might already know, but for some odd reason some peeps don't.
c.lk + cable aaa, c.lk xx hypergrav xx tempest.
You gotta be really quick though.
n8
da_dragon
10-12-2002, 12:38 PM
Originally posted by TheGreatMagnus
Question?!? I currently play "Magneto-Capture/Cable-Anti-Air/Sentinel-Ground" Can you guys give me some combos that use these assist in the combos?!? If not ill go look some where else, but thanks for helping, But if you can "Thanks in advance"
If u can do mags japannese infinite....do this in the beginning of a match....
C.lk+cables assist, c.lk, cable hits, infinite....very easy
Geronimo
10-12-2002, 12:45 PM
Originally posted by KiN
I'm sorry but I have a hard time reading Geronimo's information. It kinda gives me a headache looking at all those numbers.
My bad, sorry 'bout that. But that's the only way (that I could think of) I could list Magneto's combos w/o having to re-type everything over and over.
- Geronimo
FOBio
10-12-2002, 01:14 PM
HAHAHAHA
sad, but true. good job though, geronimo. i could tell it took a long time to make, and it helped me w/ magneto. but, could you tell me the unmashable with cyke (the one like psy and iron man's)? i can do it, but the other char doesn't take all the hits whereas with psy and/or IM they do. do i just time it differently, or use j. fp instead of j. fk? j. fp seem to work better, but they still don't seem to get the full blow.
Geronimo
10-12-2002, 01:32 PM
Originally posted by FOBio
HAHAHAHA
sad, but true. good job though, geronimo. i could tell it took a long time to make, and it helped me w/ magneto. but, could you tell me the unmashable with cyke (the one like psy and iron man's)? i can do it, but the other char doesn't take all the hits whereas with psy and/or IM they do. do i just time it differently, or use j. fp instead of j. fk? j. fp seem to work better, but they still don't seem to get the full blow.
They're in the combo list, I'm pretty sure they're both in the corner. They're marked "Un-mashable Tempest."
Hope that helps.
- Geronimo
GeekBoy
10-12-2002, 02:02 PM
I'm gonna start a post with Magneto "unmashable" Grav xx Tempest combos...
1. Mag/Sent-G (anywhere)
Launch, sj.RH, dash DF, j.LK, j.LK, land, call Sent, s.RH, Grav xx Tempest (Drones should hit as the Grav hits)
2. Mag/Storm-A (anywhere)
Launch, sj.RH, dash DF, j.LK, j.LK, land, s.RH+Storm, Grav xx Tempest (Typhoon hits the SAME time as the Grav, making this probably the most hardest Grav xx Tempest combo to mash out of)
taiji
10-12-2002, 02:30 PM
can u actually do any of these combos?
CammyRulez23
10-12-2002, 02:43 PM
ive been using magneto on my team wich is Cammy-AAA Cable-Variety and mag- projectile and i just dont get how do use him effectivly can someone tell me how to play an efficent mageneto with out doing the same combo over and over (yes i am a noob)
Can anyone explain the crazy Magneto combo that Justin Wong did at Evolution where he was in fly mode? I couldn't find the video with him doing it.
GeekBoy
10-12-2002, 04:46 PM
Originally posted by CammyRulez23
ive been using magneto on my team wich is Cammy-AAA Cable-Variety and mag- projectile and i just dont get how do use him effectivly can someone tell me how to play an efficent mageneto with out doing the same combo over and over (yes i am a noob)
Yeah, why are you using the grenade assist with Cable?
GeekBoy
10-12-2002, 04:46 PM
Originally posted by DBS
Can anyone explain the crazy Magneto combo that Justin Wong did at Evolution where he was in fly mode? I couldn't find the video with him doing it.
That wasn't Justin, that was SooMighty.
CammyRulez23
10-12-2002, 05:03 PM
i use the gernade assist because it just doesnt feel right have to anti air assits and were i play a lot of the people use throw assists so i thugh about using the cable glitch thing. but what does this have to do with magnus.???
GeekBoy
10-12-2002, 05:15 PM
Originally posted by CammyRulez23
i use the gernade assist because it just doesnt feel right have to anti air assits and were i play a lot of the people use throw assists so i thugh about using the cable glitch thing. but what does this have to do with magnus.???
Go find MWC5 videos, Justin Wong uses Magneto/Cable/Cammy.
And when did Magneto have an Anti Air assist?
DeathFromAbove
10-12-2002, 06:38 PM
Originally posted by FOBio
but, could you tell me the unmashable with cyke (the one like psy and iron man's)? i can do it, but the other char doesn't take all the hits whereas with psy and/or IM they do. do i just time it differently, or use j. fp instead of j. fk? j. fp seem to work better, but they still don't seem to get the full blow.
I was just working on this the other day:
If you're starting from c.lk, launch and sj upforward instead of up with the hk, then after the two lks, call Cyke immediately, and be sure to normal jump upforward and hold back on the stick during the jump. Do the two hits into Tempest as fast as you can. That's what gets me the most hits.
More random information: The corner unmashable with Sent-A also works midscreen on some characters. It works 100% of the time on Doom, most of the time on Cable, and abot 50-50 on another Magneto. It doesn't work on Storm at all, ever. Weird.
Can anyone explain the crazy Magneto combo that SooMighty did at Evolution where he was in fly mode? I couldn't find the video with him doing it.
Hey Geekboy, where can I find that video?
Also, can anyone do the Magneto infinite that Team SanDiego does at the end of the Advanced Tactics vid? I can only get 8 hits. That sh!t is hard. Any recommendations on how to perform it better?
Geronimo
10-12-2002, 07:32 PM
Originally posted by DeathFromAbove
I was just working on this the other day:
If you're starting from c.lk, launch and sj upforward instead of up with the hk, then after the two lks, call Cyke immediately, and be sure to normal jump upforward and hold back on the stick during the jump. Do the two hits into Tempest as fast as you can. That's what gets me the most hits.
More random information: The corner unmashable with Sent-A also works midscreen on some characters. It works 100% of the time on Doom, most of the time on Cable, and abot 50-50 on another Magneto. It doesn't work on Storm at all, ever. Weird.
Which "Un-mashable Tempest" combo (w/ Sent. [A]) are you talkin' about?
Naslectronical
10-12-2002, 07:34 PM
Originally posted by Geronimo
Which "Un-mashable Tempest" combo (w/ Sent. [A]) are you talkin' about?
I think he means Sent-Y.
Geronimo
10-12-2002, 07:41 PM
Originally posted by Naslectronical
I think he means Sent-Y.
Oh, my bad :sweat:.
DeathFromAbove
10-12-2002, 07:43 PM
Originally posted by Geronimo
Which "Un-mashable Tempest" combo (w/ Sent. [A]) are you talkin' about?
No, Sent-A.
Just the regular dashdown, rejump lk,hp goo. I had no idea it worked midscreen at all until I accidentally called the wrong assist in the combo the other day (wanted Cyke-B). So I tested it a little. It doesn't seem to work 100% of the time, or at all on some characters. Maybe that's just me, though. I was really just messin around. Or maybe this is just old info that I was ignorant to...:sweat:
-DFA
Geronimo
10-12-2002, 07:48 PM
Originally posted by DeathFromAbove
No, Sent-A.
Just the regular dashdown, rejump lk,hp goo. I had no idea it worked midscreen at all until I accidentally called the wrong assist in the combo the other day (wanted Cyke-B). So I tested it a little. It doesn't seem to work 100% of the time, or at all on some characters. Maybe that's just me, though. I was really just messin around. Or maybe this is just old info that I was ignorant to...:sweat:
-DFA
:wtf: I didn't even know that work at all. So it goes:
d.c.lk->c.hp / \ sj.hp/hk, air-dash down-forward->ad.d+lk->ad.mk \ / j.lk+Sent. [Y]->j.hp XX Magnetic Tempest?
What combo were you going for with Cyke? Sorry, I don't know "Un-mashable Tempest" combos all that well, I don't play Mag. w/ those assist to much.
- Geronimo
Picolo
10-12-2002, 07:53 PM
there is really good combo i made up in the corner like a year ago!
it's really fun, but since the game has advanced, it's not that useful in high competition, unless they can't tech.
here it is neway
launch, sj.lp,lk,lp pause, grab with hk, then lk,lk airdash up/ foward, lp,lk,lp,lk hypergrav XX tempest. or after the throw, press lk,lk air dash up/forward lp,lk,lp, pause, grab with fierce, then after that there are infinite possibilities
this combo looks kewl, and i did it b4 neone else, ask white power! if u don't believe me, kinda old but kewl
CammyRulez23
10-12-2002, 08:33 PM
i cant find thoses vids someone told me to go get a spent 5 hrs searchin the net and i couldnt find any does anybody know where i can find one
Geronimo
10-12-2002, 08:40 PM
Originally posted by CammyRulez23
i cant find thoses vids someone told me to go get a spent 5 hrs searchin the net and i couldnt find any does anybody know where i can find one
Go to forgo.net, then on the right side-bar look for MWC5 MvC2 and MWC6 MvC2 vids, you can't miss'em.
Hope that helps.
- Geronimo
DeathFromAbove
10-12-2002, 09:01 PM
Originally posted by Geronimo
:wtf: I didn't even know that work at all. So it goes:
d.c.lk->c.hp / \ sj.hp/hk, air-dash down-forward->ad.d+lk->ad.mk \ / j.lk+Sent. [Y]->j.hp XX Magnetic Tempest?
What combo were you going for with Cyke? Sorry, I don't know "Un-mashable Tempest" combos all that well, I don't play Mag. w/ those assist to much.
- Geronimo
Yeah. Just like that. For both combos.
Storming Flower
10-12-2002, 10:37 PM
i use msp, how should i fight storm/sent/capcom, i really suck, i mean i know my combos, but storm pretty much kills me, probably because the player is better. Anyway wtf am i supposed to do, its not a runaway to the top storm, its just dash around call commando hailstorm typhoon hailstorm type of storm. I swear i have no idea what im doing while playing against her. i just jump up airdash fierce then on the ground i dash or wavedash sj lk and sometimes triangle jump call assist whenever i feel like it... Im too used to chasing cable and getting killed so i've never played a good storm before and i don't play often.
It seems like i run into a lot of jumping fierces and hailstorm, then i haveta tempest hail out, my storm then has to take on sentinel which is hard too.
DeathFromAbove
10-13-2002, 12:37 AM
Originally posted by Storming Flower
i use msp, how should i fight storm/sent/capcom, i really suck, i mean i know my combos, but storm pretty much kills me, probably because the player is better. Anyway wtf am i supposed to do, its not a runaway to the top storm, its just dash around call commando hailstorm typhoon hailstorm type of storm. I swear i have no idea what im doing while playing against her. i just jump up airdash fierce then on the ground i dash or wavedash sj lk and sometimes triangle jump call assist whenever i feel like it... Im too used to chasing cable and getting killed so i've never played a good storm before and i don't play often.
It seems like i run into a lot of jumping fierces and hailstorm, then i haveta tempest hail out, my storm then has to take on sentinel which is hard too. That's really hard. I'll give you my take on this...Here's a pretty safe way to fight Storm:
Stay the hell away from Storm and drones.
Try to build meter.
Look for something to Tempest->Hail.
Repeat 1 & 2 with Storm til L3.
Hail->Psyblade->Tempest. (chip,chip,chip)
Repeat from the top.
Eventually, most people get annoyed/frustrated with Magneto refusing to rush, and rush in themselves with Storm. That is the time to call Psy and go into combo-mode. Don't get careless with the assist...don't call her if she's got less than 70% life. MSP is a much more defensive team than people realize. You can play with the clock for 70 seconds to get a mistake, and still kill their whole team off of a hit, as long as you keep all three characters alive. Manage meter and take your chip damage like a man. :D
Anyway, most of this goes for defensive (fly-back) Sent, too. A good thing to do, instead of calling Psy for his foot when he gets stomp happy, is block the boots and counter for Psy XX Butterflies DHC Hailstorm or Shockwave.
As long as you've got the lead, they've got to come to you. And that's where you get some chances in this match. One last thing...if the clock hits 20 and you're down in the match, screw caution and go take some risks. The more suicidal, the less expected...definitely. Don't worry if you lose, this is pretty much the worst team matchup-wise for MSP in the game.
Oh, and I'm pretty much an inveterate defensive player, so maybe somebody more aggressive could hook you up with some good times to call projectile assist safely and RTSD.
-DFA
Picolo
10-13-2002, 12:58 AM
this thread is funny! i feel sorry for geekboy, he has to explain everythin, like the sytem, and if things r even possible. lmao. he must be frustrated as fuck
astro86
10-13-2002, 01:41 AM
Magneto with Psy assits in Corner.
c.lk+psy,c.lk,activate flight, lp,lk, Hk grab hk+psy XX tempest, lp hk grab hk+psy.
charater is practically dead by the first tempest, yes they can tech hit so just Gaurd break them :D
Picolo
10-13-2002, 02:13 AM
Originally posted by astro86
Magneto with Psy assits in Corner.
c.lk+psy,c.lk,activate flight, lp,lk, Hk grab hk+psy XX tempest, lp hk grab hk+psy.
charater is practically dead by the first tempest, yes they can tech hit so just Gaurd break them :D ok Soo
Magnetro
10-13-2002, 10:40 AM
woooooooosh:lol:
Geronimo
10-13-2002, 11:14 AM
Originally posted by DeathFromAbove
Yeah. Just like that. For both combos.
Thanks, I didn't know that worked. I would add those to the combo list, but the post is too big to edit now :sweat:.
- Geronimo
(¨·.9øßL¥ñ.·¨)
10-13-2002, 12:51 PM
Originally posted by DBS
Also, can anyone do the Magneto infinite that Team SanDiego does at the end of the Advanced Tactics vid? I can only get 8 hits. That sh!t is hard. Any recommendations on how to perform it better?
it's just basic triangle jumping and otgs(not a true otg) with the exception that it's really fast and u must wiff the short on the way down (that way mag's lands faster) and immediately procede to do crouching short, c.rh and repeat... plus u cant roll out becuz it's not really an otg and u don't let them hit the ground...
gotten it up to 28 hits and quite frankly imo too much work for such little damage... his other inf. is way easier so i'll do this one to be flashy or when my opponent has 1 character left... it seems to piss them off...
WiLD_DaIGo
10-13-2002, 02:02 PM
about his cr. hk into sj ad df, is that an otg combo?
28 hits on that infinite! That's crazy. I noticed the same concept worked with Storm, and now I incorporate that into my storm rushdown strategy. The opponent usually blocks high, but it's a low attack. I wonder if she could do the same infinite.
Can someone explain to me how to SJ cancel magneto's standing RH after the first kick hits. I can't seem to get the timing down. I usually end up cancelling after the second hit.
boychoi
10-13-2002, 06:30 PM
Originally posted by WiLD_DaIGo
about his cr. hk into sj ad df, is that an otg combo?
yea it is cuz its rollable which really sux cuz its a really good set up.
WiLD_DaIGo
10-13-2002, 06:39 PM
rollable but not that predictable is it?
boychoi
10-13-2002, 07:14 PM
Originally posted by WiLD_DaIGo
rollable but not that predictable is it?
well if the person ur playn' has watched u play or he does it alot then hell roll right when he c's it
i have a question the SanDiego infinte is it reg. jumo or sj and does it have to b in the conner (i havent seen the vid yet but ive seen it done)
DeathFromAbove
10-13-2002, 08:12 PM
Originally posted by Geronimo
Thanks, I didn't know that worked. I would add those to the combo list, but the post is too big to edit now :sweat:.
- Geronimo
Actually, when I look at your post again, it should be Sent-A, not Sent-Y. Sorry, was tired. I messed with this some more, and that combo works with like half the projectile assists in the game. It even works with Cable-A, midscreen no less.
DeathFromAbove
10-13-2002, 08:15 PM
Originally posted by boychoi
well if the person ur playn' has watched u play or he does it alot then hell roll right when he c's it
Actually, that setup is extremely hard to roll out of. The window to roll before the OTG is tiny, and it always happens right at the beginning of a combo.
WiLD_DaIGo
10-13-2002, 09:26 PM
what can i do after doing the cr. hk, sj ad df?
EvilGouki
10-13-2002, 10:15 PM
crouching hk ad d/f hk crouching hk then you have a few options
1. hyper grav into what ever
2. superjump cancel the second crouching hk and start the superjump infinite
3. superjump cancel up air dash d/b hk(whiff) crouching lk crouching hk repeat
4. superjump cancel hk air dash d/f lk lk rejump infinite
if you are in the corner you can do crouching hk air dash d/f hk crouching lp jump u/f lp lk hp hk then do the hk-throw then do crouching lk crouching hk hyper grav launch wait a sec jump u/f hk-throw then do lk lk then superjump and start the infinite:cool:
Anyway just be creative that is the key to magnus!!!
Wordx
Kevin
master ken
10-14-2002, 09:09 AM
Hey guys, there is something wierd about hyper grave, sometimes it just hit the oponent and never grab him, kinda like when you do it against a grounded Sentinel. Why does that happen ?
master ken
10-14-2002, 09:43 AM
one more thing, why is it sometimes possible to OTG after a grounded hyper grave XX tempest even if your oponent rolls ?
WiLD_DaIGo
10-14-2002, 09:50 AM
..eh um... ur kidding right? u need to hit sent at least once to get the hyper grav. to work on him, kinda like how u have to launch him with two hits when he's on ground
master ken
10-14-2002, 10:09 AM
Originally posted by WiLD_DaIGo
..eh um... ur kidding right? u need to hit sent at least once to get the hyper grav. to work on him, kinda like how u have to launch him with two hits when he's on ground
well that's exactly what I was talking about, you can't just do a hyper grave and grab with it Sentinel, you need to do a combo before.
That strange thing hapened to me many times agains cyc, mag, and other characters, I do a hyper grave from far distance, it hit them, then they sudenly go out of it without even trying to mash out :confused:
FOBio
10-14-2002, 07:36 PM
this might be a stupid question, but...
i was wondering that if i make a combo and then knock the opponent down, and then otg, that's still considered part of the combo, right?
with magneto and strider's beta assist (i was thinking about using mag/strider/doom, even though there are flaws in that team):
launch, sj. fk, ad d/f sj. lk, sj. mk, land + call assist, j. lp, j. lk, j. mk, assist hits...
i don't know what the freak to do after that. i can do a magnetic shockwave, but that just seems like a waist. what else can/should i do? i'm pretty sure i can't relaunch, sj. fk, ad d/f no more, so should i just stick to a regular air combo? i can't do the freaken slide infinite or anything like that. maybe this is all just fancy stuff, but who knows?
Nyc x Daniel
10-14-2002, 07:55 PM
i was toying around with mag with Storm -A
and i found that u can
c.Hp call assist -Dashdown with HK- and the Storm Projectial otgs (unrollable) and u can do almost anything after it.
Is this old and useless?
or a new way to use MSP?
And i like Mag with Doom AAA in corner,
I like seeing triple Flying screen
:)
HawaiianRyan66
10-14-2002, 08:13 PM
Originally posted by Nyc x Daniel
i was toying around with mag with Storm -A
and i found that u can
c.Hp call assist -Dashdown with HK- and the Storm Projectial otgs (unrollable) and u can do almost anything after it.
Is this old and useless?
or a new way to use MSP?
And i like Mag with Doom AAA in corner,
I like seeing triple Flying screen
:) nah dude thats fuken old
GeekBoy
10-14-2002, 08:31 PM
Originally posted by Nyc x Daniel
i was toying around with mag with Storm -A
and i found that u can
c.Hp call assist -Dashdown with HK- and the Storm Projectial otgs (unrollable) and u can do almost anything after it.
ShadyK did it in this casual video a while ago. I don't think it works all the time though.
And the combo, for those who don't know is:
Launch+Storm-a, sj.RH, dash DF, sj.RH, land, Typhoon OTGs opponent, c.LK, c.RH, insert follow up.
Picolo
10-14-2002, 08:46 PM
Originally posted by HawaiianRyan66
nah dude thats fuken old very!, that's why i give geekboy my condolences! i think these ppl give him a headache, forcing him to close every thread! now i know the truth, and honestly, i don't blame him
MalignantMouse
10-14-2002, 09:22 PM
Originally posted by GeekBoy
ShadyK did it in this casual video a while ago. I don't think it works all the time though.
And the combo, for those who don't know is:
Launch+Storm-a, sj.RH, dash DF, sj.RH, land, Typhoon OTGs opponent, c.LK, c.RH, insert follow up.
i do a c.lk + storm-a, c.hp, sj.hk, ad df, sj.hp, sj.hk, land, typhoon otg...
it almost always works for me, i don't know if this is more trusty or not.
Nyc x Daniel
10-14-2002, 09:30 PM
i figured that storm thing was old...
to thinking that lil ol' me would find something gamebreaking
can anyone give any flashy combos with Mag +doom aaa?
Are there unmashable Tempest with DoomAAA?
Can there be an effective chip game with these two? (i doubt it)
Are there any combos with Doom point + Mag projectile?
Resets/Crossups with this duo?
Thanks
DeathFromAbove
10-14-2002, 09:46 PM
Originally posted by Nyc x Daniel
Are there unmashable Tempest with DoomAAA?
Corner:
launch, hk dashdown lk,lk \/ rejump lk + Doom, hp XX Tempest.
and most of the throw, hk + assist stuff, too.
Anywhere:
c.lk + Doom, c.hk XX Tempest :lame:
launch, hk dashdown lk,lk \/ s.hk + Doom XX Grav XX Tempest
GeekBoy
10-14-2002, 10:10 PM
Originally posted by Nyc x Daniel
Are there unmashable Tempest with DoomAAA?
Thanks
Actually, there's the ghetto "unmashable" grav xx tempest combo with him:
Launch, sj.RH, dash DF, j.LK, j.LK, land, s.RH+Doom, Grav xx Tempest.
Picolo
10-14-2002, 10:42 PM
Originally posted by MalignantMouse
i do a c.lk + storm-a, c.hp, sj.hk, ad df, sj.hp, sj.hk, land, typhoon otg...
it almost always works for me, i don't know if this is more trusty or not. fucking i feel happy, so i'll tell u peepz how to do this the best way!
c.lk. launch,(call storm at the same time) sj. fierce, airdash d/f fierce, roundhouse, then storm should hit then u can do anything!
this shit is really really old. lmao. well i was bored and i made it all fancy.after u land and the typhoon hits dash and press down jab, standing jab, air combo! lol. i made this shit look pretty tite! im sure that this is old. lol. there are infinite possibilites after the typhoon. but this version u must do fast, and it takes the most,
GeekBoy
10-14-2002, 10:53 PM
Originally posted by Picolo
fucking i feel happy, so i'll tell u peepz how to do this the best way!
c.lk. launch,(call storm at the same time) sj. fierce, airdash d/f fierce, roundhouse, then storm should hit then u can do anything!
this shit is really really old. lmao. well i was bored and i made it all fancy.after u land and the typhoon hits dash and press down jab, standing jab, air combo! lol. i made this shit look pretty tite! im sure that this is old. lol. there are infinite possibilites after the typhoon. but this version u must do fast, and it takes the most,
You know you been copying that shit from Amir...
darkNRG
10-15-2002, 01:02 AM
Hey how bout this? Has anybody tried dragonKhans mags/psy[A] templestless comobo?
I always to slow and can barely do 1/4 of it. This is a rollable combo though.
Magneto
----------
1) In corner: c.LK, Launcher, ^, sj.HK, Air Dash D/F, sj.HP, sj. HK, land, c.LP, normal jump U/F, j.LK, j.LK, j.HP, j.HK, land, normal ump back up, HK Throw, j.LK before landing, land, normal jump back up, HK Throw, j.LP before landing, land, HK Throw (yes, a third a throw; it works since you opponent won't have the time and height to pull out a jab before he hits the ground) c.LK, c.HK, sj. cancel, Air Dash Down, j.LK, j.LK, land, normal jump up+call Psylocke AAA, j.LK, j.LK, Psylocke AAA hits, land, cr.LK, cr.HK, XX Hyper Grav, Launcher, pause, ^ , HP Throwback into corner, j.LP before landing, land, normal jump back up+call Psylocke AAA, j.LK, j.LK, Psylocke AAA hits, land, cr.LK, cr.HK, XX, Hyper Grav, Launcher, ^, normal AC
TheGreatMagnus
10-15-2002, 01:20 AM
That looks very fucking "HARD" im more of a basic air combo player with magnus, every now and then i can pull off 1 HyperGrav/Temepest, but nothing that fancy.
Psycho Crusher
10-15-2002, 01:37 AM
I kind of have to agree with TheGreatMagnus, Im not all that great with big flashy combo's, so i stick to the lil combo's that do just as much damage or maybe a lil more. But just 1 time i well do a big flashy combo, only in casual play, not in tourney. Im out Holla
Originally posted by TheGreatMagnus
That looks very fucking "HARD" im more of a basic air combo player with magnus, every now and then i can pull off 1 HyperGrav/Temepest, but nothing that fancy.
Unless you are playing against Viscant, don't do hyper grav xx tempest, everyone and their mom can mash out these days. If you want to stick to damaging combos, either do unmashable tempests or do triple fierce combos i.e. launch, sj rh, dash down forward, fp, rh.
Amingo
10-15-2002, 09:04 AM
that long ass combo doesn't work. :D the 3 throws thing is not because people can jab you out of it or whatever, as geekboy has patiently been trying to tell people, YOU CANNOT THROW 3 TIMES IN A ROW, unless your opponent does something like whiff a move.
very simple. switch on your dc. go to training mode. just try to do anybody's corner throw infinite on the dummy. the 3rd throw will whiff and an attack will come out instead.
after you try this, stop posting combos with like 30 throws in them.
CammyRulez23
10-15-2002, 09:43 AM
I got a few quick question and dont laugh at em
1. what is a triganle jump and how do you do it
2. whats the point of magnus' magnetic shockwave i tried Magnetic Shock Wave to KBA but it seems imposible
thanx for all the help
S.A. mofo
10-15-2002, 10:50 AM
Originally posted by GeekBoy
You know you been copying that shit from Amir...
Amir is Potter's Mini-Me, ya didn't know? O_o
GeekBoy
10-15-2002, 12:46 PM
Originally posted by darkNRG
Hey how bout this? Has anybody tried dragonKhans mags/psy[A] templestless comobo?
I always to slow and can barely do 1/4 of it. This is a rollable combo though.
Magneto
----------
1) In corner: c.LK, Launcher, ^, sj.HK, Air Dash D/F, sj.HP, sj. HK, land, c.LP, normal jump U/F, j.LK, j.LK, j.HP, j.HK, land, normal ump back up, HK Throw, j.LK before landing, land, normal jump back up, HK Throw, j.LP before landing, land, HK Throw (yes, a third a throw; it works since you opponent won't have the time and height to pull out a jab before he hits the ground) c.LK, c.HK, sj. cancel, Air Dash Down, j.LK, j.LK, land, normal jump up+call Psylocke AAA, j.LK, j.LK, Psylocke AAA hits, land, cr.LK, cr.HK, XX Hyper Grav, Launcher, pause, ^ , HP Throwback into corner, j.LP before landing, land, normal jump back up+call Psylocke AAA, j.LK, j.LK, Psylocke AAA hits, land, cr.LK, cr.HK, XX, Hyper Grav, Launcher, ^, normal AC
Explain to me how a combo with FOUR throws works OUTSIDE of training mode.
Psycho Crusher
10-15-2002, 01:08 PM
Quote: CammyRulez23
I got a few quick question and dont laugh at em
1. what is a triganle jump and how do you do it
2. whats the point of magnus' magnetic shockwave i tried Magnetic Shock Wave to KBA but it seems imposible[FONT=times new roman]
Um, Tri-Jump is "SuperJump Canceled Into AirDash DownForward" I think, I can do it a couple times but im not a pro on tri-jumping.
Magnetic Shockwave is a super that really is not good to dhc into cammy KBA. To do anything off that super, you have to cancel it out as soon as you do it.
Naslectronical
10-15-2002, 01:20 PM
Originally posted by darkNRG
Hey how bout this? Has anybody tried dragonKhans mags/psy[A] templestless comobo?
I always to slow and can barely do 1/4 of it. This is a rollable combo though.
Magneto
----------
1) In corner: c.LK, Launcher, ^, sj.HK, Air Dash D/F, sj.HP, sj. HK, land, c.LP, normal jump U/F, j.LK, j.LK, j.HP, j.HK, land, normal ump back up, HK Throw, j.LK before landing, land, normal jump back up, HK Throw, j.LP before landing, land, HK Throw (yes, a third a throw; it works since you opponent won't have the time and height to pull out a jab before he hits the ground) c.LK, c.HK, sj. cancel, Air Dash Down, j.LK, j.LK, land, normal jump up+call Psylocke AAA, j.LK, j.LK, Psylocke AAA hits, land, cr.LK, cr.HK, XX Hyper Grav, Launcher, pause, ^ , HP Throwback into corner, j.LP before landing, land, normal jump back up+call Psylocke AAA, j.LK, j.LK, Psylocke AAA hits, land, cr.LK, cr.HK, XX, Hyper Grav, Launcher, ^, normal AC
Even if you could throw 4 times in one combo, wouldn't the opponent be dead waaay before that combo was over?...:confused:
A character that takes normal damage should be dead by the time Psylocke is called the second time, and Juggernaut, Hulk, Blackheart, Sentinel shouldn't survive past the HP throw.
:wtf:
Naslectronical
10-15-2002, 01:24 PM
Originally posted by Amingo
that long ass combo doesn't work. :D the 3 throws thing is not because people can jab you out of it or whatever, as geekboy has patiently been trying to tell people, YOU CANNOT THROW 3 TIMES IN A ROW, unless your opponent does something like whiff a move.
very simple. switch on your dc. go to training mode. just try to do anybody's corner throw infinite on the dummy. the 3rd throw will whiff and an attack will come out instead.
after you try this, stop posting combos with like 30 throws in them.
You do mean that you can't throw 3 times in a row IN A COMBO, right?
Because in that vid where Viscant was using Ruby/Storm/Doom, he threw the hell out of that poor bastard.
He had to have thrown him atleast 6 or 7 times in a row.
GeekBoy
10-15-2002, 01:43 PM
Originally posted by Naslectronical
You do mean that you can't throw 3 times in a row IN A COMBO, right?
Because in that vid where Viscant was using Ruby/Storm/Doom, he threw the hell out of that poor bastard.
He had to have thrown him atleast 6 or 7 times in a row.
Yeah, but it wasn't a combo.
Amingo
10-15-2002, 02:11 PM
yeah exactly, i know that vid you're talking about. it's cos the opponent was actually pressing buttons and doing stuff. he was getting thrown after he tech'ed another one, and after he rolled etc. so the no 3 throws in a "combo" thing doesn't apply.
that was damn funny though. i should take a look at that vid again :D one of the few vids with viscant totally owning someone instead of getting hypergrav tempested to death
WiLD_DaIGo
10-15-2002, 02:17 PM
how early do u guys use hk after a triangle jump? and i was wondering about using mags pro/storm pro/ cable aaa, is that good or should i just stick with my msp?
CammyRulez23
10-15-2002, 02:44 PM
hey guys thanks for all this information that im getting so now when i go to the tourny on saturday ace is going down :D
Picolo
10-15-2002, 05:38 PM
Originally posted by GeekBoy
You know you been copying that shit from Amir... omfg. lmaorolf! nah, amir? lol. i haven't learned anything from amir, xcept that he's a crack whore! Well my friend white power showed me the combo, and i made it better, but he shoew me this like over a year ago!
popoblo
10-15-2002, 06:36 PM
okay, i'm sorry for asking this, but i have some questions about magneto's many infinites.
1. what is the easiest one to do and how do you do it?
2. with the SJ ROM infinite (sj lk lk, ad df lk lk, land, repeat) does anybody have a video of this with the noises of the character? i saw this in the evo trailer for mvc2, but the music was in the background. i'm having some trouble doing this one.
3. what is overall the best infinite to learn and use in matches?
and another question- what are the best set ups for unmashable tempests without using an infinite with psylocke and IM AA?
thanks.
EDIT: and yes geekboy, i have read this entire thread and the thread on the SJ ROM infinite, and i still am asking these questions.
Naslectronical
10-15-2002, 07:01 PM
Originally posted by popoblo
okay, i'm sorry for asking this, but i have some questions about magneto's many infinites.
1. what is the easiest one to do and how do you do it?
2. with the SJ ROM infinite (sj lk lk, ad df lk lk, land, repeat) does anybody have a video of this with the noises of the character? i saw this in the evo trailer for mvc2, but the music was in the background. i'm having some trouble doing this one.
3. what is overall the best infinite to learn and use in matches?
and another question- what are the best set ups for unmashable tempests without using an infinite with psylocke and IM AA?
thanks.
1)The absolute easiest to do is Sentinel only:
jump in hp, hk, land, rejump, [j. lk, j. lk, j. hp, j. hk]...repeat brackets
This one is retardedly easy. Just do the first three hits fast, and then the last hit just before you hit the ground
The easiest one to do that works on everyone is:
launch, sj. hk, air dash down to forward, lk, lk, land, rejump, [j. lp, j. lk, j. lp], land, repeat brackets
You have to add an extra j. lk at the end for big characters like Sent, Blackheart, and Juggernaut.
It's even easier to do than IM's infinite.
2) Go to the top of the page where it says Media, then click on Marvel vs Capcom 2, then click shgl mvcs 0525, then download Jose Garcia vs. Combofiend. I forgot which matches it's in, but I think it's the 2nd one where Jose does it for a while. It's also in Jose vs Sanford, the second match
3) Just learn one infinite and the Sent only infinite and get really deadly with them. You only really need one. The best one to learn however would technically be the Japanese infinite, only because you don't have to launch your opponent to land it.
4) Do you mean you want to do one without doing an infinite first?
Well, the most basic is:
launch, air dash down to forward, lk, lk, land, rejump, lk + Psy or IM, hp, Magnetic Tempest
Another one I like to do is:
(corner)
launch, hp, throw, on way down, lk, lk, land, rejump, j. lk + Psy or IM, j. hp, Magnetic Tempest
WiLD_DaIGo
10-15-2002, 07:07 PM
ey nas for the easy inf. u post that works on everyone, do u put pauses in between the lp lk lk?
Naslectronical
10-15-2002, 07:22 PM
Oh yeah, I forgot about that. There's a slight pause before the last hit.
So it should go:
lp, lk, slight pause, lp
on the bigger characters it should go
lp, lk, slight pause, lp, slight pause, lk
WiLD_DaIGo
10-15-2002, 07:42 PM
no need for ad df right?
popoblo
10-15-2002, 07:44 PM
Originally posted by Naslectronical
Oh yeah, I forgot about that. There's a slight pause before the last hit.
So it should go:
lp, lk, slight pause, lp
on the bigger characters it should go
lp, lk, slight pause, lp, slight pause, lk
i practiced on cable and he would go over me when i tried to do it for another set. do you have to hold the joystick in any certain direction for it to work? and how high should they be coming out of the basic setup?
Naslectronical
10-15-2002, 07:56 PM
Originally posted by WiLD_DaIGo
no need for ad df right?
No, not during the infinite.
Naslectronical
10-15-2002, 08:02 PM
Originally posted by popoblo
i practiced on cable and he would go over me when i tried to do it for another set. do you have to hold the joystick in any certain direction for it to work? and how high should they be coming out of the basic setup?
Rejump for the first rep, then after that hold up to forward during the whole thing.
Remember not to do it too fast. Do the first two hits(or three hits if it's Sent, BH, or Juggs) a bit slower than normal, and then pause right before the last hit, that way you land right after it and you have enough time to do the next repetition.
The opponent's height should be....when you hit someone with Psylocke AAA, a little bit lower than the point at which they start to fall down.
popoblo
10-15-2002, 08:07 PM
Originally posted by Naslectronical
Rejump for the first rep, then after that hold up to forward during the whole thing.
Remember not to do it too fast. Do the first two hits(or three hits if it's Sent, BH, or Juggs) a bit slower than normal, and then pause right before the last hit, that way you land right after it and you have enough time to do the next repetition.
The opponent's height should be....when you hit someone with Psylocke AAA, a little bit lower than the point at which they start to fall down.
what do you mean by rejump?
WiLD_DaIGo
10-15-2002, 08:09 PM
just jump again, and thanks nas
popoblo
10-15-2002, 08:10 PM
Originally posted by WiLD_DaIGo
just jump again, and thanks nas
jump straight up?
Naslectronical
10-15-2002, 08:46 PM
Originally posted by popoblo
jump straight up?
Jump straight up for the first repetition, then jump up to forward for the second, and then hold up to forward for the rest.
darkNRG
10-15-2002, 10:34 PM
The best one to learn however would technically be the Japanese infinite, only because you don't have to launch your opponent to land it.
I think both infiintes can also be started in a hypergrab.
FOBio
10-15-2002, 10:58 PM
ok, wait, i thought the infinite was [j. lp, j. down lk, j. down mk, land] repeat? i read it over and over like that (or similar to that). maybe that's why i can only repeat like 2-3 times...
Just do the ROM infinite. Much more effective and much more forgiving, timing wise. And it sets up resets better.
FOBio, either works. BTW, you don't need to hold d. for the second kick. His only command normal is d+LK
popoblo
10-16-2002, 04:40 AM
the timing on the lp lk lp infinite is pretty hard and i'm just not getting it. i think i'd be better off learning the rom infinite. so here's a few questions...
-the correct button combination is lk, launcher, sj hk, ad df, lk lk, then [sj lk sj lk, ad df sj lk sj lk land, repeat] right? is the airdash after the basic setup down-forward or just down? and i've seen videos where the magneto does it really fast and basically keeps the peron in one spot while he goes up and down and hits him, and i've seen it where the other character goes with magnus and the infinite seems slower. which is the easiest/correct way to do it?
my problem with the rom infinite is on the way down. i can hit the basic set up and then get 2 hits every time i go up, but never down. anybody have any suggestions to get the timing for the down part?
o yea, i'm learning this on a controller first before i try it on an arcade stick.
Monkey
10-16-2002, 06:57 AM
Originally posted by popoblo
the timing on the lp lk lp infinite is pretty hard and i'm just not getting it. i think i'd be better off learning the rom infinite. so here's a few questions...
-the correct button combination is lk, launcher, sj hk, ad df, lk lk, then [sj lk sj lk, ad df sj lk sj lk land, repeat] right? is the airdash after the basic setup down-forward or just down? and i've seen videos where the magneto does it really fast and basically keeps the peron in one spot while he goes up and down and hits him, and i've seen it where the other character goes with magnus and the infinite seems slower. which is the easiest/correct way to do it?
my problem with the rom infinite is on the way down. i can hit the basic set up and then get 2 hits every time i go up, but never down. anybody have any suggestions to get the timing for the down part?
o yea, i'm learning this on a controller first before i try it on an arcade stick.
You have the button combination is right. I prefer down forward, but I believe that down works also. It depends on the character on how fast/slow you can do the infinite. For example, on Juggernaut or Sentinel, you can do the infinite faster than you would say... Captin Commando or Cyclops.
As you dash down, you cancel it into the lk. Meaning, dash and quickly hit lk before the dash finnishes.
Why would you learn it on a controller and not a joystick..? :eek:
-monkey
mirror
10-16-2002, 08:16 AM
can someone explain the slide infinite? where the opponent pops over magneto's head and he dash backwards to slide again...
GeekBoy
10-16-2002, 08:21 AM
Originally posted by mirror
can someone explain the slide infinite? where the opponent pops over magneto's head and he dash backwards to slide again...
Somebody already explained it...maybe if you READ the thread, you would see.
CammyRulez23
10-16-2002, 09:43 AM
ok all this talk about infinites has gotten me confuzzled so i just wanna ask this question is there any way i can rush cable without eating viper beams for lunch?
Bonesaw
10-16-2002, 11:40 AM
Originally posted by CammyRulez23
ok all this talk about infinites has gotten me confuzzled so i just wanna ask this question is there any way i can rush cable without eating viper beams for lunch?
block:)
(STORMSHADOW)
10-16-2002, 12:51 PM
HEY I AM GETTING OWNED BY THIS MEGAMAN ,SENT,JIN TEAM. MEGA HAS THIS KIND OF TRIP THAT IS KILLING ME,
OH BY THE WAY I USE MSP I AM PRETTY GOOD WITH MAG BUT HAVE PROBLEMS GETTING IN CLOSE TO HIM
THERE MUST BE SOMEONE IN THIS THREAD THAT CAN HELP OR TELL ME SOMTHING IM NOT GOING
STEZO_1
10-16-2002, 12:55 PM
the only way to beat megaman with mag is to rushdown constantly. dont give him a chance to get the soccer ball. otherwise megaman will completly stop magnus. its better if you just use team scrub against that team!!
GeekBoy
10-16-2002, 01:27 PM
Originally posted by (STORMSHADOW)
HEY I AM GETTING OWNED BY THIS MEGAMAN ,SENT,JIN TEAM. MEGA HAS THIS KIND OF TRIP THAT IS KILLING ME,
OH BY THE WAY I USE MSP I AM PRETTY GOOD WITH MAG BUT HAVE PROBLEMS GETTING IN CLOSE TO HIM
THERE MUST BE SOMEONE IN THIS THREAD THAT CAN HELP OR TELL ME SOMTHING IM NOT GOING
First, fix your Caps Lock button.
If you're having trouble with Megaman, just snap in Jin, since his assist is probably giving you the problems you're experiencing. Or just stay on top of Megaman, by himself, he's really weak against Magneto.
MalignantMouse
10-16-2002, 01:44 PM
Originally posted by Monkey
You have the button combination is right. I prefer down forward, but I believe that down works also. It depends on the character on how fast/slow you can do the infinite. For example, on Juggernaut or Sentinel, you can do the infinite faster than you would say... Captin Commando or Cyclops.
As you dash down, you cancel it into the lk. Meaning, dash and quickly hit lk before the dash finnishes.
Why would you learn it on a controller and not a joystick..? :eek:
-monkey
maybe cuz the arcade at state college is gay and has shit joysticks on the mvc2. and someone's massticks are broken...hahaaaaaaaaaa.
CammyRulez23
10-16-2002, 02:20 PM
to no avail cable still blasted magnus to h&*# and back i blocked as much as i could. rushed down a lot tried and infinite but screwed it up can i please get some help. saturday is coming and everyone at my arcade plays cable well except apoc i think
WiLD_DaIGo
10-16-2002, 02:22 PM
whats so bad about the controller? im using a pad too
GeekBoy
10-16-2002, 02:24 PM
Originally posted by CammyRulez23
to no avail cable still blasted magnus to h&*# and back i blocked as much as i could. rushed down a lot tried and infinite but screwed it up can i please get some help. saturday is coming and everyone at my arcade plays cable well except apoc i think
Then you need to refine your technique. You're playing really sloppy if you get hit by Cable a lot. And don't expect to be the next prodigy in 2 days, it takes time and practice to achieve a high level of play.
CammyRulez23
10-16-2002, 02:59 PM
yeah your right. come to think i havent been playing the way i should. so im going to take sometime out and re-evalueate my style of play and not try to be the best just be me :)
mag/psy #1
What's the next best mag/assist combo?
Mag/sent?
CammyRulez23
10-16-2002, 03:39 PM
for some reason i just noticed the stuff at the beginning of the chat :eek: and all i have is one simple question what does the / and /\ stuff mean??
GeekBoy
10-16-2002, 05:57 PM
Originally posted by CammyRulez23
for some reason i just noticed the stuff at the beginning of the chat :eek: and all i have is one simple question what does the / and /\ stuff mean??
Go down or superjump up.
n817azn
10-16-2002, 08:39 PM
Originally posted by mixup
mag/psy #1
What's the next best mag/assist combo?
Mag/sent?
naw i would say mag/cyc is #2....
n8
WiLD_DaIGo
10-16-2002, 09:00 PM
any mag players here from toronto that go to orbit? just wondering cuz it would be easier if someone could show me the inf. that trying to do it myself, im talking bout the japanese inf., btw i remember someone saying cyke makes storm a monster from the last mag thread, but im wondering how? and how does cyke work with mags?
antinewbies182
10-16-2002, 09:30 PM
Mag - Capcom rules too . :cool: But his weakness vs Mag - Psy is the snapback .:bluu:
GeekBoy
10-16-2002, 10:04 PM
The closest thing that comes close to the Mag/Psy combo, is Mag/Sent-A. There aren't many combos with them though unfortunetly. And in that case, Mag/Commando is a high candidate for it's simple OTG combo and powerful combos.
mirror
10-17-2002, 01:24 AM
Originally posted by GeekBoy
Somebody already explained it...maybe if you READ the thread, you would see.
i did read the thread :(
i just missed it...
master ken
10-17-2002, 04:35 AM
Originally posted by mixup
mag/psy #1
What's the next best mag/assist combo?
Mag/sent?
do you really think mag/psy is #1 !! ... mmm
From my personnal experience, and from what samnang told me, mag/cyc is way better because cyc AAA has more range, counters more assists than psy AAA, and it also keeps your opponent's aaa in the air longer than psy aaa does, so it gives you extra time to rush down.
As a sentinel player, I have more problems VS mag/cyc than mag/psy, I can hurt psy AAA more than cyc AAA. Cyc aaa also counters capcom's AAA, so I have to be really selective when I call capcom AAA.
So to me, mag/cyc is #1
#2, I don't really know, mag/t-bone is good too, it hurts assists pretty badly. I think it's either mag/psy or mag/t-bone.
mag/capcom is not too bad, I think it's a close second.
Monkey
10-17-2002, 06:51 AM
Originally posted by MalignantMouse
maybe cuz the arcade at state college is gay and has shit joysticks on the mvc2. and someone's massticks are broken...hahaaaaaaaaaa.
Who are you!?
-monkey
honestly, i play mag/cyc a whole lot.
NOTHING gives mag that defense that psy does.
Imo
Mag/psy
mag/cyc
mag/cap
mag/tron
and mag/sent just works, it's not like the other assists, it doesn't do the same shit when u play the team mag/storm/sent.
mag/cyc is my fave, it just doesn't hit on both sides and it isn't consistent like psy is. believe me, i can use his assist to set-up magneto's rush/combo's too.
kriptonx
10-17-2002, 08:27 AM
For Magneto's slide,c.LK,c.HP,sj,LK,LP,LK,hyper grav, magnetic tempest. Can I do an air dash after instead of a hyper grav and do another LK,LP,LK?
master ken
10-17-2002, 09:21 AM
Originally posted by mixup
mag/cyc is my fave, it just doesn't hit on both sides and it isn't consistent like psy is. believe me, i can use his assist to set-up magneto's rush/combo's too.
I know, it's true that cyc aaa is not consistent like psy aaa, and it doesn't hit on both sides, this is one of the reasons why I don't play sentinel with cyc aaa anymore, sometimes it doesn't even hit your opponent when he's coming down on you :confused:
Each and every aaa has its weankness and its advantages, it's hard to say which one is the best. In terms of defense, psy is better, but in terms of offense, cyc is the shit. It also depends on how you rush. When I rush, I always look to counter my opponent's assist before, cyc aaa helps me much better than psy aaa. Cammy aingh't bad for countering assists too, but her problem is that she bounces off, so your opponent can burn that shit :p
Bonesaw
10-17-2002, 09:25 AM
anyone ever use his standing FP? I tend to use this a lot when fighting against keep away characters...and it's really good against sentinel flyers...and you can combo off a em disruptor afterwards on big characters...just thought I would let you know some of my basics...
kriptonx
10-17-2002, 11:08 AM
Nobody wants to help? Oh well then. :(
master ken
10-17-2002, 12:05 PM
Originally posted by kriptonx
For Magneto's slide,c.LK,c.HP,sj,LK,LP,LK,hyper grav, magnetic tempest. Can I do an air dash after instead of a hyper grav and do another LK,LP,LK?
Please don't cry :p cheer up :)
actually, you can do many stuff after a cr. hp :
- sj, lp, lk, lp, pause, lp, lk, lp,lk, air dash up or up forward, lp,lk,lp, pause, lp, lk, lp, lk, hyper grav XX tempest. This the longest air combo of all. You can do many variations of this combo, you can simply sj, lp,lk,lp,lk air dash up or up forward lp,lk,lp,lk, hyper grave XX tempest.
- pause before you sj, then sj lp, lk, lp, lk, dash forward for a reset, then hk behind your oponent XX tempest then dhc to hsf or hail storm or anything you want.
- sj, lp, lk, pause, lp, grab
These are really basic combos, there are a lot of other stuff that you can do after a cr.hp, just go to the old magneto thread and see for your self.
kriptonx
10-17-2002, 12:38 PM
Hey cool thanks!
Point is, in a game where the tide of rush changes in one second, having an assist that neutralizes the opponents options as well as she does{no repeated cross-over, no repeated tri-jumps} is beyond tops. and sets-up magneto's options for combo's better than any other, and sets-up magneto's snap-out game better than any other, and sets-up magneto's gb game better than any other aaa and the list goes on and on.
I play cyc for his point game, invincibility to counter other assist's, his counter, and the reset's and combo's that his assist brings to the table. I'm also a more aggresive player and i try to avoid playing carelessly at the same time.
MAg/psy is just a little too balanced over-all to deny imo, it's just psy's point game.... doesn't really matter though if your magneto is THAT well equipped.
WiLD_DaIGo
10-17-2002, 06:26 PM
is the hyper grav. that easy to mash out of? if so how? cuz my friends dont play mags so i never tried it before
MalignantMouse
10-17-2002, 06:29 PM
Originally posted by mixup
I play cyc for his point game, invincibility to counter other assist's, his counter, and the reset's and combo's that his assist brings to the table. I'm also a more aggresive player and i try to avoid playing carelessly at the same time.
what resets with cyc assist?
i jiggle the stick back and forth real quick and hit a couple of buttons. the stick is more important.
WiLD_DaIGo
10-17-2002, 06:34 PM
so just wiggle my dpad right? then randomnly press buttons? when u mean back and forth, u mean left to right then agai and again?
it'll be hard with your dpad but it's best to wiggle the controls back and forth very quickly and i tap a couple of buttons.
WiLD_DaIGo
10-17-2002, 06:46 PM
cool thanks man, im practicing mag's lk inf. on sent but should i be doing that? since smaller characters are diff than sent? or just use him as practice anyways?
onne more q, everytime my frend takes out his assist i do a shockwave, and 4 some reason, my frend whose blockin also gets hit am i the only one whise gettin this?
Naslectronical
10-17-2002, 06:59 PM
Mixup is right.
While Cyclops assist may be more useful overall to more characters, since Storm, Doom, Sentinel, Cable, and Blackheart all do better with him, in terms of Mag, Psylocke is worth 10X as much as Cyke.
But Psy's point game isn't that bad. If she gets snapped in, she can put up a decent fight against some of the top tier. And even then, she's got an instant start up super that she can use to DHC out. Even if she doesn't, she can build meter pretty well to be able to DHC or counter out. She's got one of the best wavedashes in the game, and she has combos that do 90+ damage. Also, if you manage to land it, her AC into Psionic Butterflies is very DHC friendly.
At the end of a game when she has to go one on one, she's nothing to overlook either. S. Fierce XX Psyblast can be very effective, and her c. fierce launcher has a lot of priority since the energy on the end of her fist can't be hit. I've beaten out Cable and Cyke's SFR as well as Storm's j. fierce with it CLEANLY.
Another thing about Psy that people overlook is counter PsyBlade XX Psionic Butterflies. That can easily lead to huge damage and even death. After it hits, you can DHC into Tempest, Hailstorm, HSF, Proton Cannon, etc. I've caught lots of opponents in counter Psy Blade XX Psionic Butterflies DHC Tempest DHC Proton Cannon. That does about 80%.
Originally posted by WiLD_DaIGo
cool thanks man, im practicing mag's lk inf. on sent but should i be doing that? since smaller characters are diff than sent? or just use him as practice anyways?
onne more q, everytime my frend takes out his assist i do a shockwave, and 4 some reason, my frend whose blockin also gets hit am i the only one whise gettin this?
it's some fucked up shit with flying screen. Basically, shockwave causes flying screen, even if it hits an assist. So, since flying screen is activated, you can only do a few things, not included in this list is initiate block. Since he can't start blocking the shockwave, he gets hit too.
BTW, if he's blocking the shockwave and then his assist gets hit, no such luck, he's started blocking and won't stop till the whole thing is over.
MalignantMouse
10-17-2002, 09:50 PM
Originally posted by erco
it's some fucked up shit with flying screen. Basically, shockwave causes flying screen, even if it hits an assist. So, since flying screen is activated, you can only do a few things, not included in this list is initiate block. Since he can't start blocking the shockwave, he gets hit too.
BTW, if he's blocking the shockwave and then his assist gets hit, no such luck, he's started blocking and won't stop till the whole thing is over.
check out the SOD vid.
http://krew.somegood.tv/sod1small.zip
in the beginning there is a whole bunch of stuff with shockwaving assists where the poing character manages to go through the shockwave unharmed if timed right. i know this is old news but i dunno if everyone has seen this vid...it's quite interesting.
DeathFromAbove
10-17-2002, 10:46 PM
Originally posted by Nas...
Another thing about Psy that people overlook is counter PsyBlade XX Psionic Butterflies. That can easily lead to huge damage and even death. After it hits, you can DHC into Tempest, Hailstorm, HSF, Proton Cannon, etc. I've caught lots of opponents in counter Psy Blade XX Psionic Butterflies DHC Tempest DHC Proton Cannon. That does about 80%.
Hehe. I mentioned that a few pages back. It's so fast it's like guaranteed against anything that doesn't start with the letters AHV...
You shall fear my no-rushdown, counters out the ass into combo exhibition MSP...:D I'm just a big cheater anyway...
WiLD_DaIGo
10-18-2002, 09:12 AM
man, my rushdown sucks big time. i keep getting smacked everytime i try to get close and i keep doing tri for no good reason...
master ken
10-18-2002, 03:33 PM
Originally posted by mixup
Point is, in a game where the tide of rush changes in one second, having an assist that neutralizes the opponents options as well as she does{no repeated cross-over, no repeated tri-jumps} is beyond tops. and sets-up magneto's options for combo's better than any other, and sets-up magneto's snap-out game better than any other, and sets-up magneto's gb game better than any other aaa and the list goes on and on.
I play cyc for his point game, invincibility to counter other assist's, his counter, and the reset's and combo's that his assist brings to the table. I'm also a more aggresive player and i try to avoid playing carelessly at the same time.
MAg/psy is just a little too balanced over-all to deny imo, it's just psy's point game.... doesn't really matter though if your magneto is THAT well equipped.
I agree with all your points, I haven't used msp for a long time, I should try it against good players just to see wether I should pick psy or cyc.
BroodKill
10-18-2002, 09:01 PM
Originally posted by Amingo
after you try this, stop posting combos with like 30 throws in them.
As long as you're landing behind them without knocking them down, you can throw as many times as you want.
Naslectronical
10-18-2002, 09:55 PM
Originally posted by DeathFromAbove
Hehe. I mentioned that a few pages back. It's so fast it's like guaranteed against anything that doesn't start with the letters AHV...
You shall fear my no-rushdown, counters out the ass into combo exhibition MSP...:D I'm just a big cheater anyway...
Actually, if you're close enough when Cable starts the AHVB, you can Counter Psyblade XX Butterflies and Psylocke will go right through the beam and hit Cable.
Amingo
10-18-2002, 11:27 PM
Originally posted by BroodKill
As long as you're landing behind them without knocking them down, you can throw as many times as you want.
i don't really get what you're saying, but just try this :
mag ac in corner into rh throw, airdash down short forward, rejump short + psylocke, forward xx hypergrav, relaunch into ac into throw again and repeat. the third time u try to throw, tell me what happens. this is what i mean when ppl say you can't throw 3 times in a row.
you can keep throwing if they are actually doing something, eg. trying to hit you but you throw them out of it etc. not if it's part of a combo, like all these people love posting.
da_dragon
10-19-2002, 08:22 AM
Mag/psy is to0 fuqin go0d
magneto's son
10-19-2002, 04:48 PM
too good ahhh magneto
WiLD_DaIGo
10-19-2002, 09:10 PM
got a q like always
is doing this a combo
in the corner: launch, lp , lk, lp hk throw, hk , ad df, pause, hp throw, call psy into anything..
now im wondering if the after the hk into airdash i know the hp throw is doable, but im wondering if the opponent can do anything in that time? i did it today against my friends iron man, and it worked and killed him, btw i do the hp throw when he bounces on the ground
MalignantMouse
10-19-2002, 09:57 PM
Originally posted by WiLD_DaIGo
got a q like always
is doing this a combo
in the corner: launch, lp , lk, lp hk throw, hk , ad df, pause, hp throw, call psy into anything..
now im wondering if the after the hk into airdash i know the hp throw is doable, but im wondering if the opponent can do anything in that time? i did it today against my friends iron man, and it worked and killed him, btw i do the hp throw when he bounces on the ground
yeah i think you can get jabbed out of that.
you might try this combo in the corner if you're into this sort of throwing thing......c.hp, sj.hk, ad df, sj.hp, sj.hk, c.lp, j.lk, j.hp, j.hk, throw...now this throw i dunno if they'd be able to jab you out of cuz it happens real fast after the hk. but this combo is old so you might have it tech hit a lot.
that thing u did is new to me, i've never seen it, but after the sj.hk, i probably woulda been jammin on my psy and she might have nailed you before you could grab me with the hp throw.
your magneto sounds mean.
WiLD_DaIGo
10-19-2002, 11:19 PM
actually i probably have one sucky magneto, i cant do the japanese inf. but im proud to say im getting the concept slowly....lol, but thanks for thinking that... i throw alot basically my frend is a sent/im or cable/bh, so basically he goes ballistic.... on the defensive end.. while i go ballistic with the throwing end...
i tried that combo of mine in practice mode and turned auto guard and roll on, but it worked... but i dunno maybe u could call an assist, and goddamn is IM annoying when i try to dash at him... luckily i just bait him out and call psy then shockwave or if in corner tempest, cant try your combo at the moment my dc is messed.. dunno why either, thanks though
da_dragon
10-20-2002, 07:00 AM
Originally posted by WiLD_DaIGo
actually i probably have one sucky magneto, i cant do the japanese inf. but im proud to say im getting the concept slowly....lol, but thanks for thinking that... i throw alot basically my frend is a sent/im or cable/bh, so basically he goes ballistic.... on the defensive end.. while i go ballistic with the throwing end...
i tried that combo of mine in practice mode and turned auto guard and roll on, but it worked... but i dunno maybe u could call an assist, and goddamn is IM annoying when i try to dash at him... luckily i just bait him out and call psy then shockwave or if in corner tempest, cant try your combo at the moment my dc is messed.. dunno why either, thanks though
He's lying!!! He has tha best magneto in the world!!!! His magneto ownz mine!!!!! No lie!!! Wild_diago is to0 go0d:D
WiLD_DaIGo
10-20-2002, 08:03 AM
.......oh yeah i im having a hard time winning with msp, is m/cyke/p ok?
da_dragon
10-20-2002, 11:50 AM
Originally posted by WiLD_DaIGo
.......oh yeah i im having a hard time winning with msp, is m/cyke/p ok?
wuts tha reason why u have a hard time?? is it storm? if it is get her out but shes a go0d character to have on your team. Try mag/storm/sent and see how it works out:cool:
GeekBoy
10-20-2002, 12:52 PM
Originally posted by WiLD_DaIGo
.......oh yeah i im having a hard time winning with msp, is m/cyke/p ok?
Unless you're the shit with Cyke, use Storm.
MalignantMouse
10-20-2002, 01:31 PM
Originally posted by WiLD_DaIGo
.......oh yeah i im having a hard time winning with msp, is m/cyke/p ok?
msp is a hard team to win with against sent/aaa teams. once in a while, your mag/psy will just go completely insane and rape the other guy real hard but a lot of the time, mag will end up dying quickly without doing much to sent.
since this is like a 2 person team, if your mag goes down without doing much, it's bad news, cuz basically the only reason you have psy there is for mag. if mag goes without doing much damage and leaves storm with low meter, it's gonna be hard.
so you have to make sure if you manage to have psy knick the opponent that you punish him for it. it guess this is obvious, but what i mean is, go for resets, cuz mag/psy has some nasty stuff. also remember that psy sets up snap out into helper infinite pretty well. one of the garcia vs. combofiend had something like this....psy hits both point and assist, c.lk, c.hk, sj. cancel into infinite, dash underneath, c.lk + psy, c.lk, (psy hits), snap out, dash in, c.lk, launch infinite. a lot of times i will find that psy hits both point and assist and i don't snap out cuz i'm just not used to it, but you should be sharp to notice if something like this happens to do a snap back.
be careful about calling psy unnecessarily when you're mag...it's tempting sometimes cuz u really want her to connect, but a lot of times she will get punished and that gets you nowhere and can leave storm with a weak assist, which is not good. just remember when to tri jump and when not to. be patient cuz if you go nuts on sent a lot of times he's gonna kill you. try some tigerknee EM disruptors to catch him during flight once in a while. and when you come down on sent , almost always do a hpxxhk to keep that son of a bitch in block stun.
keep working at msp, it's a good team even if it takes work to win with.
FMJaguar
10-20-2002, 01:36 PM
Originally posted by WiLD_DaIGo
.......oh yeah i im having a hard time winning with msp, is m/cyke/p ok?
What is msp losing to? and why M/Cyke/P? it's hard to help a reply with no details.
Psycho Crusher
10-20-2002, 02:31 PM
I think M/S/P loses alot when people get a big head and think they can take on anyone. A good sentinel player with the right assist could easily take on M/S/P, But thats my opinion. Im getting "MvC2 for the PS2, Nov.13" and with the stuff in this thread i think i well do very well with Magnus. Thanks for making the thread.
WiLD_DaIGo
10-20-2002, 03:53 PM
sent and aaa, and i cant play storm most of the time i just try to build meter with her, he just keeps calling aaa if i try to rush,, so thats why i like cyke better but ill just try storm for a while, most of the time mags kills all of his 3 people anyways, i just need psy's assist and im set for a win, but its hard at times due to IM's aaa, just stays there for the longest time for him to combo to a super and start sents inf., would it be wise to do a snap back so that i fight IM first ? cuz his IM isnt that hard... sent also when he doesnt have an assist, then his bh is just pure jumping and demons, he doesnt mash out of my temp. combos, so i get that alot of times, and pure hk throws into otg combos always help, when he's blocking or trying to call out an assist
and i tried sent, but ...eh.... i just like dashing alot. like mags and storm, sent is powerful and shit, but i could never get the hang of the guy
master ken
10-21-2002, 08:35 AM
bump :)
Originally posted by master ken
I agree with all your points, I haven't used msp for a long time, I should try it against good players just to see wether I should pick psy or cyc.
wtf !! I'm quoting my personnel post for the first time :lol:
anyways ...
after testing msp and msc, I did way better with msc than msp, especialy against sentinel and cable, cyc aaa is just too good :D
Psycho Crusher
10-21-2002, 11:37 PM
Hell i think if you know how to play cyclops then use him, but i hate when people play him and superjump and just hk to build meter then do his super to chip, that is a lame ass way to play him. Learn some combos. heh
WiLD_DaIGo
10-22-2002, 06:02 AM
only useful combo that i know is that lk lk hk into any of his super
Aerial Assault
10-22-2002, 01:52 PM
Any easier way of taking my Magneto to the next level? When I actually print out combo/infinite instructions, they look more like a long ass math equation that even Steve Urkel couldn't even solve.
MagRush1
10-23-2002, 02:28 PM
Geronimo-
you forgot one of mag's best crossup/reset in your list! dashdown combo, land, dash over to other side, then tri jump to the other side again with clk, lk, land, whatever. (for those who dont know, keep in mind that this'll cause flying screen and not allow any more dashdown combos of a launch.) I love this reset mainly because your opponent is gonna think to block the wrong way because dashing under usually only leads to clk, lk psylocke, and if you tri jump to the other side theres no way they'll see that fast enough.:evil:
uh, sorry if you all knew that :sweat:
Geronimo
10-23-2002, 03:28 PM
To Aerial Assault: My bad, but let me say this one more time: That was the only way (that I could think of) to put in all of that info without having to type the same thing over and over. But sorry anyways. And out of curiosity, how many pages did it print out to?
To MagRush1: So let me get this staight. It goes:
c.lk->c.hp / \ sj.hk, air-dash d/f->ad.lk->ad.mk \ / dash under (to other side) *reset*->pause, Tri-jump over (using LK's, to other side) *reset*->d.c.lk...
Hmmm, I've thought about that one myself a while back, but never got around to actually trying it. That does sound like a good one though. Anyways, I would add that to the list, but the list is already to big for me to edit, and I can't add anymore too it.
Hope that helps.
- Geronimo