View Full Version : Magneto combos and resets!
epyonx
02-23-2003, 11:51 AM
I have decided to post geronimos combo sheet and i feel it has a good base of magneto combos to add to, plus i will copy and paste someone's post( i don't know who posted this ) on how do to the sj(rom) infinite that you see everyone doing. I feel the infinite is not so hard to do and quite helpful. I hope people can add on to this combo list and even revise it with a new format and all the good combos and resets we can think of!
epyonx
02-23-2003, 12:01 PM
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.
epyonx
02-23-2003, 12:10 PM
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.
epyonx
02-23-2003, 12:19 PM
SJ INFINITE (ALSO KNOWN AS THE ROM INFINITE)
with this inf THE MOST IMPORTANT PART is the dash down/forward lk lk ....this is the MEAT of this inf whateva u do b4 it does not matter (1 lk, 2 lks, 1 lp , 2 lps, lp lk mp, ..u get tha point)
Now ....to explain THE MOST IMPORTANT PART.....
The "TRICK" to this inf is to dash down/forward lk lk land ...but u often find your self missing them with the lk ...because your ass is too slow....however there is a trick to getting this to come out fast enough to catch them...which i will now explain.
There are 2 techniques that u use to pull this off
1) the "SLIDE"
2) the "THUMB"
OK..this is the inf we are attempting .. sj. lk ,lk dash down/forward lk, lk , land
After u set them up (launch Fk dash down/forward , lk, lk) this puts them at the perfect height to start the inf.
Now.. manual Sj. lk lk- after this there is a pause because in order to connect THE MOST IMPORTANT PART u have to be up higher than your opponent- dash down /forward lk lk land.
*You basically do the lk's on your way up then wait for magz to float up a little after your last hit then you do THE MOST IMPOTANT PART*
The SLIDE- You perfrom this by using you INDEX and MIDDLE fingers to dash down/forward then "slide" them down to the lk.
The THUMB- put your INDEX and MIDDLE fingers on the two punches and your THUMB on the lk ...then proceed to ROLL your hand from the 2 punches to the lk.
These techniques allow you to dash down/forward with UMBEELEEBABBLE speed ....
however with this speed..u will most likely dash down/forward too fast after the sj. lk lk --THIS IS WHERE THE PAUSE COMES IN-- to compensate for the speed of these 2 techniques.
So this is what we got....
Superjump Lk , Lk , lets magz float a lil above the opponent, THE MOST IMPORTANT PART (executed by the SLIDE OR THUMB methods), land. (repeat)
Last but not least..i learned this inf by myself and the way i did was by:
1) learning the SLIDE technique
2) Getting a video and listening to the RHYTHM of the hits in the inf.
I'm sure u have seen many variations of this inf..but there is one part that always stays the same ...and thats THE MOST IMPORTANT PART. Like i said ..u can do n e thing b4, its THE MOST IMPORTANT PART that matters.
EDIT: *ways u can go wrong*
1) performing THE MOST IMPORTANT PART too slow..result is it wont combo
2) Performing THE MOST IMPORTANT PART too fast ...result is that magz dashes down and whiffs the lk ....totally missing the opponent... (this is a good setup for a throw in the corner btw)
3) Doing the inf perfectly, however the opponent is getting a lil too high up...result is u wont be able to combo it n e more after a while.
- A solution to this problem is reducing the hits b4 THE MOST IMPORTANT PART ...for example .... do only 1 hit..whether it be a lp or a lk.
OR
- if you are near the corner u can go for a SJ. lk, lk dash straight forward throw...into the inf again.
Wildcat
02-23-2003, 01:17 PM
Bwahaha.... sure, I've said all this good stuff already in the other thread, but why not repeat it in here where more people might add to it.
Mags - A / Sentinel - Y / Tron - Y
---
c.lk, c.hp + tron, sj.hp ad d/f, ad.lk, land, hp throw immediately after landing, dash in, s.lk + tron XX Tempest
or
c.lk, c.hp + tron, sj.hp ad d/f, ad.lk, land, hp throw immediately after landing, dash in, c.lk, c.hp + tron, sj.hp, ad d/f, ad.hp
both are very damaging, us the 2nd one if they don't mash out or don't even try
---
c.lk, c.hp, sj.hk, ad.d/f, ad.lk, ad.mk, land, call either assist, dash to otherside + c.lk XX tempest
nearly 100% combo with either assist, i like using tron more just for the laugh, thanks eKiN for this one :D
---
Magneto/Tron Throw Combo
magneto hp throw, tag in tron, dash forward, juggling s.lk + sentinel XX lunchrush
this is the only way to connect a lunchrush off a tagin with this team, normally LR doesn't connect because they land right before the bots hit, so they recover midway or roll out and can block or punish, the drones seem to juggle a bit and add about 10 points of damage to a normal lunchrush super
lunchrush connects by itself off of a s.lk in the corner though, this is more midscreen than anything
thanks, Mags/Sent/Tron is all about resets and throws!
epyonx
02-23-2003, 05:07 PM
Thank you for posting wildcat! I will see wats in the thread and put it in my data to make the definitive magneto combo sheet which might be published here. PLEASE no spam and useless jargon, just combos and resets so we can have a reference for magneto combos. I plan to make a page for storm too just for combos and resets and i got a few sick ones.
ALso i will try to see wat vid has these combos to let peeps know how they look and the timing etc. ok laters :)
Jakuda
02-24-2003, 01:48 AM
Some important stuff to note:
Magneto guardbreaks:
1) sj lk, infinite. Timing depends on when you sj, if they pushblocked, and size.
2) a gb/mixup. the old sj 1234, hypergrav, tempest. you can also cross to the otherside for a mental crossup.
Magneto corner stuff:
Many times it's worth Magneto's time and super meter to instead of resetting a corner infinite/combo and messing up or having them block is to just snap out the point, and thus achieving a gf/crossup option. AND magneto would much rather fight the 3rd char than storm/sentinel/or another magneto.
Kill the assist: This is easiest with psylocke. People get assist happy versus magneto. So happily wait, have psylocke hit (either if you successfully baited out an assist or caught then when their own assist missed) and dash and launch-kill the assist.
The key to having a good magneto is to learn WHEN to attack. Super aggressive magneto loses.
epyonx
02-24-2003, 09:16 AM
magnetos best friend besides pyslokce is the corner so when u are done killing a character dead infinite them into the corner, i usaully use c. lk to do that and sets up more combos AND GB when they come in and get rush to get rushed down and always try to snapback commandos, makes my life easier :)
epyonx
02-24-2003, 06:16 PM
lets post all the possibites after c hp sj hk ad df d+lk lk land
reset and combos!
I am using a easier to read format
c hp sj hk ad df d+lk lk land #
1. sj infinite
2. normal jump infinite
3. pause, re-jump and grab
4. sj ad df HK (reset) you end up attacking on the other side
5. doing the lks slowly will allow you to relaunch c. HP ->air combo
6. s. hk xx magnetic shockwave
7. s. hk xx hyper grav xx magnetic tempest
8. dash under ( reset)
9. sj ad df really fast so u end up in front of then and do the infinite going down part ( this is done in the top players magneto exhibiton)
10. with psy A assist ( j . lk call psy j. lk OR j . hp psy hits magnetic tempest) This is unmashable! @ note u can sub psylocke for ironman B assist
@ note: when dashing under (8) u can call the assist and then dash under to cross them up, also u can just dash under c. lk c. lk and call assist to continue the combos.
11. walk foward reset!
12. dash under and then trijump or GRAB reset!
13. walk under then throw
14. more to come BUT thats alot to work on
next information is after the c. Hp chain and excluding the thing on TOP.
Picolo
02-24-2003, 06:27 PM
Originally posted by epyonx
- Magneto [A] | Storm [A] | Psylocke [A] - MSP - team soo
- Magneto [A] | Cable [B] | Psylocke [A] - Team Soo(old)
- Magneto [A] | Cable [B] | Tron [A] or [Y] - team potts
ahh yes!
namo444
02-24-2003, 07:53 PM
Magnus reset....
cr.lk +Psy AAA, cr.lk , cr.lk, cr. rh xx hyper grav, cr.fierce, sj.rh, ad/df, sj.lk, sj.lk, land, dash, cr.lk, + Psy AAA, cr.lk, cr.lk, cr.fierce, sj.rh, ad/df, sj.lk, sj.lk, land, sj.lk, sj.lk, ad/df, sj.lk, sj.lk, land, dash and do whatever...
It works.... it's a little long and would actually kill alot of people already but it's fun...
Standered fast DHC counter
cr.lk, cr.lk xx tempest xx DHC into Hail Storm, GHVB, HSF, whatever...
Exodese
02-27-2003, 02:35 PM
Ack! Epyon
When I printed the combos, my printer spit out one giant math equation that no man will ever solve.
epyonx
02-27-2003, 10:26 PM
u a loser lol
15. snapback
16. land and whiff lp grab
17.slowdonw the lks and hit with lp and do one of the following
a mp AC
b c. hk
c sj ad df attack
18. s. hk xx sj cancel watever u can do
19 sj lk lk ad f lk lk hyper grav xx magnetic tempest( i use this on sent usually in the corner and then link it to the infinite)
mana-seed
02-28-2003, 09:30 PM
COMBO NEEDS TESTING
i don't know if this been done before.
This is for anyone that has a DC or has it on a console. I need someone to test this combo out and tell me what happens.
mag combo
c.lk c.fp sj rhk dash df lk mk land and launch again then repeat from sj.
this combo i suggested to my friend when i saw him tryin another one out. its possible to connect the second launch so that the counter doesn't reset. the problem was he kept getting confuse or whatever and kept messing up. somebody see if you can keep repeatin it or do you have to do it in a corner.
epyonx
03-01-2003, 07:25 PM
no
after u do the 2 kicks down very slowly to launch next heavy hit will send em into the flying screen if u continue the combo
why go into the launcher I posted like at least 10 resets man ask more question and i will answer if i can
mana-seed
03-01-2003, 11:36 PM
Originally posted by epyonx
no
after u do the 2 kicks down very slowly to launch next heavy hit will send em into the flying screen if u continue the combo
why go into the launcher I posted like at least 10 resets man ask more question and i will answer if i can
If your in a corner won't that stop the fly screen??
matrix11590
03-02-2003, 06:20 PM
can u please send me a video on anything about how to use magneto or teach me.
boychoi
03-02-2003, 09:41 PM
Originally posted by mana-seed
If your in a corner won't that stop the fly screen??
no cuz the corner doesnt stop flying screen
epyonx
03-03-2003, 09:36 PM
matrix IM me for more info on aim
FOBio
03-03-2003, 10:37 PM
i'm having problems with timing... after i dash down, what's the timing with the ad. df lk, mk if i wanted to throw? also, i'm not able to dash over and relaunch. i dash, and then do a c. fp but i'm facing the other way. can you help?
De4dEyE
03-03-2003, 11:19 PM
Ehh.. Yeah I'm having a bit of a problem. When I launch, do a small air combo, then try to fp throw, for some reason I can't get it... all that happens is the normal sj. fp attack.. how long am I supposed to delay the attack to make it a throw?
GeekBoy
03-04-2003, 12:01 AM
It's not just delay, they have to be at a higher height than you. Do Launch, sj.LP, sj.LK, sj.LP, after the sj.LK, wait a sec then do sj.LP, the opponent will be slightly higher, and they'll "fall" into the throw.
Power Man Fox
03-05-2003, 05:59 PM
Anyone: Yeah I was wondering if you grab someone with magnetos Fierce punch then did hyper grav tempest can they still mash out of it. Is it harder?
Fatale
03-06-2003, 01:13 AM
Originally posted by FOBio
i dash, and then do a c. fp but i'm facing the other way. can you help?
i take it you mean you are still facing the same side before the dash as after. well, just tap dash a little further than what you are doing then.
no one falls for that cross up anymore.
Originally posted by Power Man Fox
Anyone: Yeah I was wondering if you grab someone with magnetos Fierce punch then did hyper grav tempest can they still mash out of it. Is it harder?
it is still mashable
Flashy combo;
VS Big opponent ie Sent:
cr.HP, sj.RH, ad-df LK, RH, sj.rh, ad-df LK ... Does major Damage and has a simple setup.
matrix11590
03-06-2003, 03:24 PM
Originally posted by epyonx
matrix IM me for more info on aim
ok thanx
totalScrubPower
03-06-2003, 04:41 PM
actually the reset I do the most is.
Cr. Short, Cr. Fierce, Sj Short, air dash down-forward, dash under, jumping short, forward, Em Disruptor.
or in the corner, Cr. fierce, Sj jab, short, air dash down-forward, pause, tri-jump with roundhouse.
Originally posted by totalScrubPower
actually the reset I do the most is.
Cr. Short, Cr. Fierce, Sj Short, air dash down-forward, dash under, jumping short, forward, Em Disruptor.
That is one of the ugliest, most useless resets I have ever seen.
GeekBoy
03-06-2003, 07:38 PM
Originally posted by PMD
Flashy combo;
VS Big opponent ie Sent:
cr.HP, sj.RH, ad-df LK, RH, sj.rh, ad-df LK ... Does major Damage and has a simple setup.
Somebody explain to me how this works...
Originally posted by GeekBoy
Somebody explain to me how this works...
It doesn't. I love how everyone checks their combos before they post.
IF YOU ARE UNSURE OF THE LEGITIMACY OF YOUR COMBOS, DO NOT POST THEM WITH CONFIDENCE.
Fatale
03-06-2003, 10:37 PM
Originally posted by Deus
That is one of the ugliest, most useless resets I have ever seen.
I concur
GeekBoy
03-06-2003, 11:27 PM
Here's a reset I came up with this morning. Deus, you might like this, if you can understand it that is.
c.LK+Psy, c.LK, otg c.LK, c.RH, sj infinite (2 hits going up), sj.LK, dash D+LK (whiff this), walk behind, RH throw (hold down), sj crossup LK, (don't hit), c.LK+Psy, c.LK...follow up.
Unfortunately, it is rollable, but you have to roll the second you hit the ground, so you have a bigger chance hitting this sometimes. You can sub the FP throw if you want.
Picolo
03-06-2003, 11:44 PM
Originally posted by GeekBoy
Here's a reset I came up with this morning. Deus, you might like this, if you can understand it that is.
c.LK+Psy, c.LK, otg c.LK, c.RH, sj infinite (2 hits going up), sj.LK, dash D+LK (whiff this), walk behind, RH throw (hold down), sj crossup LK, (don't hit), c.LK+Psy, c.LK...follow up.
Unfortunately, it is rollable, but you have to roll the second you hit the ground, so you have a bigger chance hitting this sometimes. You can sub the FP throw if you want. white power always does that shit yo
and tech hits are getting popular
Originally posted by GeekBoy
Here's a reset I came up with this morning. Deus, you might like this, if you can understand it that is.
c.LK+Psy, c.LK, otg c.LK, c.RH, sj infinite (2 hits going up), sj.LK, dash D+LK (whiff this), walk behind, RH throw (hold down), sj crossup LK, (don't hit), c.LK+Psy, c.LK...follow up.
Unfortunately, it is rollable, but you have to roll the second you hit the ground, so you have a bigger chance hitting this sometimes. You can sub the FP throw if you want.
For that first otg, you are aware you can juggle that right? And for that very last part, right after the RH throw, it is best to manually jump and dash forward while calling Psylocke AAA. Also, for the "sj.LK, dash D+LK (whiff this)" part, I like doing sj. jab because I like how it positions them. The dash down under part is amazingly effective if you keep the opponent close to the ground, the throw is almost instant and it tightens the gap so that it is more difficult for them to hit you on their way down.
GeekBoy
03-06-2003, 11:55 PM
Originally posted by Picolo
white power always does that shit yo
and tech hits are getting popular
Well excuuuuuuuuuuuuse me Mr. Potter, I wasn't aware trying to post something useful would result in being shot down in credibility.
Picolo
03-07-2003, 12:12 AM
Originally posted by GeekBoy
Well excuuuuuuuuuuuuse me Mr. Potter, I wasn't aware trying to post something useful would result in being shot down in credibility. your excused, only cuz ur seski
hehe:p :p
YieArKungFu
03-07-2003, 09:43 AM
He's some I got from my new team of Magnus(proj)/Storm(proj)/Sent(ground)
Mag/Storm/Sent-
c.Hp, sj.HK, ad-df, sj.LK, sj.LK, land, call sent assist, jump, HKgrab(make sure you throw foward), ASAP tempest DHC to Hailstorm
Mag/Sent/Storm-
c.HP, sj.HK, ad-df, sj.LK, sj.LK, land, call storm assist, jump, HPthrow, ASAP tempest DHC to HyperSentinalForce, s.HP, HPRocketPunch, HSF DHC to hailstorm
these are so obvious I can't believe I didn't figure them out earlier...
Dr. Elephan
03-31-2003, 10:26 PM
This isn't a reset, but it is an amazing combo, and it's guaranteed to work . . .
My team: Magneto, someone else, someone else
step one: pick characters (magneto must be picked for this to work; Sentinel and Cable are good second and third characters to pick as well . . ., as they can help in the combo)
step two: put magneto first in the character line up
step three:match begins
step four: This is the important part. Tag in Bry
step five: win match, congratulate your opponent on his efforts, shake hands, and play the next victim.
Thanks, I hope this helped . . .
Caio
jiggabry
03-31-2003, 10:28 PM
for the record that combo only works when im there
Dr. Elephan
03-31-2003, 10:35 PM
I just want to call attention to the sickest sig ever! Just take a look at higher magneto master JiggaBry's sig, too insane!! This thread has now been owned by Us. Nietszche would be proud!
Anant
04-01-2003, 04:15 PM
Originally posted by Dr. Elephan
Nietszche would be proud!
Sick combo btw.
Why would Nietszche be proud?
Dr. Elephan
04-01-2003, 07:45 PM
He would be proud as we have come to unleash the uberman, to stave off the crippling inanity which is religion, to cast off this sheeps skin and sink in deep with our fangs . . .
Crayz Penguin
04-01-2003, 09:04 PM
Originally posted by Dr. Elephan
He would be proud as we have come to unleash the uberman, to stave off the crippling inanity which is religion, to cast off this sheeps skin and sink in deep with our fangs . . .
magneto controlls metal:)
da_dragon
04-02-2003, 06:09 PM
Originally posted by GeekBoy
Somebody explain to me how this works...
umm im stumped to....i think he means wen fighting some1 wid super armor who doesnt have tha sense to block do this.....cause tha launcher doesnt launch em cuz of super armor so he gets his lil setup....but yeah wuteva....
WhentheSkyfalls
04-03-2003, 10:47 AM
A reset I sometimes use...
with Sent ground
C. lk, C. HP, Sj. Fp/Fk, ad Df, sj. lk, sj. lk, land, re sj, sj lk, sj lk, ad df lk, lk, (do a few reps of infinite) sj lk, sj lk, ad Foward,lk, lk, land on other side, call Sentinel ground, HP grab, then launcher...
Its techable. Not really a good reset but I use to mix it up sometimes(or showoff :D ).
ShiN WildcaT
04-03-2003, 12:12 PM
Originally posted by jiggabry
for the record that combo only works when im there
dude, you have the bombest avatar i've ever seen
jiggabry
04-06-2003, 02:44 PM
heh, thanks man i like it alot myself:)
Naslectronical
04-07-2003, 01:14 PM
Hard as hell........
tri-jump in hk, land, dash in c. lk, launch, sj. hk, air dash down to forward, lk, lk, land, sj. lk, lk, air dash down to forward, lk, lk,(infinite a few reps), land, s. hk(one hit) sj. cancel Hypergrav XX Magnetic Tempest, air dash down to forward, lk, lk, sj. lk, lk, dash down to forward(land behind opponent), c. lk, launch, sj. hk, air dash down to forward, lk, lk, land, rejump, j. lk + Psy, j. hp, Magnetic Tempest
_blitz
04-08-2003, 12:05 AM
Originally posted by Naslectronical
Hard as hell........
tri-jump in hk, land, dash in c. lk, launch, sj. hk, air dash down to forward, lk, lk, land, sj. lk, lk, air dash down to forward, lk, lk,(infinite a few reps), land, s. hk(one hit) sj. cancel Hypergrav XX Magnetic Tempest, air dash down to forward, lk, lk, sj. lk, lk, dash down to forward(land behind opponent), c. lk, launch, sj. hk, air dash down to forward, lk, lk, land, rejump, j. lk + Psy, j. hp, Magnetic Tempest
too much work
do c.lk, + psy, fk tempest. chase down, throw. chase down, normal air combo. dead charachter. gb nxt one in do inf untill you get 2 bars. psy into tempest, cancel to hsf, pc, ghvb, hail. dead charachter 2.
Naslectronical
04-08-2003, 08:15 AM
Oh yeah, it is hard work. It's just for show mostly. If I want someone dead real bad, I've got other combos:p
tri-jump in hk, dash in c. lk, c. hp, sj. hk, air dash down to forward, lk, lk, land, sj. lk, lk, air dash down to forward, lk, lk, infinite a few reps, tri-jump in hk(resets), dash in c. lk, c. hp, sj. hk, air dash down to forward, lk, lk, land, jump up to forward(resets.....you end up behind the opponent), lk, + Psy, lk, Tempest
(corner)(Psy and IM AAA)
dash in c. lk, c. hp, sj. hk, air dash down to forward, lk, lk, land, rejump, j. lk + Psy, lk, Hypergrav, launch, fierce throw, land, s. lp, pause,(resets), hk throw, c. lk, c. hk, Hypergrav, (call IM AAA), s. hk(one hit), Hypergrav XX Magnetic Tempest
monkeyspank
04-10-2003, 01:47 PM
These combos are cool :).
50mOrEcEnTz
04-12-2003, 11:27 AM
when you grab your opponent in the air with the RH grab, you can connect an em-disruptor pretty much all the time...but sometimes i can DHC after the disruptor and sometimes i can't....i've tried throwing of a super jump and a regular jump...it doesn't seem to make a difference...any explaination as to when you can DHC after the disruptor?
Picolo
04-12-2003, 11:39 AM
Originally posted by Naslectronical
Hard as hell........
tri-jump in hk, land, dash in c. lk, launch, sj. hk, air dash down to forward, lk, lk, land, sj. lk, lk, air dash down to forward, lk, lk,(infinite a few reps), land, s. hk(one hit) sj. cancel Hypergrav XX Magnetic Tempest, air dash down to forward, lk, lk, sj. lk, lk, dash down to forward(land behind opponent), c. lk, launch, sj. hk, air dash down to forward, lk, lk, land, rejump, j. lk + Psy, j. hp, Magnetic Tempest that doesn't work
after the tempest you are on the ground
smart guy
the other combos are pretty basic, but very useful in real matches
Naslectronical
04-12-2003, 11:58 AM
Um, how are you on the ground after the Tempest?
:confused:
Perhaps you should read my post a little more carefully.
You SUPERJUMP CANCEL the s. hk then you do Hypergrav XX Magnetic Tempest, so you're in the air.
Picolo
04-12-2003, 12:36 PM
Originally posted by Naslectronical
Um, how are you on the ground after the Tempest?
:confused:
Perhaps you should read my post a little more carefully.
You SUPERJUMP CANCEL the s. hk then you do Hypergrav XX Magnetic Tempest, so you're in the air. that's pretty hard to do
=\
Naslectronical
04-12-2003, 04:28 PM
Yeah, it's extremely hard to do. I can only hit it about 1 out of every 8 times.
It's just for show, it really isn't worth the effort. It's better just to:
land, call Psy, sj. lk, Tempest, air dash down to forward, lk, lk
and continue the infinite from there.
50mOrEcEnTz
04-12-2003, 09:06 PM
Originally posted by 50mOrEcEnTz
when you grab your opponent in the air with the RH grab, you can connect an em-disruptor pretty much all the time...but sometimes i can DHC after the disruptor and sometimes i can't....i've tried throwing of a super jump and a regular jump...it doesn't seem to make a difference...any explaination as to when you can DHC after the disruptor?
good question...wish i knew the answer...wish somebody knew the answer
Picolo
04-13-2003, 02:06 AM
Originally posted by Naslectronical
Yeah, it's extremely hard to do. I can only hit it about 1 out of every 8 times.
It's just for show, it really isn't worth the effort. It's better just to:
land, call Psy, sj. lk, Tempest, air dash down to forward, lk, lk
and continue the infinite from there. the only hard part is the sj canceling
that's not too hard but it's not worth it in a real match
Power Man Fox
04-13-2003, 08:45 PM
50: you allowed only one action in a normal jump.1
Y2J_Joe
04-14-2003, 07:44 AM
Originally posted by Picolo
the only hard part is the sj canceling
that's not too hard but it's not worth it in a real match
Yeah nasir he's right, but if your me then play for show, doing the same old stuff is boring. Ill post some combos in a min.
50mOrEcEnTz
04-14-2003, 06:02 PM
Originally posted by Power Man Fox
50: you allowed only one action in a normal jump.1
I know that...but im saying like...lets take an easy combo...launch, rh, ad/df, rh grab, em-disruptor xx tempest DHC to something fairly instant (hail, pc, hsf, etc) and it doesn't work.
Then try launch, rh grab, em-disruptor xx tempest DHC to something fairly instant and it will work..most of the time.
i'll work with it some more...but about tryin out normal jumping and super jumping...u know how crazy MvC2 is and all its little...umm....weird-comings and mishappenings...just had to try it out to see if there was sumtin weird with it.
Power Man Fox
04-18-2003, 04:06 PM
50: yeah sorry for the late response.
Umm I have no idea how you do what your talking I must have tried it at least 30 times no matter what I did I couldnt cancel the em-disrupter. The is my magneto every time launch combo blah blah blah Rh grab emdisrupter only near the corner is when it would hit then I did tempest by the time it came out the other guy is on the floor saying something like yay this guy is wasting meter. so um sorry I couldnt help.
Y2J_Joe
04-23-2003, 07:01 AM
Here is one Ive been doing lately,
Mag+Cyc-b, Near the corner, cr.lk+cyc aaa,cr.lk, dash, sj. rh (you should be hitting him from behind) ad.lk,lk land sj.lk,sj.lk, ad.lk,lk, repeat Inf til you get in the corner. land,Hk Throw,cr.lk, cr.rh, Super Jump Rh,Hk Throw,cr.lk+cyc-aaa,cr.rh, super jump, Magnetic Tempest. You gotta get the tempest to hit as soon as the beam from cyclops is hitting, this combo is 100% from an average character(i.e. Cable).
[--yeah--]
04-23-2003, 08:29 AM
simple reset combos:
-launch, sj.fk XX a/d d/f, lk, lk, land, jump up (fk) throw, down...
a) if they roll, air dash towards them, call psy AAA as they stand and try and cross them up.
b)if they dont roll, wait till they stand then air dash over them while calling in psy AAA and try and cross them up.
-launch, sj.fk XX a/d d/f, lk, lk, land, call in sent ground, dash under, s.lk, s.fp into assist...
a) XX tempest
b) XX TK tempest
c) jump up (Fk) throw, a/d d/f fk(otg), land, c.fk XX tempest
d) dash under and launch from behind...
-launch, sj.fk XX a/d d/f, lk, lk, land, jump XX a/d forward (over opponents head) call in tron throw, land, dash back, dash back, tempest.
The Chief
04-23-2003, 09:56 AM
Originally posted by Power Man Fox
50: you allowed only one action in a normal jump.1
I agree.
I don't think the game allows you to cancel normals into specials into supers from a regular jump.
I tried doing reg-jump hk, into cannon drill xx lock on, and it doesn't work. It only works when I do sj.hk.
[--yeah--]
04-23-2003, 10:09 AM
Originally posted by 50mOrEcEnTz
I know that...but im saying like...lets take an easy combo...launch, rh, ad/df, rh grab, em-disruptor xx tempest DHC to something fairly instant (hail, pc, hsf, etc) and it doesn't work.
Then try launch, rh grab, em-disruptor xx tempest DHC to something fairly instant and it will work..most of the time.
i'll work with it some more...but about tryin out normal jumping and super jumping...u know how crazy MvC2 is and all its little...umm....weird-comings and mishappenings...just had to try it out to see if there was sumtin weird with it.
dont do EM, just do tempest after the throw XX frame kill super...
50mOrEcEnTz
04-23-2003, 08:37 PM
Originally posted by [--yeah--]
dont do EM, just do tempest after the throw XX frame kill super...
...have you tried this? first off, you can HARDLY frame kill into a super off the roundhouse throw, you could off the fp throw though. BUT, if you just frame kill super off the fp throw especially, but even if you frame kill super off the rh throw it is going to take off WAYYYY less than em-disruptor, tempest to a DHC
50mOrEcEnTz
04-23-2003, 09:09 PM
Originally posted by The Chief
I agree.
I don't think the game allows you to cancel normals into specials into supers from a regular jump.
I tried doing reg-jump hk, into cannon drill xx lock on, and it doesn't work. It only works when I do sj.hk.
I know that...but im saying like...lets take an easy combo...launch, rh, ad/df, rh grab, em-disruptor xx tempest DHC to something fairly instant (hail, pc, hsf, etc) and it doesn't work.
Then try launch, rh grab, em-disruptor xx tempest DHC to something fairly instant and it will work..most of the time.
i'll work with it some more...but about tryin out normal jumping and super jumping...u know how crazy MvC2 is and all its little...umm....weird-comings and mishappenings...just had to try it out to see if there was sumtin weird with it.
mixup...come save the day and explain to me, or somebody knowledgable
[--yeah--]
04-24-2003, 12:07 AM
Originally posted by 50mOrEcEnTz
...have you tried this? first off, you can HARDLY frame kill into a super off the roundhouse throw, you could off the fp throw though. BUT, if you just frame kill super off the fp throw especially, but even if you frame kill super off the rh throw it is going to take off WAYYYY less than em-disruptor, tempest to a DHC
::slaps himself:: ......i was thinking FP throw...my bad.
and i know it does less, buts its more likely to hit.
...looks like i cant help you on this one (for now)
Jawbreaker
04-24-2003, 04:47 AM
maybe some peeps can come up wit some kind of ending of this combo i was messin wit...
MAGS (a) & PSY (a) = PSY assist hits, d+lk, d+hk, xx sj HK, ad/df lk, lk...
is there a way i could reset this combo? ive tried the j lk, lk, PSY assist, PSY doesnt come out! maybe someone could enlighten me, because i like this lil combo, and i would love to put some new stuff in my arsenal!
da_dragon
04-24-2003, 08:27 AM
Originally posted by Jawbreaker
maybe some peeps can come up wit some kind of ending of this combo i was messin wit...
MAGS (a) & PSY (a) = PSY assist hits, d+lk, d+hk, xx sj HK, ad/df lk, lk...
is there a way i could reset this combo? ive tried the j lk, lk, PSY assist, PSY doesnt come out! maybe someone could enlighten me, because i like this lil combo, and i would love to put some new stuff in my arsenal!
first off psy doesnt come wen u do j.lk j.lk cuz u already used her...rule is 1 assist can hit per combo
obivious resets for that combo is after u do that part listed...
1)dash under launch
2)dash under lk+psy lk....blah blah..
3) c.fk trijump fk c.fk sj. cancel... infinite
you can also do
-sj.lk aidash under lk lk rejmp lk+psy lk tempest
- or tha jose garcia reset...sj.lk airdash under lk land dash back to tha otha side relaunch
dominator
04-24-2003, 09:15 AM
In the Psylocke assist combo (c.lk, c.hk), when super jumping after the c.hk do I have use a hk to set up infinite or can I just do the short kicks?
50mOrEcEnTz
04-24-2003, 06:31 PM
launch, rh, ad/df, lk lk, dash to the other side then tri-jump crossover (so you'll end up on the initial side you WERE on) rh, into whatever...
is that practical or does it leave the enemy too much dead time?
Mummy-B
04-24-2003, 07:54 PM
Originally posted by 50mOrEcEnTz
launch, rh, ad/df, lk lk, dash to the other side then tri-jump crossover (so you'll end up on the initial side you WERE on) rh, into whatever...
is that practical or does it leave the enemy too much dead time?
Thats a very good reset because if your sj airdash rh to get to the other side it actually crosses over sf2 style..u know what i mean..If you do that really fast then its mad good.
Also, after launch, triple fierce combo, slide(flying screen) then sj ad rk(crosses over) and do the triple fierce combo again.
Oh and i dunno wtf the deal is with that throw crap, i'll mess around with it.
Btw launch 1234XXem disruptorXXtempestXXhail is too hot ;p
~mixup
da_dragon
04-25-2003, 06:13 AM
Originally posted by dominator
In the Psylocke assist combo (c.lk, c.hk), when super jumping after the c.hk do I have use a hk to set up infinite or can I just do the short kicks?
u can just start tha infinite after the c.hk
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