View Full Version : De4dEyE's Magneto Q&A thread
De4dEyE
09-21-2003, 07:45 PM
Alright.. I'm making this thread cuz the mag forums are a bit scattered. All the good info is kinda lost among all the old threads, the same with the questions that were asked. So, if you have questions about mag's matchups, resets, combos, or random questions, post them here and I'll answer them.
Note - this is just so that the forum goers have an up to date thread to get info from.
Anyways.. ask away.
x b 4 t M a N x
09-21-2003, 10:35 PM
can anyone go into detail about his unblockable c.hk?
if its even unblockable.
Syntaxsk8er
09-21-2003, 11:51 PM
Alright. First of all I would like to know some good resets, doesn't matter the difficulty.
Also, I would like to know the best way to go against sent, when using MSP. Thanks!
kcfantasyboi
09-22-2003, 08:12 AM
I would like to know how msp can beat blackheart-AAA, storm-Expan, capcom-AAA. this team gives me alot of trouble.
De4dEyE
09-22-2003, 03:20 PM
Syntaxsk8er:
Resets:
Launch, fk, ad.df lk, lk - dash under, then do a cross up tri jump fk/fp, go on from there.
Or, dash under, fk throw (aim down), cross them up or go high-low.
Another reset, this one in the corner, do a few reps of the infinite, then go lk, lk, ad.df lk. Only one lk, then fk throw and continue. A lot of people don't expect a throw to come so abruptly, they're waiting for 2 lks.
Another good one is the Jose Garcia reset. Which is:
Launch, fk, ad.df, lk, lk, land - then sj lk, ad.df to the other side, lk, dash under and launch back up into another fk, ad.df etc. combo.
As for MSP vs Sent; It matters heavily on what assist Sent has. Much of the time Sent is paired up with Capcom/Cyke for an AAA. For those, it's quite hard to rush a run away sent that has one of those assists. You want to super jump forward if he has capcom, and try to land directly on sent with a fp->fk. Try to save your airdash until after you block the bolt from capcom. Once you're able to land a good hit on sent, either inifinite him/ unmashable tempest him/ or better yet, snap the assist in.
Easier route: Kill the assist. Beat the shit out of whoever the assist is. If sent is flying while you and the assist is on the ground, dash up to the assist and launch, fp, fp, fk. Hit it with all fierces. Once you've beat it up enough, chances are Sent won't call him out for a little while. So that gives you more room to get on him, meaning go for a snapout. All you really need is two lks, either on a grounded sent or an airborne one.
x b 4 t M a N x: I'm not too informed on the supposed unblockable. From what I hear, the very last frame of the c.fk animation is supposed to be unblockable - it messes with the other chars block or something. Not sure if it's much use either, since if you want to superjump cancel out of a sweep, you'd have to sj in the middle, not the very end where the unblockable frame is supposed to be.
kcfantasyboi: Wavedash. Even though BH is somewhat easy to rushdown, he can still give headaches. If the BH player is an inexperienced one, he'll simply sj demons, airdash then demons again. Try to cross him up when he's landing, or play a high->low game. If he's not a newb, he'll be much more cautious when sjing. Try to trick your opponent with a double or even triple triangle jump (if the first is blocked). And if he does inferno -> HOD for chip, pushblock the inferno, then simply jump out of the HOD and attack him. I'm guessing he tries to trap with storm and Inferno. If so, just superjump and ad. forward and land on them. Double snap and kill storm.
For Storm? Play like you would every other Storm player - on the ground. Trying to chase after her, whether you're mag or using storm also, is definately a bad idea. Her fp and fk have insane priority, meaning trying to jump up at her usually ends with a facefull of lightning. Go for throws and cross ups when she hits the ground, and always watch out for Capcom. If capcom hits you + hail = ouch.
Note: every team that has capcom in it - Snap him in. Capcom is a huge hole in a lot of teams. Most players rely on their first two chars to win, and if cap comes out, usually resort to a corridor + super. Don't give him a chance to do that, but conversely, don't blindly run into a corridor in your attempt to kill him.
Well, If you have any more questions, or if some part I wrote is too vague for you, just post again and I'll help out.
ytwojay
09-22-2003, 03:53 PM
Originally posted by De4dEyE
Or, dash under, fk throw (aim down), cross them up or go high-low.
This is rollable though, so I wouldn't rely on this reset.
Another reset: Launch, sj hk, airdash d/f lk, ad. lk, land, triangle jump down with lk.
Your opponent will probably be blocking either back/down, or forward/down, depending if they're expecting you to reset from behind.
You can also go for flying screen resets. Personally, I like these because triple fierce combos are quick and damaging. After you cause flying screen, trianglejump down as your opponent is getting up. From here, there are 3 options:
1. triangle jump with lk, c. lk.
I use this until my opponent learns how to block correctly. If the first j. lk is blocked, the c. lk comes out quickly afterwards.
2. triangle jump with lk, lk, c. lk.
When my opponent learns how to block the first option, they will usually block down right after the first j. lk. Mash on lk quickly, and 2 will come out before you land. Remember though, if you land both j. lk's, then you'll cause flying screen if you press fp or hk after a launcher. I would go for otg c. lk, c. hk, sj cancel into infinite (assuming you have an assist that knocks down, like psylocke).
3. triangle jump whiff j. lk, c. lk
If you think your opponent will block high, you can jump lightly early, triangle jump down, and whiff the j. lk. Your opponent will be blocking high while you c. lk, c. lk, whatever.
These work best if you have Psylocke has an assist. Lots of people like to call Psylocke once they land and do c. lk, but I like calling Psylocke earlier. Jump, call Psylocke, then triangle jump down. That way, as soon as one of your lk's hit, Psylocke will hit. I also think it adds to the confusion when there's more on the screen.
Hope that helps. :)
kcfantasyboi
09-22-2003, 05:02 PM
Thanks everyone. I will try it. My MSP to me sucks but i will get better. Lightningstorm always beats me. He is the one that is #1 in Kansas City. I will try my best. Again thank you
Morphiend
09-22-2003, 06:31 PM
what is this triple fierce combo someone mentioned? is it fp,fp,hk? how come flying screen doesnt occur after the first fp?
ytwojay
09-22-2003, 07:17 PM
Originally posted by Morphiend
what is this triple fierce combo someone mentioned? is it fp,fp,hk? how come flying screen doesnt occur after the first fp?
It's either fp, airdash fp, hk or hk, airdash fp, hk.
Flying screen occurs if you jump in with 2 attacks, launch, and hit fp or hk. If you jump in with 1 attack, j. hk for example, you can launch and hit hk or fp, and flying screen won't be activated.
Btw, I made a mistake by mentioning triple fierce combos with flying screen resets. A triple fierce combo will cause flying screen, then cause the opponent to roll away. What I meant to say was a double fierce combo, preferably fp, fp. Because hk pushes the opponent away farther.
Although, you can follow up a triple fierce with c. hk before they roll away. Then you can try to reset from there.
WhentheSkyfalls
09-22-2003, 08:27 PM
weird reset with mag
Launch, fk, ad df lp, land on other side then whatever you want.
I think people should abuse...
lp+storm proj, d. fk,...into whatever against Sent/capcom. I think Mixup does this. I dont know but if he's around maybe he can tell us more.
it works ok against others too but its really effective against sent/capcom. If and when sent gets hit by the d. fk, then just dash over to him while he's still getting up and make him guess.
Sometimes against storm while she runs away and he like to abuse her fp, then sometimes i'll just throw out random hypergravs when shes near the ground but not to close.
Against Blackheart(ugh) just be really patient and just dash up to him to make him panic. Because if he knows you can make him guess and your right next to him then hes gonna try to push you back with his assist or with his pokes. But be patient. I hate playing Blackhearts.
Jawbreaker
09-23-2003, 12:21 AM
Originally posted by WhentheSkyfalls
I think people should abuse...
lp+storm proj, d. fk,...into whatever against Sent/capcom. I think Mixup does this. I dont know but if he's around maybe he can tell us more.
it works ok against others too but its really effective against sent/capcom. If and when sent gets hit by the d. fk, then just dash over to him while he's still getting up and make him guess.
s.lp+STORM.proj, d.hk, TYPHOON HITS, d.hk (otg), INFINITE (till 30 or 40 hits), SNAP IN CAPCOM, GUARDBREAK (sj.lk, ad/df+lk, lk), INFINITE (30 or 40 hits), JOSE GARCIA RESET (sj.lk, ad/df crossover lk), INFINITE (till 40 hits), RESET (land or dash behind d.lk+PSY.aaa d.lk)...etc this is what i always try to do!
this here is teh CAPTIN COMMANDO killah
:p FEEL THE RESET!
ytwojay
09-23-2003, 12:30 AM
Originally posted by Jawbreaker
SNAP IN CAPCOM, GUARDBREAK (sj.lk, ad/df+lk, lk), INFINITE (30 or 40 hits), JOSE GARCIA RESET (sj.lk, ad/df crossover lk), INFINITE (till 40 hits), RESET (land or dash behind d.lk+PSY.aaa d.lk)...etc this is what i always try to do!
You can't infinite for 40 hits, reset, and infinite again for another 40 hits. You'll cause the character to undizzy and fly upwards.
domination247
09-23-2003, 01:22 AM
Originally posted by ytwojay
You can't infinite for 40 hits, reset, and infinite again for another 40 hits. You'll cause the character to undizzy and fly upwards. i dont know what you been smoking but the whole consept of resetting is to prevent the dizzy and to "reset" the damage meter (im assuming you know that after 10-15 hits less damage is taken) .. this is why it is called a reset .. it starts everything (hits , damage , dizzyness ) over .. not to mention all the power would more then likely be gone befor you get to 40 on the second set
s.lp+storm proj , c.hk <~~ this i think will only work with a dash under reset or tri jump over + hk because wont it do his little upercut if you use lk on the tri jump .. i dont know , i can check it out and let you know ... if you can download the www.top-players.com -mags expo video .. there are alot of resets and combos in there .. if you need to pm me and i can send it to anyone that wants it by e-mail
De4dEyE
09-23-2003, 07:15 AM
No, he's right. In order to reset the # of hits to dizzy, you have to stop hitting your opponent for like 2 or 3 seconds, which is way too long to reset.
Anymore questions?
hypermegachi
09-23-2003, 08:14 AM
can someone clarify the infinite dizzy thing?
to my knowledge after around 50 hits the opponent will 'dizzy' out of the infinite, and when this happens they spin up really high and back down...
so question...why can't you just OTG them and do the infinite again?
Jawbreaker
09-23-2003, 09:02 AM
Originally posted by ytwojay
You can't infinite for 40 hits, reset, and infinite again for another 40 hits. You'll cause the character to undizzy and fly upwards.
:p oops... well insert some random trijump.hk's in there, that'll fix it.
De4dEyE
09-23-2003, 09:06 AM
Originally posted by hypermegachi
can someone clarify the infinite dizzy thing?
to my knowledge after around 50 hits the opponent will 'dizzy' out of the infinite, and when this happens they spin up really high and back down...
so question...why can't you just OTG them and do the infinite again?
You can't OTG them because they recover before they hit the ground. But most people chase up after them and throw their opponent before they do.
ytwojay
09-23-2003, 09:12 AM
Originally posted by hypermegachi
can someone clarify the infinite dizzy thing?
to my knowledge after around 50 hits the opponent will 'dizzy' out of the infinite, and when this happens they spin up really high and back down...
so question...why can't you just OTG them and do the infinite again?
To prevent "infinite combos," Capcom decided that after a certain number of punches/kicks, the opponent will fly upwards out of the combo. This only applies to punches and kicks, so infinites like Hulk's infinite is a true infinite: it only involves special moves.
At first, I thought that as soon as you landed 30 punches or 30 kicks, the opponent would undizzy, which is why when you switch Ironman's infinite every repetition from [j. lp, j. lp, j. lk, j. u+hp] to [j. lk, j. lk, j. u+hp] you could get more hits in before the undizzy.
But you can do Magneto's [sj. lk, sj. lk, airdash d/f lk, a/d lk] up to 40 hits or so.
I dunno, I havent looked into it. :)
And you can't OTG because the opponent recovers before reaching the ground.
Syntaxsk8er
09-23-2003, 01:27 PM
Thanks for all the resets!
I do have another question about the Jose Garcia Reset. I tried it today and they blocked one of the lks. This is what I did:
Note* Blocked hit in red.
launch, sj. fk, ad/df lk,lk, sj. lk XX dash under lk dash behind c.fp. etc.
First of all, is it possible that I might have dashed under too slow? or Did he just guess?
Also, if they do block that lk is it a good idea to go on with the reset with the, dash behind c.fp. etc.?
And finally, I wanted to be more specific on my question about fighting against sent by adding certain assists he uses. I guess I am dominantly worried about sent/cable/capcom. I use MSP and sometimes I throw Doom in storm's place. Anything will help 'cause I keep getting my assed kicked against sent man!
Thanks again.
domination247
09-23-2003, 04:17 PM
it has come to my attention that some people dont want their e-mail shown in their profile and other people have problems downloading videos from other sites or just finding them
seeing as i have some 30 - 50 videos im just going to build a web site and put them all on there for download .. it will be about a week .. im always getting new videos every day so there will always be plenty to look at
but untill i get the site set up if you want to get them from me still untill i get the site up just pm me and i'll get them to you and .. remember to let me know what your email address is so i can get them to you A.S.A.P
De4dEyE
09-23-2003, 05:26 PM
Originally posted by Syntaxsk8er
Thanks for all the resets!
I do have another question about the Jose Garcia Reset. I tried it today and they blocked one of the lks. This is what I did:
Note* Blocked hit in red.
launch, sj. fk, ad/df lk,lk, sj. lk XX dash under lk dash behind c.fp. etc.
First of all, is it possible that I might have dashed under too slow? or Did he just guess?
Also, if they do block that lk is it a good idea to go on with the reset with the, dash behind c.fp. etc.?
And finally, I wanted to be more specific on my question about fighting against sent by adding certain assists he uses. I guess I am dominantly worried about sent/cable/capcom. I use MSP and sometimes I throw Doom in storm's place. Anything will help 'cause I keep getting my assed kicked against sent man!
Thanks again.
I might have misread what you did, but you're supposed to airdash down-foward then lightkick. If you did, and he blocked it, he probably just guessed right. Resets like that rely on suprise, since the ad.df is kinda obvious to an alert player. And as for continuing the reset combo if they block it, I'd advise not to. Just keep pressure on them - try something else.
Ah.. MSP vs Scrub. Sorry to say, you've got a pretty tough fight ahead of you. Not to say that it's impossible, but it isn't easy. Try not to call psy a lot when Sent is on the ground. 2 supers + some timing and she dies, fast. It's hard to cross sent up with lks, since his super armor prevents him from getting nailed with enough hitstun. I say throw a lot. Free damage if he doesn't tech. If he rolls keep on him, but be careful. Usually at that point Sent is spamming on the assist button.
If you time a storm assist right, you can stuff capcom before he's able to do his corridor. Also, watch out for Cable's assist. Not only is it hella annoying, it gives sent more time to get position while you're falling back down.
If sent misses a HSF on you, ad.f and land on him with fp -> fk. If you try to come in with fk, more times than not you'll catch part of the super with your foot, and that's not good. Anyway, fp -> fk then standing/crouching lk +psy, lk, and snapout.
Pretty much what you really want to do is snap in capcom. If you get Sent in a combo, go for a snap. If you do snap him in, guardbreak and unmashable tempest him. You want to do as much damage as you can on Capcom before he gets a chance to switch out. Since he has cable right after him, he really has no way to safe switch. Only things he can do is counter sent or cable in, which wastes one or two meters, or a random tag in. Case in point - kill capcom, and the fight is easier.
Syntaxsk8er
09-23-2003, 06:09 PM
Yeah I noticed psylocke can die pretty fast if I abuse her assist when sent is on the ground. I'll keep your advice in mind. Thanks De4dEye.
Reset
09-23-2003, 06:28 PM
how come when i'm doing the tri jump infinite its easier to go airdash down lk mk rather than airdash down lk hk?
Syntaxsk8er
09-23-2003, 06:31 PM
Does anyone ever use:
launch, sj.fp, ad/df, ad.fp, ad.fk, c.fk (OTG)?
If so what can you do after that. I think I saw someone do something pretty cool after that, but the opponent was in the corner.
The only thing I know you can do after that involves storms assist and is as follows:
(c.fp + storm's projectile), sj.fp, ad/df, ad.fp, ad.fk (storm's assist hits), c.fk, sj. ==> inf. etc.
Reset
09-23-2003, 07:02 PM
you cant otg after that combo.
De4dEyE
09-23-2003, 07:09 PM
Reset: It's different for each player. Lk lk is easy cuz you don't have to move your fingers as much. But lk fk might be easy for another player: Again, it all depends on the preferences of the player.
Syntaxsk8ter: You can't do anything else after the first combo. I'm guessing the combo you saw in the corner was launch, fk, fp, fk, cr. lp jumping lk, lk, fp, fk.
The reason you can OTG after the 2nd combo is because when you call an assist, flying screen is nullified. Meaning, once the first combo you listed is finished, that's it - it's done. The 2nd one, however, has an assist, meaning flying screen won't come in and hence you can continue the combo after that.
Syntaxsk8er
09-23-2003, 07:10 PM
Originally posted by Reset
you cant otg after that combo.
Yes you can it just becomes null.
Reset
09-23-2003, 07:21 PM
sorry i mean you cant follow up after the first combo. but anyways a cool reset is cr.lk cr.hp (launch) sj. hk airdash downforward sj.lk,sj.mp,sj.mk dash to other side cr.hk+sent-A, cr.hk into whatever.
Jawbreaker
09-23-2003, 11:36 PM
Originally posted by Syntaxsk8er
Thanks for all the resets!
I do have another question about the Jose Garcia Reset. I tried it today and they blocked one of the lks. This is what I did:
Note* Blocked hit in red.
launch, sj. fk, ad/df lk,lk, sj. lk XX dash under lk dash behind c.fp. etc.
First of all, is it possible that I might have dashed under too slow? or Did he just guess?
Also, if they do block that lk is it a good idea to go on with the reset with the, dash behind c.fp. etc.?
:o UMM i personally think you tried to reset the combo too early (although if u dont know how to infinte i understand) but unless you use this reset all the time it is totally unexpected. but usually after i sj.lk ad/df-delay crossup.lk (jose garcia reset) i INFINITE again or i land or dash under d.hk...and u know whats next
or u can just be random as hell (ie. s.hk xx SHOCKWAVE or HYPERGRAV XX TEMPESTS) shit w0rkz f00!
domination247
09-24-2003, 04:00 PM
Originally posted by Reset
how come when i'm doing the tri jump infinite its easier to go airdash down lk mk rather than airdash down lk hk?
im guessing you are talking about the one when they are on the ground ... if so i dont know .. but i have seen like 4 diffrent ways of doing this infinit .. trijump , lk , hk , trijump / trijump , lk , lk , trijump / trijump , lk , hp , trijump / trijump , hk , hp , trijump / trijump , lk , lk , hk , trijump.. i can hardly get any of these , mainly because my timing sucks
Syntaxsk8er
09-25-2003, 08:42 AM
You still willing to send me the mag expo video Domination247? Pm me if you are. Thanks!
Magn3t!c T3mPEs
09-25-2003, 02:25 PM
HOW THE FUCK DO U SLIDE INFINITE!!!!
De4dEyE
09-25-2003, 04:36 PM
Practice.
The infinite goes:
Either throw and OTG, or call Psy and OTG, [cr.lk, cr.fk, sj cancel, ad.db lk and WHIFF (meaning intentionally miss) it]
and then repeat the brackets. It follows a rhythm, unlike the sj infinite. So once you find the rhythm, it gets easy.
x b 4 t M a N x
09-25-2003, 05:04 PM
domination247. i have some videos of the zaza vs soo and satsujin. was just wondering if you dont have them, would you like to upload them to your site? also. i have meikyoussi vol 6 and on. ive been looking for more, but unable to find them. im at skool right now so i cant check on exactly what i have. ill post later if your interested. if you can, send me a private message. thx.
-chris-
.infamous.
:cool:
Syntaxsk8er
09-25-2003, 07:00 PM
Anyone know helpful ways to use Storm's projectile assist, when to use it, etc. Thanks!:confused:
De4dEyE
09-25-2003, 07:39 PM
Storms proj. assist can be quite useful. It can stuff a lot of ground based assists/ supers. Once it starts, it'll never stop - the whirlwind will keep moving until it flies off-screen.
Timed right, you can stuff commando, doom, tron etc.
You can start off a match against pretty much anyone with a lp+storm proj, cr.fk. If they get hit by it, just dash in and launch. Works best on sent, but can be pulled off on people expecting a tri jump at the start.
You could: Launch + storm, fk, fp, they should be hit by the whirlwind, then launch and do something else.
Other than adding it into combos, or starting them with it, what you can do with the proj is really limited. It takes forever to come out, and isn't exactly fast once it is out.
Reset
09-25-2003, 08:05 PM
the best combo that comes from storm-a is that nullified flying screen combo someone mentioned earlier. if you follow it up with the slide infinite I think the first cr.lk, cr.hk is unrollable.
domination247
09-25-2003, 09:45 PM
ok .. i have all the space anyone could ask for to put 100s of videos onto .. when i get a few on there i will post the link and keep adding little by little ... below is a list of all the videos that i have right now that will be on there .. so if you have some that you dont see feel free to send them to me at arcticbluedragon@aol.com
----------videos----------
TP next episode , TP magneto exhibition , eltie crew , advanced(youcan get this video now from shoryuken) , mags 214 hit combo , jose vs combofiend 1 2 and 5 of 6 , gheghis vs duc 2 of 3 , kubun gambit glitch , scodolfy , meikyousisui vol 6 7 and 8 , storm combo expo , mike z , charlie amego col infinits , W/M(war) infinit , M/M(megaman) infinit , doom infinit , akuma infinit , megaman and tron combos , guard breaks , hiryu 5 , bugrave-g
there is the list i have right now .. hopefully the site will be up in a week.... i will keep everyone informed on everything .. also if you are not sure if you have a video i have that you want to send to me .. you can pm me with a small discription of the video and i will tell you if i have that video or not ... i know some people like to change file names and shit like that so
--------ATTENTION-------
if you are going to send me videos please put that it is a mvc2 video in the subject line or it will not get opened .. do to viruses i normaly do not open mail from people i dont know
domination247
09-25-2003, 09:50 PM
on thing i like to do with storm proj. asst with mags is when i throw using hk .. if the dont roll out do a c.lk+storm , c.hk ,c.lk ,c.hk , ROM .. or you can launch after the first c.hk and do whatever from there ... mind you this is techable so its not going to work every time
domination247
09-26-2003, 11:14 AM
you wanted it .. you got it .. either tonight or tomorrow the site will be open :cool: so be sure to check it out ... what an awsome way to spend the weekend .. downloading videos and playing a shitload of mvc2 and learning new shit :D .. dont forget to send your videos to me if you want them on there
50mOrEcEnTz
09-26-2003, 12:35 PM
what about rh throw into storm-a...thats better than all that imo
domination247
09-26-2003, 01:56 PM
http://hometown.aol.com/mvc2mags/index.html/
here is the link to the video site .. there are no videos on it yet but i will have some on there in the next few days .. this is just to show you the layout of the site .. also if theres anything you would like to see on the site let me know
TheWanderer
09-26-2003, 10:02 PM
Good thread DeadEye. My question is do you think MSp is better than Mag,Storm,and Sent? Also,how do you win against storm,sent,and commando when you're using MSP? Thx
GeekBoy
09-27-2003, 12:37 AM
MSP vs MSS is a 60/40 match in either one's favor. If the person using MSP is smart (as in, doesn't call Psy without a sure hit or blind rushdown because the drones WILL hit you that way) yes, MSP will have an advantage. If the MSS user is aggressive and is patient enough (focussing on killing assists is a big factor IMO), he will have a lead.
It comes down to the fact, who's smarter.
TheWanderer
09-27-2003, 08:49 AM
Thx for GeekBoy. Also,could anyone tell me how to fight against MSp vs MSp and Storm,Sent,and Commando vs MSp. Thx in advance. I'm the one using MSp. :)
Jawbreaker
09-27-2003, 09:06 AM
Originally posted by TheWanderer
Thx for GeekBoy. Also,could anyone tell me how to fight against MSp vs MSp and Storm,Sent,and Commando vs MSp. Thx in advance. I'm the one using MSp. :)
msp vs msp is all about PSYLOCKE, so who ever snaps out MAGS or STORM (ie. snaps in PSY) wins, its that simple. this goes for santhrax (storm, sent, cap) if they dont start SENT off first its gonna be easier to snap out STORM to get CAP in. GB INFINITE him, and reset that shit 3 times or so and he is dead in seconds. if they start of SENT, its gonna be hell to even get close to him. :p
ytwojay
09-27-2003, 01:48 PM
Originally posted by domination247
ok .. i have all the space anyone could ask for to put 100s of videos onto .. when i get a few on there i will post the link and keep adding little by little ... below is a list of all the videos that i have right now that will be on there .. so if you have some that you dont see feel free to send them to me at arcticbluedragon@aol.com
You should probably ask the creators of those videos if it's alright for you to be hosting them. They probably won't mind, but you should ask just in case.
Originally posted by Geekboy
MSP vs MSS is a 60/40 match in either one's favor.
So you mean 50/50?
TheWanderer
09-27-2003, 02:01 PM
I know this thread is not for vids request,but i was just wondering if anyone have any of J-wong matches,and wouldn't mind telling me the link or send it to me through aim,i'd greatly appreciated. I didn't feel like making a thread on it,it'd be waste of space.
Syntaxsk8er
09-27-2003, 11:16 PM
Originally posted by TheWanderer
I know this thread is not for vids request,but i was just wondering if anyone have any of J-wong matches,and wouldn't mind telling me the link or send it to me through aim,i'd greatly appreciated. I didn't feel like making a thread on it,it'd be waste of space.
Visit www.Forgo.net
more people who distribute my vids the better, thanks for the exposure =]
ytwojay
09-28-2003, 01:21 AM
Originally posted by eKiN
more people who distribute my vids the better, thanks for the exposure =]
When's the next Magnus vid coming out, eKin? :)
da_dragon
09-28-2003, 06:51 AM
Originally posted by Jawbreaker
. this goes for santhrax (storm, sent, cap) if they dont start SENT off first its gonna be easier to snap out STORM to get CAP in. GB INFINITE him, and reset that shit 3 times or so and he is dead in seconds. if they start of SENT, its gonna be hell to even get close to him. :p
Holy shit i much rather fight sent first...just for the fact that i fear the dhc of death...random la xx ls into hsf is one of this team best weapons ...i find it easier fighting sent first cuz i can snap capcom easier..two lk's with mag = snap...i fear storm.. she just owns mag so hard its not even funny..
TheWanderer
09-28-2003, 09:56 AM
Thx for the site Syntas. But i need the current matches,not old ones. Thx anyways though. Current ones would be great though.
My question is. Which team is better? MSP vs Mag,Storm,Cyc. Can someone explains in dept with this two team. I really need help on which one i should stick too. I pretty much master them both,but i need to know which one is better. Thx in advance guys. :)
da_dragon
09-28-2003, 10:34 AM
Originally posted by TheWanderer
Thx for the site Syntas. But i need the current matches,not old ones. Thx anyways though. Current ones would be great though.
My question is. Which team is better? MSP vs Mag,Storm,Cyc. Can someone explains in dept with this two team. I really need help on which one i should stick too. I pretty much master them both,but i need to know which one is better. Thx in advance guys. :)
i think it depends on your preference of the AAA u like..which one u feel more comfortable with
MSP...help mag's gameplay alot..easy mode setups and shit..MSC breaks traps..gives mag an opening..plus cyc is a better aaa for storm than psy..only bad thing bout MSC is if u fighting sent and cyc hits em he gets unfly pretty easy..and if u dont follow up its a wrap.. i feel more comfortable with msp...but i think MSC is the better team..but im a scrub so yea..get more feedback
domination247
09-28-2003, 12:16 PM
when i start vs sent i start with just a standing lp , dash back .. they have to block and that gives you time to run and slow things down .. if you want to you can throw in an asst and after you dash back you can put in mags beam ..
De4dEyE
09-28-2003, 12:34 PM
Note: Sent Storm, in that order, still has a painful DHC. Launch, lp, lp, Hard Drive, into hail.
And playing a good keep away Sent is much harder than playing a good keep away Storm. Storm can be crossed up, due to Sents super armor, it's harder to stun him. I gtg, more on this later.
Storming Flower
09-28-2003, 01:21 PM
best magneto team to beat msp, is msc imo. no not storm/cyclops, but sentinel/commando.
let them run into drones and capcom while you keepaway or counterushdown. basically play like cable, and suprise them with triangle jump rushdown. do random hk+commando shockwave, random hypergrab+drones. have sentinel/commando clean it up.
PsionicTempest
09-28-2003, 06:43 PM
Originally posted by TheWanderer
Thx for GeekBoy. Also,could anyone tell me how to fight against MSp vs MSp and Storm,Sent,and Commando vs MSp. Thx in advance. I'm the one using MSp. :)
I know alot of others have mentioned this before but this can make these matches ALOT easier... SNAPBACK, hopefully into a guard break.
Just make sure to still play cautiously, while keeping on the pressure. Remember if they have two meters they can dhc into hail if you give them the chance.
domination247
09-28-2003, 07:41 PM
Ok there seemed to be a little trouble with the downloads from my web site .. wmv files didnt want to download right and mpegs didnt want to download at all .. so everything will be in zip files .. and since im on a gay ass 56k slow piece of shit right now so it might take me a little time (3-5 videos a day) hopefully more ...
also you will need a flash player to play the web site .. its just easier for me to build the web site on my web builder off line and upload it to my directory ... new things will be added daily for the next month or so depending on how many videos i get and uploading the 40 i have and downloading more off the net and from other people sending them to me .. char pics will be added .. links to other web sites like shoryuken TP the site i get all my char pics from ... i will have a list of still to come videos on the site so if you have a video or videos that i have not listed on my site i'll be glad to take it any way you can get it to me ...
ekin .. speaking of new mags videos how about an all infinite video?? and whoever else .. seeing as alot of people coem on here asking about infinites and stuff like that .. and reset videos
Syntaxsk8er
09-29-2003, 06:19 PM
Sometimes in my area, the "top-players" use Ryu/ken-AAA/akuma-expansion type, and they still kick my ass! What is the best way to go against them using MSP?
domination247
09-29-2003, 07:22 PM
take out ken as soon as possable .. that way you can move around the stage more .. if the use akumas asst more then just keep push blocking akuma back so you can get out
i think the best way to win any match with an AAA is to always try to take out the AAA first
Syntaxsk8er
09-29-2003, 07:57 PM
Originally posted by domination247
take out ken as soon as possable .. that way you can move around the stage more .. if the use akumas asst more then just keep push blocking akuma back so you can get out
i think the best way to win any match with an AAA is to always try to take out the AAA first
Cool! Thanks, I'll keep that in mind.
De4dEyE
09-29-2003, 08:19 PM
Good way to kill Ken AAA is when he touches the ground: Launch XX tempest. If the other player does nothing, do it again if you have the meter.
The more annoying is assist is Akuma expansion. Goddamn hurricane kick beats out psy for some reason.
domination247
09-29-2003, 10:56 PM
cant you just duck under the akuma asst or do a c.rh under him?
also if you have ken , cammy , commando .. them 3 have asst that go through just about anything .. so if you are playing with one of them 3 then akuma should be no problem
ken's AAA is out long enough for you to hit him even after he hits you so you have alot of time to take him out ...
i know some people have problems with ken landing behind them .. a simple tri-jump back + hk will take care of this .. there are so many things you can do its all up to you .. just dont forget about the other char out there with you
domination247
09-30-2003, 03:04 AM
ok the video web site is back up and running .. There is a new look .. all the videos i have are listed on the web site .. not all of them are downloadable yet untill i get them uploaded into the web space .. you will know when you can get them because the "still to come" will be gone .. i hope you all like it .. dont forget to send in your comments to help make it better , seeing as how its for all of you .. anyways heres the link again
http://hometown.aol.com/mvc2mags/index.html
kcfantasyboi
09-30-2003, 05:55 AM
Hey Domin.
The site looks ok, but the only thing is that i can't access any of the files. It brings up an error for me after i download it and tried to unzip it.
De4dEyE
09-30-2003, 08:02 PM
Originally posted by domination247
cant you just duck under the akuma asst or do a c.rh under him?
also if you have ken , cammy , commando .. them 3 have asst that go through just about anything .. so if you are playing with one of them 3 then akuma should be no problem
ken's AAA is out long enough for you to hit him even after he hits you so you have alot of time to take him out ...
i know some people have problems with ken landing behind them .. a simple tri-jump back + hk will take care of this .. there are so many things you can do its all up to you .. just dont forget about the other char out there with you
Actually, I'm not sure if you can duck under it or not. I'm leaning towards no. And he's talking about MSP vs Team Shoto.
If the player has any brains he'll cover his assist somehow, meaning a launch XX tempest will either get stuffed or you'll eat a super. If he has no meter, do that. If he does, fierce the assist to death.
Any more questions?
De4dEyE
09-30-2003, 08:18 PM
Originally posted by TheWanderer
Good thread DeadEye. My question is do you think MSp is better than Mag,Storm,and Sent? Also,how do you win against storm,sent,and commando when you're using MSP? Thx
Totally didn't see this one. My bad. I know Geekboy already gave a pretty good answer, but I'll give my own anyway. :p
MSP vs MSS can go either two ways. MSS gets rushed down badly, due to the lack of an immediate assist. Sents assists, either the drones or the rocket punch is much too slow to get the other Mags off of you. And that's not even including psy. Since psy hits two times, she gets past sents super armor and knocks him down. If it's sent-A, then she gets away easily. If it's sent-Y, however, more often than not psy takes 1 or 2 drones in the face. But anyway, once MSP gets started, it's difficult to get them off of you.
Scenario 2: MSS plays smart and patient. Meaning kill psylocke. :)
Call drones after psy is called out, and get some good fierces on psy. After a while she either dies, or the other player stops calling her for a while. Most MSP players abuse psylocke. I mean, even if there's a 10% chance psy will hit you from where your char is standing, they'll call her. Take advantage of that and after a while MSP becomes MS. A smart player won't do that, they'll be more cautious. But once rushdown fever kicks in, they sometimes throw their safe game away and go all out. That's the time you kill them.
As Geekboy said, it's about a 50/50 fight. MSP has to gain momentum and stay on MSS, while MSS has to play a bit safer and kill Psy, thus destroying MSP's momentum.
domination247
10-01-2003, 04:01 AM
ok i dont know who all might be able to answer this besides ekin but if you can go for it .. anyways if you seen the TP next episode video you will understand alot better .. can you super jump cancel (not suki cancel) magnetos s.hk if it is blocked ? cause if you can you can make a bad ass cross over and more then likely get in some free hits .. i know it works if it isnt blocked so even still you could do something like
tri-jump over + hk , c.lk , s.hk xx ad/df , c.lk , c.hp , rom infinite
50mOrEcEnTz
10-01-2003, 05:19 AM
Originally posted by domination247
ok i dont know who all might be able to answer this besides ekin but if you can go for it .. anyways if you seen the TP next episode video you will understand alot better .. can you super jump cancel (not suki cancel) magnetos s.hk if it is blocked ? cause if you can you can make a bad ass cross over and more then likely get in some free hits .. i know it works if it isnt blocked so even still you could do something like
tri-jump over + hk , c.lk , s.hk xx ad/df , c.lk , c.hp , rom infinite i've never been able to, and there are MANY MANY cancels that do not work when blocked, I mean, in theory, you should be able to cancel all launchers into a sj...but when blocked, you just sit there and get hit. although, that would be tyte...the only thing that i am aware of that can be somewhat sj.cancelled is s.lp
Syntaxsk8er
10-01-2003, 10:48 AM
Can someone explains this for me? I asked a question about a storm combo and they said there might be alot of suki canceling. Just wondering what it is. Thanks!
De4dEyE
10-01-2003, 05:02 PM
http://www.shoryuken.com/forums/showthread.php?s=&threadid=18721&highlight=suki+cancel
Go there for suki canceling info.
you dont need suki cancel to do that storm combo, they just used it to do like c.short short for some extra hits, the basic idea of it is possible without suki
domination247
10-02-2003, 04:24 AM
is mags hp throw + hyper grav tempest unmashable
domination247
10-02-2003, 04:43 AM
Originally posted by Syntaxsk8er
Can someone explains this for me? I asked a question about a storm combo and they said there might be alot of suki canceling. Just wondering what it is. Thanks!
if you are talking about the TP next episode video :56 - 1:06
i dont know .. it looks like suki but theres nothing there to say it is .. no ruby hart is being played .. from what i seen it looks like it gos
c.lk sj , ad/df , lk , lk , lp , hk , hp , dash , repeat
theres another part of that video with magneto doing kinda the same thing dash c.lk , sj , ad/df , lk , lk , lp repeat ..
the one with storm at 2:02 - 2:08 i think is suki but thats hella fast suki canceling .. looks like is
lk , lk , lk , sj , ad/df , lk , lk , lp , lp , lp , hp+lk , lightning storm
De4dEyE
10-02-2003, 07:21 AM
Originally posted by domination247
is mags hp throw + hyper grav tempest unmashable
No, it's not. Once a hyper grav touches you, you can mash out of it, regardless of the hp throw shards.
50mOrEcEnTz
10-02-2003, 07:33 AM
is there any new shit with mag/im-b? if you know any good combos that you think i might not know of...give it a whirl, im lookin for new stuff, but i just can't find it.
also, combofiend used to do this, rh grab in the corner, usually after a GB, s.lp+im, s.lk, em-disruptor, im hits, c.lk, c.rh, hyper grasp, launch, dash down combo, infinite
De4dEyE
10-02-2003, 07:43 AM
Hmm.. haven't heard too much stuff with mag/IM-b recently.
I'll give it a try though.
c.lk + IM, c.lk, wait like half a second, EM disruptor, tempest.
This one is just ghetto:
Launch, fk, ad.df, lk, lk, fp + IM, into shockwave. :o
I'm not too into team fiend, so I never really messed around with the possibilities, aside from the
launch, fk, ad.df, lk, lk - and go on from there.
Hope that helps somewhat. :confused:
ytwojay
10-02-2003, 12:48 PM
In terms of effectiveness, I don't think there's anything new with Mag/IM-b. But there are some neat things you can do. I think you can s. hk + IM xx Hypergrav, repeat, repeat. And from there, launch into aircombo or something.
Throw into assist works pretty well too, if I remember correctly.
Syntaxsk8er
10-02-2003, 01:54 PM
Just wondering if anyone can send me some of Ekin's videos directly because the one's I got from Domination's site are not working.
Ekin, what happened to the direct link to get them man? Thanks!
popoblo
10-02-2003, 07:40 PM
what are some unmashable tempest combos with magneto and sent (donkey punch) or sent (drones)?
thanks
De4dEyE
10-02-2003, 08:01 PM
Corner: Launch, fk, ad.df, lk, lk - land - rejump lk + sent-A, fp, tempest.
Timing is a little awkward.
For sent-G, you could do the sj infinite set up, then fk + sent-G, hypergravXXtempest. Works pretty well.
Or, you could do the sj infinite setup, call sent-G, dash under, cr.lk, cr.lk XX tempest.
There's another recent thread around this char forum about a new unmashable with sent-G. Think da_dragon made it. Haven't tried it out though. Anyway, yep, those are the ones off the top of my head.
popoblo
10-04-2003, 06:09 AM
my magnus sucks in mvc2 because i can't do the sj infinite:o
so those two setups with sentinel drones into unmashable are not applicable for me.
plus the setup that da_dragon posted is really tricky because you do crouching fp, sj rh, ad df lk lk, STANDING LP + plus drones, standing rh, hyper grav xx tempest.
i find the timing to be very strict with that setup because the character has to be very close to the ground for it to work.
thanks for the help though. and with sent (donkey punch) assist, should you even try to go for an unmashable tempest, or can do you some sort of setup into tons of fierces/roundhouses for few hits but tons of damage?
da_dragon
10-04-2003, 09:13 AM
Originally posted by popoblo
my magnus sucks in mvc2 because i can't do the sj infinite:o
so those two setups with sentinel drones into unmashable are not applicable for me.
plus the setup that da_dragon posted is really tricky because you do crouching fp, sj rh, ad df lk lk, STANDING LP + plus drones, standing rh, hyper grav xx tempest.
i find the timing to be very strict with that setup because the character has to be very close to the ground for it to work.
thanks for the help though. and with sent (donkey punch) assist, should you even try to go for an unmashable tempest, or can do you some sort of setup into tons of fierces/roundhouses for few hits but tons of damage?
Its not tricky at all... call sent BEFORE the lp and you'll get it...call sent walk forward a tab, lp, rh hgt and it works..
De4dEyE
10-05-2003, 10:56 AM
Hmmm... anymore questions?
Syntaxsk8er
10-05-2003, 02:54 PM
Originally posted by De4dEyE
Hmmm... anymore questions?
Yeah.
Any tips on how to cancel the (s.rh with a sj.). Thanks!
De4dEyE
10-05-2003, 08:09 PM
Heh, I'm assuming for the s.hk, sj, ad.df, lk, lk inifnite? To tell you the truth, I don't have the timing down. Infinite is pretty hard, not to mention impractical. Only good for showing off. But anyway, someone else can answer it, as I don't know how to do it consistently. :o
domination247
10-05-2003, 11:52 PM
Originally posted by Syntaxsk8er
Yeah.
Any tips on how to cancel the (s.rh with a sj.). Thanks!
this one is pretty easy to do after you get the timing .. right as the first kick hits you super jump cancel.. if you do it too early you will do both kicks .. also i think its easier if you super jump straight up .. then the timing for the 2 light kicks is just like the rom depening on how high they are ..
a good way to practice this is just doing it while they are still on the ground .. after you get that then try it while they are in the air then the ad/df lk lk should be no problem .. it took me about 3 weeks to get this one down
P.S. you might want to try practicing in the corner . because they fall a little faster , not to mention you get used to sj straight up and not up forward
TheWanderer
10-06-2003, 12:29 PM
How does MSP beat MSC(Cyclops)? Same goes for team Storm,Sent,and commando. I know you have to snap the assist,but it's hard though. Any other ways to beat these two team?
Edit* This is my friend's questions.
Magnetic Hail
10-06-2003, 02:13 PM
quick question. in the rom infinite, after the sj. lk lk and you dash downforward, is it possible to do magic series on ALL characters or just those of specific weight ?
De4dEyE
10-06-2003, 04:43 PM
TheWanderer:
Both teams play similar. The easiest way to win is to get rid of cyke. Snap him in, kill him. Though he's not helpless at all, it's much easier taking him on then trying to get to mag/storm with him in the way.
How to snap him in? Play very patient. All you need to do is find one opening for psy to hit mag, and then you have your chance. Or you could just kill him after he does his gene splice. Bait cyke out. Dash in and dash back out, if he's called completely fuck him up with fierces or two supers. i.e launch, tempest DHC into hail, etc.
Santhrax is much harder to fight against, especially with MSP. One mistake = DHC of death. Much harder to kill the assist, since storm can practically stop you mid-attack with a single hail, or hell, even rush YOU down. Also, you have to deal with sents drones coming in at you, meaning if you abuse psy too much, she'll be dead before long. Some of the time you'll want to just kill Storm - i.e. destroy the team from the top, rather than from the ground up. Storm is much easier to kill then sent once you land a hit on her. Resets are easier with her. Reset her to death, whatever. More on this later.
Magnetic Hail: You can do the full magic series on most chars, but I doubt you can do them on servbot or roll-sized ones. But yeah, if it's timed right, the majority of chars can be hit with it.
domination247
10-06-2003, 04:53 PM
Originally posted by TheWanderer
How does MSP beat MSC(Cyclops)? Same goes for team Storm,Sent,and commando. I know you have to snap the assist,but it's hard though. Any other ways to beat these two team?
Edit* This is my friend's questions.
as i said befor , any team with an AAA is easier to beat once the AAA is gone.. The easiest way to kill AAA is to snap him in .. De4deye is right .. you have to wait it out because any good player will cover their assists making it much harder to kill them , but there will be times that you can get to the asst to take them out .. launching into a super as de4deye said befor is the best way .. mags and storm are probably the best people to do this with for 2 reasons .. one the both do major DHC damage and two both are fast enough that you wont have to worry about getting taken out after the super
Storming Flower
10-06-2003, 05:27 PM
what does magneto do against doom's jump fierce laser?
da_dragon
10-06-2003, 05:34 PM
Originally posted by Storming Flower
what does magneto do against doom's jump fierce laser?
crouch then sj out..fairly simple
domination247
10-06-2003, 05:36 PM
Originally posted by Storming Flower
what does magneto do against doom's jump fierce laser?
not sure what you mean about this
Syntaxsk8er
10-06-2003, 09:27 PM
Thanks for the replies everyone.
When is your site gonna be up again Domination?
domination247
10-07-2003, 05:54 AM
im not sure when the site will be up yet .. all my files are becoming currupted when they are downloaded for some reason :mad: .. right now im looking for other sites to just link to for them untill i can get them directly onto my site without any problems .. i'll keep everyone up to date here
sorry for the wait
TheWanderer
10-07-2003, 12:21 PM
Do you guys think that Mag,IronMan,and Psy is a tournyes team? Also Mag,Sent,and IronMan. I know Mag,Sent and IronMan is a tourny team(Combofiend),but how do you use this team effectively against team MSp and other top4 teams. Also,how do you use Mag,IM,and Psy effectively against the top4 teams. Thx guys.
Magnetic Hail
10-07-2003, 01:11 PM
Who would fit in a mags /XXX/ psylocke team where XXX is not a top tier or semi top tier. I was thinking rogue =D, because of VDO.
GeekBoy
10-07-2003, 01:29 PM
Originally posted by Magnetic Hail
Who would fit in a mags /XXX/ psylocke team where XXX is not a top tier or semi top tier. I was thinking rogue =D, because of VDO.
Dhalsim is good.
De4dEyE
10-07-2003, 07:04 PM
Originally posted by TheWanderer
Do you guys think that Mag,IronMan,and Psy is a tournyes team? Also Mag,Sent,and IronMan. I know Mag,Sent and IronMan is a tourny team(Combofiend),but how do you use this team effectively against team MSp and other top4 teams. Also,how do you use Mag,IM,and Psy effectively against the top4 teams. Thx guys.
Heh, watch the CYF (not sure if it's him) vs Combofiend match. Think it's the very first one. MSP vs MIP, outcome is hilarious.
Syntaxsk8er
10-07-2003, 08:44 PM
Originally posted by De4dEyE
Heh, watch the CYF (not sure if it's him) vs Combofiend match. Think it's the very first one. MSP vs MIP, outcome is hilarious.
Where is this video?
Syntaxsk8er
10-07-2003, 08:54 PM
It is always advised to land either a fierce punch or kick on sent and try to snap in the AAA - capcom, psylocke, cyke. etc. But what is the best way to rushdown?
Regular Jump Forward f.p or r.k?
Super Jump XX ad/df f.p or r.k?
or Super Jump f.p or r.k XX ad/df f.p or r.k?
Any other ways?
Thanks!
Jawbreaker
10-08-2003, 07:48 AM
Originally posted by De4dEyE
Heh, watch the CYF (not sure if it's him) vs Combofiend match. Think it's the very first one. MSP vs MIP, outcome is hilarious.
ohh gawd... the beasting CYF takes, sometimes IRONMAN is t00 g00d.
Magnetic Hail
10-08-2003, 02:14 PM
How should magneto fight against another magneto. Today me and my opponent at least spent 10 full seconds blocking and staring at each other waiting for someone to make the first psylocke call (MSP vs MSP), his mags conquered my mags but my storm killed his magneto and was lucky enough to be able to assist kill psylocke =P coz she was still on screen as my psylocke hit her and magneto/killing magneto and leaving her.
Anyways I find that to be my most difficult match up. Magneto vs Magneto. Any tips on handling that or if it has been posted elsewhere, redirect me there please =D
x b 4 t M a N x
10-08-2003, 02:50 PM
for me... it depends what type of magz my opponent is playing... if he is aggresive. i wait for psy to hit and go for an infinite/reset or whatever. normally after this happens, they dont rush you as hard. if they dont aggresivvly rush, i do. RTSD. as hard as you can, but do it wisely. but yeah.... anything else?
DC_StaTic
10-08-2003, 04:43 PM
Originally posted by x b 4 t M a N x
for me... it depends what type of magz my opponent is playing... if he is aggresive. i wait for psy to hit and go for an infinite/reset or whatever. normally after this happens, they dont rush you as hard. if they dont aggresivvly rush, i do. RTSD. as hard as you can, but do it wisely. but yeah.... anything else?
how do i get a great magneto :confused: .... what color do you pick?
Magnetic Hail
10-08-2003, 04:46 PM
i'm the one getting caught in psylocke mostly but I roll like a bitch =D
da_dragon
10-09-2003, 05:44 PM
aite important question/scenario
assits hits opponent..doesnt matter what assit mag/sent whatever..u follow up into infinite..what would u guys do to end the combo...u have no unmashable u can do cuz u used up ya assist and would u take the risk of them mashing out a hypergrav tempest? shockwave is out tha question cuz odds are u already in the corner plus dmg scaling is a bitch.. Would u also take the risk of the of them succesfully blocking ya resets cuz where i play people are blocking alot my my shit...even some of my new shit:(... so how would u end it.. i find myself dhc'ing into storm alot but i usually like to keep mag in there after a dead character so i can keep pressure on em...what would u serious mag players do? i also find myself doin taiji's flying screen setup for a reset after infinite too..feedback plz
Syntaxsk8er
10-09-2003, 06:01 PM
Originally posted by da_dragon
aite important question/scenario
assits hits opponent..doesnt matter what assit mag/sent whatever..u follow up into infinite..what would u guys do to end the combo...u have no unmashable u can do cuz u used up ya assist and would u take the risk of them mashing out a hypergrav tempest? shockwave is out tha question cuz odds are u already in the corner plus dmg scaling is a bitch.. Would u also take the risk of the of them succesfully blocking ya resets cuz where i play people are blocking alot my my shit...even some of my new shit:(... so how would u end it.. i find myself dhc'ing into storm alot but i usually like to keep mag in there after a dead character so i can keep pressure on em...what would u serious mag players do? i also find myself doin taiji's flying screen setup for a reset after infinite too..feedback plz
I guess you can trying a grab?:confused:
De4dEyE
10-09-2003, 06:42 PM
da_dragon:
Hmmm.. I'd say reset. Good reset that catches a lot of peole, and I mean a LOT, is this. Infinite till whatever, then sj lk, lk, ad.df lk ONCE, land, fk throw -> anything from that. That gets good damage in, AND gets you an unmashable, since you didn't use your assist to catch them.
Or you can, sj lk, lk, ad.f lk, lk hypergravXXtempest. Seems a bit harder to catch than the 1 hit fk XX hypergrav temp one.
DC_Static:
Either the purple one or the dark red/black one gets you the best results. :p
Magnetic Hail:
Bait psy out. Super jump and ad.d with an attack. Usually if they see the superjump splash, they'll call psy out to catch you. (make sure you're not right next to them) Punish her the best you can. Sometimes the other mag will try to jump you while you're attacking the assist. That's the time you call YOUR psy, and catch him, then snap him out to psy. Then kill her. :D
x b 4 t M a N x
10-09-2003, 10:13 PM
dan. gotta pick blue like soo. or hot pink... its the secret color.... you gotta press ALL SIX BUTTONS AT ONCE !
.infamous.
DC_StaTic
10-09-2003, 11:39 PM
i pick the all black one thats the best one .........
oh wait ...
oooooooops im just high :bluu:
- higher magneto :)
da_dragon
10-10-2003, 12:40 PM
Originally posted by De4dEyE
da_dragon:
Hmmm.. I'd say reset. Good reset that catches a lot of peole, and I mean a LOT, is this. Infinite till whatever, then sj lk, lk, ad.df lk ONCE, land, fk throw -> anything from that. That gets good damage in, AND gets you an unmashable, since you didn't use your assist to catch them.
Or you can, sj lk, lk, ad.f lk, lk hypergravXXtempest. Seems a bit harder to catch than the 1 hit fk XX hypergrav temp one.
Yea i been doin that reset for a while now:lol: they block tha lk that resets it..i think i'll stick to flyin screen setups or same same resets.... and i wouldnt recommend u doin a fk throw in the middle of the screen for a reset..it is rollable..call sent-g then grab and s.rh shockwave does real good dmg tho..
As for hypergrav tempest u listed..yea i used to do it a while back but once again they mash out..sht sux..but o well, i'll come up with sumin
De4dEyE
10-10-2003, 04:00 PM
Originally posted by da_dragon
Yea i been doin that reset for a while now:lol: they block tha lk that resets it..i think i'll stick to flyin screen setups or same same resets.... and i wouldnt recommend u doin a fk throw in the middle of the screen for a reset..it is rollable..call sent-g then grab and s.rh shockwave does real good dmg tho..
As for hypergrav tempest u listed..yea i used to do it a while back but once again they mash out..sht sux..but o well, i'll come up with sumin
Naw mang, I meant to do the infinite like normal, but instead of 2 kicks down, hit them with only one, you'll land at the same time, and you can throw immediately. They shouldn't block the lk down. Tell me if I misunderstood what you wrote. Just got home. :o
And I thought you were askin these questions for the corner.. whoops, my bad. :p
You can wiff attacks and throw pretty easily. Like, get them in the corner and in the infinite, then sj. lk, lk, ad.f lk, lk, fp (whiffs) then you land and do somethin else.
Anymore questions?
Storming Flower
10-10-2003, 04:35 PM
how does one attack the beast that is sent with im+B and mag a assist.
and cable with drones (ie when to ground dash, when to airdash, how to land clean hits)
da_dragon
10-10-2003, 05:28 PM
Originally posted by De4dEyE
Naw mang, I meant to do the infinite like normal, but instead of 2 kicks down, hit them with only one, you'll land at the same time, and you can throw immediately. They shouldn't block the lk down. Tell me if I misunderstood what you wrote. Just got home. :o
And I thought you were askin these questions for the corner.. whoops, my bad. :p
You can wiff attacks and throw pretty easily. Like, get them in the corner and in the infinite, then sj. lk, lk, ad.f lk, lk, fp (whiffs) then you land and do somethin else.
Anymore questions?
Ohhh i thought u meant crossing over with tha lk..my fault lol..yea i kno all that stuff in the corner already..usually i do tha instant sj grab or the sj lk sj lk addf lk grab u was talkin bout...nah i got corner shit locked basically i wanna kno midscreen shit..
De4dEyE
10-11-2003, 10:18 AM
Hmm.. midscreen resets? Well, I can think of a couple off the top of my head.
Infinite for however long, the cr.fk + psy. Should slide right under them and cross them up. Then OTG them and do other stuff.
Or, infinite till whenever, then sj. lk, lk, ad.f, lk, lk then whiff a fp/fk, you'll land at the same time. This suprises people once in a while, the best time to do this is if you got a good flow going with your inifinite. People are just wondering wtf you're doing, then you catch em with it.
That flying screen reset by Taiji is very good. Gotta give him props for that one. Use that one too. :)
But it's best to stick to the basic mid-screen resets, like the double or quad fierce (launch, fk, ad.df fp, fk, cr. fk) combos to set up resets. Either go top to bottom or cross them up. Or something something.
Anymore questions?
taiji
10-11-2003, 12:53 PM
Originally posted by da_dragon
aite important question/scenario
assits hits opponent..doesnt matter what assit mag/sent whatever..u follow up into infinite..what would u guys do to end the combo...u have no unmashable u can do cuz u used up ya assist and would u take the risk of them mashing out a hypergrav tempest? shockwave is out tha question cuz odds are u already in the corner plus dmg scaling is a bitch.. Would u also take the risk of the of them succesfully blocking ya resets cuz where i play people are blocking alot my my shit...even some of my new shit:(... so how would u end it.. i find myself dhc'ing into storm alot but i usually like to keep mag in there after a dead character so i can keep pressure on em...what would u serious mag players do? i also find myself doin taiji's flying screen setup for a reset after infinite too..feedback plz
yea i find myself in this situation alot too.. since people these days seem to block resets easily now....
what i've been doing lately is to do infin till the corner, then sj. wk, wk, ad df wk, wk (the last to reps a lil faster than normal) , land, sj ad df rh throw (keep doing this till they die)..
it seems to work really good, as people mash buttons and they seem to get sucked in by the throw.. I guess only way out is to tech the throw. if yr against sent, tempest that shit to infin repeatedly, or unblockable over and over
also infin for max hits, then dhc storm to kill them is alright.. then w/ storm just build bar to dhc mag in.. its sorta lame, but safe..
usually i do a shockwave combo , and it leads them to the corner.. instead of the usual FS setup from there.. i do dash.. QCF + rh to throw while dashing.. since shockwave usually brings u to the corner, its really good.. the timing to do this is sorta weird, since u have to pause a lil after the shockwave,, try it out , works great
if u can't understand what i posted, tell me and ill try to make things clearer
Originally posted by De4dEyE
That flying screen reset by Taiji is very good. Gotta give him props for that one. Use that one too. :)
But it's best to stick to the basic mid-screen resets, like the double or quad fierce (launch, fk, ad.df fp, fk, cr. fk) combos to set up resets. Either go top to bottom or cross them up. Or something something.
Anymore questions?
i agree w/ the double and quad fierce too.. but the beauty of implementing my setup (lol that sounds funny) to yr game is that there will be times where u'll land a double wk,wk, or a wk, rh etc.. that will prevent u from using double fp... here's an example
t.jump wk, wk. d. wk. d. fp (since u can't do the fp, fp anymore) do the infin for however long u want,, then my setup to reset..
so with that in mind.. u can use it whenever the time is right :evil:
NerenatwaH
10-11-2003, 06:24 PM
I find that I'm having worse time against team scrub as Mag/Tron than I am as Mag/Psy.
And tips on how to effectively play against Scrub as Mag/Tron?
da_dragon
10-11-2003, 08:05 PM
Originally posted by NerenatwaH
I find that I'm having worse time against team scrub as Mag/Tron than I am as Mag/Psy.
And tips on how to effectively play against Scrub as Mag/Tron?
When capcom comes out..drop tron..she should do close to like 50% on him:lol: be careful of cables meter tho..when u counter capcom u got time to go one on one with cable for a bit..so take advantage and rush that niggah down, but carefully..
Storming Flower
10-11-2003, 08:53 PM
sentinel ironman-b help please.
NerenatwaH
10-11-2003, 11:13 PM
Originally posted by da_dragon
When capcom comes out..drop tron..she should do close to like 50% on him:lol: be careful of cables meter tho..when u counter capcom u got time to go one on one with cable for a bit..so take advantage and rush that niggah down, but carefully..
I was asking more for Sent/Capcom. But thanks
De4dEyE
10-12-2003, 08:31 PM
NerenatwaH:
Drop tron after Cap comes out. If Sent tries to punish her, sj and ad.f on top of him. Tron is a massive assist killer, she hits so hard it's not even funny. But when playing against scrub, you want to kill sents assists. Cable is actually more annoying than capcom, because if he hits tron, she'll go flying and stay there for a while, meaning you don't have an assist for a bit. Try to limit the amount you call her, she's mainly an assist punisher, so keep her in that role.
Storming Flower:
Care to elaborate? Do you mean how to take on sent with IM-B?
That duo can be a bitch. Watch Combofiend play. It gets mad damage in, for once fuck up. Most of the time, sent will play run away, and throw IM in there for assist punishing and catching a careless point char. Try to bait IM out, and punish him with your own assist. If it's safe enough to do so, launch IM and dash in at sent (if sent is flying). A lot of the time, as soon as they see IM getting hurt, they'll move forward, lessening the gap between you two, and practically handing you a infinite opportunity. Inifinite till dizzy, or snap him to IM. I haven't seen too many IM players than can handle rushdown. A lot are decent, but nothing crazy. If I typed this and misinterpreted your question, correct me please. :)
Oh, and btw. If anyone has a question they feel they need to get answered faster, you can always hit me up on AIM. My handle is pUnKcHiLd8457
Anymore questions?
hey mixup or taiji, whoever reading it, is there any reason to use the sj lk lk, ad f hk fs setup instead of ad df lk hp? it (ad f hk) seems to put you a bit further back than the ad df one... just curious!
x b 4 t M a N x
10-13-2003, 07:45 PM
i dont see any real reason to use one over the other except to mix things up. the varied distance in the two combos can throw off your opponent.
Anti-Boi
10-14-2003, 04:48 PM
Deadeye is noob and doesnt know how to play MvC2 and gets owned in 3S by ken
..l.. (>_<) ..l..
Muahahahaha
Btw... MSP's the way to be =D
Anti-Boi
10-14-2003, 04:56 PM
Oh btw, ask Deadeye about Team Ugly, (if any of you know what it is) its his second best team and does pretty good damage, if you can reset correctly. >=)
De4dEyE
10-14-2003, 05:02 PM
Damn... go away. :p
And learn how to use cable for the love of god.
***.
Anti-Boi
10-14-2003, 05:09 PM
How do you use Servbot/DD/Tbonne? I heard its a gay team, rite dudeye? >< jp (i cant believe you killed sumone with that team tho) neways... no more of this nonsense deadeye started =D
De4dEyE
10-15-2003, 06:39 PM
Well, anymore actual questions? :p
Btw - if sent is flying low, you should mess around with mag's lp and knock him down. Good priority and it's quick. Most people already know, but ehhhhhhhhhh.
GeekBoy
10-15-2003, 07:05 PM
Originally posted by De4dEyE
Well, anymore actual questions? :p
Btw - if sent is flying low, you should mess around with mag's lp and knock him down. Good priority and it's quick. Most people already know, but ehhhhhhhhhh.
If he's flying that low, you might as well use Psylocke if you have her. Anytime Sentinel flies low enough that you can see any part of Magneto's head, Psylocke will hit him.
50mOrEcEnTz
10-15-2003, 07:17 PM
Originally posted by De4dEyE
Well, anymore actual questions? :p
Btw - if sent is flying low, you should mess around with mag's lp and knock him down. Good priority and it's quick. Most people already know, but ehhhhhhhhhh. is it worth giving sent unfly....hmm....matter of style....maybe
De4dEyE
10-15-2003, 09:07 PM
I meant, if you're desperate for him to get off you, use it. And if you don't have psy, just do that. Yeah he'll get unfly, but seriously though, he'll probably already have unfly, or get it a little later in the match. Not saying it's fine to give it to him, just saying it's an option.
ytwojay
10-16-2003, 08:11 AM
If Sent's in a position to get hit by a standing lp, why not sj and infinite him?
domination247
10-16-2003, 04:49 PM
ytwojay is pretty much right in this point .. and what would you do after a s.lp anyways .. its just better to either do the rom or the jump lp , lk , lp , lk infinit .. if you has an AAA the i guess s.lp would be ok ...
sents unfly
im thinking this is pretty much style thing .. if you fly alot then i think it would be better to have it , but taking the risk of getting hit all the time to get it back if you lose it would take its toll after while
im back now .. been moving .. my cable gets here monday .. thank fucking god . so new videos will be downloaded to my new computer and uploaded better hopefully by wendsday
De4dEyE
10-16-2003, 06:08 PM
Thinking about it now.. I don't know why I didn't realize that it was obvious that a infinite would be a better solution.. man, what I posted was some wack advice. My bad, guys.
domination247
10-16-2003, 10:29 PM
:lol: WE ALL HAVE OUR OFF DAYS :lol:
Anti-Boi
10-16-2003, 10:57 PM
..l.. (>_<) ..l..
Psst... if sent is alone, why dont you jus do a "soomighty"? its flashy and cool, even tho it does shiz damage:D
domination247
10-17-2003, 05:52 PM
Originally posted by Anti-Boi
..l.. (>_<) ..l..
Psst... if sent is alone, why dont you jus do a "soomighty"? its flashy and cool, even tho it does shiz damage:D
the point is to win . not look good .. what the point in doing something that takes shit damage with the risk of lossing
Anti-Boi
10-18-2003, 12:21 PM
Like I said, if sent is alone... obviously you should do it when ur winning, and its highly unlikely you'll lose trying it
De4dEyE
10-21-2003, 09:35 PM
Uh oh.. thread is slowly sinking lower...
*bump* :D
I know one of you guys out there has a question. Stop makin those other threads and head over here. D=
domination247
10-21-2003, 09:54 PM
im having trouble with the timing on the fast rom type infinite
its c.lk , c.hp , sj , hk , ad/df , lk , lk , sj , ad/df , lk , lk , sj , ad/df , lk , lk .. the most i have got on this is 3 reps it seems like im not doing it fast enough because the combo resets but they dont hit the ground or some time i just go under them and miss all together
De4dEyE
10-21-2003, 10:15 PM
To make it easier on yourself, space out the two lk's during the infinite set up (launch, fk, ad.df lk lk) evenly. Put a slight pause between them.
How I do it, is sj. lk lk, (here, you float a little above your opponent) with no pauses, then ad.df lk *pause* lk. That makes sure they stay at the same relative height throughout the entire thing. Just keep a pause between the last two lk's, and they won't float too high.
Hmm.. If the combo resets, it means you're not immediately hitting the lk after the aird dash. You have to do it very fast, since the hitstun from the lk is short. What method do you use for the infinite?
And if you airdash under them, that means you're not letting mags float above the other guy. Some people need visual help - Well, the indicator that you're at the correct height is the other guys head level with mags chest.
But if it's too fast for you too see, then just stick a pause in. (I love the pauses) Like this: Sj. lk, lk, *pause* ad.df lk, *pause*, lk. Then repeat. Note: You don't have to jump straight up, or airdash downforward. You can pretty much freestyle the infinite. Like sj forward, and aird-dash straight down, for instance.
Obviously you have to practice the infinite to get it down, but with what I wrote, now you can correct your errors a little easier.
And these pauses are hella short, less than a second, obviously.
Btw: Don't focus too much on the infinite.. it's not *that* great. :p
b00sdr1v0rz
10-22-2003, 10:22 AM
listen to everything dea3drf24deye said he's exactly right.
De4dEyE
10-22-2003, 08:21 PM
Oh.. you wanted the one without the lk's going up. Well.. you have to bring them lower than usual. Try doing a single lk up, two down to bring them around the required height. It takes a bit of practice to recognize the specific area you should bring the opponent into. Just bring them low enough, then do it.
De4dEyE
10-26-2003, 03:25 PM
Note.. you guys can ask questions in here, you know. :p
In other words... *bump*!
Syntaxsk8er
10-27-2003, 07:49 PM
How do you guys deal with a player using Cable with Doom's AAA? My opponent just waits until I get hit by Doom's AAA and get's me with an AHVB! I don't think snaping in another character works cause IMO Doom can be affective on his own and this particular opponent had Magneto as a third character, and I think everyone would agree not to snap him in. Anything would help. thanks!
digital bus
10-27-2003, 09:10 PM
Originally posted by Syntaxsk8er
How do you guys deal with a player using Cable with Doom's AAA? My opponent just waits until I get hit by Doom's AAA and get's me with an AHVB! I don't think snaping in another character works cause IMO Doom can be affective on his own and this particular opponent had Magneto as a third character, and I think everyone would agree not to snap him in. Anything would help. thanks!
uh...snap in doom? doom/cable AA is not exactly a powerhouse defence bro. plus if he has the team in the order cable/doom/mag, then there's no safe or even semi-safe DHC unless he uses 3 bars
you could try calling out a projectile assist like storm or an AA like psy if youre close enough to cut through doom, then just keep above cable and hitting him until you can get a combo into snapout
Syntaxsk8er
10-27-2003, 10:05 PM
Well considering his Doom was his weakest character, I guess a snapout would have not been such a bad idea, but what do you do when you face a good Doom player. Consisting of the same characters of course.
Thanks for your help.
projektx-
11-02-2003, 04:35 PM
question to anyone...umm
c.short c.fierce /\ rh addf lk, mk, rh xx hypergrav...c.fierce?!?
wondering if that will work? i know the original goes...
c.short c.fierce /\ rh addf lk, mk, rh xx hypergrav xx tempest, c.short c.rh xx hypergrav, c.fierce /\ [insert air combo here]
umm yea if anyone has any suggestions for good ground combos(airdash down combos w/ and w/out supers)
*and right now not really going for infinite/rom because im doing all this on a dpad..waiting for my arcade stick to come in...
De4dEyE
11-02-2003, 05:01 PM
First combo doesn't work. You can't combo a 1 hit standing rh into a hypergrav. Need a tempest to do that.
Most of Magnetos combos revolve around the staple Launch, fk, ad.df lk, lk. Just use that set up and mess around with it, you can usually do a rejump lk + assist, fp and continue from there.
Mixup
11-03-2003, 11:51 AM
I know u play team row and i didn't see this anywhere else in the thread.
Reverse team row
Launch, sj lk,fast fly lk,fp+magnetoXXhard drive, now wait for magneto beam to hit followed by dhc HVB.
Not many safe ways to get cable in with this team, this certainly helps
105+ dmg:D
projektx-
11-03-2003, 05:27 PM
question...
c.lk c.fp /\ sj.hk xx addf lk lk hk xx hypergrav xx tempest (otg) c.lk c.hk xx hypergrav xx c.hp/\ magic series xx hypergrav xx tempest
on the second tempest, after the air combo its unmashable correct? from what i heard...
De4dEyE
11-03-2003, 05:35 PM
projecktx: Nope, any solo hypergravXXtempest (i.e without an assist to help make it unmashable) is ALWAYS mashable.
Mixup: Dopeness. Finally I have a way to bring him in besides random CAHVBs. Gonna try this soon, thanks. :D
why don't people use the combo C.LK+Cable, C.LK XX Hypergrav?
edit: LOL i forgot the opponent can blok hitz
projektx-
11-05-2003, 10:11 PM
i've been using Mag-proj IM-antiair Sent-ground (which i think is combofiend...or sins' team...anyways) and i was wondering if any of you guys have any good tips on assist combos, or even change my line up? anything that can improve my mag team can help. :P:rolleyes: thanks.
De4dEyE
11-05-2003, 11:03 PM
That is Team Fiend. It's a good team.. unorthadox compared to the other Mag teams. Anyway:
Combos are somewhat limited with this team, can't go cr.lk + IM, cr.lk because IM comes out to slowly and won't combo. You *could* however:
Cr.lk + IM, cr.lk, wait a halfsecond, then lp em disruptor XX tempest. If done correctly, they'll fly right into it, taking pretty good damage.
Also, Launch, fk, ad.df lk, lk, rejump lk + IM, fp -
From here you have some options. You can do a hypergrav, though the IM assist will knock them out of it and then you OTG them with a cr.lk, cr.rh and go on from there. You can also simply do a tempest- that's one of this teams basic damaging combos.
For the Sent assist, combos are limited also. You could launch, rh, ad.df lk, lk land, then 1 hit fk + sent assist, hypergrav XX tempest. Unmashable, since the drones hit them if they try to get out of it.
Otherwise, call sent drones while rushing, to help cover your approach. IM assist is great for punishing other assists, hits hella hard. Don't forget to learn how to use IM. Some people pick him solely for his assist, and if forced to use him on point, go for a blind jumping jab. Just learn how to use him well, and this team functions a lot better. Hmm.. some other stuff tomorrow.. gonna sleep.
Mixup
11-05-2003, 11:46 PM
I can't teach you to play magneto but i can tell you some shit
fighting storm/sentinel/cyc or capcom is a fucking bitch with this team:mad:
50mOrEcEnTz
11-06-2003, 05:21 AM
Originally posted by Mixup
I can't teach you to play magneto but i can tell you some shit
fighting storm/sentinel/cyc or capcom is a fucking bitch with this team:mad: would you agree w/me mixup that playing magneto on team combofiend or m/s/s is mad different (not sure whether its better or worse, juss different) than you would say...m/s/p or m/s/t
because i have played team fiend so long that i can't play an m/s/t good or an m/s/p good, isn't it better to rushdown with lights when you have the c.lk, c.lk option, but more with rh's if you are with sent-y. i still use lk's to rushdown if i want a snapback, or maybe if i feel like tryin to go into the infinite from the launch, but yeah...opinions from a knowledgable mag would be nice
Mixup
11-06-2003, 09:48 AM
the use of lights or fierces is all situational dependant for me
is it cross-up time? a multiple high or a single high low?
am i worried about hitting assist with my shorts and losing the point char if i hit them first?
am i setting up another rushdown string or do i want to go for a real tricky set-up now?
I think the largest part of playing a good team combofiend is to play extremely patient with your magneto, not easy to do.
It's a wierd team
Basically you have the meter builder/ the vessel to get you to 3rd char via dhc aka toofucking good aka proton cannon dhc/ sentinel the fucking robot.
I can't think of a single team in the game like that other than the fiend.
Gotta keep magnus and sentinel healthy, to me, ironman barely matters on the team, he's just a super and a barely above average tri-jumper who loses to everyone who matters nearly.
Don't mind me, i'm short on sleep and i feel like bitching about ironman
:p
projektx-
11-06-2003, 04:47 PM
lol. thanks for the help guys. ill give'em a shot.
BaekBob
11-09-2003, 03:08 PM
Originally posted by da_dragon
aite important question/scenario
assits hits opponent..doesnt matter what assit mag/sent whatever..u follow up into infinite..what would u guys do to end the combo...u have no unmashable u can do cuz u used up ya assist and would u take the risk of them mashing out a hypergrav tempest? shockwave is out tha question cuz odds are u already in the corner plus dmg scaling is a bitch.. Would u also take the risk of the of them succesfully blocking ya resets cuz where i play people are blocking alot my my shit...even some of my new shit:(... so how would u end it.. i find myself dhc'ing into storm alot but i usually like to keep mag in there after a dead character so i can keep pressure on em...what would u serious mag players do? i also find myself doin taiji's flying screen setup for a reset after infinite too..feedback plz
Can anybody tell me how to do taiji's FS setup?
Also, I need some advice on fighting Cable/Cyclops with MSP. How the hell do I beat them? All my friend does is call Cyclops, jump back HP XX AHVB. It's scrubby as hell but Cyclops almost always catches me when I rush Cable down. When I wait for him to call Cyclops, I counter with Psylocke then Shockwave, but AHVB still hits both Magz and Psylocke. If I instead choose to launch Cyclops and do sj. HP, ad.df HP, AHVB also hits me.
It's so damn frustrating when I lose to such a scrubby player. Help!
Magnetic Hail
11-09-2003, 06:02 PM
any tips for learning the slide method for tri jumps, infinites, whatever? I either use the thumb or quickly move fingers but never slide. I wanna learn slide coz it seems like it's easier once you get the hang of it, any tips for learning how to slide proficiently ?
De4dEyE
11-09-2003, 06:37 PM
BaekBob:
Taiji's FS set up is: Sj. lk lk, ad.f lk fp/rh.
Cable/Cyke is difficult duo to get past, but not impossible. Dashing in and blocking once Cyke is already out and taunting usually baits the Cable player into wasting a meter, thinking you're going to launch his assist. Judging from your post, you need to learn how to attack safely. Trying to shockwave Cyke just gets you killed. Trying to launch and fierce him while Cable has meter is just retarded. Punish cyclops when Cable has no meter. Other wise keep moving forward, but be prepared to block Cyke. Generally, you can sj and ad.f, and if he calls cyke anyway, you'll land between them and have a couple seconds of free rushdown on Cable. Just block more.. don't take any uneeded chances.
BaekBob
11-10-2003, 03:57 PM
Originally posted by De4dEyE
BaekBob:
Taiji's FS set up is: Sj. lk lk, ad.f lk fp/rh.
Cable/Cyke is difficult duo to get past, but not impossible. Dashing in and blocking once Cyke is already out and taunting usually baits the Cable player into wasting a meter, thinking you're going to launch his assist. Judging from your post, you need to learn how to attack safely. Trying to shockwave Cyke just gets you killed. Trying to launch and fierce him while Cable has meter is just retarded. Punish cyclops when Cable has no meter. Other wise keep moving forward, but be prepared to block Cyke. Generally, you can sj and ad.f, and if he calls cyke anyway, you'll land between them and have a couple seconds of free rushdown on Cable. Just block more.. don't take any uneeded chances.
Block Cyclops and then taunt? As in hitting START? Would that recover fast enough to block the AHVB?
About sj.ing and then ad.f, at which height of the sj. do I need to ad.f? He never calls Cyke unless my sj. is almost at the end and I'm almost on top of his Cable. If I ad.f at that time, then I think Cyke will still hit me. If I ad.f at the top of the sj., then he will never call Cyke until I'm about to land, anyway.
You're right though, I do need to learn how to attack safely, though I guess I'll develop that through time as I'm still a noob. When I ever manage to get to his Cable, then I can beat him with rush down and resets. What frustrates me is when Magz gets killed without even getting his hands on Cable. Thanks for the advice and the taiji's FS reset.
Magnetic Hail: Since you know the thumb method then I suggest you stick to that. It may seem like I'm newb enough to make me unqualified to give advice, but I can do the SJ infinite well...:)
BaekBob
11-10-2003, 07:28 PM
Another scrubby question: When do I pushblock out of Blackheart's Inferno xx Heart of Darkness? And do I immediately jump forward after the pushblock? No matter when I pushblock, I can't get my character jump out of HoD... Thanks
De4dEyE
11-10-2003, 10:44 PM
BaekBob:
Errr no. I didn't mean for you to taunt, I meant, dash in and block while Cyclops is taunting. Sorry for the misunderstanding. Anyway, don't ad.f too low to the ground, if you do, Cyke has a good chance of catching you with his fist rather than his optic bullet thing, and that = death for j00.
Does he stay on the ground when he calls Cyke? Or does he superjump? Anytime he sj's after he calls cyke, that's a perfect time to get in 2-3 fierces in on his assist. If he stays on the ground, just dash in while making sure Cyclops is still out and doing his taunt. He can't back up forever - eventually he'll put himself into a corner.
Once he's in a corner, wait till he calls Cyke again. Something you can do is if timed right, you can dash under cyke when he's at the peak of his gene splice. Then kill Cable. If he superjumps to try and get out of the corner, sj with him and use a fp throw to send him back.
And you pushblock the Inferno, let the stick go neutral for a second, then jump out. I've heard you can just block the Inferno and DASH out.. dunno. Never tried that one.
Mixup
11-10-2003, 10:48 PM
just gotta continually move around the tiger knee grenade + cyc pattern until you see small opening with the cables movement. Let him set himself up for some rushdown/cross-ups...
Also, a good thing to do vs cable is dodge the cyc assist, get in close, guard break when he regular jumps back. Training the person to jump is a good way to set it up.
RowJoe
11-11-2003, 09:27 AM
Please help me because I almost can do the ROM/jump infinite done by SooMighty on the Evo 2K3 5 vs 5 video. I just can't seem to get the timing right for the ROM inifnite and it's really frustrating me because I can do other Sj infinites fairly well. One's on the Shoryuken MVC2 advanced tactics video. It's the one done on Blackheart and occasionally Sentinel. It's done like this: launch, FK, ad/df, down lk,lp,lk, land, sj lk,lk. I thought the timing should be similar to that infinite but I can't ever keep the infinite going in one combo.
projektx-
11-11-2003, 12:15 PM
Q: any tips on getting the timing down correctly on the tri-jump? / rom infinite?
i can do up to here... c.lk c.fp /\ a.ddf lk lk \/ /\ lk lk...then i addf, i seem to either dash on the other side of the char, or the char is already too low?!? any tips? maybe im just timing the lk too slow.. -_- :( :bluu:
sHiNeRiK
11-11-2003, 12:42 PM
You should just wait until Magneto floats above the other character. Then you addf+lk.
Picolo
11-11-2003, 07:21 PM
what is better slide or thumb?
BaekBob
11-12-2003, 12:30 AM
De4dEye and Mixup: Thanks for the help.
De4dEye: About the taunting thing... that was some stupid stuff on my part:rolleyes:
What his Cable does is call Cyke, normal jump back, then Fierce. If he sees Cyke hitting me, he cancels the Fierce with AHVB. Yeah, I believe backing him up to a corner would make things easier for me. Thanks!
BTW, I've tried pushblocking Inferno and then either jumping out or dashing out, but I get hit with HoD. Anyway, I still need to practice more to get the timing down.
Picolo: I'm with thumb all the way. Less movement of the hands... and I'm used to it because of Tekken Tag.
da_dragon
11-12-2003, 05:13 AM
Originally posted by Picolo
what is better slide or thumb?
sliding:D
But doing it both ways is beastly..
sHiNeRiK
11-12-2003, 07:46 PM
slide. :D
De4dEyE
11-12-2003, 07:53 PM
potts: Sliding is easier.. thumb is mose reliable.
And yes I know you already know all this. :p
projektx-: If you're dashing BELOW them, you're not letting Magneto float above his opponenet like he's supposed to. If you're dashing ABOVE them, then you're simply waiting way too long to ad.df lk lk.
projektx-
11-13-2003, 12:28 AM
thx deadeye...hey do you play at Milpitas GolfLand?
Magnetic Hail
11-13-2003, 04:51 AM
when you do an infinite with mags until 40-50 hits then snapback, guard break and infinite 40-50 hits.........is this even possible or will the next character get dizzy because of the previous infinite on the other character ?
I remember soo mighty doing an infiinte on mags, killing him then guard break sent then lk lk and sent got dizzy i think,can't remember.
da_dragon
11-13-2003, 05:15 AM
Originally posted by Magnetic Hail
when you do an infinite with mags until 40-50 hits then snapback, guard break and infinite 40-50 hits.........is this even possible or will the next character get dizzy because of the previous infinite on the other character ?
I remember soo mighty doing an infiinte on mags, killing him then guard break sent then lk lk and sent got dizzy i think,can't remember.
sent dizzied because soo did the infinite and some resets on him to like 40 hits then he snapped him out..so when sent came back in and got guardbroken and go thit again its like the meter contiuned where it left off on sent...
But if u do infinite to 40-50 then snap on diff character they wont dizzy out..becuase thats a new combo on a diff person...
Mixup
11-13-2003, 08:50 AM
Even if you snap in new person it randoms out sometimes and dizzies the next guy. Sometimes only after a few hits. I should know believe me:rolleyes: :p
hadoken king
11-13-2003, 09:03 AM
why is it that doing rom on certain characters.. (i'm not talking about weight like, sent over cable).. is completely different timing...
for example, doing it on storm is really hard for me, but doing it on cammy isn't as hard, even though they're in the same weight bracket, and they're relatively the same size.
btw, i'm just learning rom, after playing alot this weekend, i think i'm finally getting it... i got it on sent for 30 hits not counting setup (35 total) last night, and that's the highest i've ever gotten... highest on a small character was cable for 16 hits, not counting setup (22 total)
domination247
11-13-2003, 11:30 AM
Originally posted by hadoken king
why is it that doing rom on certain characters.. (i'm not talking about weight like, sent over cable).. is completely different timing...
for example, doing it on storm is really hard for me, but doing it on cammy isn't as hard, even though they're in the same weight bracket, and they're relatively the same size.
btw, i'm just learning rom, after playing alot this weekend, i think i'm finally getting it... i got it on sent for 30 hits not counting setup (35 total) last night, and that's the highest i've ever gotten... highest on a small character was cable for 16 hits, not counting setup (22 total)
i think i talked about this befor .. anyways .. i think its because some char have diffrent weights making them fall faster or more slow .. an easier way for ME to get around this is for lighter chars is to use only one lk on the way up and not 2 .. for big chars like sent jugs blackheart its pretty much nonstop . same thing gos for hulk to .. this is just my guess from playing but i could be wrong
domination247
11-13-2003, 11:34 AM
is it at all possable to do slide infinite on people like jugs and sent ?? i can wiff lk and land fast enough but i cant get the c.lk fast enough to bring them back up :confused:
da_dragon
11-13-2003, 02:16 PM
Originally posted by Mixup
Even if you snap in new person it randoms out sometimes and dizzies the next guy. Sometimes only after a few hits. I should know believe me:rolleyes: :p
werd, thats gay
never had that happen to me but marvel is random:bluu:
50mOrEcEnTz
11-13-2003, 04:28 PM
ground infinites are juss for show huh? cuz ryte now im learnin just about all of his ground infinites in order to take my tri jumpin to another level.
Magnetic Hail
11-13-2003, 05:26 PM
still having trouble sliding :( sometimes even the tempest comes out :bluu:
projektx-
11-13-2003, 05:58 PM
speaking of infinite...can someone post the slide infinite? thanks.
De4dEyE
11-13-2003, 06:24 PM
If you can completely master his ground infinites, then they can become practical.
projektx-: http://www.shoryuken.com/forums/showthread.php?s=&threadid=42265&perpage=15&pagenumber=3
3rd post down.
And I have no clue if it's possible to do the slide infinite on the big guys.
sHiNeRiK
11-13-2003, 07:09 PM
hk throw [c.lk, c.hk, sj, addf+lk]
FezGui
11-14-2003, 12:05 AM
Originally posted by hadoken king
why is it that doing rom on certain characters.. (i'm not talking about weight like, sent over cable).. is completely different timing...
for example, doing it on storm is really hard for me, but doing it on cammy isn't as hard, even though they're in the same weight bracket, and they're relatively the same size.
btw, i'm just learning rom, after playing alot this weekend, i think i'm finally getting it... i got it on sent for 30 hits not counting setup (35 total) last night, and that's the highest i've ever gotten... highest on a small character was cable for 16 hits, not counting setup (22 total)
Just keep practicing it constantly, and try to change it up with 1lk up and next time around 2 lk up but it's all about timing and hitting at the right time, also adjusting b/c unlike sentinel it's not repetition of same thing, you must be able to adjust very fast and after practice you don't even have to think about it...
also...I agree with ekin, slide infinite is just for show, no one uses it unless they're tryin to prove something or are just conceited...
BaekBob
11-14-2003, 01:27 AM
I'm sure everybody knows this reset: Launch, sj. HP, ad.df HP, land, jump, call Psylocke then air dash to the other side. I haven't seen anybody escape this. So how do you actually escape? Thanks.
domination247
11-14-2003, 02:02 AM
Originally posted by BaekBob
I'm sure everybody knows this reset: Launch, sj. HP, ad.df HP, land, jump, call Psylocke then air dash to the other side. I haven't seen anybody escape this. So how do you actually escape? Thanks. if im right ..... IF .... all you need to do is block regular meaning if mags dashes under left to right you need to hold left and vice-versa again i could be wrong again...
man i really fucked up when i got all my resets confusd :o :confused: :(
domination247
11-14-2003, 02:08 AM
ok so i was sitting here trying to get the slide infinite on big people half hour befor i had to leave for work .. not once did i get it , BUT , i cam up with this .. not sure if it works all the time cause the max i got was 5 hits but it gos like this
c.lk c.hk tri-jump+hk c.hk tri-jump+hk
i dont know if its going into fly screen or im just not going fast enough but fucked if i know ... if i come up with anything i'll let you know
Remy Martin
11-14-2003, 02:27 PM
why not just sj cancel the HK instead of doing a tri jump hard kick? You can go into the ROM infinite off of that
c.lk c.HK tri jump HK c.hk sj cancel hk ad/df lk lk bam ROM infinite. Just as many heavy attacks and you dont have to end your combo so early.
but always remember this combo is extremely rollable so use it sparingly.
Remy Martin
11-14-2003, 02:35 PM
Whenever anyone does launch FP ad/df FP I almost expect them to call psy and dash to the other side.
Just watch magneto closely and block accordingly, dont let the assist confuse you just block away from whatever direction magz goes. The nore you have this reset performed on you the easier it will be to react to and block. i suggest staying away from blocking resets by prediction that will get you fucked up in the long run. Just keep your eye on the magneto.
I know you didnt ask for all of this but i posted it anyways.
BaekBob
11-14-2003, 03:19 PM
Originally posted by Remy Martin
Whenever anyone does launch FP ad/df FP I almost expect them to call psy and dash to the other side.
Just watch magneto closely and block accordingly, dont let the assist confuse you just block away from whatever direction magz goes. The nore you have this reset performed on you