View Full Version : Learning Magneto tactics/patterns/options etc..
da_dragon
12-25-2003, 06:56 PM
iight kinda bored and fucked up from drinking too much..so ima post some shit
First and foremost ima say by no means am i saying my magneto is one of the best out there...i just played with him long enough to share some shit, so here it goes:
Magneto Basic's
iight...first when playing with magneto it is really important to have rush patterns...SAFE rush patterns, sure magneto is the king of rushdown and it may seem when people play with him they dash in alot..yea they do, but good players rush in carefully. I'm not saying that u can rush safely all the time..cuz sometimes u get impatient and do dumb shit like run into cyclops or capcom or what not...but always try and play it safe..remember not to triangle jump recklessly cuz it WILL get u killed..especially by storm's rh...try and rush them while they are in blockstun via cyc/sent/psy etc.
There are many different ways too perform the triangle jump but these two are the most popular ways:
The slide method
Index and middle finger on the two punches...perform a superjump or reg jump, then move the stick to down/forward and quickly slide your fingers from the two punches down to either lk or rh..this will cause magneto to superjump and dash down quickly and perform an attack as an overhead..a very important part to magneto's rushing arsenal
The thumb method
Another way of performing the triangle jump...first put your index and middle fingers on the two punches and your thumb on either lk or rh, depends on which attack u wanna use...again do a superjump or reg jump, then move the stick to the down/forward position and press the two punches with your index and middle fingers then quickly use your thumb to press either kick...this is the other way to perform the tri-jump
personally i prefer the sliding method but its your choice..also reg jump trijumps tend to work better than sj trijumps sometimes because when u sj the blue splash comes up and your opponent will kno to block high..also when tri-jumping with the reg jump, lk works better than rh becuase its comes out quicker
Now that u kno how to triangle jump u need patterns to make this technique effective...rush patterns are to trick the opponent into blocking wrong and then u hit them which should equal dead character, i'll list some patterns that are used alot by me n other players...obviously these patterns should be done when u are close to the opponent and not full screen lol **tj. will mean triangle jump**
Rushing patterns - if any of these hits connect u should go into the launcher to combo them
- dash in c.lk [ low attack]
-tj.rh, c.lk
-tj. rh, tj.rh, c.lk [two overheads then a low]
-tj. rh, c.lk, pause, c.lk [tricks opponent into thinking u will go high but instead u go low]
-c.lk, tj.rh, then call your assist and trijump to the other side and hit them with a rh...this is a crossover
Man there is so many rush patterns its hard to cover them, just experiment and come up with your own..these are the ones that are most used when u are in a clinch and cant be too creative lol
when rushing always be wary of the other persons assists because u will get hit of u do these patterns carelessly..drop your assists to protect you while applying pressure...dont throw out the c.hp if it is going to get blocked because it can be punished so be careful of that...rushing patterns also change when u have certain assists...like psy/cyc etc but i will get into that another time
Anyways on to other things...
[B]Magneto's options
During certain situations magneto's options increases...for instance when he has the opponent in the corner or when he performs certain combos...
c.hp, sj, sj.rh, addf, ad.lk ad.lk land
this is magneto's bread and butter...where he has sooooo many options..once u land this combo you should be able to kill your opponent from here with these options
after this combo you can do the:
- ROM infinite
- s.rh xx shockwave [guaranteed damage]
- dash to the other side for a crossover [not guaranteed]
- same side reset [not guaranteed]
- throw [can be teched]
- snapback
Some players go for the shockwave combos because it is guaranteed dmg and u have a couple options after it...
[I]options after shockwave combo
- call assist like storm and trijump to other side for crossover
- throw [qcf+rh after the shockwave]
- trijump after the shockwave to land another combo
ROM infinite options
ALOT of players go for the rom infinite after that combo i listed..i am one of those players lol...magneto has so many options during this period its not even funny..this is how he kills whole characters...
options:
-ROM infinite to 40 hits and unmashable tempest[should be 90-95% damage]
-crossover and same side resets
-throw
-snapback
-s.rh xx shockwave [not really worth it cuz after 15 hits the damage scaling fucks u up ::bluu:: ]
basically the rom infinite just inflicts more damage and gives u the same options u would get if u did the reg dashdown combo plus u also get the opponent nervous because they dont know what u are gonna do to them while they are in the infinite
Now i will list some resets for u...basic ones and fancy ones..basic shit works well tho
[I] Resets - do these after performing the rom infinite or after performing the dashdown combo
- dash under c.fp[crossover]
- dash under c.lk+psy, c.lk [crossover]
- tj.lk, c.lk, c.fp [same side crossover]
- tj.lk, c.lk+psy, c.lk [sameside]
- call psy dash underneath s.lp [cross]
- dash under, tj.rh, c.lk, c.fp [crossover]
- dash under, tj.lk to where u were(whiff), c.lk, c.fp[sameside]
- dash under c.rh, tj.rh, c.rh, hypergrab, launch [crossover]
- call sent-g, rh grab, s.rh xx shockwave [throw reset]
- call sent-g or storm-a, dash under, c.lk, c.lk tempest [crossover-unmashable]
- sj.lk ad df to other side, ad.lk, dash back under, c.fp [jose garcia crossover]
- sj.lk, addf to other side, ad.lk, ad.lk, land, start rom infinite[crossover]
-sj.lk, sj.lk addf fierce(whiff), trijumping lk back to where u were(whiff), c.lk, c.fp[crossover- kinda fancy]
there are alot more but i dont feel like listing them now
Corner options- iight magneto's best friend is the corner..he tears apart people in there, in the corner people tend to use throw resets alot because they are unrollable..but dont get predictable because good players will see them coming and tech hit
Basically in the corner when u hit them go for the dashdown combo and try to cross them up or rh grab
rh grab options while in corner:
- if u grab them on the floor..otg with c.lk, c.rh, hypergrab into whatever
- if u grab them while they are at reg jump height u can do two lk's on the way down then land and start the rom infinite for more options..crazy shit...
The triple fierce-c.fp, sj, sj.fp, addf, sj. fp, sj.rh, land, c.rh
this combo hurts alot..basically a good 50% combo, plus u can do shit after u perform it...crossovers mainly
Some people stop after the 2nd fp then try to reset the opponent..its works real well, for instance after the 2nd fierce the screen goes into flying screen and as the opponent is gettin up u can call psy then reg jump ad forward for a crossover or u can do a reg jumping trijump with lk for a really quick overhead
When performing triple fierce in the corner u can also extend it ...this is how it would look...-c.fp, sj, sj.fp, addf, sj. fp, sj.rh, land, c.lp, j.lk, j.lk, j.fp land rejump and grab - this works real well and if the opponent techs the throw u can GB them after..really useful...whichever throw u use at the end can be comboed after
- thanks to taiji and reset for adding to the thread:D
Reset
12-25-2003, 09:07 PM
The part where you said to superjump before a tri jump isnt necessarily true. 90% of the time i find myself doing normal tri jumps because most of the time they should come out quicker and you could pull them off more rapidly; thats just me.
one thing curious about the sj.lk air dashdown/forward lk reset is that the chances of it being successful increase if you do a little assist combo right before it. like if you did the rejump combo with sent-a from the rom infinite into that reset I guess it takes a little suspicion off any reset I guess. unless you get somebody that constantly blocks the opposite way like i do.
da_dragon
12-25-2003, 09:19 PM
Originally posted by Reset
The part where you said to superjump before a tri jump isnt necessarily true. 90% of the time i find myself doing normal tri jumps because most of the time they should come out quicker and you could pull them off more rapidly; thats just me.
one thing curious about the sj.lk air dashdown/forward lk reset is that the chances of it being successful increase if you do a little assist combo right before it. like if you did the rejump combo with sent-a from the rom infinite into that reset I guess it takes a little suspicion off any reset I guess. unless you get somebody that constantly blocks the opposite way like i do.
yea i kno the part bout the superjump aint alwasy true..i forgot to add in that reg jump works too..thx homeslice:D
anyone feel free to add to the post so the new cats wont keep making threads...yea that thing bout adding an assist b4 reseting works real well too..thx for reminding us:D
Reset
12-25-2003, 09:39 PM
I agree that magnetos best friend is the corner. One reset that i do is cr.lk, cr.hp(launch) sj.fp airdash down/forward fp, fk(otg) cr.lp into a standing medium punch which launches them. pause for a second then normal jump up to them and throw them with fp. you could either land with lk, mk and start the rom infinite or call sent-a into unmashable.
yeah man, i kno what you mean with people constantly making new threads asking stupid questions where they could probably look it up. thats why i rarely post.
taiji
12-26-2003, 12:52 AM
vs. sentinel and others, don't forget to use s.wp and s. rh.. people sometimes forget about those moves
some patterns/reset -
dash s. wp then
* d. wkwk psy
* d. rh into otg, or wiff tjump dash back to catch roll
* fp/rh throw (if it wiffs while they crouch & yr close enough, throw is instant
* tjump front or cross over
* call aaa and block
etc..
da_dragon
12-26-2003, 06:36 AM
next section i'll prolly try to make would be magneto's matchups...that should take awhile so any one of you guys input would help me:D
thx
evilj
12-26-2003, 11:00 AM
can someone elaborate on rushdown patterns. the problem i have with magneto is properly using triangle jumps for mixups.
obviously i would use triangle jumps that are low and fast ones, not high ones for these type of situations. normal jump lk would probably be the best to overhead since its hard to see.
with tron project assist, this is not a problem because of the ridiculous blockstun. once i get a close short+tron, i can start doing lows and overheads and they must block.
but with psy assist this becomes a problem. since psy provides little blockstun, any mixup i try is beaten easily by jump back. the same with sent-a even though that assist provides more blockstun.
ie. dash in short+psy, short- triangle jump kick, this is very basic, and its pretty easy to block too, but sometimes they can jump out before the triangle jump, there must be something im doing wrong, aside from possibly doing triangle jumps faster.
the only thing i can think of to fix that problem is to call psylocke on the 2nd short.
Reset
12-26-2003, 01:42 PM
first off why not just tri jump when you dash up to them. if they block it gives you enough stun for a second tri jump or a low attack.
try using normal tri jump hk or its super jump version. it may be slower than lk but it as more priority and safer to use on people on the ground that try to out prioritize you such as storm. although be careful on her because most of the time s.hk owns mags.
Neo_Slasher
12-26-2003, 10:32 PM
just to contribute to this thread(this thread should have a lot more replies)
if you have IM you can do some shit as well when doing rom infinite after one to three reps connect the hk(one hit)+im AAA xx hypergrav follow up with c.lk , c.hk to whatever infinite, reset, snapback or you can hypergrav xx tempest for an easy unmashable instead of the c. lk, c.hk follow up for sweet damage (Try to connect the hk with the enemy point being as low as possible if going for the unmashable) , don't forget the IM reset (after downforward combo lp+IM whiff, hp throw to c.lk , c.hk to ROM , shockwave , hypergrav to snapback , ect.
this is more effective if you play Mag/IM/Psy rushing with psy safe and sound, should end up in rom to the hk+IM shit i just posted since psy doesn't do as much damage . Having the PC framekill , psy's alpha counter and IM/psy should keep the opponent infinited the whole fight.
also if the opponent is exposed to punishment or if you connect a Tj. and you want to hurt quickly your opponent do c.lk, s.hk(one hit) xx hypergrav xx tempest for 3/4 of health or the c.lk , c.hk follow up. Team Combofiend is another strong team to use this , also with drones you can rush like mad and have cover as well as nice cross ups.
P.S. Enough of the IM beasting and just a random thought.
after a few high/low patterns ppl should try c.lk to dash in hk throw near the corner so you can juggle with c.lk, c.hk to whatever to mix things up a bit :evil:
hope this helps and happy rushing:lol:
da_dragon
12-27-2003, 07:22 AM
Magneto's Matchup's
Iight we all know magneto has his share of good a bad matchups...i'll try to share some knowledge of how to deal with the top 4 characters when using magneto
Vs. Magneto
This matchup can go either way..depending on the skill of your opponents magneto...from what i have played, whoever gets the 1st hit wins this matchup. This matchup will consist of alot of fierces and roundhouses. Don't try too hard to get the 1st hit in the beginning of the match cuz u never kno when u might get hit with their assist which will kill u. A good opening would be to call your assist and jump back, or if u have an edge against your opponent u can start of with the lk's. Try to avoid the other persons assist or it will equal death...call your assist and sj.fp ad db fp to build meter. When u do decide to rush in always be careful of the other persons assist and use safe rushdown patterns..try to avoid throwing out random c.rh's cause they will take advantage if it was blocked. The key here is to land that 1st hit but be careful while doing it...if your magneto is running low on life u should have 2 meters by now to safely dhc into someone else(storm/sent)..or counter someone in(cable). Once u do land that hit with magneto u can do two things...kill magneto or snap out his assist(psy/cyc/etc.), the smart thing would be to snap him out and kill his assist because they can be very annoying during the fight and killing them would make your life much easier, if u decide to kill magneto himself(cuz we kno what that fucker can do), guaranteed damage is always good so ROM to unmashable works well for a good 95% or just a simple shockwave combo takes off about 75% of his life then u can cross/grab him whatever u choose. Also during this matchup dont forget to punish his assist so he wont call them too much...for instance if he calls psy every minute punish her with the triple fierce when its safe. Other than that this matchup can go either way, u just have to be careful.
I'll make more matchup's later because im kinda busy right now:)
BTw i'll only do the big four...if anyone else wants they can do the other matchups(SD/BH/IM/Spiral) etc.
I cant do SD cuz i absoloutley suck at fighting them with magneto:(
CapCom_jeff
01-26-2004, 05:53 AM
how to post a character like magz above your name????? pls.
help to do coz i dont know how to do.....tnx...:confused:
myleftshoe
02-03-2004, 06:30 PM
What are some good gaurd breaks in the corner after they tech hit some thing in the super jump screen.
Example: launch sj.lp, sj.lk, sj.lp, throw. Really easy to tech.
What's a good gaurd break in that situation?
tr4il
02-03-2004, 06:39 PM
to all posting in effort to help stop these "nubish" posts flooding the forums -> :cool:
da_dragon
02-03-2004, 07:32 PM
Originally posted by myleftshoe
What are some good gaurd breaks in the corner after they tech hit some thing in the super jump screen.
Example: launch sj.lp, sj.lk, sj.lp, throw. Really easy to tech.
What's a good gaurd break in that situation?
the reg GB works well...sj.lk ad df lk lk
or u can do the unescapable...sj.lk sj.rh ad df lk lk
Maverick01010
02-14-2004, 11:46 PM
I rarely use the hp throw cause I find it easy to escape from if they fuck up the fallow ups and hk throw makes it easy to set-up ROM infinite or more hk throw resets. I also agree with mags best friend is the corner, but it also helps if you have a good assist character, i.e. Sent/Cyke/Psy/Tron. I say this because if you have an opponent in the corner having cable per say as your only other character decreases your options cause of the way his assist works , i.e picking the character up and away. This limits what you can do if conected and if missed cable provides them with a way out of the corner. If they decide to combo him with the tripple firce combo then you must worry about cable and can no longer focus on keeping them in the corner, thus giving them those vital seconds to escape the corner and the iminent death that it holds for them. This is just me and my view. I'm not the best player but I thaught I might just add another point of view for fellow mags players.
Neo_Slasher
02-15-2004, 06:10 PM
i'm starting to use mag/cyke more often so... what are the best options after lk+cyke, lk ? just to get your opinions guys.
also any resets to unmashable with cyke are really appreciated.
thanx in advance :D
Mickey D'
02-16-2004, 05:27 PM
Originally posted by:
i'm starting to use mag/cyke more often so... what are the best options after lk+cyke, lk ? just to get your opinions guys.
also any resets to unmashable with cyke are really appreciated.
thanx in advance :D
I saw a video of soo use that team a couple of times...
This is really basic but i'll post it up anyways:
c.lk, cyc, c.lk, cyc hits, rush under opponent, sj, hk, ad/df, lk, lk, ROM
geez...i hate:
Mags/Cable/Cyc aaa.....to anti rush...yet to rush at the same time.....the possibilities!:eek:
Neo_Slasher
02-16-2004, 06:09 PM
Originally posted by Mickey D'
I saw a video of soo use that team a couple of times...
This is really basic but i'll post it up anyways:
c.lk, cyc, c.lk, cyc hits, rush under opponent, sj, hk, ad/df, lk, lk, ROM
geez...i hate:
Mags/Cable/Cyc aaa.....to anti rush...yet to rush at the same time.....the possibilities!:eek: yeah that's what i thought... , also i use dash under sj, hp ad/df hp and atempt to reset but i wonder if there's an unmashable for mag/cyke and a reset unmashable as well, and yes mag/cable/cyke = anti-rush + safe rush down and having potent Alpha counter for both long and close range that can be followed up by super makes this team one of mags top although at least where i play ppl don't use it...
da_dragon
02-16-2004, 08:22 PM
Originally posted by Neo_Slasher
yeah that's what i thought... , also i use dash under sj, hp ad/df hp and atempt to reset but i wonder if there's an unmashable for mag/cyke and a reset unmashable as well, and yes mag/cable/cyke = anti-rush + safe rush down and having potent Alpha counter for both long and close range that can be followed up by super makes this team one of mags top although at least where i play ppl don't use it...
mag/cyc unmashable
dashdown combo, land, infinite to w/e reps, j.lk+cyc, j.rh, ad UF, tempest...chunks of life on that one
Neo_Slasher
02-17-2004, 03:48 PM
Originally posted by da_dragon
mag/cyc unmashable
dashdown combo, land, infinite to w/e reps, j.lk+cyc, j.rh, ad UF, tempest...chunks of life on that one
thanx dragon just tried it and it hurts:cool:
again thanx and p.s. when could you post the vs.storm? that biatch's s.hk when landed means my magnus just died...
i can't wait for some tactics to rush in with mags n while at it preventing the s.hk to DHC of death and how to stop the hail storm chipping:evil:
j1lLFaN
02-17-2004, 06:09 PM
Mag (Proj.), Storm (Proj.):
Who's left?
These are the people I've been considering:
Tron (Proj.) - Nice Damage, but too many projectiles w/ no AAA
B.B.Hood (Proj.) - Awesome setups, but again, no AAA
Iron Man (Proj. or AAA) - I think this one is okay, but I dont know if IM works that well with this team. Plus, I'm just starting Iron Man, so I dont know too much about his style of play.
Psylocke (AAA) - 'Nuff said. But I was trying to find som1 not as popular to use with Mag/Storm
Cap. Commando (What else?) - could someone tell me about this if they use it? I have no idea where to start.
Cyclops (AAA or Expansion) - I just learned about cyc's AAA, until then I was using cyclone Kick. It's quite hot as an assist.
Any more? Any tips on any of those?
da_dragon
02-17-2004, 06:14 PM
Originally posted by Neo_Slasher
thanx dragon just tried it and it hurts:cool:
again thanx and p.s. when could you post the vs.storm? that biatch's s.hk when landed means my magnus just died...
i can't wait for some tactics to rush in with mags n while at it preventing the s.hk to DHC of death and how to stop the hail storm chipping:evil:
might as well do it now since i aint got shit to do lol
Vs. Storm
One of magneto's bad matchups. THis fight can go down the gutter really quickly if she has sent to dhc to, we all know the dhc of death, aviod it at all costs. If shes running away dont chase her, wait for her to come down and cross her up wid your aaa. Build meter whiles she throwin fierces in the air just in case you need to get mag out safely. I learned u have to play extremely cautious and wait for the "opportune moment" [just finished watchin pirates of the carribean lol]
Anyways her s.rh is fuckin annoying...however high triangle jumps beat it out but u have to have the right angle, this may seem weird but when storm is on the floor and u know she is about to throw out the rh, dash in and sj striaght up while blocking just in case the rh hits u...when u dash in and sj, that is so u can bait the rh... when she throws out the rh and the move is near the end cancel the sj with an airdash down fp rh to snuff her and get a combo in, that should make the fight more bareable. Be sure to block while u do this technique because u have to be safe as possible.
When u two are at full screen length throw out some lp EM disruptors to keep her on her toes..u'll be surprised on how often they get hit...EM's also snuff hailstorms if TK'ed...but dont throw out a disruptor if she does typhoon+drones xx hail cuz you will get hit...drones eat the em disruptor:bluu: Rush her down carefully..dont run into her assists and mix up your patterns...also as soon as she superjumps try and follow her immediately and do a sj.fp ad df fp to try keep her grounded, this is risky cause u can get hit with two lk's in the air which equal death...this fight is alot easier on ground so trying to keep her there wouldnt be such a bad idea..just do it safely..counter assist as much as u can..u dont just wanna be throwing out ya assist carelessly cuz they will get hailed, also make sure and hurt the bitch when u catch her lol snapping out the primary assist isnt a bad idea either cuase the fight will be easier, this matchup is to be safe, not saying that u can be reckless in any others but u have to be EXTREMELY safe in this one lol try avoid the rh and dont chase her and this fight should become alot easier...anyways im done rambling...tell me how it works out and if my advice is garbage:D
50mOrEcEnTz
02-17-2004, 11:11 PM
Originally posted by da_dragon
might as well do it now since i aint got shit to do lol
Vs. Storm
One of magneto's bad matchups. THis fight can go down the gutter really quickly if she has sent to dhc to, we all know the dhc of death, aviod it at all costs. If shes running away dont chase her, wait for her to come down and cross her up wid your aaa. Build meter whiles she throwin fierces in the air just in case you need to get mag out safely. I learned u have to play extremely cautious and wait for the "opportune moment" [just finished watchin pirates of the carribean lol]
Anyways her s.rh is fuckin annoying...however high triangle jumps beat it out but u have to have the right angle, this may seem weird but when storm is on the floor and u know she is about to throw out the rh, dash in and sj striaght up while blocking just in case the rh hits u...when u dash in and sj, that is so u can bait the rh... when she throws out the rh and the move is near the end cancel the sj with an airdash down fp rh to snuff her and get a combo in, that should make the fight more bareable. Be sure to block while u do this technique because u have to be safe as possible.
When u two are at full screen length throw out some lp EM disruptors to keep her on her toes..u'll be surprised on how often they get hit...EM's also snuff hailstorms if TK'ed...but dont throw out a disruptor if she does typhoon+drones xx hail cuz you will get hit...drones eat the em disruptor:bluu: Rush her down carefully..dont run into her assists and mix up your patterns...also as soon as she superjumps try and follow her immediately and do a sj.fp ad df fp to try keep her grounded, this is risky cause u can get hit with two lk's in the air which equal death...this fight is alot easier on ground so trying to keep her there wouldnt be such a bad idea..just do it safely..counter assist as much as u can..u dont just wanna be throwing out ya assist carelessly cuz they will get hailed, also make sure and hurt the bitch when u catch her lol snapping out the primary assist isnt a bad idea either cuase the fight will be easier, this matchup is to be safe, not saying that u can be reckless in any others but u have to be EXTREMELY safe in this one lol try avoid the rh and dont chase her and this fight should become alot easier...anyways im done rambling...tell me how it works out and if my advice is garbage:D i don't even tri jump with rh in this fight...only lk's. Never enough stress on those high tri jumps at the right angle...that is death for her:p also, I think people forget sometimes, IF YOU CAN'T GET A GOOD LICK WITH HER FUCKIN TAG OUT!!! Don't run urself in circles tryin to get that c.lk, c.lk or tri jump if storm has already built 3 meters and is just fuckin with you. She basically has already won that battle. Magneto's job is to get those licks he needs to get before she gets like 2 and a half meters IMO. Once she gets three, it is downhill for magneto. Storm has some great safe patterns with sent-y when she can hailstorm. Just some more advice since this is a hard matchup for magneto, although da dragon's info is GREAT and how storm should be fought.
da_dragon
02-18-2004, 08:55 AM
thanks for the input max, i'm a bit hard headed tho cuz even if storm has 5 meters i still fight with magneto lol hes a soldier...maybe thats why i lose....
Neo_Slasher
02-18-2004, 02:44 PM
hey thanx guyz :D and no your info is good dragon when going up against storm i use cyke AAA he provides nice block stun on storm and time for some high low game but any predictability will get cyke hailed if drones come out though. i just belive he can provide safer rush to magnus than psy n sent-a against storm sent-y since even up close a well timed cyke assist can stop drones on time while using j.lk trijumps since these are the faster trijumps at mags disposal so i agree with with 50 on this
anyways today i played n stoped santrax more often with mag/cyke and with dragon n 50's info
and random shit having framekill DHC at mag's disposal (IM, Storm
herself) will stop hail attemps n even add some damage if using a em disruptor TK and connect it to a lk thypoon lk xx hail solo atempts. peace n thanx again.
MagneticShardz
02-24-2004, 03:25 PM
Thanks for posting the vs storm strats dragon, they helped me out a lot...I have a problem with storm, but now it's a little easier.
Question about that unmashable with cyc. Could you describe the j.lk, j.rh part of it?....Maybe i'm just not reading it right.....thanks.
Neo_Slasher
02-24-2004, 08:23 PM
Originally posted by MagneticShardz
Thanks for posting the vs storm strats dragon, they helped me out a lot...I have a problem with storm, but now it's a little easier.
Question about that unmashable with cyc. Could you describe the j.lk, j.rh part of it?....Maybe i'm just not reading it right.....thanks. simple after like 30-35 hits with the rom infinite you normal jump lk+cyke assist then do j.hk and then air dash up forward a bit then xx tempest the idea is that j.lk+cyke is what calls the assist(duh:lol: ) then the j.hk knocks them down but since cyke comes out it pushes the opponents agonizing carcass of his point char towards cyke to take a little ride upwards:cool: then since cyke assist's pushes them up you air dash up/fprward a little then tempest so that the tempest starts up when cyke positions the point right on front of you then efficiently combo the tempest. hope this helps you (it should anyways...)
j1lLFaN
03-22-2004, 09:39 PM
Mag/Rogue is cool, reset combo[c.hp, sj.hk, dash d/f lk, lk, land dash under, s.lp + throw assist] is hot shyt!!
Mickey D'
03-23-2004, 09:11 AM
Hey dragon can you post a match up against Sent....that'd be great.
da_dragon
03-23-2004, 02:02 PM
Originally posted by Mickey D'
Hey dragon can you post a match up against Sent....that'd be great.
oh man mag vs sent matchups..well i gotta come up with more shit seeing as at the last tourney i attended my mag got fucked up by sent/cap alot lol but i can try help u with what i know so far
VS SENT
dont always go infinite crazy on him..trying to land the infinite is good...but i see people fiending to land it so much that they get themselves killed...prime example is when sent is flying low to the ground and mag sj's and tries to land in front of him while doin lk's coming down...sometimes it works but not always..cuz while u are doing the lk's u can eat an assist into a combo or whatever which takes of about 60-70% of magneto's lifebar. you gotta remember fighting sent is a hell of alot better when he doesnt have an aaa..so once u hit sent..snap in assist and kill them.
Dashing in and stopping and blocking works well too, cuz then u can see what they are gonna do and come up with something to counter it...most sents do f.lk, f.rh+capcom when they see u dashing in...so u can stop..wait for it..counterassist capcom then rush sent down for a while...s.lp are great too...it keeps sent pinned on the floor if he tries to jump...also try cross him up with sj ad f fp rh while hes on the floor, if he blocks it dash in s.lp, by that time their assist should come out to help them out..so drop yours and continue your rushing patterns. Also a dumb trick with mag while fightin sent is dash in c.lk, c.lk and if he blocks that delay for a while..then they try do something then u do a snapback...they get hit free, also remember dont always be on the offense..blocking and patience is good, dont go too crazy when u get close to him..rush him safely and if u know he is goin to out-prioritize you, block it..dont try and depend on marvel's randomness lol all i gotta say is safe rushing and patience wins this..but hey thats every fight for mag lol wish i can take my own advice tho..im as impatient as they come:(
hadoken king
03-23-2004, 03:00 PM
Originally posted by da_dragon
dont always go infinite crazy on him..trying to land the infinite is good...but i see people fiending to land it so much that they get themselves killed...prime example is when sent is flying low to the ground and mag sj's and tries to land in front of him while doin lk's coming down...sometimes it works but not always..cuz while .... yadda
ok, about the infinite thing.. i understand that you shouldn't always go for it, and rather wait for a hit to snap and yadda... but i see alot of matches where a good magnus player will take teh sentinel for a while once he has them in the infinite before snapping. so my question to you would be... if i get the infinite, should i snap out quickly, or keep the infinite, to set something up, like snapping them in the corner, so i can get an easier guard break? another thing would be how should i go about it like this...
say i'm fighting sent/storm/commando...
i rom sent til corner, and snap commando in...
kill of commando, and now i have storm / sent to deal with...
how would i go about that? should i snap sent back in, because sent/storm is easier to deal with than storm/sent? only cuz drones and s.hk basically take 90% of magnus' rushdown away fro him.
thanks
da_dragon
03-23-2004, 05:05 PM
well if your confident in doing the infinite perfectly so u can get them in the corner then go for it..sometimes tho u can like snap out while you're not that far in the corner and quickly wavedash to the corner and unescable GB them..i guess it would be your preference..depends on if u like to take chances by crossing them up or play it safe by using unescapeable GB..me? i snap whenever i get the chance...juss because by some chance i fuck up and let sent get away..then i'll have to work for that hit all over again
and about the storm/sent question..i usually snap sent in because i rather fight sent/storm than storm/sent...i fear dhc of death that much lol
taiji
03-23-2004, 06:37 PM
Originally posted by da_dragon
oh man mag vs sent matchups..well i gotta come up with more shit seeing as at the last tourney i attended my mag got fucked up by sent/cap alot lol but i can try help u with what i know so far
VS SENT
dont always go infinite crazy on him..trying to land the infinite is good...but i see people fiending to land it so much that they get themselves killed...prime example is when sent is flying low to the ground and mag sj's and tries to land in front of him while doin lk's coming down...sometimes it works but not always..cuz while u are doing the lk's u can eat an assist into a combo or whatever which takes of about 60-70% of magneto's lifebar. you gotta remember fighting sent is a hell of alot better when he doesnt have an aaa..so once u hit sent..snap in assist and kill them.
Dashing in and stopping and blocking works well too, cuz then u can see what they are gonna do and come up with something to counter it...most sents do f.lk, f.rh+capcom when they see u dashing in...so u can stop..wait for it..counterassist capcom then rush sent down for a while...s.lp are great too...it keeps sent pinned on the floor if he tries to jump...also try cross him up with sj ad f fp rh while hes on the floor, if he blocks it dash in s.lp, by that time their assist should come out to help them out..so drop yours and continue your rushing patterns. Also a dumb trick with mag while fightin sent is dash in c.lk, c.lk and if he blocks that delay for a while..then they try do something then u do a snapback...they get hit free, also remember dont always be on the offense..blocking and patience is good, dont go too crazy when u get close to him..rush him safely and if u know he is goin to out-prioritize you, block it..dont try and depend on marvel's randomness lol all i gotta say is safe rushing and patience wins this..but hey thats every fight for mag lol wish i can take my own advice tho..im as impatient as they come:(
good shit man :evil:
da_dragon
03-23-2004, 07:14 PM
thanks taiji..i have problems following my own advice tho, thats why half the time i get owned by sent..but i'm learning to be more patient and beat that big fuck:D
hadoken king
03-23-2004, 08:14 PM
Originally posted by da_dragon
well if your confident in doing the infinite perfectly so u can get them in the corner then go for it..sometimes tho u can like snap out while you're not that far in the corner and quickly wavedash to the corner and unescable GB them..i guess it would be your preference..depends on if u like to take chances by crossing them up or play it safe by using unescapeable GB..me? i snap whenever i get the chance...juss because by some chance i fuck up and let sent get away..then i'll have to work for that hit all over again
and about the storm/sent question..i usually snap sent in because i rather fight sent/storm than storm/sent...i fear dhc of death that much lol
ty
CapCom_jeff
03-24-2004, 07:22 AM
which is much harder for magz sents/capcom or strider/doom?
.bcoz this both combination must play you patiently,ryt?
.tnx for your advice men.
.truly im so hard to beat that big sentinal......
.bt i read this thread vs sents, iv've got some good strategy in playing against him.
.tnx men
sHiNeRiK
03-24-2004, 12:40 PM
Please work on your grammar. :depress:
Remy Martin
03-24-2004, 09:14 PM
Originally posted by sHiNeRiK
Please work on your grammar. :depress:
No please dont its fucking hilarious.
sHiNeRiK
03-25-2004, 10:06 AM
*Looks at your sig :lol:
Magnet-Genocide
03-25-2004, 05:05 PM
Dude fix your gram
j1lLFaN
05-08-2004, 06:28 PM
Lak Ah wuz sayin. . .
I was watching some vids of Mag/Storm/Cyke. . . good shiet. But anyway, when the opp. is in the air and ur chasin them, what's the best air-to-air normal to use? I've been seeing a lot of sj.lk,lk, air dash to other side, magic xx HG xx Temp. Is this good? or just lucky?
How tha eff am I supposed to use s.lp and fp,rh chains to pin Sent? Thats what I hear the best ways to keep him on the ground are. I try that but pushblock owns me for free....help wanted/needed/appreciated...
50mOrEcEnTz
05-09-2004, 05:20 PM
Originally posted by j1lLFaN
Lak Ah wuz sayin. . .
I was watching some vids of Mag/Storm/Cyke. . . good shiet. But anyway, when the opp. is in the air and ur chasin them, what's the best air-to-air normal to use? I've been seeing a lot of sj.lk,lk, air dash to other side, magic xx HG xx Temp. Is this good? or just lucky?
How tha eff am I supposed to use s.lp and fp,rh chains to pin Sent? Thats what I hear the best ways to keep him on the ground are. I try that but pushblock owns me for free....help wanted/needed/appreciated... alright, if you come down on sentinel with fp,rh (which you probably should be), if he pushblocks you have a couple options that are attractive
he pushblocks and you:
-dash in when you land with a s.lp+assist, then try and to do tricky cross ups, down in the south we call it rectangle jumps lol
-you use this option any way, i haven't worked on it to make it DEADLY though, but you sj and don't use your airdash while you up there, come down with a sj.rh, and then cancel into an airdash quickly, you will now be floating, and this shit is too funny and cool AND tricky to block sometimes.
-dash in and block...that is always good:p
ThE CRoW
05-11-2004, 05:56 AM
Pretty much a newbie MSP, but I might as well ask. In the corner I sometimes do this combo. cr. lk, cr. hp, magic into a hk throw, hk, wait a bit as you fall down and hp throw him before you hit the ground. I was wondering if it was safe because I've done it on a couple of people and just wanted to see if it's easily escapable. Oh and I forgot something. Would the hp throw be easily mashed out of? I mean I'm right next to the guy after I throw him and usually follow it up with lk, psy, into some combo.
Also, a question on a combo vid I saw, I think it was the old knowskill vids with Shadyk. Not sure, but he did something like a cr. hk then dash back into another cr. hk. Is that rollable? and is there a particular time to use it? or is it just for show?
loganx2000
05-13-2004, 07:11 AM
Originally posted by ThE CRoW
Also, a question on a combo vid I saw, I think it was the old knowskill vids with Shadyk. Not sure, but he did something like a cr. hk then dash back into another cr. hk. Is that rollable? and is there a particular time to use it? or is it just for show?
It was probably the slide infinite you're talking about. You do the OTG crouching short, crouching roundhouse, then really quick backwards tri-jump and whiff a short, then repeat. Either that or if he only did the slide, and not the short, could have just canceled into a tri-jump slide again. I'm pretty sure that works.
ThE CRoW
05-13-2004, 07:55 AM
is the otg short the only part they can roll? or can you roll out of the roundhouse too? this is gonna sound weird, but what triggers the cr. hk to trip the guy higher in the air? I mean when you do a regular cr. hk the opp. just falls down fast, but if I did a hk throw into otg cr. short and cr. hk he goes up higher. Are there any other ways to do that? I know after a psy aaa you could do the cr. short to cr. hk, but what else makes that happen? oh and thanks for the help.
Reset
05-13-2004, 11:52 AM
is the otg short the only part they can roll? or can you roll out of the roundhouse too?
the only part where you can roll is the first cr.lk(if they dont hit the unrollable) on you. besides that you cant roll out of any parts of the slide infinte if they execute it properly.
NeoXDeath
06-15-2004, 05:55 AM
ive seen an unmashable that ekin used alot with cyke. which was something like otg c.lk -> c.hk(cyc) sj tempest
is that how it goes?
Originally posted by NeoXDeath
ive seen an unmashable that ekin used alot with cyke. which was something like otg c.lk -> c.hk(cyc) sj tempest
is that how it goes?
use that on sent, on anyone except sent use c.hk + cyke, sj tempest
does a fuck load of damage, and you can go into infinite after
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