PDA

View Full Version : [Newbie] Magneto Thread - Q & A


Pages : [1] 2

RyanC
07-19-2004, 10:56 AM
This is a thread where newbies can come and ask questions and have them answered. Ask mainly beginner questions and be warned that any topics created that can fit in here will be merged into this thread.

If you need to know something really basic like "how do I do a hadouken, or cable grenade special move?" go here and find the name of the character you are looking for and you will find a move list: http://www.gamefaqs.com/console/dreamcast/game/914427.html

Welcome to the MvC2 forums and enjoy your stay. If you encounter any problems AIM or PM me. Thank you for coming and thanks to the people who take time out of their day to post here to answer questions.

- Higher Jin, MvC2 Forum Moderator

WARNING: Most of the posts in the begining of the page are mainly for archive purposes. Please go to the end of the thread to answer more recent questions.



I saw video on another site of some matches. In the match i saw magneto lk->sweep the oponent. Instead of falling in front of mag.... he went up in the air a little and mag immediately had cancelled to hyper grav... grabbed him and proceeded to air combo him. Anyone know how this is possible?

xDarKnighTx
07-20-2004, 04:24 PM
the lk gotta be otg or a juggle, then the following slide will make the opponent fly up and over u for u to connect a hyper grav. best way to do this is to use psylocke AAA assist.

c.lk+call out psylocke, c.lk, psylocke hits, c.lk (otg or juggle), c.hk, hyper grav....

snakedizzle209
07-20-2004, 05:41 PM
You've never seen that before?:confused: That combo is used ALOT and almost EVERYWHERE. You can also cancel the Hypergrav into magnetic shelter then when they hit the ground C.lk then launch them for an air combo then another super. It's big damage. Since you havent' seen that combo I assume there are more you havent' seen yet.

Launch them go after them Kick them back down with H.k, DF airdash to follow them, L.k,L.k while your still in the air then if you have Psylocke do a regular jump towards them or straight up while pressing L.k,L.k with the Psylocke assist button. then when you see Psylocke, do Magnetic shelter. Then when they hit the ground land then either do C.l.k then launch or a sweep hypergrav combo. This combo=big damage. :D

If you dont' have Psylocke then after the airdash do the 2 L.kicks then when you land do a S.Hk(make sure the second hit doesnt' come out) to Magnetic shockwave or cancel before the second hit of the S.Hk to a hypergrav then Magnetic shelter.Then once again you'll have an open chance to relaunch them. You can also do the infinite after you land from the airdash L.ks.

note:Those combos only work if you launch them right off the ground. That means no Psylocke assist.

Also, after his basic Hypergrav super aircombo, you can do 2L.ks while your still in the air to another hypergrav then super again.

I hope my advice can help. you might already know about all that shit, but anyways, good luck.:cool:

Kowaretaunmei
07-29-2004, 12:23 AM
Ok guys i been playing for sometime now and reading the forums but some stuff i dont understand.. like What are roms and slides? can someone explain them to me? i need a walkthrough of the meaning of thing in these forums i get confused. i am learn to play with magneto and storm but i dont understand this slang talk heh so yeah can you help me out with that? thanks!

J_d' GrEaT
07-29-2004, 04:25 AM
Rom is the person hu invented Rom infinite! i think, and rom is one of magneto's infinites.. and slide is a move of magneto!! just search for it!

Magnus02
08-01-2004, 12:50 PM
slide = c. fk

!!Sazabi!!
08-03-2004, 07:19 PM
well i've just started playin' mvc2 again and i wanted to know things i should learn for mag.. .if anyone can help me out please post.. .

loganx2000
08-04-2004, 02:29 AM
A whole lot of people can, and have already helped you out, all you need to do is search through the threads, no need to create this new one, from now on just use the search button.

VkreW
08-04-2004, 07:54 PM
yeah me too i can tri jump pretty good but yeah i need tips whats good

BLUECostumeDOOM
08-05-2004, 02:34 PM
Hey guys, I've just been wondering, is the lk, hk considered OTG or not. I believe its actually both, depending on when you hit them. I've been practicing on my ps2 and I assume the cpu almost ALWAYS rolls on hard difficulty so when I hit early enough, there is no roll. So am I right?

De4dEyE
08-05-2004, 03:10 PM
Simplest term for that would be an unrollable otg. Doubt it's a juggle, otherwise the lk itself would bounce them up.

BLUECostumeDOOM
08-06-2004, 06:13 AM
Isn't OTG by definition on the ground, meaning that the player is touching the ground before he gets hit? I seriously doubt its a non rollable OTG because that is a contradiction in itself. I heard that if you can roll, its an OTG, if you can't roll, its not.

SBCDyN
08-06-2004, 07:14 AM
Originally posted by BLUECostumeDOOM
Isn't OTG by definition on the ground, meaning that the player is touching the ground before he gets hit? I seriously doubt its a non rollable OTG because that is a contradiction in itself. I heard that if you can roll, its an OTG, if you can't roll, its not.

I wouldn't limit the definition of OTG as rollable. For example, IM/Doom. Connect a proton cannon in the corner and DHC to Photon Array super. The top array should hit the character, and afterwards you can dash in (AFTER they've landed) and c. short, c. fierce xx juggle. This is unrollable, yet they've already hit the ground. It could be just because Doom's PA has weird properties. Also, in certain cases flying screen doesn't allow characters to roll even though they've hit the ground (Mags, launch, fierce, fierce, rh, c. rh comes to mind).

BLUECostumeDOOM
08-07-2004, 02:27 AM
Hmm yea the flying screen is definitely unrollable but then you can't really do anything on the offensive side either. There isn't a "Text book" definition of what it is? I think its a damn semi-juggle or an OTG if u wait that long. Just the combination of LK, HK makes the character pop up.

b.rizzle
08-08-2004, 01:11 PM
it's a juggle.

Dasrik
08-08-2004, 05:04 PM
There's a few moments (frames) between when the character hits the floor and when they begin to roll. If you hit them in this period, it's considered a juggle even though they reel from the hit as if they were OTGs.

You can see this because in Magneto corner throw combos, those frames are evaded entirely by tech hitting.

Paranoia EviL
09-26-2004, 10:10 PM
I don't remember how it goes exactly but I saw someone doing it at evo and thought someone here might know what it is, its on sentinel and it kinda looks like magneto is attacking a wave pattern like -_-_-. I think it went something like this

c.lk c.hp lp lk lp d+lk ad/df d+lk lk lp lk lp or something along the lines of that anyone have any idea what I'm talking about?

HyperslasherZ
09-28-2004, 12:56 AM
it's the rom infinite :clap:

Paranoia EviL
09-28-2004, 06:58 AM
it's the rom infinite :clap:

hm no its not the rom infinite thats alot more basic than this, bfore evo i have definitely never seen this one oh well thanks for the help.

KrYpToN
09-28-2004, 07:36 PM
That is a weird combo.. I've never tried that.. >_<

DC_StaTic
09-28-2004, 10:29 PM
I don't remember how it goes exactly but I saw someone doing it at evo and thought someone here might know what it is, its on sentinel and it kinda looks like magneto is attacking a wave pattern like -_-_-. I think it went something like this

c.lk c.hp lp lk lp d+lk ad/df d+lk lk lp lk lp or something along the lines of that anyone have any idea what I'm talking about?

ask megamanDs he was the one doing it at evo and he does it all the time at ffa

edit: it is only possible on real big characters also

HyperslasherZ
09-28-2004, 10:42 PM
ok ok!!! maybe i know the combo... just another clue please???

kcfantasyboi
10-08-2004, 07:55 AM
Paranoia EviL- I think it is just a regular infinite (not rom). For small characters (cable) launch, regular [jump, lp, lk, down+lk,] repeat.
Big characters (Sent) launch, regular Jump [lp, lk, lp, down+lk] repeat

I learned this one before the ROM. But now I just do the ROM instead.
I hope this is what you are talking about.

kcfantasyboi
10-08-2004, 08:10 AM
Opps I forgot to list the right way of doing things Here it is, the setup: Down+LK, Down+HP, Launch, sj.HK, Air Dash Down/Forward, sj.LK, sj.MK, ,
[re-jump, j.Down+LP, j.Down+LK, j.Down+MP] or you can change it up depending on character and timing.

Magnetic Hail
10-08-2004, 08:03 PM
http://www.zachd.com/mvc2/florida/4g%20TT%20GF%206of6%20JWong%20(Perfect%20W%20MSP)% 20vs%20Blaziniflo%20(StormSentCapCom).wmv

Last Stand: Justin Wong vs Blaziniflo

One simple question, at the part when mags snaps sentinel out (after he kills storm), how the hell did justin get to the other side after initial hit on sent when he came in....

Paranoia EviL
10-17-2004, 10:13 PM
If anyone is still curious the combo is

c.lk c.hp sj lp lk lp pause d+lk ad/df d+lk lp lk land relaunch repeat only on sent thanks to Megaman DS and the person who tipped me off to asking him, DC Static

fanatiq
10-28-2004, 07:51 AM
If anyone is still curious the combo is

c.lk c.hp sj lp lk lp pause d+lk ad/df d+lk lp lk land relaunch repeat only on sent thanks to Megaman DS and the person who tipped me off to asking him, DC Static

U shoulda asked me I'm the one who taught megaman that shit :encore: and btw that first lk is down + lk not just lp, lk lp.

demiSe
10-28-2004, 09:59 AM
rom, land, s.jab, c.hp, sj.d+lk, mp, d+lk, mp, ad f, d+lk, mp, d+lk, mp, mk, land and continue rom

sent/jug only but pretty fun to do

Here are some other weird inf variations:

(vs light chars) rom, land, sj, ad df, lp, land, rom - pretty damn hard to do, sanford does it a lot

(vs sent) rom, land, dash s.hp xx sj, ad f, 1234 (hold down for lk) - works both in corner and midscreen

(vs sent) rom, land, sj, ad f, thumb/slide lk, lp, lk, land, rom - combos well on sent, crossup setup on lighter chars

(vs jug in corner) rom, s.hp xx hyper grav, j.1234, land, s.hp xx grav, repeat

(vs sent) rom, sj.1234, ad f, 1234 (d+lk)

(vs anyone) sj.lk, lk, ad d, lk, lk, whiff hp, land, repeat - in case you really need the extra meter

Thats all I can think of for now. Maybe more later.

3rd strike
12-08-2004, 10:54 PM
any basic combo for magneto i need to know?

September
12-08-2004, 11:20 PM
laUNCH /\ magic xx h.g. xx tempest

note:
magic : lp,lk,lp,lk

h.g.: hyper grav = qcb k
tempest: qcf kk

snakedizzle209
12-12-2004, 11:40 AM
C.lk, launch, up Hk, Air dash DF, s.hk, hyper grav xx tempest.

You can add more, but they might roll out.

NintendoKing
12-12-2004, 02:00 PM
any basic combo for magneto i need to know?

With an assist of Psylocke:

Opening move c.lk + Psy AAA (anti air assist), c.hp (launch), magic series (lk,lp,lk,lp), aduf (air dash up forward), followed instantly by another magic series, HG (hyper grab) xxx (cancel) MT (Magnetic Tempest).

SO: c.lk + Psy AAA, c.lk, launch, magic series, aduf, magic series, HGxxxMT.

Supremely basic and if 2 magic series is too hard, just do one and finish out with HGxxxMT.

GouShRyuKen
12-30-2004, 04:22 PM
Hyper Grav Magnetic tempest and just before the opponent lands crouch lk hk hyper grav laucher magic hyper grav magnetic tempest.If your fast enough do another magic while your in the air and end with half circle foward punch or try to to another hyper grav magnetic tempest.

Mixah
12-30-2004, 09:08 PM
why are people still doing hg xx temp?

just do launch, sj, hk, addf, lk, lk, land, s.hk (1 hit) xx shockwave

it's unescapable, and you can do more after it

aLee
12-30-2004, 09:24 PM
why are people still doing hg xx temp?

just do launch, sj, hk, addf, lk, lk, land, s.hk (1 hit) xx shockwave

it's unescapable, and you can do more after it

What does addf mean in that combo??

Eschaton
12-31-2004, 05:33 AM
air dash down-forward..

d/f+pp

KrYpToN
12-31-2004, 12:10 PM
Launch, sj, fierce, ad df, fierce, rh, c.rh

Note: If you're in the corner, instead of doing c. rh, do a c.jab.. You can grab them with rh after and then combo.. :P

Mixah
01-01-2005, 06:38 AM
i like the full corner rapage thing...

launch, sj, hk, addf, hp, hk, land, c.jab, j.lp, lk, hp, hk, land, j. hk grab. if they tech call psylocke, and as they fall they're guard broken into a launcher or hypergrav xx launcher is prolly safer, but stricter on timing. w00t :) throw resets that can cover what happens after they tech own.... just watch for them pushblocking. so hypergrav is the safer way to go. relaunch and do the combo again :)

r-ch1e
01-03-2005, 01:52 AM
i was just trying this snap back combo and i was wondering if this is a "ok" guard break or something like it. i tired this out against the cpu and it work a few times. i havent got the timing down but i was wondering if this old or anything.

heres the combo:
lk, lk+rubyheart(B) XX snapback

by the time the character is snapped back the anchor grab should capture the incoming character.

Viperbeam
01-08-2005, 03:43 PM
I've been playing MvC 2 for quite a while now....and I decided I want to start playing with Magneto now and I was wondering what would be some good combos to work with Magneto...Basically what combos would work for a novice like me. What team would be better to play with? I was thinking if I should play with Either Cable/Sent/Magneto or Cable/Psyke/Magneto?

Mixah
01-08-2005, 07:10 PM
your orders are fucked...

1. ROW: magneto / cable / sentinel - a
2. old soo: magneto / cable / psylocke

cable's good point in team scrub

as for combos...

first get the feel of magneto. get basic air combos down... get the hg xx tempest combo, but get it, then forget it... a better combo to work on is..

launcher, sj, hk, addf, lk, lk, land, s.hk (1 hit) xx shockwave. it does the same damage, you can't escape it, and you can do easy resets after it. the benefit of hg temp combo is that if they CAN'T mash it, you can do it multiple times.

that combo also sets up for the rom infinte. get that one down too..

the five fierce is also good to learn. c.hp, sj, hk, addf, hp, hk, land. chk

you can do a nice corner reset too...

launcher, sj, hk, addf, hp, hk, land, c.jab, jump, lp, lk, hp, hk, then jump up and do hk throw. if they tech it, call psylocke, and then as they're falling launch. it's a free guard break. if they don't, you can rom from there. good reset opportunities. it IS escapable though, if they have air dash / fly / etc...

don't worry about learning magneto with assists until you can handle him without assists. that goes for any character.

EDIT:

for that corner reset... you can do this too...

they tech the HK throw, pushblock, and now they try to escape, you can prevent that if you throw a hypergrav out there. then they're fucked. my favorite reset because although you can escape it, there are so many ways to cover your ass with it. it's like akuma's lk hurricane, land, jab, xx KZ super. w00t

CrimsonSouls
01-12-2005, 09:02 PM
your orders are fucked...

1. ROW: magneto / cable / sentinel - a
2. old soo: magneto / cable / psylocke

cable's good point in team scrub

as for combos...

first get the feel of magneto. get basic air combos down... get the hg xx tempest combo, but get it, then forget it... a better combo to work on is..

launcher, sj, hk, addf, lk, lk, land, s.hk (1 hit) xx shockwave. it does the same damage, you can't escape it, and you can do easy resets after it. the benefit of hg temp combo is that if they CAN'T mash it, you can do it multiple times.

that combo also sets up for the rom infinte. get that one down too..

the five fierce is also good to learn. c.hp, sj, hk, addf, hp, hk, land. chk

you can do a nice corner reset too...

launcher, sj, hk, addf, hp, hk, land, c.jab, jump, lp, lk, hp, hk, then jump up and do hk throw. if they tech it, call psylocke, and then as they're falling launch. it's a free guard break. if they don't, you can rom from there. good reset opportunities. it IS escapable though, if they have air dash / fly / etc...

don't worry about learning magneto with assists until you can handle him without assists. that goes for any character.


Very nice.

master prodigy
01-15-2005, 09:12 PM
i dont know if that works because usually the cpu falls for anything which is stupid i thought i leaned a psylocke guardbreak but i dont know if it works.

albesayz
01-19-2005, 08:58 PM
so what can you do after the shockwave combo?

Random Hero 360
01-20-2005, 01:09 PM
What is this "magic" combo? Is it just lp lk lp lk? Or is it supposed to be done at a certain time?

Mixah
01-20-2005, 01:29 PM
albesayz:
since there's fly screeen magneto comes in from teh side... a common thing that magnetro does... shockwave.. j.adf + call psylocke... you cross up and then psylock comes in from behind. since you come in so fast, you can do a variety of things. you don't have to adf all the time, you can tri jump also. if you get fancy, and launch before the shockwave, you can hypergrav as magneto comes in screen mid-way. if i can find the video, i'll put it up on my site and link it, because it's hard to describe what i mean.. if you saw mike z vol. 8, where venom comes in after the bullets hit and was able to do another venom bite, it's a similar idea. if you hit the hypergrav, you CANT super jump, so no ROM, because of the fly screen, but you can reset from hypergrav... j. adf as they're mashing out = air crossup.

Random Hero:
magic series is teh basic magic series that works with everybody (almost - eg. doesn't work with blackheart). and you got it right :)

BlAcKbEaCaN
01-23-2005, 06:05 PM
down roundhouse, with tron assit, magnetic tempest

igotserved
02-01-2005, 01:08 AM
My magneto is probably my best character, im not good with him. i can get the 1234 1234 thing with the grav to tempest... other noob crap. i can barely get the rom goin on ps2 and not at all on arcade. i like to use mag doom wolv(bone) and mag cyc ironman. my cyc is consistent, so i use him alot. my iron man is kinda of on a team to team basis, like if its a team thats good i prolly wont use him. any how what would be some good tactics usin teams like this? and what must i learn with mags in order for him to preform well on these teams? and suggestions for other partners? thanks.. .

Mixah
02-01-2005, 08:29 AM
mix your teams up...

magneto / cyclops / doom works really well together, all on standard assists

if you want to get your magneto better, i suggest learning the ROM

i have two videos concerning timing on my website

http://gamefaqs.servebeer.com/m1x4h/

go to the downloads section. one is the ROM on cable in the corner, the other is my hand on the joystick, it'll help you get the timing down better

igotserved
02-01-2005, 09:20 AM
hey i use to play that on bass, ala turca. i have the piano sheet music for it. free sheet music is great.

thanks alot!

RagingStorm101
02-16-2005, 05:56 PM
I'm flying all the place whenever I try to tri jump. I do down up and then air dash and RH. Sometimes I got down foward but the RH doesn't come out at all, only the dash. Other times I just fly really high. Help?

Mixah
02-16-2005, 06:43 PM
what are you using to input with? sliding your hand down the buttons usually helps.

MagnetoManiac
02-16-2005, 07:11 PM
Maybe you are going too quick, it takes a little more time for the hk to come out than the lk, so i suggest use the lk, but its not useful since if you link it to the mk, then launch, you'll cause a flying screen. so slow down a little bit, im sure thats the problem if the hk doesnt come out.

Tengen
02-27-2005, 07:04 PM
How do you beat someone who's using Megaman(projectile)/Sentinel(ground)/Ironman(AAA)??? My friend uses this team and all he does is jump backwards firing megaman's blaster while calling sent's assist, literally mashing the buttons. I tend to use Mag/Storm/Psy most of the time and get raped pretty bad. I can't get close with mag since megaman's shots and sent's drones are like a minefield for him. If i jump up and over, he calls ironman's aaa or jumps back and does the megaman super where he transforms into the big robot. He always has plenty of supers to throw around. Any help?

Shyguy_O_o
02-27-2005, 10:20 PM
use scrub (cable/sent/capcom). as soon as you drop some ahvbs and kill that megaman start running. if you have a good lead hes gonna panic and come to you then spam capcom assist anytime he isnt blocking. but if your gonna stick to msp try usin storm-a assist and it might tie him up for a sec while you dash in and rush down. throw some random throws in there if hes just blocking and aint movin. ive played against my share of turtle scrubs and they still piss me off hehe

Loofah
02-28-2005, 10:17 AM
that team is damn easy to beat with MSP..

just sj up and dash and just wait till he screws up then if your msp is good enough just whip out megaman with some infinites and resets

on those scrubs on the way down from the sj dash i just Fierce, Roundhouse combo or if they block i sj lt kick or rh and then sj air dash up if they happen to block it all ESPECIALLY since he doesnt have any quick insta hit assists.. like commando or psy. You DO!

Mixah
02-28-2005, 11:15 AM
magneto loses the ability to air dash when there's a good megaman + drones in play... rockballs and hp's fill teh screen like it's nobody's business

steve does really good against magnetos.

best way i see to beat it easily...

use team scrub as shy guy pointed out... jumping viper beams beat shots and rockballs... stay away and avoid tornadoes... if he uses leaf shield, you shouldn't lose to him anyway... play long distance... when he calls sentinel, rape his ass with cable.. if you kill his sentinel, his MM is cake, since cable rapes MM literally for free... that's an easy win... if you dont' want to do that, use storm avoid air rockballs, and throw vertical tornados + sent drones at him... tornados will keep his sentinel drones away from you, and then you're free to rush down. DO NOT, I REPEAT DO NOT do random hailstorms, since that's MM's best hope for killing you, and do NOT rush that team unprotected. best bet is just to run away... i've fought steve many times, and i've got my ass handed to me using almost any team (he uses MM / cable / BH and MM / BH / DOOM). out of all of CTF, i've probably played him the most...

but best bet is to run away until you have a clean opening. clean opening = no sentinel worries + no rockball flying around the screen. then rush down like there's no tomorrow and you beat MM's ass

this is basic info... more information on yours and his playing style would help

EDIT:

if you want to use magneto... i'd suggest using MSS with drones. keeps his MM locked down. rememebr that in block stun, you can't call an assist... rush + drones is deadly. if you want to use MSP, lock with Mag's projectile and run with storm.. similar principle to storm/sent, but you have less time with magneto. the sky is the safest bet in this fight... magneto loses in the sky... storm doesn't. but your only fear in the sky is rockball. if he had blackheart or commando, i'd suggest differently, but he doesn't, so blah...

ask away...

newplayer
03-04-2005, 01:28 AM
i have been look at many threads and have many people stated "trijump".... (but dont see anyone stated how to do it)

what is it and how to perform it??

It sound very cool (can combo)... to me... a new-b.

Mixah
03-04-2005, 06:10 AM
sj, addf, attack

Loofah
03-04-2005, 10:21 AM
sigh.. great explanation there..

its super jumping then dashing down + forward very quickly and attacking.. watch

MM= mag EE= enemy
SS = Space filler cause this forum deletes spaces b4 letters.. ignore the SS's


(Step 1)

SSSSS^ (<<super jump to here)
SSSS^
SSS^
SS^
MMssssssEE

(Step 2)

SSSSS^ (airdash down )
SSSS^S\/
SSS^SSS \/
SS^SSSSSS\/
MMsssssssEE

(Step 3)

SSSSS^
SSSS^S\/
SSS^SSS \/
SS^SSSSSS\/ (light kick, fp, rh whatever)
MMsssssssEE (pow!)

and there you have it... the TRI(ANGLE) JUMP
the faster or better you get you will find that you can do it damn fast( wont go so high) and you can do it with small jump instead of super jump and all sorts of things

newplayer
03-04-2005, 06:37 PM
sj, addf, attack???
super jumping then dashing down + forward very quickly and attacking??
Just so simple?

Why does it called "triangle" ?? ..... never mind, just wondering...
initially i just though that is :
sj. addf (to the back of the EE), then do a overhead rh...... cos it look like "triangle".

Ok. Thanks for it and the combo; SS^SSSSSS\/ (light kick, fp, rh whatever)
Actually, i am not very sure what is all the SSSSS mean.... ^^'
Anyway, thanks for your explaination.

Mixah
03-09-2005, 07:09 PM
loofah, what's funny, is that he understood my explaination better than yours.

edit:
it's called triangle, because magneto, storm,... ironman, dhalsim, whoever... makes a triangular form with the jump

Loofah
03-10-2005, 09:40 AM
yeah i kno.. wierd..

achoms razor (or however you spell it) the simplest explanation is often the right one :P

newplayer
03-11-2005, 01:56 AM
Thanks for both of your kinding response.

i understood it now, so the infinite is using the trijump too.
i am trying to learn it now.

TQ.

-= SnapOut =-
03-13-2005, 10:06 PM
sj, addf, attack???
super jumping then dashing down + forward very quickly and attacking??
Just so simple?

Why does it called "triangle" ?? ..... never mind, just wondering...
initially i just though that is :
sj. addf (to the back of the EE), then do a overhead rh...... cos it look like "triangle".

Ok. Thanks for it and the combo; SS^SSSSSS\/ (light kick, fp, rh whatever)
Actually, i am not very sure what is all the SSSSS mean.... ^^'
Anyway, thanks for your explaination.
-----------------------------------
i think regular jump airdash down foward kick is more useful because the opponent wouldn't see the instant flash effect as well as hear the noise :badboy:

kraze
06-12-2005, 09:40 PM
i need help playin on the arcade cuz my friend told me its just lik playin ps2 and i only play on the ps2 so i said ok and when i got on to play i got my ass handed to me i was mad cuz if i would hav play him on ps2 i would hav beat the shit out of him!!! :mad: :mad: so any way post trick of how to slide your fingers or something so i can play well on are arcade

454Casull
06-14-2005, 09:18 AM
Uh?

Practice.

Shyguy_O_o
06-15-2005, 06:19 AM
i used slide for 2 years, but recently noticed using my thumb instead of slide seem to increase my execution percentage noticeabley, but thats beside the point hehe. finger slidings just doing an air dash like you usually would, and then quickly bringing your fingers over lk or hk depending on what you're doing. i had to hook my middle finger around hk so i wouldnt nail it by mistake, and my friend can finger slide on a ps2 and dc controller just as good as arcade, so its just practice like everything else

scrubkiller
06-15-2005, 02:55 PM
lol hahahaha let me guess tri jump wont come out......

shrimpnoodles
06-16-2005, 07:10 AM
i need help playin on the arcade cuz my friend told me its just lik playin ps2 and i only play on the ps2 so i said ok and when i got on to play i got my ass handed to me i was mad cuz if i would hav play him on ps2 i would hav beat the shit out of him!!! :mad: :mad: so any way post trick of how to slide your fingers or something so i can play well on are arcade


get DC, MVC2, joystick. sorry but marvel sucks on ps2.

sell ps2 version on ebay. it'll pay for DC/MVC2. i don't know why mvc2 so expensive on ps2 when it's a pos out of all the marvel versions. some went for $64!!!

haloha123
06-24-2005, 07:36 PM
use thumb method when u wanna tri.lk,use slide when u wanna tri.hk easier to me though :rolleyes:

454Casull
07-02-2005, 05:26 PM
I'm aware of jump-ins like 2 lks, an hp or an hk, and an hp with hk, but any recommendations on how to get the 3rd hit (on the ground) to combo with any of these? The timing for the dashing is really hard for me.

haloha123
07-03-2005, 06:48 AM
do tri.jump lk or hk its faster cos its lower then normal jump height that will leave u ample time for u to dash in.and the best thing about tri.jump is u can do it repeatly quickly
to do tri.jump u must super jump[normal jump also applicable] and quickly press dash down/downforward and lk or hk together

454Casull
07-03-2005, 07:21 PM
Yeah, I tri-jump when I jump in. But I still can't get the 3rd/4th hits to combo.

EDIT: Maybe I'll try tj lk lp mk as a jump in...

tech master
07-07-2005, 12:10 PM
you dont necessarily have to tri-jump faster, just do the commands a little later. or if you're better at aiming attacks, aim for them kneecaps! haha. the lower you hit them, the closer you are to the ground and thus you land faster.

ATruEVatO
07-11-2005, 02:23 PM
i need help playin on the arcade cuz my friend told me its just lik playin ps2 and i only play on the ps2 so i said ok and when i got on to play i got my ass handed to me i was mad cuz if i would hav play him on ps2 i would hav beat the shit out of him!!! :mad: :mad: so any way post trick of how to slide your fingers or something so i can play well on are arcade

this is more of a personal problem...sorry to say but u prolly play on pad or same gay shit and u control better on that stupid d-padso its a personnal problem so go buy a dc/mvc2/mass stick or u can sit on ur ass and suck with the paddle u have :pleased:

454Casull
07-14-2005, 06:06 PM
I'm using tj. lk -> tj.hk pretty consistently, so I'll think I'll start using that.

Demon Dash
08-09-2005, 09:55 AM
Due to lack of characters because of the shitty japanese MvC2, I can't learn Magneto. Is there any major differences between him in MvC2 and XMvSF(saturn/ver 3.0)that would make learning him in XMvSF a complete waste of time?

I can already play him a bit(ariel rave, Hyper Grav xx MT etc.) but I need to learn tri jumps, wave dashing, rush downs and all things things like that. I'm just not sure how differently they play since I can't select him in MvC2 to compare my self.

Would it be a good idea to do this?

Mixah
09-08-2005, 06:49 AM
-----------------------------------
i think regular jump airdash down foward kick is more useful because the opponent wouldn't see the instant flash effect as well as hear the noise :badboy:

it is, but mixing it up isn't a bad thing :)

thebluebomber
09-20-2005, 01:19 PM
Hi, trying to get my Mags down and actually tourney threatening, but I was wondering how to setup ROM from Psylocke AA assist. I've seen it done, but when I sj. lk lk it connects and all but my dash goes under them every time no matter how much I delay it. Any help would be greatly appreciated, thanks!! (Oh, if it helps, I'm playing Mag/Psylocke/Cable)....

454Casull
09-20-2005, 04:32 PM
You mean, how to do it? It sounds like you are not doing the 3rd lk immediately after you addf. Push the lk button as if you were trying to hit lk+lp+hp but you were a little late on the lk.

sj.lk (no pause) sj.mk (slight pause) addf (no pause) sj.d+lk (very slight pause) sj.mk land

thebluebomber
09-20-2005, 05:45 PM
You mean, how to do it? It sounds like you are not doing the 3rd lk immediately after you addf. Push the lk button as if you were trying to hit lk+lp+hp but you were a little late on the lk.

sj.lk (no pause) sj.mk (slight pause) addf (no pause) sj.d+lk (very slight pause) sj.mk land

You guys rock....Thanks. I was landing the lk lk on the way up and was either delaying WAY too much and addf into the opponent as they were able to block, or I was dashing too soon and not throwing out the lk fast enough with enough of a delay on the way down. I don't know if that'll make sense to you guys, but the important thing is I can do it now. Thanks for your help!! :tup:

thebluebomber
09-20-2005, 05:52 PM
Another question. I am pretty new to Mags so, bear with me....When people use Mag against me and I'm OTG blocking, it looks like the Mag player tri-jumps into me and does a series of hits to me that is VERY hard to follow and block (I assume this is "rush-down"). The Mag puts so much pressure on me that it just simply overwhelms me.... The question is, how do you do this? I can tri-jump just fine and when I go into the opponent, my series of hits doens't have the same smoothness and they block all of the hits every time. So what is the best button combination to rush the opponent and knock them into the air, ROM them, etc.?

454Casull
09-20-2005, 09:44 PM
What's OTG blocking?

You do it by jumping or SJing (I prefer SJing) and immediately doing addf (no pause) lk mk or hk, just like the 2nd half of each set of the ROM infinite. Since you're new at rushing down I suggest you have an assist that can set up the beginning of the combo after you rush down, i.e.:

tj.hk (that means triangle jump - jump addf) land c.lp + assist s.mk

Note: the c.lp basically eliminates the need for you to dash in after you land, because you often land too far away to do c.hp or c.lk c.hp. c.lp and s.mk have damn good range for normals, which lets you combo in the assist without dashing in.

Now, depending on what assist you have (Psylocke AA, Cyclops AA, Sent proj), the combo will continue differently. If you do c.lp+Psy AA, after she hits you can either walk or dash forward and OTG with c.lk c.hp and start an air combo or OTG with c.lk c.hk. If you SJ cancel the c.hk you can go directly into ROM, or you can cancel c.hk into Hyper Grav, c.hp sj.hp addf sj.hp (which leads to an easy crossup after they wake up), OR c.hp sj.hk addf sj.d+lk sj.mk and start ROMing from there. If you use Cyclops he basically sets up an air combo for you, so dash forward and SJ up to do what you like. If you use Sent-proj, you have to dash forward (don't dash too early or too late) and c.hp and finish off the 5H (in case you don't know, the 5H is c.hp sj.hp addf sj.hp sj.hk c.hk), or you can do an air combo/ROM. You can ROM straight off of Sent's proj assist, but you can get more damage with the c.hp.

Now, you should have at least one assist that can remove the need for dashing, but if they die, it's easier to dash in after tj.lk tj.mk and do c.lk c.hp rather than tj.hk. However, attacking in the air with an air combo finisher (either an hp or an hk) after launching will give the flying screen effect if the opponent was hit multiple times in a jump-in (like the tj.lk tj.mk). This means that if you try tj.lk tj.mk land dash c.lk c.hp sj.hk to start the ROM infinite, you won't be able to because the hk will send them flying.

You can set up lots of resets and unmashables with the ROM, but it's easier to do the 5H for now. Does 62 damage on average defense (lifebar has 143 points), which is almost 50%. Toss in Sent proj and it goes over 50%.

To block rushdowns, you kinda have to guess what's coming. Practice against good rushers to get accustomed to the possibilities of attack.

EDIT: You can practice the [tj.lk tj.hk] infinite (repeat brackets) to practice triangle jumping.

thebluebomber
09-20-2005, 09:56 PM
What's OTG blocking?

You do it by jumping or SJing (I prefer SJing) and immediately doing addf (no pause) lk mk or hk, just like the 2nd half of each set of the ROM infinite. Since you're new at rushing down I suggest you have an assist that can set up the beginning of the combo after you rush down, i.e.:

tj.hk (that means triangle jump - jump addf) land c.lp + assist s.mk

Note: the c.lp basically eliminates the need for you to dash in after you land, because you often land too far away to do c.hp or c.lk c.hp. c.lp and s.mk have damn good range for normals, which lets you combo in the assist without dashing in.

Now, depending on what assist you have (Psylocke AA, Cyclops AA, Sent proj), the combo will continue differently. If you do c.lp+Psy AA, after she hits you can either walk or dash forward and OTG with c.lk c.hp and start an air combo or c.lk c.hk. If you SJ cancel the c.hk you can go directly into ROM, or you can cancel c.hk into Hyper Grav, c.hp sj.hp addf sj.hp (which leads to an easy crossup after they wake up), OR c.hp sj.hk addf sj.d+lk sj.mk and start ROMing from there. If you use Cyclops he basically sets up an air combo for you. If you use Sent-proj, you have to dash forward and c.hp and finish off the 5H (in case you don't know the 5H is c.hp sj.hp addf sj.hp sj.hk <- this OTGs c.hk), or you can do an air combo.

Now, you should have at least one assist that can remove the need for dashing, but if they die, it's easier to dash in after tj.lk tj.mk and do c.lk c.hp rather than tj.hk. However, attacking in the air with an air combo finisher (either an hp or an hk) after launching will give the flying screen effect if the opponent was hit multiple times in a jump-in (like the tj.lk tj.mk). This means that if you try tj.lk tj.mk land dash c.lk c.hp sj.hk to start the ROM infinite, you won't be able to because the hk will send them flying.

You can set up lots of resets and unmashables with the ROM, but it's easier to do the 5H for now. Does 62 damage on average defense (lifebar has 143 points), which is almost 50%. Toss in Sent proj and it goes over 50%.

To block rushdowns, you kinda have to guess what's coming. Practice against good rushers to get accustomed to the possibilities of attack.

EDIT: You can practice the [tj.lk tj.hk] infinite (repeat brackets) to practice triangle jumping.

Thanks,

I was got mixed up in my terms with the "OTG blocking". I meant c. blocking...LOL. Well, I'll practice my rush downs and go to my local arcade to practice taking the rushes, but the 5H (5 Fierce) combo you speak of, is it launch sj. hp, addf hp, hk, c. hk....? If not, could you specify the combo? I've tried this and it seems way harder to learn for some reason than ROM.... :sad: Thanks for your help!

aznretro
09-20-2005, 10:38 PM
This maybe a stupid question, but how do u get the light blue or purplish color of magneto like i see in vids? Because im sure theres more colors that the 6 in this game.

454Casull
09-21-2005, 05:36 PM
Thanks,

I was got mixed up in my terms with the "OTG blocking". I meant c. blocking...LOL. Well, I'll practice my rush downs and go to my local arcade to practice taking the rushes, but the 5H (5 Fierce) combo you speak of, is it launch sj. hp, addf hp, hk, c. hk....? If not, could you specify the combo? I've tried this and it seems way harder to learn for some reason than ROM.... :sad: Thanks for your help!

If you look hard you'll see:

(in case you don't know the 5H is c.hp sj.hp addf sj.hp sj.hk <- this OTGs c.hk)

in my post. Anyway, it's a bit tricky to learn, but once you've practiced the muscle motions a bit, it's easy to do. I wouldn't say you should do the first sj.hp as soon as possible (unlike the sj.hk to set up the ROM), because if you do it immediately it tightens the timing for the rest of the hits. Anyway, after you launch and go up, press hp (minimum pause) hold df press lp+hp press hk press hk.

If you can get the 2nd sj.hp to combo from the first, the 2 kicks should be a piece of cake unless you start too high or low.

ragnafrak
09-21-2005, 08:30 PM
light blue color is LK in arcade, the colors are weird on console, purpleish color is MK(HK)

aznretro
09-21-2005, 11:26 PM
light blue color is LK in arcade, the colors are weird on console, purpleish color is MK(HK)

ya i tried that on console cant get neither one of them

Archides
05-23-2006, 10:41 PM
ya i tried that on console cant get neither one of them


It's the same thing on console. :confused: Check your buttons.

Mixah
06-15-2006, 01:37 PM
jab = normal
short = dark blue
fierce = greenish colored cape
roundhouse = purple
assist 1 = brighter version of normal
assist 2 = red with black cape.

CoosCoos
06-28-2006, 07:02 AM
Bleh. What's the best way to dash in after hitting with Sent-A?

ragnafrak
06-28-2006, 07:26 AM
Bleh. What's the best way to dash in after hitting with Sent-A?
f,f ?
delay it a little bit and 5-fierce feels easier

do it ASAP to rom afterwards (instead of c.HP)

Sy-Ko
07-01-2006, 11:30 AM
i am a good mag player. i played back in 00 to 03.after that i just dropped the game. i was very good(Beat Jwoo in 02). i know all his combos and air dashin shit. i just recently started playng the game again.as i looked at the videos i saw that the mag infinite after launch hk addf+lk lk (land) ad up lk lk and it looks like the persons ad down n lk lk. i have read the thread 2 times and i still cant do it can some 1 througly explain thos onfinte for me i mean real closely.i would love to land and keep oin this lil infinite. thankx

Mixah
07-03-2006, 03:55 PM
the rom infinite...

there's not much more that one can say... it's launch, sj, hk, addf, d+lk, lk, land, [sj, lk, lk, addf, d+lk, lk, land]

timing's like

sj.lk.lk....addflk..lk

CoosCoos
07-10-2006, 08:57 AM
f,f ?
delay it a little bit and 5-fierce feels easier

do it ASAP to rom afterwards (instead of c.HP)

Appreciate it. I've been trying to dash in with 2p.

I started picking up MSS this weekend, I need to know though, how this team is supposed to be played. Like, I can't get anything out of the videos.

Is it just like any other Mag team, youi wreck them until you can't wreck anymore and DHC and run away? Or is it something different?

Green
07-10-2006, 08:15 PM
Beats the hell out of me. I'm sure even after 2 years of playing my fundamentals are still shit.

ragnafrak
07-11-2006, 01:28 AM
Appreciate it. I've been trying to dash in with 2p.

I started picking up MSS this weekend, I need to know though, how this team is supposed to be played. Like, I can't get anything out of the videos.

Is it just like any other Mag team, youi wreck them until you can't wreck anymore and DHC and run away? Or is it something different?
rush like crazy until mag is about to die, mostly the same tactics as mag/psy, but your resets can't be nearly as random (you want most to lead to LK+sent,LK -> whatever. sent as an assist can take a lot more damage and deal a lot more when counter-called. keep a note of that, as sent-a assist does ridiculous damage for a single hit, you can punish most assists with call sent, dash, launcher, hold upback to block.

obviously when you're planning to get mag out try and assist punish and dhc. framekill something random into hailstorm. there's a bunch you can do, but try and do it a little earlier than usual, because you're gonna want some life for sentinel to use magneto's assist to lockdown.

storm plays about the same as magneto, try to land resets into assist, assist punish with sent, but in this match your assist punishing is a lot stronger, since most shit you can just punish with sent assist, launch, hailstorm. first aircombo you land with 2 meters should always dhc to sent, unless your sent is beat up or you want to save meter to fully kill a sentinel or something.

don't be too agressive with sent unless you've already killed their AA assist, magneto assist can work as a ghetto anti-air but you're gonna be hard pressed to keep a solid magneto or storm off of you. try and dhc to storm or mag if you can. if you're down to sent/storm keeping in storm til she's low on life is important. just switch in from sent if you've killed someone. storm being on point with 2 meters is what gives this team punch in the end game.

watch jmar, yipes, magneto-x (especially jmar for storm/sent).

Green
07-11-2006, 11:08 AM
Mag/Storm unmashables (don't know if they've been posted)

RH throw into corner, s.LP+storm s.hk (one hit) xx MT - works on Cable and Capcom for sure
RH throw into corner, call storm, c.lk xx MT - works on Capcom for sure

CoosCoos
07-11-2006, 11:43 AM
Mag/Storm unmashables (don't know if they've been posted)

RH throw into corner, s.LP+storm s.hk (one hit) xx MT - works on Cable and Capcom for sure
RH throw into corner, c.lk+storm xx MT - works on Capcom for sure

Is the one that most people do midscreen unmashable?

Romesque shit, st. hk(1 hit) + storm xx hyper grav xx tempest?

And again thanks for the help ragnafrak.

Green
07-11-2006, 12:41 PM
I don't know. Technically, anything with HG in it is mashable, unless something hits them at the exact same frame (maybe the frame immediately after) that HG grabs them.

If something hits really fast after HG grabs them, it's generally unmashable.

Most MTs are combo enders, so try to soften them up before doing one. After they roll out, you have to rush them again.

Solo MT crossup: ROM in corner, dash forward s.hk (one hit) xx MT - sometimes the s.hk combos, sometimes it doesn't, but if you do the add ROM instead of addf ROM, the s.hk should be a crossup. Anyway, they'll recover from the s.hk and land behind you. Does almost 50% on Cable, and it puts them in a bad position (either get OTG or roll back into corner)

ragnafrak
07-11-2006, 06:02 PM
the storm unmashable is only unmashable if the opponent is low enough, often times the HK(1hit), HG, tempest hits them before they fall into storm assist. they should be low enough for you to c.HP them (so it combos). if i'm not mistaken, I believe s.LP+storm, s.HK (1-hit), HG, tempest has better timing for the combo to be unmashable. try the 1st combo with s.HP instead in the corner too.

what green said is right, anything with a HG is gonna be mashable (at least in theory). true unmashables don't include a HG. either way, anything that gives your opponent less chance of escaping is better than a straight up s.HK HG tempest. this is why stuff like HP throw out of air, HG, tempest is harder to mash out of, simply because the time between the HG grabs and the super comes out is shorter

Green
07-11-2006, 06:32 PM
Yeah, you have to do s.lp+storm just before they're too low for the s.lp to hit. I didn't mention anything about HG though.

And I did edit for the c.lk one.

ragnafrak
07-14-2006, 05:35 PM
little combo i was messing around with..

rom to corner, sj.LP-d+LK addf d+LK, HP, HK, c.HK

this gives you a reset opportunity identical to what you get after a 5-fierce combo.

since you're facing the corner, after this you'll be in the corner, but you do have plenty of time to trijump over them and do whatever mixup you want. normal jump forward, addf, whiff HP works best i think.

if you leave out the c.HK, you can dash afterwards and mixup the opponent after the forced roll, or followup with c.LP-s.LP, hold upforward and airdash down with a mixup.

if you leave out the HK on the way down, the opponent is left still in the corner. this combo also works anywhere else on the screen (the followup HK, c.HK only works in the corner).

these are obviously all the same as your post 5-fierce options, but this can be done after a full infinite, possibly including tempests.

Mixah
07-17-2006, 12:00 PM
a combo i wanna know who else can pull off consistantly, and some tips please...

i got it off once, and haven't done so again..
s.hk1 [xx sj, addf, lk, lk, land, s.hk1]

Green
07-17-2006, 09:07 PM
s.hk cancelling is hard enough for me. :)

JonnyQuest
08-13-2006, 05:21 PM
Here's a msp newbie old skewl combo:
(this is how i do it on sent.)

do rom inf. into the corner, launch, s.j., hold down + lp, lk, lp, delay lk, hk throw, lk, lk, dash foward, hp throw, on the way down, lk, lk, normal jump lk + psylocke, lk, fly, hold down + lp, lk, lp, delay lp, lk, lp, keep repeating that fly inf. and before you lose your flight, Dhc into XXhail pigeon shit.

most people will just tech the hk throw. it just look flashy. :wgrin:

do rom inf. into the corner, launch, s.j., hold down + lp, lk, lp, delay lk, hp throw, on the way down, lk, lk, normal jump lk + psylocke, lk, fly, hold down + lp, lk, lp, delay lp, lk, lp, keep repeating that fly inf. and before you lose your flight, Dhc into XXhail pigeon shit.

Q: does this make it better^

Khiempossible
09-06-2006, 09:25 AM
So since my execution sucks and since I'm playing on DC pad. I was wondering if I could do a c.HP variation. instead of addf j.lk j.lk I do land c.HP sj.hk addf lk lk instead

i.e. [c.HP sj.HK addf LK LK]xN
instead of c.HP sj.HK addf LK LK [ROM]xN

would this work? or will they get too high? Or should I just stick with Double and quadruple fierces off my setups?

Wheat Toast
09-06-2006, 01:48 PM
[c.HP sj.HK addf LK LK]xN

That would cause FS and would only work twice.

ragnafrak
09-06-2006, 03:59 PM
you can try and learn the normal jump infinites.

on sent: c.HP /\ sj.HK xx addf, d+LK-LK, land [j(upforward.LP-d+LK-LP-LK, land, j(up).LP-d+LK-LP-LK] xN

on regular sized characters: c.HP /\ sj.HK xx addf, d+LK-LK, land [j(upforward.LP-d+LK-LP, land, j(up).LP-d+LK-LP] xN

^ this is pretty hard, you need to keep them low after the d+LK-LK

this stuff doesn't work on light characters, you'd need to do one rep of j.LP-d+LK-LP, then a rep of ROM, then repeat on storm, etc

Khiempossible
09-07-2006, 08:26 PM
Is there any reason to cancel the c.HK after quadruple fierce combo? Cause I can't even get the timing to cancel it.

Also, why the hell can I quadruple fierce no problem but can't get ROM dash->LK timing to work? I've been trying it for days, did it once, but haven't figured out the timing.

I can dash-> LK on the ground without the dash sparks. Then I can get a short air dash -> LK in the air, but every time I try the timing in the combo I just get dash -> nothing. How tight is the dash-> LK timing? I'm using slide input timing like you would to piano tap a link in 3s.

ragnafrak
09-08-2006, 02:03 PM
you can't cancel the c.HK after 5-fierce (4-fierce,w/e), after flying screen (caused by 2nd fierce in the air) the game won't allow it.

is the short after the first 2 LK whiffing below them? and can you see the dash? if you can't see the dash, you might have a problem with the timing. try waiting longer after the first 2 LK to dash-> LK. if you aren't getting anything after the 2 LK, dash.. you might have accidentally normal jumped.

Khiempossible
09-08-2006, 10:33 PM
you can't cancel the c.HK after 5-fierce (4-fierce,w/e), after flying screen (caused by 2nd fierce in the air) the game won't allow it.

is the short after the first 2 LK whiffing below them? and can you see the dash? if you can't see the dash, you might have a problem with the timing. try waiting longer after the first 2 LK to dash-> LK. if you aren't getting anything after the 2 LK, dash.. you might have accidentally normal jumped.

actually, that's probably it. I'm normal jumping instead of s.jumping. Thanks. I'll try it some more.

Alucard20
10-19-2006, 03:35 PM
Is mag/sent-a/ and capcom a good mag team?Or is mag/sent-a/cyclops better?

gouki10
10-19-2006, 07:12 PM
both are very good. it depends on perference on which you think is better.

CrimsonSouls
10-19-2006, 07:32 PM
Mag/Sent-r/Cyclops is better

Alucard20
10-19-2006, 08:16 PM
^-----hmm interesting.


As far as a tourney team goes how would this team(mag/sent-a/cyclops) be ranked?


example


Top tier teams:
Santhrax
MSS
SScable

2nd tier
Msp
Rowtron
Matrix
Scrub

3rd tier
Mag/Storm/variants(like cyclops/tron/sent-y)
Sent/Strider/Doom
Combofiend



would it be in the 1 tier list, 2nd tier or 3rd?

Note: tier list was originally posted by Juicy G.

Mixah
10-19-2006, 08:41 PM
aww, alucard's so cute :)

and as far as what crimson said. yeah, you have clops on the team. putting sent on rocket is a waste of an assist. mag can do so much more with the ground, and you become a lot less prone to being rushed the fuck down.

as far as being ranked... third or fourth tier. there's many inconsistancies with it. for example, clops is probabaly the one assist that can be beneficial to both sentinel and magneto, but as far as being able to push either of the characters' potentials, you're getting about 75% of magneto and about 60% of sentinel (if magneto dies, or about 85% if he stays alive). whereas, in ROW for example, magneto and sentinel benefit each other and you get about 85% magneto and 85% sentinel. Now, you could say why not just put sentinel on projectile? well, cable can use rocket punch... cyclops really can't. cyclops with the ground assist becomes at about 100% cyclops full potential, which you'd need in a fight like this. cable's just an overall better character.

Alucard20
10-20-2006, 06:55 AM
Can someone help me with my question?

ParryPerson.
10-20-2006, 02:07 PM
Die in a fire.


hahahahaha.

He told you everything you needed to know. Although I think RP is a little more useful than he says it is, with that team I'd run drones as well.

Listen and learn kid.

Green
10-20-2006, 06:44 PM
Can someone help me with my question?
ice cold, bitch

Alucard20
10-21-2006, 07:32 AM
Die in a fire.


hahahahaha.

He told you everything you needed to know. Although I think RP is a little more useful than he says it is, with that team I'd run drones as well.

Listen and learn kid.



Kid?Really, how many people on srk are arrogant assholes?For your information i'm 20!

listen and learn?

How can i listen to m1x4h when he's on my Ignore List?
Think about it .If someone answerd my question and i'm asking the same question again, maybe that person is on my Ignore List.And m1x4h is on my list for being a spamming idiot and you've been added along with that idiot named green.


Now,can someone that's not a asshole help me out on my question?

Mixah
10-21-2006, 11:01 AM
I already did answer your question you stupid fuck. LMFAO

Since he's being a little cunt, why doesn't somebody multiquote both the last message and this message so he can read it?

I don't spam. I'd like to call it, "sarcastically answering your questions with the most appropriate response to your level of intellect"

and you're still a kid to us... we're 22. you're not able to buy alchohol, you're still a kid.

Green
10-21-2006, 12:16 PM
hahahahahahahahaaahahahha

ragnafrak
10-21-2006, 10:55 PM
little cunt

mixah and parryperson, the definitive "little cunts."

alucard just ignore them.

MSentCyke probably gets put in low 2nd tier.. for the most part any good 3 god-tier team will be tops.. most teams with only 2 gods except santhrax end up in 2nd tier unless the assist or order is sketchy. MSentCyke (i'd go drones as well.. but playing sent-a can't be called a bad choice). since the main focus will be on mag/sent, with sent already decked out with mag-a and cyke, magneto has cyke and either of sentinel's good assists. drones will give mag much better space control, but RP really pays off when your resets connect.

(i expect a post from parryperson saying i only have 2 green bars, blah blah)

Radiant93
10-22-2006, 05:45 AM
*sigh*

here we go again.

Mixah
10-22-2006, 06:24 AM
mixah and parryperson, the definitive "little cunts."

I feel complimented. Thank you fine sir. You're lovely!

Alucard20
10-22-2006, 07:48 AM
mixah and parryperson, the definitive "little cunts."

alucard just ignore them.

MSentCyke probably gets put in low 2nd tier.. for the most part any good 3 god-tier team will be tops.. most teams with only 2 gods except santhrax end up in 2nd tier unless the assist or order is sketchy. MSentCyke (i'd go drones as well.. but playing sent-a can't be called a bad choice). since the main focus will be on mag/sent, with sent already decked out with mag-a and cyke, magneto has cyke and either of sentinel's good assists. drones will give mag much better space control, but RP really pays off when your resets connect.

(i expect a post from parryperson saying i only have 2 green bars, blah blah)



They have nothing better to do, but follow me around on the forum all day(becuase their gay stockers).And they don't understand what the Ignore List means(I can't see your post, dumb fucks)

Anyways thx for the info.

ParryPerson.
10-22-2006, 09:15 AM
Wow. Theres a m1x4h and ParryPerson. FanClub?

I feel proud. Let me know the fan club email for the weekly letter and I'll see if I can write some words for you guys.

Mixah
10-24-2006, 05:16 AM
They have nothing better to do, but follow me around on the forum all day(becuase their gay stockers).And they don't understand what the Ignore List means(I can't see your post, dumb fucks)

Anyways thx for the info.

Nah, it's more because we ignore 99% of what you say because it's fluff.

PS: You spelled stalkers incorrectly.

Oh, and for the record, I answered your question in a very civil manner. Your "dickhead" of a response is why I made the post after that. I don't even have to explain this since you'll never read this, but in case somebody decides to either quote this or you just happen to take a peek at my post, then I want this on the record.

gouki10
10-24-2006, 07:22 PM
aww, alucard's so cute :)

and as far as what crimson said. yeah, you have clops on the team. putting sent on rocket is a waste of an assist. mag can do so much more with the ground, and you become a lot less prone to being rushed the fuck down.

as far as being ranked... third or fourth tier. there's many inconsistancies with it. for example, clops is probabaly the one assist that can be beneficial to both sentinel and magneto, but as far as being able to push either of the characters' potentials, you're getting about 75% of magneto and about 60% of sentinel (if magneto dies, or about 85% if he stays alive). whereas, in ROW for example, magneto and sentinel benefit each other and you get about 85% magneto and 85% sentinel. Now, you could say why not just put sentinel on projectile? well, cable can use rocket punch... cyclops really can't. cyclops with the ground assist becomes at about 100% cyclops full potential, which you'd need in a fight like this. cable's just an overall better character.

OMG..................GG

gouki10
10-24-2006, 07:27 PM
a combo i wanna know who else can pull off consistantly, and some tips please...

i got it off once, and haven't done so again..
s.hk1 [xx sj, addf, lk, lk, land, s.hk1]

i can do that combo like 3 out of 5 times, if i feel i got the timming down, then i do it in matchs. i usually do like 5 sets of rom, setting in my head the timming, and then doing it, i get hk cancels in my matchs 3 out 5 times.

gouki10
10-24-2006, 07:34 PM
ok now Alucard and ragnafrak

parryperson and m1x4h are the smartest people left that still come to this forum.

At times they may say something that sounds offensive, but it's usually in response to something stupid that someone does, plus it's SRK, people address each other like that all day.

I think what he said was str8 for what you were looking for as far as M/Sent/Cyke.

Btw i would suggest M/Sent-y/Capcom, the commandos anti air is just more solid, and i really don't think you plan on the match comming down to the last character(either capcom or cyclops).

beatsofdevil
10-24-2006, 09:01 PM
Cyc helps mags more...for combo opportunities...(like psy does but different) capcom would knock them away from magz....but magz needsta be close.

you clearly misunderstand those on your ignore list. they are giving the best answers....but is ignoring them all that neccessary? they don't act rude unless you do first anyway. also maybe you're too sensitive...c'mon IGNORING them? They aren't going to hurt you or anything.

anyway cyc helps magz more and is better on point (WITH SENT-Y) capcom helps out sent a bit more but I think mag/sent-Y/cyc is best overall :)

Mixah
10-24-2006, 09:06 PM
parryperson and m1x4h are the smartest people left that still come to this forum.


LMFAO, yeah ok... :tdown: to that notion.

But I will have to say that Alucard's pretty immature to take this shit so seriously. I make fun of people... Ok, better yet, I make fun of EVERYBODY... Jesus fucking Christ, if you take the shit I say on SRK seriously, you need some fucking therapy, you stupid fuck. See, I did it again. Too bad none of you fucks will ever know me in reality. Shit, talking to me on AIM is completely different me.

Conclusion: I give a rats ass as to what fucktards on SRK think of me.

beatsofdevil
10-24-2006, 09:07 PM
They have nothing better to do, but follow me around on the forum all day(becuase their gay stockers).And they don't understand what the Ignore List means(I can't see your post, dumb fucks)

Anyways thx for the info.
you seriously think that? like anyone is going to waste their time "following you around" no one does that shit, god damn. wtf is a stocker? yes they perfectly understand what the ignore list is, maybe just not why YOU would use it..... : /

haha you do seem like a kid, and I'm younger than you. anyway you're asking questions and they are giving great answers....too bad you're too afraid of their words to see it.

gouki10
10-25-2006, 09:48 AM
LMFAO, yeah ok... :tdown: to that notion.



Did you think i was insulting you?:confused: , cause i was standing up for your rep nigga.

Mixah
10-25-2006, 10:32 AM
Did you think i was insulting you?:confused: , cause i was standing up for your rep nigga.

no... and i'm not a nigga.

i was saying you're dead wrong in saying that me and parry are the only two that come here with knowledge. that's far from the truth. i've been proven wrong, and i've proven wrong. i stand out though because i post a lot, and i make fun of a lot of people. that's why people don't like me.

Alucard20
10-25-2006, 11:08 AM
you seriously think that? like anyone is going to waste their time "following you around" no one does that shit, god damn. wtf is a stocker? yes they perfectly understand what the ignore list is, maybe just not why YOU would use it..... : /

haha you do seem like a kid, and I'm younger than you. anyway you're asking questions and they are giving great answers....too bad you're too afraid of their words to see it.




I put people on my ignore list not because i'm scared,but to ignore their arrogant asses.When someone insults you for NO fucking reason then u have a problem. Instead of staying on a forum all day arguing to these e-thugs i ignore them.I don't have the time for someone that is arrogant(like u and a few others on srk).



As for the "Stocker" comment.I meant Stalker.I didn't proof read what i wrote.So that's why i didn't correct anything that might be from typing too fast or not just paying attention.Kinda like u and how u spelled "necessary" wrong.



haha what?Stop being a fuckin fan boy.I don't care what those two have to say and the same thing goes for u.



--------------------------------------------------------------------------------------------------------
you clearly misunderstand those on your ignore list. they are giving the best answers....but is ignoring them all that neccessary? they don't act rude unless you do first anyway. also maybe you're too sensitive...c'mon IGNORING them? They aren't going to hurt you or anything.

How do u know what they did or didn't do?Both of them are arrogant assholes that came out of the blue and started to insult me for no reason.Again stop being a fanboy.And yes ignoring them is NECESSARY(i don't have time for stupid shit).


EDit:Btw, welcome to my ignore list.

Mixah
10-25-2006, 11:32 AM
ignore list = for ignorant assholes... or people that just can't read.

gouki10
10-25-2006, 02:52 PM
and i'm not a nigga.



i wasn't trying to insult you , lol im done now.

Green
10-26-2006, 04:55 AM
EDit:Btw, welcome to my ignore list.
LOL

Anybody who disagrees with him appears to be put on the His almighty Ignore List. srsly. lawl

Mixah
10-26-2006, 01:31 PM
So much for being on his ignore list.

And so much for thinking this "Alucard" person is capable of writing a coherant sentence.

Alucard, you fail at more than one thing. Just give it up.

beatsofdevil
10-26-2006, 03:44 PM
I put people on my ignore list not because i'm scared,but to ignore their arrogant asses.When someone insults you for NO fucking reason then u have a problem. Instead of staying on a forum all day arguing to these e-thugs i ignore them.I don't have the time for someone that is arrogant(like u and a few others on srk).



As for the "Stocker" comment.I meant Stalker.I didn't proof read what i wrote.So that's why i didn't correct anything that might be from typing too fast or not just paying attention.Kinda like u and how u spelled "necessary" wrong.



haha what?Stop being a fuckin fan boy.I don't care what those two have to say and the same thing goes for u.



--------------------------------------------------------------------------------------------------------


How do u know what they did or didn't do?Both of them are arrogant assholes that came out of the blue and started to insult me for no reason.Again stop being a fanboy.And yes ignoring them is NECESSARY(i don't have time for stupid shit).


EDit:Btw, welcome to my ignore list.

how do you have a problem? it is not a problem, you're just too sensitive.

heh sorry sissy boy. well at least you know what I was saying with my error. hell I ain't no fanboy, mixah actually knows I sort of hate him. but he knows what hes talking about. so ummm...You're wrong :)

then just FUCKING IGNORE the comment and not put them on the ignore list. you don't have to reply. at least you'll get your answers instead of being a pussy. god damn.

Mixah
10-26-2006, 04:18 PM
hell I ain't no fanboy, mixah actually knows I sort of hate him. but he knows what hes talking about. so ummm...You're wrong :)

Actually, I wasn't aware that you felt that way, but then again, this is honestly the first time I recall seeing your name around. That's alright though. I think it's funny, however, that he claims to ignore me, like a child, and yet he quoted a post that I made in his little PM to me. He's so cute, I absolutly LOVE it! :lovin: :lovin: :rofl: :lovin: :lovin:

tech master
10-26-2006, 10:00 PM
you guys need to shut up, you've managed to ruin a page of the thread with stupid info nobody wants to read.

Mixah
10-26-2006, 10:28 PM
you guys need to shut up, you've managed to ruin a page of the thread with stupid info nobody wants to read.

... and you just didn't contribute your own rant to this page? You've done about the same wrong as we have.

BIG BEEF!
10-30-2006, 04:15 PM
IM a total newb magneto I know 5 fierce i know rom but I dont know any restes can someone give me a list of his differnt resets

ParryPerson.
10-30-2006, 04:24 PM
Mixah made a file with basic resets you should know. I'll fish around for it.


EDIT: Found it.

Mixah
10-30-2006, 07:21 PM
Mixah made a file with basic resets you should know. I'll fish around for it.


EDIT: Found it.

Parry, I updated that one a little.

http://gamefaqs.servebeer.com/m1x4h/MvC2/magnus_ver0_8_5_(9August06).txt

http://gamefaqs.servebeer.com/m1x4h/ < that's my homepage, in which you can find some other random bullshit.

ParryPerson.
10-30-2006, 07:39 PM
Ah, good ish.

tech master
10-30-2006, 09:47 PM
... and you just didn't contribute your own rant to this page? You've done about the same wrong as we have.

yea as an attempt to stop the stupidity. you have also proven your stupidity by not realizing the concept of different extremities. my ONE rant post, opposed to your 3+ stupid posts. thats not the same wrong... idiot. stop playing video games and focus on growing a brain.

IM a total newb magneto I know 5 fierce i know rom but I dont know any restes can someone give me a list of his differnt resets

most common resets (just about all of them actually) rely on calling assist and performing a tri-jump rush down on either side. just don't do the same one, if you crossed up before, then don't cross up again. then mix it up more with high or lows. if you want to get them a little more confused, some people do a s.lp before doing any of the mumbo jumbo i was talkin about

edit: another good tactic, sometimes you might not want to do a full 5 fierce combo. you could launch hk, addf hk and it performs the same fly screen animation. kinda confuses some people since it comes out quicker

Mixah
10-30-2006, 10:01 PM
yea as an attempt to stop the stupidity. you have also proven your stupidity by not realizing the concept of different extremities. my ONE rant post, opposed to your 3+ stupid posts. thats not the same wrong... idiot. stop playing video games and focus on growing a brain.


i actually don't play games anymore

rYo_sakaZaki
12-05-2006, 10:36 AM
what's the timing when mashing out from magneto's hyper grav xx tempest?

Green
12-05-2006, 11:58 AM
After the screen resumes from the MT freeze, mash like crazy unless the HG won't grab you (you have to decide this for yourself).

Radiant93
12-05-2006, 08:06 PM
ermm.. actually i have a different one though. i start mashing when magneto says "tempest". seems to work like 95% for me. i mash for like 3 strokes left to right then block. ^_^

tech master
12-06-2006, 01:36 AM
as soon as you see the two hairy testicles come out, mash. i agree, i usually swipe both my hands back and forth 3 times and block

rYo_sakaZaki
12-07-2006, 05:43 AM
do you mash only with the joystick or you include the buttons?

Radiant93
12-07-2006, 08:20 AM
with the joystick of course (for me)

Mixah
12-07-2006, 08:32 AM
how do you mash with only the joystick? i do a full circle on the stick, and a full circle on the buttons and i get out... full circle, if you're that stupid to not get it...

LK, LP, HP, A1, A2, HK

Thumb, Index, Middle, Ring, Pinky, Thumb, respectively

rYo_sakaZaki
12-07-2006, 10:38 AM
OK.. i get it..

So, you hav 2 mash that fast in only half a sec. ?

Mixah
12-07-2006, 06:10 PM
OK.. i get it..

So, you hav 2 mash that fast in only half a sec. ?

just about... you have enough time to do it... ther'es no need to kill yourself trying mash out of it...

i mean... if somebody goes...

launch, sj, lp, lk, lp, lk, hg xx tempest, DHC hailstorm...

you still have enough time to mash out, and that's cutting it down to about a tenth of what you have to mash out of just hypergrav... but i have seen it done... ricky ortiz... sanford... and a couple others maybe... but i have seen it done, although never have done it myself.

rYo_sakaZaki
12-09-2006, 09:02 AM
OK... Tnx man...

UltimateKisame27
12-10-2006, 01:10 AM
ok, I dont understand one thing and that is how the hell do I do the ROM combos? I was told something about "slide" or "claw like" methods but that is not elaboate enough for me to understand. What exactly do you do? There is no video FAQ or anything that can teach me this?

tech master
12-10-2006, 04:01 AM
claw and slide is the technique you use while pressing the buttons. to rom you do two light kicks up and two light kicks down for the most part. the slide refers to you sliding your fingers from two punches down to the third light kick of the rom. claw is where you keep your fingers on the butons and simply input the buttons with three fingers instead of the two used in the slide method.

Mixah
12-10-2006, 11:34 PM
teaching somebody to do the ROM over the internet, IMO, is like teaching somebody how to live... over the internet.

Green
12-11-2006, 01:02 AM
When I was learning it, I'd practice clawing on any surface I could find. dut-dut, da-rut-dut... all day long

tech master
12-11-2006, 04:07 AM
i couldn't claw the rom if my life depended on it, i have no problem with sliding though

Demon Dash
02-19-2007, 06:40 PM
Okay, here's aquestion. How many times do you need to shake the stick from left to right in order to escape HG xx MT? It seems pretty dangerous as it looks possible to get hit by the MT even though you shook out and didn't block...

tech master
02-19-2007, 06:44 PM
i typically do three swipes on the buttons and at the same time i take the stick and go back, foward, back. that way i end up blocking. its more of an anticipation thing. dont keep mashing until you see yourself get out. its more of doing the swipes fast enough and realizing if you did it good enough

Mixah
02-19-2007, 08:22 PM
Okay, here's aquestion. How many times do you need to shake the stick from left to right in order to escape HG xx MT? It seems pretty dangerous as it looks possible to get hit by the MT even though you shook out and didn't block...

this is what i do...

if i'm on P1 side...

right, left, right, left on the stick, and hold left...

likewise, i put my thumb slightly ahead of my index finger and swipe the buttons, attempting to hit each button individually with all five fingers, the punches, and i just go opposites... so as i'm shaking the stick, RLRL, my button hand goes LRLR...
i do the opposite on the P2 side...
it's nice because i don't need to get tired by mashing, since it's relatively easy... however, it doesn't work if you're sentinel in the corner... so you need to get a little more amped to get him out at that point...

gouki10
02-19-2007, 08:32 PM
i just mash like crazy for 2 sec.

it's not about how you mash, but when you mash.you have to mash right when you get hit by the HG.

i've mashed out of c.lk + psy, mk, psy hits, c.lk juggle, c.hk(flip back effect), HG, HG hits, i mash out, snap back whiffs.

if you mash out at the right time, you'll get out immediately

Mixah
02-19-2007, 08:44 PM
i've mashed out of the hailstorm dhc... which is why when you do that combo, NEVER do the hypergrav. :)
quick tip to those that don't know better :)

Demon Dash
02-20-2007, 04:07 AM
Thanks, I'll keep all that in mind...

lilxrichie
02-23-2007, 11:48 AM
im trying to master 5 fierce but everytime i try to do it, Magnectic Blast comes out..any suggestions?

Green
02-23-2007, 04:48 PM
Stop hitting uf. But seriously, after c.hp, go to ub, not u. That way, it's much more difficult to hit uf on the way to df... and it also increases your chances of hitting the first sj.hp on the correct side (unless you're dashing over to the other side, which is kinda iffy.)

sealhunta
02-24-2007, 01:35 PM
after u do the c.hp do a "reverse super jump" go up - down real fast. You should be holding straight down while magneto just starts his jump. then do sj.hp or sj.hk and during the time span u can push down/foward on the joystick.

Or you could, (i've never tried this ) hold up/foward when u launch instead of up, but i like the first method better

lilxrichie
02-27-2007, 11:20 AM
thank you Green and Sealhunta for tha tips..i will start practicing ^_^

Gogandantes34
03-04-2007, 07:21 PM
When I was learning it, I'd practice clawing on any surface I could find. dut-dut, da-rut-dut... all day long

I totally agree. IMO, that is the best way to practice it. You really don't need to be playing the game to get it down...just practice that rhythm, and the ROM becomes second nature.

Corner-Trap
04-23-2007, 01:22 PM
Hey, I have never played Mag before but for some reason feel like playing him now, I have no idea why.

"I haven't the slightest damn clue what to do with him, please help."

That should get my message across.

beatsofdevil
04-23-2007, 01:26 PM
RTSD!

rom reset hk cancel reset slide infinite cancel

that is all.

but there is this real good mag tutorial on youtube somewhere

Corner-Trap
04-23-2007, 01:42 PM
RTSD!

rom reset hk cancel reset slide infinite cancel

that is all.

but there is this real good mag tutorial on youtube somewhere

watched it, it was magnetro's, sadly I can't do non of that shit.

beatsofdevil
04-23-2007, 02:31 PM
you sure? it was a tutorial, with a lot of beginner stuff...

rYo_sakaZaki
09-14-2007, 02:30 AM
what's the best mag-team ever formed? Tnx

beatsofdevil
09-14-2007, 05:29 AM
centered around mag? MSP

good team overall with mag in it? perhaps mag/sent/cyc imo

ParryPerson.
09-14-2007, 06:09 AM
centered around mag? MSP

good team overall with mag in it? perhaps mag/sent/cyc imo

uh. MSS?

beatsofdevil
09-14-2007, 07:28 AM
uh. MSS?
that's good for having the top3...but I think Sent+anti air is real good.

It's matrix just mag instead of storm. and matrix can hold it's own against santhrax.

also cyc is a great versatile assist. for fastflys, rushdown, defense, good against sent, great point, more life than psy.

that's why I think it's better than mss.

rYo_sakaZaki
09-18-2007, 05:41 PM
i see...

i'll try those teams...

tnx

sealhunta
09-18-2007, 06:37 PM
i like msc but i'm up in the training room practicing mss

FOBio
09-19-2007, 03:21 PM
should i be tri jumping with fp/fk, or with lk? seems the stun off tri jump lk is hard to combo off. in fact, same question applies with storm i guess. and i keep on inputting the u, uf, f + punch command instead of tri jumping. i know i'm supposed to bring the stick to neutral before dashing, but is there a trick to doing this?

tech master
09-19-2007, 03:52 PM
everything has its uses. if you do a HIGH super jump, then you can tri jump with a hp, hk \/ against sentinALS. if you do a LOW super jump, you can use the HP and it'll whiff which can create high and low mixup game.

tri-lk's come out quicker, but you need to have a pretty low tri-jump and be pretty close considering its lack of range.

if you're playing somebody who's reaction isnt superb, HK's will suffice and do more damage.

the U, UF, F+ punch is an execution problem. you just need to practice not hitting those commands while tri-jumping. its worth it though, gets your execution very precise with directions.

rYo_sakaZaki
09-19-2007, 05:57 PM
can i go directly to rom after sjc hk rather than doing launch hk ad df lk etc...?

Green
09-19-2007, 06:27 PM
You mean after c.hk?

beatsofdevil
09-19-2007, 06:33 PM
no he means superjumpcanceling the hk (1sthit) I believe? if so, yes, but just do the launch, hk, addf etc.

tech master
09-19-2007, 07:10 PM
or maybe he's talking about the least likely situation to be able to rom.. a 2 hit HK. cuz even though you just have to hold up, its still a sjc hahaha. yea im just trying to be more confusing =[

Mixah
09-19-2007, 07:36 PM
sjc is probably off of hte 1 hit. and yes, you can do it.

sporetempest
09-20-2007, 07:29 AM
Anybody tried trijump lk/lp, HK before? Instead of trijump lk lk. Probably nothing new, but I was messing around with this and it gives real nice mix up options, or appears to. Need to test this out more.

Basically you can do a few tj lk hk (I mostly do the sj version) reps, before resetting. And I don't know why, but it seems to me that after the hk you can go back up into the air much faster than tj lk mk, giving good opportunity for mixup. Or maybe it just looks different and harder to block coz it's not widely used, but i see some potential..

beatsofdevil
09-20-2007, 07:44 AM
yeah I use that somtimes. that or tj lk. mp.

well hk is out there longer and has longer hitstun then mk. maybe that's why it seems like that

tech master
09-20-2007, 09:55 AM
on crouching characters its better to do a light and then a medium because the hard attacks come out a little slower and are less likely to hit.

sealhunta
09-20-2007, 01:24 PM
if u do a two hit jump in attack you can't land and dash in and do c.lk c.hp /\ sj.hk ad/df lk mk land rom

Green
09-20-2007, 04:27 PM
No, but there are other ROM setups.

rYo_sakaZaki
09-20-2007, 05:35 PM
no he means superjumpcanceling the hk (1sthit) I believe? if so, yes, but just do the launch, hk, addf etc.


so it's better to do the launch hk addf rom than sjc hk... :wonder:

ok.. tnx man

xero15
09-22-2007, 09:03 AM
what are some good options when sjc shk something basic first then more advanced later. ive been workin on my mags without guides just to get a feel of what he can do rather than just practicing combos to execute first. now i think im somewhat decent with him enough to move on a level so i can advance.

beatsofdevil
09-22-2007, 09:09 AM
what exactly do you mean?

pretty much anything off of that super jump will be good, just experiment.

s.hk sjc, lk, addf lklk
s.hk sjc addf lk, mp
s.hk sjc addf lp

and mess around.

Tigerboi
09-25-2007, 01:47 PM
Magneto Vs. Spiral husrts me. How does he beat that broken bitch?

tech master
09-25-2007, 03:53 PM
don't let her get a chance to call knives.

RisunoMeijin
10-05-2007, 10:08 AM
Magneto Vs. Spiral husrts me. How does he beat that broken bitch?

Rush that shit down. Spirals stamina isnt all that great.

Most Spiral players call Sent GA all day. Random snapout for the win.

You can use your assist to stop the trap from re-repping if you place them right.

You can use guard cancel to stop the trap if you time it right. SJC out Square dash over and pummel her.

E.M. disruptor stops the knives fairly well. You can always DHC if she calls knives in a place magnus cant instantly get to her. xxHS, xxPC

If she is normal jumping alot once you get her on the run, just guard break her.
If she is normal jumping + Sent GA once you get her on the run
dash+s.jab snapout right before she hits the ground
( personal experience, might not work well on a REAL good spiral/sent, as I havent played anyone all that good with it lately.)

50morecentz is a beast with team duc. From playing him I would say if you let spiral get 5 bars and tag out safely you are in trouble no mater who your playing with or how good you are. I personally believe Storm is a better matchup agianst Spiral/Sent than Magnus. You are forced to play either offensive with Magnus, or else too patiently. For me at least. As long as you can get out of the trap, you shouldnt have too much trouble stuffing her early though.

Ive been playing agianst ALOT of Spiral/Sentinel/Commando lately. This team really is very good, As it makes it alot harder to stop the knives coming up, and sent + commando is just a beast. Anyone know who started this, cause its like a revolution at my local arcade. :rofl:

slowtactician86
10-15-2007, 07:08 PM
Does anyone know how the timing would be to call out Storm while ROMing? I tried a good couple of times, and trying to call her out before SJ just makes me reset the ROM. I've watched a couple of MSP matches with Yipes and he uses that like it was his bread and butter sometimes.

tech master
10-15-2007, 07:32 PM
after the mk on the way down is the best. hehe you're trying to do ROM, lk, mk, addf, lk, mk \/ storm, sj.lk, mk, adf, hk, storm hits, c.hk, ROM. its weird at first and is kinda hard to do. but sooo fun.

actually i think if you time it right, you can press the assist at the same time as the mk instead of after.

beatsofdevil
10-15-2007, 07:33 PM
Use negative edge....basically press the assist button when you're about to land...and when you let go she should come out but still do the rom.

slowtactician86
10-15-2007, 07:49 PM
beats and tech: thanks. Yeah that is what I'm trying to do, it's just to much of a mind game when the typhoon hits.

Hugo Boss
11-07-2007, 03:31 PM
Hi i got two questions

I started playing marvel recently, and tried out som stuff in practice mode with mags+storm proj. Im wondering why ive never seen anyone do this combo: cr.lk+storm,cr hp, sj. hp, ad df, sj.hp, sj.hk land (storm hits) cr.hk, ROM.

Basicly just five fierce into the rom. I set the dummy on auto roll, and the cr hk hits them in the air so it seems unrollable. Its good damage into rom for setups, any reasons for not using this?

Second question ^^

Anyone know some unmashable tempest combos with sent proj or storm proj? I only know the easy one with psy :sad:

tech master
11-07-2007, 03:45 PM
that combo has been known heh. if you time it right, you could even tag instead of rom and the tag will launch for a free combo and dhc back to mags. the only thing i dont like about it is its somewhat inconsistent, sometimes you gotta throw in a c.lk before the c.hk or sometimes the c.hk will be fine, or even sometimes they dont even land on the ground so you can't otg them.

Green
11-07-2007, 05:01 PM
I think the bigger problem is that combos utilizing certain assists internally (i.e. within itself) are harder to land and therefore are less effective. These assists include Storm-proj (Typhoon), Sent-ground (Drones), Mag-proj (EM Disruptor), etc. On the contrary, it's very easy to land a combo starting from an AA assist, for example.

piponaz
11-08-2007, 03:45 AM
Does anyone know how the timing would be to call out Storm while ROMing? I tried a good couple of times, and trying to call her out before SJ just makes me reset the ROM. I've watched a couple of MSP matches with Yipes and he uses that like it was his bread and butter sometimes.

press the assist button right after the mk. It's quite tricky at first but it's relatively easy once you get it down. Just practice it.

piponaz
11-08-2007, 04:08 AM
actually i think if you time it right, you can press the assist at the same time as the mk instead of after.

tried that when i was starting to learn that combo, it doesn't work, because technically, you're still in the air when you mk.

piponaz
11-08-2007, 06:43 AM
Hi i got two questions

I started playing marvel recently, and tried out som stuff in practice mode with mags+storm proj. Im wondering why ive never seen anyone do this combo: cr.lk+storm,cr hp, sj. hp, ad df, sj.hp, sj.hk land (storm hits) cr.hk, ROM.

Basicly just five fierce into the rom. I set the dummy on auto roll, and the cr hk hits them in the air so it seems unrollable. Its good damage into rom for setups, any reasons for not using this?

Second question ^^

Anyone know some unmashable tempest combos with sent proj or storm proj? I only know the easy one with psy :sad:

actually, i do that combo if given the situation because like green said, it's difficult to start the string. and i do with calling storm with the c.hp not with the c.lk.

anyway, i usually do that combo in the start of the match using the switch glitch because some people are stupid and they still stubbornly trade with magneto's c.lk.

here are some of my strings:
[with mss] c.lk, c.hp+storm, sj.hp ad.df hp [storm hits] [land] trijump d.lk, mk, [jose garcia reset- sj.lk, ad.df -opposite side reset- lk], nj.lk+sent, hp, [land], dash [opposite side reset] c.hp into 4 fierce. < usually kills normal armoured characters.

[with msp] c.lk+psy, c.lk [psy hits] c.lk, c.hk, trijump back down lp, dash opposite side reset [here, has many variations] "[1] c.hp+storm, sj.hp ad.df hp, hk, [storm hits] [land], c.hk into rom" "[2] c.hp, sj.hp ad.df d.lk, mk, [land] [call storm] sj.lk, mk, ad.f hk into tri-jump d.lk, mk [another reset or continue rom] or dash c.hk, sj ad.d lp [into rom or reset] <<< lots of possibilities.

add more later.

Hugo Boss
11-08-2007, 07:13 AM
ok thanks for all the answers ^^

i find the combo easier from cr lk + storm, then cr hp + storm, mainly because the timing for the combo is just do everything as fast as possible. with the cr hp + storm one you have to delay the cr hk a bit imo, not that big of a difference tho.

i dont find the combo especially inconsistent, but during a tourney situation i would probably stay away from it as well :D

cheers

beatsofdevil
11-08-2007, 09:24 AM
tried that when i was starting to learn that combo, it doesn't work, because technically, you're still in the air when you mk.um it does work, because it's when you release it that matters...and rom heights vary.

also, hugoboss, work on the cr.hp+storm. you'll have situations where cr.lk isn't always an option.

tech master
11-08-2007, 10:03 AM
it does work. just do it during a low ROM and the MK as late as possible. i used to do the same thing with IM/mag projectile back in the day. (launch, d+HP, lk, lk, U+HP, assist before you land, s.hp, mag hits, proton cannon)

piponaz
11-08-2007, 10:14 AM
it does work. just do it during a low ROM and the MK as late as possible. i used to do the same thing with IM/mag projectile back in the day. (launch, d+HP, lk, lk, U+HP, assist before you land, s.hp, mag hits, proton cannon)

ok, if you say so. i'll try to pull that in the arcade. update you later.

thekidfromLBC
12-09-2007, 09:05 PM
Hello every one new guy here....have a couple of questions: how long should i pause between the two lk's when airdashing down/foward in the rom? and when i launch them and do hk--->addf----->hk--->(otg)lk---->(otg)hk i cant cancel into hypert grav why is that??

Mixah
12-09-2007, 09:09 PM
There's a ROM thread.

Green
12-09-2007, 09:30 PM
Hello every one new guy here....have a couple of questions: how long should i pause between the two lk's when airdashing down/foward in the rom? and when i launch them and do hk--->addf----->hk--->(otg)lk---->(otg)hk i cant cancel into hypert grav why is that??
As Mixah mentioned, there's a ROM thread.

As for the latter, normally you can't perform specials or supers after flying screen has occurred.

thekidfromLBC
12-09-2007, 10:10 PM
As Mixah mentioned, there's a ROM thread.

As for the latter, normally you can't perform specials or supers after flying screen has occurred.

oops my bad:sweat:....but thanks

[iHate]Youthattack
12-18-2007, 04:03 PM
noob question so i thought id post here. how does mags normal jump infinite go on sentinal. Its the one that yipes does all the time. ive searched some thread and found little info so far, just timed attacks and something about holding the stick down on the last lk.

tech master
12-18-2007, 04:23 PM
lp, D+lk, mp, mk

in the corner/snapout you can just jump straight up and do it, obviously you have to include jumping uf midscreen. its all timing, just practice. don't do it too fast

Kunoichi Sakura
12-30-2007, 02:23 AM
What are some other ways to rush with Magneto besides tri jump lk and jumping hp? :lovin:

sealhunta
12-30-2007, 05:12 PM
tri jump hk lol

too many ways to RTSD, magneto is the god of rushdown.

u can dash in dash out and dash back in - this works well on ppl who get scared and call assists so fast. u dash in and they call assist while u dash back and u dash back in and then u have two targets to reek havoc on.

u can dash and jump in and do an hp that would hit the other side of the opponent then air dash backwards so ur on ur original side and do another fierce and then land again

u can dash in call assist and dash to the other side and c.lk

u can just do 3 tri jumps in a row and they might not expect that becuz they think u are going to go low and ull hit them. there is just too much shit u can do, this post covers 0.0001% of things u can do.

make sure they fear u enough that they take u seriously and are cautious, a weak magneto is easy to kill.

beatsofdevil
12-30-2007, 05:47 PM
What are some other ways to rush with Magneto besides tri jump lk and jumping hp? :lovin:it's basically tri jumps of different sorts (attack buttons) and different sides. and of course dash in cr.lk (and/or +assist) also dash in super jump up or sj.up forward or sj.up back and then air dash down fp or fk to avoid certain assists. dash in block is good.don't just dash in tri jump all the time, you will get killed. even jump forward block is good in some cases, just keep the pressure on, realize that at times mags can still keep pressure from fullscreen because his dash get you close quick, utilize that.

sealhunta
01-02-2008, 04:21 PM
some nice shit to do is, if u find ur opponent has caught on to ur basic rushdown chains, do

dash in, normal jump over to the other side, and tri jjump hk.
- they might be used to ur tri jumps and block high, but u might trow them off when u attack from the other side

tri jump hk , land, crouch, tri jump hk
- when ur coming in from above and do a tri jump and they block it, hold the joystick down, They will insticntively block low, but dont actually do a c.