View Full Version : -= 5 Fierce Combo =-
-= SnapOut =-
05-22-2005, 10:02 PM
Notice that we don't have any threads discussing the value of these damaging combos. For those who don't know what this is, its a 5 hit combo used by fierce hits. The reward for doing this is huge damage with the cost of no meter and a free option for a huge mixup.
To do it its Launch
[HP, Airdash HP, HK, HK]
note* - when you airdash(lp,hp) the second hit is automatically done.
If done correctly the opponent should fly right over your head giving you enough time to do a deadly cross up. Below are a few of the following possibilities:
_______________________________________________
Most Common Ones:
1) s.lp, standing lp, then quickly do crouching lk, then launch followed by 5 fierce all over again
2)while holding foward you have 2 options: you can either regular trijump down over opponent head, or tri jump behind opponent followed by c.lk, c.lk ....
3) regular jump lk, hk+assist airdash opposite side for cross up finish.
_______________________________________________
More Tricky Ones
4)s.lp+storm assist, tri jump over opponent's head and quickly trijump back to the starting position(thanks IFCYipes!)
5)regular jump foward+assist xx airdash backwards hk.
Tengen
05-24-2005, 07:53 AM
Is this combo supposed to be hard to do? say, compared to the rom infinite. I can never do the HP, Airdash, HP sequence fast enough consistently.
-= SnapOut =-
05-24-2005, 06:30 PM
Is this combo supposed to be hard to do? say, compared to the rom infinite. I can never do the HP, Airdash, HP sequence fast enough consistently.
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No this is not sopposed to be hard to do. BUT unlike the Rom infinite your doing the same repeative combo over and over again to nail half life, while doing a 5 Fierce can give you the same damage and give you more benifits, main benifit of course is the reset. When you do ROM infinite there is a better chance of you messing up, then 5 Feirce.
Honestly its just a matter of practice, if you find that you second fp doesn't connect its because your not doing it fast enough, as long as you can get the right timing to connect the first two fps, then the remaining hks are easy. I strongly recommend you learn this rather ROM infinite.
tech master
05-25-2005, 03:32 PM
this might help also..
after you launch, wait a split second longer before you do the first fierce. this brings the opponent higher in the air before you hit him so then you have a longer time to hit him again with that second fierce before he hits the ground
Tengen
05-27-2005, 02:56 PM
this might help also..
after you launch, wait a split second longer before you do the first fierce. this brings the opponent higher in the air before you hit him so then you have a longer time to hit him again with that second fierce before he hits the ground
Yep, this works, thx a bunch.
tech master
05-31-2005, 01:17 PM
yea, whenever i miss the combo its because they hit the ground too early. tend to work my mags reaal fast so i need to slow things down a bit sometimes
mash hp/hk ^_^ isnt this combo old?
RowJoe
06-01-2005, 02:12 PM
What? ROM is still good, resets kill just as fast as the triple fierce combo...
454Casull
06-01-2005, 07:35 PM
What? ROM is still good, resets kill just as fast as the triple fierce combo...
Who said it was better? Besides, different strokes for different folks.
Grimm_Demize
06-02-2005, 10:10 PM
All ROM comparisons aside, this combo is a LIFE SAVER when you're new to Magneto. Before you can get into the more advanced resets and slide based stuff, you've always got this to fall back on to do a good amount of damage. If you can connect it from a rocket punch assist, you're in business.
tech master
06-07-2005, 02:43 PM
rom gives you more options than the 5 fierce combo, its just that its good to use both because thats twice as many resets. its harder for your opponent to look for a reset if you vary both combos
scrubkiller
06-07-2005, 05:37 PM
rom gives you more options than the 5 fierce combo, its just that its good to use both because thats twice as many resets. its harder for your opponent to look for a reset if you vary both combos
i like the 5 fierce combo over rom. cause you can always block
the other way when they are rom whoring you and looking for a
reset lol. the 5 fierce combo is faster damage and when your done
doing the combo you can tri jump launch and catch them slippin
with another 5 fiercer or rom reset.......
tech master
06-08-2005, 04:34 PM
i like the 5 fierce combo over rom. cause you can always block
the other way when they are rom whoring you and looking for a
reset lol. the 5 fierce combo is faster damage and when your done
doing the combo you can tri jump launch and catch them slippin
with another 5 fiercer or rom reset.......
come on now mike! you know better than that. ANY reset/mixup/crossover you can do after the 5 fierce combo you can do with the rom. and if you're already blocking the other way, if you're playing a decent player they wont even switch sides to confuse you even more.
launch, hk, lk, lk, ALMOST takes off as much as the 5 fierce. do a couple reps of the rom and you've already taken off more with the option of an unblockable super. when you reset with the rom you dont always have to cross over. not to mention ROM can set you up for a bunch of grabs for juggles or DHC.
i'm not saying dont use the 5 fierce, its good for mixing up if people are getting use to your rom resets. but how often do you see the great players do the 5 fierce?
its always good to rely on the rom IF you've perfected it. its builds up crazy meter. the thing is ROM is an infinite, you can mix it up at any random point. when you're done with the 5 fierce the opponent knows something tricky is coming.
scrubkiller
06-08-2005, 05:57 PM
come on now mike! you know better than that. ANY reset/mixup/crossover you can do after the 5 fierce combo you can do with the rom. and if you're already blocking the other way, if you're playing a decent player they wont even switch sides to confuse you even more.
launch, hk, lk, lk, ALMOST takes off as much as the 5 fierce. do a couple reps of the rom and you've already taken off more with the option of an unblockable super. when you reset with the rom you dont always have to cross over. not to mention ROM can set you up for a bunch of grabs for juggles or DHC.
i'm not saying dont use the 5 fierce, its good for mixing up if people are getting use to your rom resets. but how often do you see the great players do the 5 fierce?
its always good to rely on the rom IF you've perfected it. its builds up crazy meter. the thing is ROM is an infinite, you can mix it up at any random point. when you're done with the 5 fierce the opponent knows something tricky is coming.
Mat, i know what you mean about the rom! i guess i look for
fast damaging combo's like the five fierce combo, im not
looking past the rom, cause like u said it builds crazy meter
not only that u can reset that shiat anytime u want u can play
mind games with the rom, i think rom should be used for
finishing off characters with small amount of life left, but the
rom is most efficient in the corner. Because you can use the
grab reset then when they are dead it's a freebie if you know
his unblockable. also after a few reps with the rom, damage
scaling suck's thats why people look for rests. :pray:
scrubkiller
06-08-2005, 06:01 PM
----------
Just like his avator says "reset onces reset again"
I thought of another tricky cross up to do when opponent is waking up.
Magneto: c.hp sj.hk airdash downfoward lk lk, land regular jump call sentinel assist(projectile) dash over c.hp lunch as reset do 5 fierce. When opponent wakes up you regular jump over and as soon as the opponents body turn the opposite side you dash back in the position you jumped from. Land do c.lk, c.lk+sentinel assist.
remember to regular jump and wait til body turns then dash back.
gotta try that combo bro thanks :cool:
SRKFayetteville
06-09-2005, 04:50 PM
Ummm i need a little help...so i launch them,HP air dash HP again then HK HK?
Shyguy_O_o
06-09-2005, 06:25 PM
Ummm i need a little help...so i launch them,HP air dash HP again then HK HK?
yup thats right. what its lookin like is the 2 HPs crack em to the ground then the first HK otgs em then the second HK is when you land. some xup ops with this so experiment
SRKFayetteville
06-09-2005, 06:34 PM
WORD is strong too...it does 62 points of damage...what else can i do with this i tried tri jump and do it again...is there a way to do the slide after that?
australopitecus
06-10-2005, 07:00 AM
my favorite 5 fierce reset is 5-fierce, then normal jump straight up and call psylocke, and do a timed airdash for psylocke to hit exactly at the time you're above your opponent's head, so, even you won't know what side he'll have to block then go on from here
SRKFayetteville - no, you can't slide right after 5 fierce, you gotta reset before that
tech master
06-11-2005, 10:31 AM
with that reset might as well super jump instead with like a tri-jump. sets you up for combos/juggles better
haloha123
06-16-2005, 08:39 PM
actually starting the 5fierce with hk is easier
launch,sj.hk,airdash hp,hk,land,cr.hk
or u can try rom,change side for reset,launch 5 fierce
-= SnapOut =-
06-17-2005, 10:37 AM
actually starting the 5fierce with hk is easier
launch,sj.hk,airdash hp,hk,land,cr.hk
or u can try rom,change side for reset,launch 5 fierce
-----
its really just a matter of preference of how you do the 5 fierce - just as long as it works.
now for ROM infinite, don't get my wrong i use it when i can, but i always try and go for the 5 fierce before that(but thats just me). If i land some lks i'll go for it.
scrubkiller
06-17-2005, 01:06 PM
[QUOTE=-= SnapOut =-]-----
its really just a matter of preference of how you do the 5 fierce - just as long as it works.
now for ROM infinite, don't get my wrong i use it when i can, but i always try and go for the 5 fierce before that(but thats just me). If i land some lks i'll go for it.[/QUOTE
i have to co sign with you Snapout i do the same shit lol
5 fiercer before rom anyday :tup:
tech master
06-17-2005, 01:08 PM
for me the hk is easier just because i'm used to the rom setup. most people use HP because its easier to HP then hit lp+HP twice and the second hp should still come out.
haloha123
07-03-2005, 06:53 AM
how bout doing that in corner?
i did launch,sj.hk, dash df hp,df.hk,land,cr.lp,s.mp .i seen other ppl connecting that into rom but i cant seem to do it,i only know how to grab them after they recover from the s.mp
KaKaRoTtE
07-07-2005, 12:30 PM
Its funny as much as i love using magneto's five fierce i still have difficulty timing it after sentinels rocket punch assist.
Do you guys find you struggle with that every now and then?
You gotta understand that the 5 fierce combo isn't supposed to be done fast like ROM. You have to time it slow after the launch. Launch, FP, (slow it down here), FP, FK, Fk. Deadly with sent RP assist. You can also dash to the other side after sents RP assist hits and launch and it'll still count as a combo. The upside to dashing to the other side is that you'll get better position after the launch. They won't fly up as high so the Fierces will be easier to connect.
My personal preference is to do the 5 fierce combo. Why? Kills faster. You only need ONE reset to completely kill off a character (excluding sent). That's with sent RP assist. With Pshy I still try to go for 5 fierce cuz resets/mix-ups are alot easier. Even with Pshy u can get 2 fierces to connect after otg-launch and still have that reset open to your advantage. They can't mash out of a reset like you can from ROM infinite. Once they're on the ground after the 5 fierce... you have the perfect chance to reset with block stun. It is very hard to block normal jump, dash down lk, crouching lk. The reason is because of blockstun. The most they can even try to do is call assist but because your normal tri-jumping, their assist will get hit aswell and blamn... snap out. But hey.. that's just me.
Oh and yes... if you look at most top players play, they DO go for the 5 fierce, because of the reasons I've stated above. Magneto isn't all about being the fastest mofo around... time all his attacks and you'll beef up your mags alot more. Hope this helps some.
De4dEyE
07-07-2005, 05:10 PM
They can't mash out of a reset like you can from ROM infinite. Once they're on the ground after the 5 fierce... you have the perfect chance to reset with block stun. It is very hard to block normal jump, dash down lk, crouching lk. The reason is because of blockstun.
..........
Mash out of the infinite? Because of blockstun?
KaKaRoTtE
07-08-2005, 01:01 PM
..........
Mash out of the infinite? Because of blockstun?
Not literally mash out of infinite like you do tempest. I ment if someone tries to reset you after sj lk, sj lk... whoever your reseting (especially magnus) can mash on lk or lp and pretty much snuff out your reset attempt.
Block stun. I think the best example of this happening is when your blockin a super, you hold back to block it... and even after you let the joystick go, it keeps blocking. The same can be done with normals. That's why you block tri-jump lk, then still get hit with crouch lk and you'll be like... "wtf, I was blocking down!" The character animation is stuck in block stun while your standing up.
Same could be done if you pushblock. The character is stuck in blockstun after the pushblock and that leads to you either gettin punished. That's why you see alot of magnetos now dash in after HK. Ex: comming down from air on standing sent, HK, (sent pushblocks) dash in sj. lk, blah blah. Their stuck in blockstun so sent can't go anywhere, so that let's mags stick on his ass like glue. But with pushblock you can actually use it to your advantage by gaurd canceling. You push block and there's a split second when the pushblock recovers that you have a slite invincibility and can punish someone that's on your ass. One examples are how you can gaurd cancel out of sents drones.
I might not be using the correct names for all the moves but yea that's basicly what I ment.
ATruEVatO
07-30-2005, 09:41 AM
for all the pl who have trouble doing it after the rocket punch theres a different way same damage if not then a lil less
launch
[Sj.HK addf A.HP A.HK C.HK]
this is what i do cuz its same damage jus different way imo its better
taiji
08-01-2005, 04:09 AM
snip
for blocking high/low, try doing an alpha counter motion, much easier
SRKFayetteville
08-02-2005, 07:25 PM
hey are there any resets that you guys can tell me?
tri-jump? i where im from only one person uses 5 Firece and thats Eddy...so what are some setups wit that? because i hate rom its annoying after while
454Casull
08-02-2005, 09:37 PM
After you do the c.hk, you can tj and hit high on the same side, you can tj and whiff, land and hit low, you can tj to the other side and hk in the air, you can call an assist while you jump over, etc. If you keep hitting high, you can toss in a few c.lks to mix it up.
ATruEVatO
08-31-2005, 11:18 AM
hey are there any resets that you guys can tell me?
tri-jump? i where im from only one person uses 5 Firece and thats Eddy...so what are some setups wit that? because i hate rom its annoying after while
dude its not hard and theres no set ups rlly just get a launch then
launch
[sj.fp addf sj.hp sj.hk c.hk]
and if you cant get that down bcz it has sum weird timing between sj.hp and sj.hk then do the one i posted up there if u cant see it then ill repost it
launch
[sj.hk addf sj.hp sj.hk c.hk]
if u want set ups with assist here:
mag/sent-a
c.lk+sent c.lk dash in c.hp then the 5 firece thingy
mag/psy-a
c.lk+psy c.lk walk forward a lil till ur under them then launch and 5 firece combo
mag/cyke-b-his damn anti air i cant member it
c.lk+cyke c.lk [dash to other side while cyke takes ur opponent in the air] then sj.hp/hk addf sj.hp sj.hk c.hk
mag/spiral-y
c.lk+spiral c.lk [you have enuff time cuz her arm assist hits him for a while i usually taunt and i can still combo off of it :clap: ] then
launch
[sj.fp addf sj.hp sj.hk c.hk]
alright one more way with the same assist sent RP
mag/sent-a
[jump] j.hk+sent adStraight [then the opponent has to block the RP on the other side so if hes not blocking the other way then its a feree 5 firece combo :devil:
aight thats it for now for more pm me
454Casull
08-31-2005, 05:38 PM
Its funny as much as i love using magneto's five fierce i still have difficulty timing it after sentinels rocket punch assist.
Do you guys find you struggle with that every now and then?
If you still need help with this I can record the sound of that combo (the button presses).
Sarutobi_Sasuke
09-02-2005, 11:36 PM
the timing is...
if you are doing it off a fp.launch ..do it as FAST as possible
if you are doing it off sent a.... do it slow or when you launch after sent a connects then jump slightly up-backwards instead of just up.
if you are doing it off a psy into a hypergrab... you prolly should jump up backwards--well thats what i do and it connects.
haloha123
09-03-2005, 09:54 AM
heres a combo with storm-a
c.hp+storm-a,sj.hk,addf sj.hp sj.hk,u land,opponent lands on storm projectile,dash forward,launch again into anything
but usually i just do magic series + hk grab then qcf.hpxxtempestxxhailstorm or the usual tempest combo
heres a combo with psylock-a
c.lk+psy-a,c.lk,psylock hits opponent into the air,sj.hk,addf sj.hp,sj.hk.cr.hk
AudioProject
09-07-2005, 01:13 AM
Its funny as much as i love using magneto's five fierce i still have difficulty timing it after sentinels rocket punch assist.
Do you guys find you struggle with that every now and then?
Nah, not when i do sj.fk, a/d df fp..., instead of sj.fp a/d df fp... . Works out easier for me.
September
09-08-2005, 06:14 PM
after sent's roket punch, then lauch, do sj.hk instead of hp..there you can get the 3 fierces but now its 3 rounhouses
454Casull
09-08-2005, 06:36 PM
The hk after c.hp takes me so much longer to do than to do hp lp+hp hp. I don't know why many of you say it's better.
batsu13
09-08-2005, 07:40 PM
The hk after c.hp takes me so much longer to do than to do hp lp+hp hp. I don't know why many of you say it's better.
For me it's almost instinct. I'm so used to going for the rom as soon as super jump that my fingers goes for HK.
thebluebomber
09-21-2005, 02:11 AM
Since this is a specific thread for the 5 Fierce combo with Mags, I guess I'll ask here!
At the beginning of the forum, the combo is listed as launch, sj. hp, addf hp, hk, hk.... My question is all the hits keep going in the same count right? (Unless this is a glitch or something). I've tried this like 50 times so far and I have accidentally done all the listed hits for surprisingly awesome damage (screw ROM ;-P), but my final hk was a slide (I believe). So is the button combination listed correct, it's just that the final hit is the slide (hence the reset that is talked about) and this combo just takes a lot of practice?
454Casull
09-21-2005, 05:40 PM
Since this is a specific thread for the 5 Fierce combo with Mags, I guess I'll ask here!
At the beginning of the forum, the combo is listed as launch, sj. hp, addf hp, hk, hk.... My question is all the hits keep going in the same count right? (Unless this is a glitch or something). I've tried this like 50 times so far and I have accidentally done all the listed hits for surprisingly awesome damage (screw ROM ;-P), but my final hk was a slide (I believe). So is the button combination listed correct, it's just that the final hit is the slide (hence the reset that is talked about) and this combo just takes a lot of practice?
If you go into training mode and start with a c.hp on the opponent and finish the 5H, you will end up with 5 hits on the combo counter. All the hits will combo from the previous hit. The last hk is a c.hk and will pop them up from the second-last hk which OTGs, but you can't SJ cancel the c.hk.
You're probably just having trouble getting the 2nd airborne hp to combo from the first, but keep practicing. Once your finger muscles get accustomed to hp lp+hp hp it's a snap.
thebluebomber
09-21-2005, 09:10 PM
If you go into training mode and start with a c.hp on the opponent and finish the 5H, you will end up with 5 hits on the combo counter. All the hits will combo from the previous hit. The last hk is a c.hk and will pop them up from the second-last hk which OTGs, but you can't SJ cancel the c.hk.
You're probably just having trouble getting the 2nd airborne hp to combo from the first, but keep practicing. Once your finger muscles get accustomed to hp lp+hp hp it's a snap.
I told myself I wouldn't stop until I did it 3 times consecutively, and BAM! LOL! After like an hour of just straight practice I've finally done it 3 times :devil: !! Thanks for the help, my problem was just that. I couldn't get the second hp to connect. I can do it about 25% time just in training, and it is kind of sloppy, but I think this will overall be better to learn than ROM for a newb with Mags. I'll just have to practice more, just like anything else. Thanks again!
tech master
09-21-2005, 09:58 PM
a good tip for the 5 fierce, or any combo really. is to keep a rythym. dont just mash on the buttons.
after every launch, each fierce or dash should be pushed with a rythym. kind of like a steady beat
454Casull
09-21-2005, 10:21 PM
Right. I used to hit buttons unnecessarily but I forced myself to make every button-push register as a hit. That way I know exactly what I'm doing wrong when I can't do a combo (and it's just so much cooler).
-= SnapOut =-
09-14-2006, 06:33 PM
Right. I used to hit buttons unnecessarily but I forced myself to make every button-push register as a hit. That way I know exactly what I'm doing wrong when I can't do a combo (and it's just so much cooler).
:rolleyes:
sealhunta
03-26-2007, 03:00 AM
5 fierce is awesome. my ROM isnt that consistent either. if i get a launch i always go for 5 fierce.
The rom is good for geting a random hit then doing a few reps and then when damage scaling kicks in do a HG XX MT.
and no one except sent can take three 5 fierce comboes and live so if u just get two 5 fierce comboes on one person u probably will kill them or leave them with low life that ucan just play it safe and win.
only when u play sent would it be better to just go for the rom, there are so many variations and u get the hits faster. and u might catch him if hes flying.
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