Forums - Magneto thread.....MvC2 Show all 175 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- Magneto thread.....MvC2 (http://www.shoryuken.com/forums/showthread.php?threadid=45186) Posted by Roo_Matthew on 11:01:2001 02:49 AM: Magneto thread.....MvC2 I just wanna attempt to get together alot of good players with Mag so we can help people that are ...lets say...unfamilliar...wth his style of fighting..... ........Anyways....I just wanna help anyone with any questions they have with Magneto. ANYTHING.......come on people, don't be scared....... .....I'm gonna try to make his thread actually help people. So....before you post anything about combos or infinites, or grabs, or teams or anything...check here first. Thanx Posted by mixup on 11:01:2001 03:34 AM: I play magz, he is good, any questions 4 us? p.s roo- what did you place at mwc? any vids of you playing at forgo? Posted by GeekBoy on 11:01:2001 03:42 AM: What's that superjump infinite ROM does in his match vs LM? Posted by animeaccesser on 11:01:2001 06:57 AM: well i need some help with magneto. i know he is good but i just don't know any combos. (cept maybe that lp,lk,mp,mk, hyper grav, tempest) i want to know how to do a rushdown and do the infinite for mags. also if you don't mind suggest some good teams that work with mags. i also want to learn some storm combos to go with that Posted by MadDogMiXon on 11:01:2001 01:56 PM: I dont know what that combo he does in that vid is. look it up and slow it down if you want to learn it, i think it is a variation of that standard air infinite{like i said, i dunno} P.s Geek boy, everyone i meet that knows you says you suck at Mvc2 and you can't even do the most basic of combo's and tactics? Me wonders why they say this.... Ok, rushdown with magneto is many things at once, you want to be able to cross-over, use fk, or d+lk in conjunction with an airdash to do this, both are overheads also{people like to use psy because she sets his combo's up very easy, gives you time to plan and guard break.} You can sj and fk air-dash towards the opponent fk for a rush string that you can stop pressure when you land and go for a mix-up ie land and go low, sj air-dash towards them with d.lk and link it with psy if you connect, you can dash in c.lk{blocked} then throw, you can dash in stand up then throw, you can cross-over with fk or d.lk. It really is about the match-up and what you can do against your opponents team ie if you are fighting a full metered cable backed by storm then cyc, it is a better idea to fight with less rush+assists and more by set-ups + tricks to take the team apart. you will learn about conservative rush when you have to fight a storm+Tronne player A simple combo for you to work on that you can use to work into the infinite: Launch,Fk,air-dash df {hold d} wk,wk,{land}standing fkXXshockwave. here is another good combo: Launch ,fk,air dash df,{hold d} wk,wk,land +call psy AAA jump up wk,wk, tempest<-gauranteed tempest, good for dhc's into storm=death almost hehe his infinite that i do is very easy to do, you set it up by launch,fk airdash df {hold down} wk,wk, now here is the infinite string When you land, re-jump back up wp,{hold down}wk,wk, you have to keep re-jumping and repeating that string, you'll have fun with the timing for as long as it takes you but it does work. Once you learn that you will start killing whole teams with one combo{assuming you learn resets and gb's}. Some good teams for magneto{not my personal favorties but i have seen them used effectively} Mag/Im/Sent A/B/G Mag/Strider/Doom A/G/B Mag/Storm/Sent A/A or G/G Mag/Cable/ Insert AAA here <- i hate this team but many people like them Mag/Storm/Tronn a/a/g Mag/Im/Psy A/A or G/A <- strange team, i think Im's too slow for this team but people like it anyways{combo players dont always win } MAg/Storm/Psy<--very balanced, can easily kill 2 1/2 team members in one set-up, just learn your psy, your infinites and your guard breaks and learn defense while you learn offense, i've used this team for a year and a half now I dont have many more on the top of my mind but there are more, just experiment, u understand all of this? **edit, storm combo's are pretty simple, launch,magic string,lightning attackXX super, if you want to reset the damage, lightning strike THROUGH the opponent and THEN do the super for more damage. if you Want to dhc, do less hits in the magic string for a more powerful super next. Posted by ranmasama on 11:01:2001 02:37 PM: Go to clockw0rk.com. The new shadyk matches are up. You will get alot from these vids. In one of the vids shadyk actually uses dan as an assist with Magneto. Posted by Tuff Daddy on 11:01:2001 02:56 PM: Ok. I have been trying to pick up Magneto for some time now. I can't seem to use him quite as effectively as Storm. Anyway, I finally got this combo down but cant get it everytime. launch, hk, air dash df, lk, lk, land, hk XX shockwave. I always mess up the timeing of the lk's. Any suggestions as to when to do the lk's after the air dash df? Should the lk's be done quickly? Also, what are my options after the air dash df, lk, lk? I know can do a snapback. What about the unmashable tempest? Do I land after lk, lk, then call Psy? I don't know the exact combo. Thanks. Posted by GeekBoy on 11:01:2001 06:13 PM: quote: Originally posted by Tuff Daddy Ok. I have been trying to pick up Magneto for some time now. I can't seem to use him quite as effectively as Storm. Anyway, I finally got this combo down but cant get it everytime. launch, hk, air dash df, lk, lk, land, hk XX shockwave. I always mess up the timeing of the lk's. Any suggestions as to when to do the lk's after the air dash df? Should the lk's be done quickly? Also, what are my options after the air dash df, lk, lk? I know can do a snapback. What about the unmashable tempest? Do I land after lk, lk, then call Psy? I don't know the exact combo. Thanks. After the air dash, you do the j.LKs, it's the same timing as an air dash in an air combo. Unmashable Tempest is, launch, sj.RH, dash DF, j.LK, j.LK, land, j.LK + Psylocke, j.LK XX Tempest Posted by GeekBoy on 11:01:2001 06:47 PM: quote: Originally posted by REALPLAYER You seem to know a lot about Magneto. I have a couple of questions. 1. Lately, I've been triangle jumping with jabs and shorts rather than with hk. They come out a lot faster, and really seem to rattle up the opponent. What are your views on trijump shorts vs. trijump roundhouses? 2. I thought the infinite was with jab, d+short, jab not jab, d+short, short. Is it better to use medium kick rather than medium punch? This would improve my Magneto TEN FOLD!!! 3. How effective is this combo against helpers....launch, sj.rh, ad d/f, fierce, roundhouse? Is it easy to punish Mags during this or not? 1. I use sj.RH and sj.FP rather than his Shorts. Because if you connect 2 shorts as a triangle jump-in, it registers as an air combo, and causes flying screen. 2. Using another j.LK is easier to time instead of j.LP. 3. Not recommended against people who can punish you while you're doing the combo, like Cable, Storm, Sentinel. Posted by REALPLAYER on 11:01:2001 07:06 PM: quote: Originally posted by MadDogMiXon I dont know what that combo he does in that vid is. look it up and slow it down if you want to learn it, i think it is a variation of that standard air infinite{like i said, i dunno} P.s Geek boy, everyone i meet that knows you says you suck at Mvc2 and you can't even do the most basic of combo's and tactics? Me wonders why they say this.... Ok, rushdown with magneto is many things at once, you want to be able to cross-over, use fk, or d+lk in conjunction with an airdash to do this, both are overheads also{people like to use psy because she sets his combo's up very easy, gives you time to plan and guard break.} You can sj and fk air-dash towards the opponent fk for a rush string that you can stop pressure when you land and go for a mix-up ie land and go low, sj air-dash towards them with d.lk and link it with psy if you connect, you can dash in c.lk{blocked} then throw, you can dash in stand up then throw, you can cross-over with fk or d.lk. It really is about the match-up and what you can do against your opponents team ie if you are fighting a full metered cable backed by storm then cyc, it is a better idea to fight with less rush+assists and more by set-ups + tricks to take the team apart. you will learn about conservative rush when you have to fight a storm+Tronne player A simple combo for you to work on that you can use to work into the infinite: Launch,Fk,air-dash df {hold d} wk,wk,{land}standing fkXXshockwave. here is another good combo: Launch ,fk,air dash df,{hold d} wk,wk,land +call psy AAA jump up wk,wk, tempest<-gauranteed tempest, good for dhc's into storm=death almost hehe his infinite that i do is very easy to do, you set it up by launch,fk airdash df {hold down} wk,wk, now here is the infinite string When you land, re-jump back up wp,{hold down}wk,wk, you have to keep re-jumping and repeating that string, you'll have fun with the timing for as long as it takes you but it does work. Once you learn that you will start killing whole teams with one combo{assuming you learn resets and gb's}. Some good teams for magneto{not my personal favorties but i have seen them used effectively} Mag/Im/Sent A/B/G Mag/Strider/Doom A/G/B Mag/Storm/Sent A/A or G/G Mag/Cable/ Insert AAA here <- i hate this team but many people like them Mag/Storm/Tronn a/a/g Mag/Im/Psy A/A or G/A <- strange team, i think Im's too slow for this team but people like it anyways{combo players dont always win } MAg/Storm/Psy<--very balanced, can easily kill 2 1/2 team members in one set-up, just learn your psy, your infinites and your guard breaks and learn defense while you learn offense, i've used this team for a year and a half now I dont have many more on the top of my mind but there are more, just experiment, u understand all of this? **edit, storm combo's are pretty simple, launch,magic string,lightning attackXX super, if you want to reset the damage, lightning strike THROUGH the opponent and THEN do the super for more damage. if you Want to dhc, do less hits in the magic string for a more powerful super next. You seem to know a lot about Magneto. I have a couple of questions. 1. Lately, I've been triangle jumping with jabs and shorts rather than with hk. They come out a lot faster, and really seem to rattle up the opponent. What are your views on trijump shorts vs. trijump roundhouses? 2. I thought the infinite was with jab, d+short, jab not jab, d+short, short. Is it better to use medium kick rather than medium punch? This would improve my Magneto TEN FOLD!!! 3. How effective is this combo against helpers....launch, sj.rh, ad d/f, fierce, roundhouse? Is it easy to punish Mags during this or not? Posted by granite on 11:01:2001 07:57 PM: about the jap mag infinite .. the air combo setup into (sj. lk, lk, dash down lk, lk) - I still haven't seen anyone able to explain how to do it on srk, but I do recall reading somewhere else that the key on the timing is that the dash down lk,lk portion must be done extremely fast also you need to hold dwn+lk - i've been able to do this about 2 times out of 100 attempts u gotta do it extremely fast, or else by the time your dwn+lk comes out mags is too low to even hit the opponent. Perhaps theres an easier method, or something I'm missing - apparently shadyk can do it so he might be able to help out. Posted by Ping on 11:01:2001 07:58 PM: quote: Originally posted by GeekBoy What's that superjump infinite ROM does in his match vs LM? I've seen some weird infinite in the video I got off of some japanese site. Here's what I saw (just watched it and recorded what I saw): c.lk, c.hp, (sj.lp, ad down, sj.d+lk, sj.lk)x2, sj.lp, sj.lp, ad down, sj.d+lk, sj.lk, land, sj.lk, sj.lk, ad down, sj.d+lk, sj.lk, land, sj.lk, (ROM lost it here) From what I gather it's one weak hit as you superjump then airdash down with a sj.d+lk, sj.lk, then repeat it with the one weak hit, then after that do a weak, medium, then the two going down after an air dash. I'm just guessing by the way that it's lp's one time and lk's the other that it doesn't really matter which you use. Not like I know for sure. This is just what I can gather from seeing what I did. It might be a airdash down-forward but I doubt it, otherwise he'd probably land under the other guy. Is anyone good enough to try it out and get it down to let us know how it works? Posted by animeaccesser on 11:01:2001 09:54 PM: MadDogMiXon, that was kind of a lot of things to absorb at once but i asked for it. I will read this over and try those things you mentioned. thanks Posted by evilazian007 on 11:02:2001 03:14 AM: Just help me...I have trouble doing the grav-tempest combo I somehow can't get the grav to come out. And just tell me all the good combos with Mags. Please. I'll give you a cookie.... Posted by Ping on 11:02:2001 04:20 AM: quote: Originally posted by evilazian007 Just help me...I have trouble doing the grav-tempest combo I somehow can't get the grav to come out. And just tell me all the good combos with Mags. Please. I'll give you a cookie.... Don't hyper cancel into the tempest too fast, or the hyper grav won't come out. A lot of players do that on accident. Maybe because they're so used to doing things so quick with Mags... That's my excuse anyways. Do I get at least half a cookie for explaining that? Posted by MadDogMiXon on 11:02:2001 05:47 AM: RealPlayer Tri-jumps with lights versus hards, i think they both have their uses, for sheer speed{ie set-up}, it's lights. for pressure on the ground in the middle of the fight, mix it up. i think for set-ups the lights are really useful esp after throws and when meeting someone in the air amongst other things. I think the infinite is easier with jp,wk,wk{hold down} its the only way i can it for the assist punish, it can be punished like anything else, just use it out of the blue in certain set-ups. What team do you use with mags **i am realizing just how strong magz is with cyc again!** Posted by Tuff Daddy on 11:02:2001 02:37 PM: quote: Originally posted by GeekBoy After the air dash, you do the j.LKs, it's the same timing as an air dash in an air combo. Unmashable Tempest is, launch, sj.RH, dash DF, j.LK, j.LK, land, j.LK + Psylocke, j.LK XX Tempest Thanks Geekboy. I finally got it down. About 8 out of 10 times now. I landed an unmashable tempest on my friend and he was like "WTF? How did you do that without a hyper grav?" Other options after air dash df, lk, lk: (Can someone confirm these?) s.hk XX shockwave? snapback? "Die Capcom!!!!" rejump, hk throw? Can you otg after the throw? Other options? Posted by DarkMage724 on 11:02:2001 05:23 PM: Does magneto have a Triangle Jump Infinite...My mag is pure rush down much like Shadyk...a lil slower u could say...i have the other two infinites down...but i want to kno if there is a triangle jump one...ive heard but never actually seen anyone do it...lil help plz Posted by REALPLAYER on 11:02:2001 05:28 PM: quote: Originally posted by MadDogMiXon RealPlayer Tri-jumps with lights versus hards, i think they both have their uses, for sheer speed{ie set-up}, it's lights. for pressure on the ground in the middle of the fight, mix it up. i think for set-ups the lights are really useful esp after throws and when meeting someone in the air amongst other things. I think the infinite is easier with jp,wk,wk{hold down} its the only way i can it for the assist punish, it can be punished like anything else, just use it out of the blue in certain set-ups. What team do you use with mags **i am realizing just how strong magz is with cyc again!** Thanks dude. I was practicing the infinite last night and got about 32 hits with it, but that shit is too damn hard to get off consistently! My Magneto team is Mag/Sent/Cammy. I basically copied Justin Wong's style of assist-countering with Cammy AAA, then rushdown or rushdown fakes to force mistakes. It works really well, but you gotta know how to airthrow really well with Mag. I stopped using Mag/Cyc after everyone started mashing. What have you discovered that makes you wanna use that team again? Being that this is a Mag thread, I'll post some combos with my team for anyone that's interested. 1.Mag/Cammy In corner, c.short, c.fierce, sj.rh XX airdash d/f, rh. throw, otg sj. rh, c.rh XX HG, s.rh + Cammy AAA XX HG, c.fierce, sj.jab, short, strong, magic series XX airdash u/f, jab, short, strong, fierce throw back into corner (opponent bounces), c.rh XX HG, s.rh + Cammy AAA XX HG, c.fierce, sj.rh XX airdash d/f, short, forward.....combo of choice. Note: The first rh air throw must be as low to the ground as possible. This enables Mag to connect the "otg" sj. rh as a juggle, thus disabling them from rolling. As you can imagine this combo does an insane amt of damage before Mag executes a super. Personally I like to end the combo with a rh XX Shockwave or a run-behind reset combo to outright kill them without the use of a super. 2. Mag/Sent/Cammy Midscreen, c.short, c.fierce, sj. rh XX airdash d/f, short, forward, s.rh + Cammy AAA XX HG, c.fierce, sj.[jab, short, jab, magic series XX airdash u/f, jab, short, strong, jab, fierce throw, Magnetic Tempest XX Sentinel Force], tag back in Mag, c.short, c.rh XX HG, s.rh + Cammy AAA XX HG, combo of choice. Note: A lot of the time, Mag's tag-in will not cause your opponent to fly high up into the air. The key to getting Mag's tag in to do this, is to time the Sent Force so that the opponent's feet are the only thing being hit by the drones. This leaves your opponent in a relatively high aerial position, allowing the tag-in to connect properly. Otherwise, the tag-in will just cause your opponent to roll away, thus ending any further combo options. Posted by Magmag on 11:02:2001 05:29 PM: I know how to do the "ROM's infinite!" But it's REALLY hard. Mag can't just keep doing the infinite in same style like Iron Man(lp, lp, lk, hp). His style changes as the Opponent(opp) moves up and down. I can do up to like 40 hits, but not everytime... Here are the combos i know: 1) c.hp, hk, dash df, lk, lk, {land, sj.lk, lk, (after the lk hits when the opp is slightly higher than Mag, u should have a slight pause; when the opp is as high as Mag, shorter pause; the opp is lower than Mag, almost no pause), dash df(almost downwards), d.lk, lk} *when the opp is lower than Mag, u may have to take out the lk after sj; the opp falls on the ground. 2) c.hp, lp, dash df(almost downwards), (as i mentioned before, if the opp is: slightly high-slight pause, same height-short pause, lower-almost/no pause) d.lk,lk, land, sj, lp, dash df(almost dw), (the pause therom) d.lk, lk, land, sj, lp, lp, dash df(same), (the pause therom), d.lk, lk, land, sj, lk, dash df(same), (the pause therom), d.lk, lk, {same as 1),but not including: c.hp, hk, dash df, lk, lk} *I not sure but I concluded that: 1) when the opp is higher than Mag, do lk, lk before the dash df(almost downward), and use the pause therom, d.lk, lk, land 2) when the opp is as high as or lower than Mag, do only one lk, before the dash. 3) I think there is a difference between lp and lk after the sj. MAYBE the opp lifts up when Mag do lk...I'm not positive; might be WRONG That about it...I'm still working on his infinite, so if I discover something new I'll post it. Posted by fP_tHuG on 11:02:2001 06:03 PM: ok here's a combo that i made up: team: mags(proj)/spiral(proj)/sent(ground) the combo: mags starts c.lk,c.hp,sj,hk,ad d/f,lk,lk,land,sj,lk+spiral,lk,hp,hk, sword hits,hyper grav.xx mag. temp. this combo looks nice if done right. Posted by Ping on 11:02:2001 07:08 PM: quote: Originally posted by Magmag dash df(almost downwards) Props to you for actually being able to pull that off, I heard that it's a pain, you have to cancel the airdash before it even comes out. However, in the video that I've seen and in a thread where the infinite was discussed, the airdash was down, not down-forward. Logically a down-forward airdash would cause Your Mags to sail under the opponent since it's at a 45 degree angle. The MvC2 input isn't analog, so it's either forward, down-forward, or down. Sorry for arguing semantics and thanks for putting up that info. Even though I'll never get good enough to do that quality of comboing. Posted by croe529 on 11:02:2001 07:47 PM: The rom inf is hard at first. Here it is Average to small characters ( anywhere from kubon to doom) Typical setup. launcher, rh, dash down short, short, hyper jump short pause dash down short, pause, short, repeat Things to watch out: *If opponent is falling , do a hyper jump short, short then dash down short, pause, short. (for instince doing a short, jab, short, up fierce with ironman) *If opponent is getting to high to hit with a short, then you do a jab, pause short, short. *The trick to this infinite is all in the way you press buttons. The most easiest way to press it is by using your middle and index to do the dash and your thunb to press the short. The short should come out as soon as you dash down. In other words magneto should be falling with the short. The trick is to roll your palm as you press the two punches then the short. Its kind of hard to explain but if you have seen the vid you would know that the short came out really fast. Big characters ( blackheart, sent, juggy) launcher, rh , dash down, short, short, hyper jump short, pause, short, dash down short, pause, short. Things to watch out: *the short, short rhythim varies from characters position during the inf. You must speed up the short, short, if the opponent is falling. This inf can be done on anyone. Ive always regarded mags inf as being useless, untill i was able to do this. This inf has so many easy startups and a million restartup combos can be done. Hope this helps. Reading back at it, it seems like i didnt make any sense . Posted by Juppling on 11:02:2001 08:21 PM: My friend was telling about this pretty cool mag combo in the corner. It goes like this: c.lk, c.hp, sj.hk, dash df, j.fp, j.fk, land, c.lp, cancel into manual super jump, fk throw, then you work from there. I don't remembe rthe rest of it. But it seemed pretty cool. Also just wanted to add a pretty easy mags/storm combo that everyone probably already knows: c.lk (and call out storm-proj helper at the same time), c.hp, sj.fk, dash df, sj.fk, land and then dash, c.fp, magic series hypergrab XX tempest. You can do anything after the second launcher, a shockwave combo or a tempest combo. Also, the second sj.fk should kick them right into storm's proj, you then catch him while he's getting hit by dashing in then launching. For any newbie mags players, triangle jumps and throws are really useful. Good players will tech hit the throws but if you get them off, they're good for reseting damage....etc. Mags is fast so he's capable of throwing like crazy. Anyways hope i could help if any. Posted by MadDogMiXon on 11:03:2001 02:54 AM: Cyc is just a good character imo and i would rather have him on my team in a fight where i am winning, now in a fight where i want to make a comeback{and i need to do a 250% combo} i prefer psy, i just like the way cyc hits them up to launcher height and lets you do resets fairly easy, if you get to watch combofiend, watch when he knocks them back down after the 3rd hit of cyc and play with resets from there. Posted by granite on 11:04:2001 05:24 PM: Thanks for the info Mag .. too bad I'm still having trouble with it, how fast are you doing the dash down+d.lk, lk portion? I need help with the timing, since at that part, most of the time mags is too low to even hit - either that or I'm pausing too long and it doesn't count as a combo any more. quote: Originally posted by Magmag I know how to do the "ROM's infinite!" But it's REALLY hard. Mag can't just keep doing the infinite in same style like Iron Man(lp, lp, lk, hp). His style changes as the Opponent(opp) moves up and down. I can do up to like 40 hits, but not everytime... Here are the combos i know: 1) c.hp, hk, dash df, lk, lk, {land, sj.lk, lk, (after the lk hits when the opp is slightly higher than Mag, u should have a slight pause; when the opp is as high as Mag, shorter pause; the opp is lower than Mag, almost no pause), dash df(almost downwards), d.lk, lk} *when the opp is lower than Mag, u may have to take out the lk after sj; the opp falls on the ground. 2) c.hp, lp, dash df(almost downwards), (as i mentioned before, if the opp is: slightly high-slight pause, same height-short pause, lower-almost/no pause) d.lk,lk, land, sj, lp, dash df(almost dw), (the pause therom) d.lk, lk, land, sj, lp, lp, dash df(same), (the pause therom), d.lk, lk, land, sj, lk, dash df(same), (the pause therom), d.lk, lk, {same as 1),but not including: c.hp, hk, dash df, lk, lk} *I not sure but I concluded that: 1) when the opp is higher than Mag, do lk, lk before the dash df(almost downward), and use the pause therom, d.lk, lk, land 2) when the opp is as high as or lower than Mag, do only one lk, before the dash. 3) I think there is a difference between lp and lk after the sj. MAYBE the opp lifts up when Mag do lk...I'm not positive; might be WRONG That about it...I'm still working on his infinite, so if I discover something new I'll post it. Posted by REALPLAYER on 11:04:2001 05:34 PM: quote: Originally posted by MadDogMiXon Cyc is just a good character imo and i would rather have him on my team in a fight where i am winning, now in a fight where i want to make a comeback{and i need to do a 250% combo} i prefer psy, i just like the way cyc hits them up to launcher height and lets you do resets fairly easy, if you get to watch combofiend, watch when he knocks them back down after the 3rd hit of cyc and play with resets from there. What is this 250% combo? I assume there are plenty of GB's and resets in it. I don't understand how Mag can reset with Cyc AAA. Can you explain that. Thanx. Posted by Roo_Matthew on 11:05:2001 08:11 PM: ............... quote: Originally posted by mixup I play magz, he is good, any questions 4 us? p.s roo- what did you place at mwc? any vids of you playing at forgo? I didn't have a chance to play.....we left like on the first day, half way into the tourney. I playd ALOT of Cali-peeps though. They can hold their own against this Mid-West Magneto. Anyways man...........I just got back from E5 in the MvC2 tourney......fLoE took 1st, I think I got like 5th or something????? .............I had a REAL tight (not loose) stick, and I couldn't find m,y friends good mod stick at the time. I lost to some scrub playing Spiral Sent Cable...*sighs* Ahhhhh, what can ya do? Anyways.....keep up the good stuff man, I'm lovin that Avatar too. Maybe we'll play someday. Posted by ThE CRoW on 11:05:2001 08:28 PM: .. any idea how to get off sentinels and bh trap, its sent calls drones while bh does aa assist? or his sents infinite?? cr. hk, rocket punch into drone super then laser then rocket punch then drone super with mags or anyone my team right now is mags ,psy, cyke, might change psy with storm but i dont know, and wats his easiest infinite to do, i mean mags is there an infinite that works anywhere not just on the corner?? and wats a crouch cancel?? is it when i do cr.hk into a sj ?? i can do that but he flies way up for me to hit the opp. can sum1 help?? Posted by fLip_tHuG on 11:06:2001 02:17 AM: yo MadDogMiXon what arcade do u play at. u sound like ur good at MvsC2. Posted by mixup on 11:06:2001 04:57 AM: Maddogmixon is my "fuck 12 post already?!" ghetto name, i play in pensacola Fl at the pocket change in cordova mall, of you ever get a chance, stop by, pm me, i will be more than happy to accomadate you into some fights at my crib. Hopefully one day we will play RooMatthew, thanks for the compliment on the av, psychosquall kicks ass, that is all For the reset combos with cyclops, he is actually better at it{or just as good imo} than psylocke Basically,c.lk,clk+cyc now super jump up fk{as cyclops 3rd hit of his aaa hits},air-dash wk,wk, then dash under into a launcher for a reset, it just seems better to me because when you sj up to hit them, you should try sj'ing up BEHIND them and then fk, air-dash df wk,wk it just changes the angles and is quite confusing, i've caught people with it a few times, it gets my thumbs up for a generic reset. For a good cyc reset use him to set-up the infinite {re-jump lp,d.lk,lk} into the corner then jump up fk throw them, start the infinite again and by then they should be good and dead{if not, re-jump fk throw them again and start the infinite again} {2 throws for you Magstormpsy4eva } Gb with him is just like any other jump up 1 wk, pause or ,cyc{you can air-dash after the guard is broke just to cross-under} then follow up with an air combo DHC'ed into tempest preferrably or just call him early then launch magneto semi self gb{well it's a grab gb XD} as opponent comes in sj lk, fk , air-dash towards them fk throw into infinite until it is about to break, jump up fk throw them again, infinite some more... Posted by Warlock on 11:06:2001 06:50 PM: quote: Originally posted by granite about the jap mag infinite .. the air combo setup into (sj. lk, lk, dash down lk, lk) - I still haven't seen anyone able to explain how to do it on srk, but I do recall reading somewhere else that the key on the timing is that the dash down lk,lk portion must be done extremely fast also you need to hold dwn+lk - i've been able to do this about 2 times out of 100 attempts u gotta do it extremely fast, or else by the time your dwn+lk comes out mags is too low to even hit the opponent. Perhaps theres an easier method, or something I'm missing - apparently shadyk can do it so he might be able to help out. why don't you ask shadyk he used that one in the new vid's. I'm trying to get it, I haven't tried much lately Posted by Roo_Matthew on 11:17:2001 05:59 AM: Yo Yo Yo....just trying to keep this on top again Posted by ThE CRoW on 11:17:2001 08:05 AM: .. can i ask u guys sumtin, who is the best mags?? i mean just mags with no assist.. is it Wong? or shadyk? wats the diff? and y does wong use cammy instead of psy? Posted by fagneto on 11:17:2001 10:36 AM: His infinite is a piece of cake. I'd explain it, but I suck at explaining shit, so you'd really have to see it to learn. I do it better on MAS stick, but can try it in the arcade. The only other people I've seen consistenly doing it are the Japanese, Duc, and Shadyk. Other than that, I haven't seen people doing it much, and where ever I go to do it, people ask me how to do it, as if I am some master at it, which I'm really not. I just got used to the timing of it. Some of it is just common sense. Basically, humans cannot do the same thing over and over again forever, they will make mistakes, and therefore that is the error of human beings. So in doing this infinite, I had to think like a machine, in which the same move is done over and over again in a pattern, with impeccable timing. I still find it hard at times. Buy practice makes perfect. Posted by kenryuakuma on 11:17:2001 05:31 PM: adsffs Yes, Magneto is worth picking, but his infinites are hella hella hella difficult to learn. If you know all of them you can use them as your advantage, as you know, Magneto has hella variations, so you could change his ifinite anytime you desire, Learning his infinites have to take a lot of times to practice, because of the timing, I suggest you guys should learn by heart, Roo_thew, He is an magneto expert, he is able to help you guys. Posted by lilsdsk8er on 11:17:2001 06:57 PM: anyone know how to do the air combo with the pause and airdash? i've seen alot o people do it. o yea and is my team good: Mag(Pro), DDoom(AAA), CapCom (AAA) Posted by ThE CRoW on 11:17:2001 07:21 PM: .. hey roo could u post all of mags infinite?? just the easy ones, and air combos, cuz im only at the lvl of air tempest combo, and that unmashable psylocke combo Posted by Ermacb on 11:18:2001 01:14 AM: I want to know how can i get out of the magnetic tempest. I mash all the buttons and nothing happen. HELP! Posted by GeekBoy on 11:18:2001 01:22 AM: quote: Originally posted by Ermacb I want to know how can i get out of the magnetic tempest. I mash all the buttons and nothing happen. HELP! Mash and wiggle the stick when he says "Hyper" Posted by ScooBdoo on 11:18:2001 02:50 AM: this may be totally off the subject but who here rules with storm? im a lot better with storm ut i only know th fundamental lightning attack XX lightning storm, anything crazy with her? and with the fight shady k versus layzee, what is that combo he does on captin commando? he does the unmashable tempest then c.lk c.hk the the infinte. how do you do that guys? Posted by gunjack_fever on 11:18:2001 03:11 AM: quote: Originally posted by MadDogMiXon I dont know what that combo he does in that vid is. look it up and slow it down if you want to learn it, i think it is a variation of that standard air infinite{like i said, i dunno} P.s Geek boy, everyone i meet that knows you says you suck at Mvc2 and you can't even do the most basic of combo's and tactics? Me wonders why they say this.... Ok, rushdown with magneto is many things at once, you want to be able to cross-over, use fk, or d+lk in conjunction with an airdash to do this, both are overheads also{people like to use psy because she sets his combo's up very easy, gives you time to plan and guard break.} You can sj and fk air-dash towards the opponent fk for a rush string that you can stop pressure when you land and go for a mix-up ie land and go low, sj air-dash towards them with d.lk and link it with psy if you connect, you can dash in c.lk{blocked} then throw, you can dash in stand up then throw, you can cross-over with fk or d.lk. It really is about the match-up and what you can do against your opponents team ie if you are fighting a full metered cable backed by storm then cyc, it is a better idea to fight with less rush+assists and more by set-ups + tricks to take the team apart. you will learn about conservative rush when you have to fight a storm+Tronne player A simple combo for you to work on that you can use to work into the infinite: Launch,Fk,air-dash df {hold d} wk,wk,{land}standing fkXXshockwave. here is another good combo: Launch ,fk,air dash df,{hold d} wk,wk,land +call psy AAA jump up wk,wk, tempest<-gauranteed tempest, good for dhc's into storm=death almost hehe his infinite that i do is very easy to do, you set it up by launch,fk airdash df {hold down} wk,wk, now here is the infinite string When you land, re-jump back up wp,{hold down}wk,wk, you have to keep re-jumping and repeating that string, you'll have fun with the timing for as long as it takes you but it does work. Once you learn that you will start killing whole teams with one combo{assuming you learn resets and gb's}. Some good teams for magneto{not my personal favorties but i have seen them used effectively} Mag/Im/Sent A/B/G Mag/Strider/Doom A/G/B Mag/Storm/Sent A/A or G/G Mag/Cable/ Insert AAA here <- i hate this team but many people like them Mag/Storm/Tronn a/a/g Mag/Im/Psy A/A or G/A <- strange team, i think Im's too slow for this team but people like it anyways{combo players dont always win } MAg/Storm/Psy<--very balanced, can easily kill 2 1/2 team members in one set-up, just learn your psy, your infinites and your guard breaks and learn defense while you learn offense, i've used this team for a year and a half now I dont have many more on the top of my mind but there are more, just experiment, u understand all of this? **edit, storm combo's are pretty simple, launch,magic string,lightning attackXX super, if you want to reset the damage, lightning strike THROUGH the opponent and THEN do the super for more damage. if you Want to dhc, do less hits in the magic string for a more powerful super next. so is the timing for magneto like iron man(lp,lp,lk,hp) thanks in advance Posted by Yippeee on 11:18:2001 03:12 AM: I got a couple of questins about Magneto: 1. What's the best way to FIGHT him? 2. Is mastering Magneto kind of like having rhythm with your hands as you rushdown, to the point where you don't even need to think about the controller inputs anymore?? Or, does it take a lot of thought to use that character? Posted by Mr. Tempest on 11:18:2001 05:33 AM: Halo. I'm back. I found out a easier way to do Mag's infinite: c.hp, sj.hk, dash df, d.lk, mk, {land, sj.lk, dash down AND d.lk(the trick is to press down, lp, hp, lk at the same time), mk} But it's still very hard to time it Posted by Roo_Matthew on 11:20:2001 01:13 AM: Whats up people...........I'm just updating this thread again......I'm gonna answer some questions now....... 1. Kenryuakuma..........thanx......who are you again? Seriously....did I ever play you? 2. lilsdsk8ter.........Yep...........do the series like this.....(launch-p-k-p-(slow)*pause*-p-k-p-k-(fast)air dash up+fwd-p-k-p-(slow)*pause*-p-k-p-k-whatever else for a finisher. It takes time to do yet gets easier with pactice. Take your time with this......You'll get it. 3. ThE CrOw........Hmmmmmmmmm, infinites huh? Try the (c.fp*launcher*-sj.FK-air dash dwn fwd-lk-mk-rejump with-j.wp-j.down+wk-j.mp-and repeat. Or for big characters like BH SENT JUGG HULK...and others try -after the rk-air dash dwn fwd lk-mk-rejump with j.wp-j.down+wk-j.mp-j.mk-repeat. As for air combos I dont really do them. Try this set up.....c.lk-c.Fp+psy aa assist-sj.RK-*psy hits* OTG with c.lk-c.Rk XHyper Grav......then whatever. Or this one c.lk+psy (aa)-c.mk-psy hits-OTG with c.lk-c.Rk*pause* super jump with lk-mk-air dash fwd and grab. As for Mashing out of the hyp Temp.........listen to GeekBoy.....when they do it there is a split second where you can wiggle the joystick from Left to Right and move your hands on the buttons back and forth. Do it when he says Hyper......it will work with practice. Yippee.....Hmmmmmmmm, The correct way to fight him, I would say is Rushdown. Just basically a constant tri-jump frenzy followed up with combos that set you up or more combos. One combo with Mag should lead to another and so on......it's hard to do at first....learn triangle jumping and grabbing alot. (Thanx to my guy ERROR) Grabbing has become a huge part of My Magneto. Just set up alot of small combos leading to larger, more damaging ones. Any other questions for Me ????????????? Hope I can help out a little bit. Laterz Posted by ThE CRoW on 11:20:2001 01:43 AM: .. tnx roo, y does geek get flamed alot?? his guides are pretty useful to newbies like me, im not saying in this thread but iv seen some threads where he gets dissed, anyways tnx for the infi. again, still getting the hang of dashing after a s.j fk, i was looking at ur other post and u said u used throwing alot. when do you throw? i only throw in an air combo, especially with guile , cant they tech out of your throws?? and is it just me or do alot of people have a hard time rolling, i dont mean how u do the roll , its how u time it, plus you dont know when you actually have to roll since some moves still let you recover from them, sorry for the long post... Posted by fLip_tHuG on 11:20:2001 01:58 AM: quote: Originally posted by Mr. Tempest Halo. I'm back. I found out a easier way to do Mag's infinite: c.hp, sj.hk, dash df, d.lk, mk, {land, sj.lk, dash down AND d.lk(the trick is to press down, lp, hp, lk at the same time), mk} But it's still very hard to time it i thought it was (sj.lk, dash d/f, d+lk)? isn't it? Posted by GeekBoy on 11:20:2001 02:03 AM: quote: Originally posted by fLip_tHuG i thought it was (sj.lk, dash d/f, d+lk)? isn't it? You need to do the other j.LK to keep them up. Posted by fLip_tHuG on 11:20:2001 02:13 AM: quote: Originally posted by GeekBoy You need to do the other j.LK to keep them up. no that's not what i meant. i thought the infinite was: c.lk,c.hp,sj,hk,dash d/f,lk,lk,land,(sj.lk,dash d/f,d+lk,lk) but mr.tempest said that it was (sj.lk,dash down,d+lk,lk) it looks like when ppl do the infinitie like a (dash d/f,d+lk.....) not a (dash down,d+lk.....). Posted by Roo_Matthew on 11:22:2001 04:24 AM: Re: .. quote: Originally posted by ThE CRoW tnx roo, y does geek get flamed alot?? his guides are pretty useful to newbies like me, im not saying in this thread but iv seen some threads where he gets dissed, anyways tnx for the infi. again, still getting the hang of dashing after a s.j fk, i was looking at ur other post and u said u used throwing alot. when do you throw? i only throw in an air combo, especially with guile , cant they tech out of your throws?? and is it just me or do alot of people have a hard time rolling, i dont mean how u do the roll , its how u time it, plus you dont know when you actually have to roll since some moves still let you recover from them, sorry for the long post... Throws huh? Well....basically I throw whenever possible. I know it sounds like a sloppy strategy, but it's not. Usually when I'm rushing someone down with Magneto, they get sooo scared and start to block like crazy. At that time, I simply walk up and throw, (usually with RK, which I'll explain why in a second). When people use teams with Cable at point (as playing character) or Sentinel, after thier AA assist comes out and gets blocked they tend to block alot or they jump back. Just walk up to them and grab. If your playing someone that blocks everything you do....chances are they will get grabbed ALOT. Usually with Magneto...I do these easy grabs. 1.Launch-sj.RK-air dash dwn fwd and *grab*. (wierd timing) 2.Launch-sj.Rk-air dash dwn fwd-lk-mk-land *grab* 3.dash in with a c.lk-PAUSE-*grab* Just mix up your grabs alot...dont let the person your playing anticipate your moves too much. They will catch on and ruin your whole strategy. NEVER do the same one twice unless your playing a retard who plays the same 3 characters EVERY time you play them. Other than that.....keep working on Magneto man.he's not that hard to learn. As for grabbing with RK....It's all what the person does after you grab them. If you grab them with RK and they tech.roll, then next time you grab them, simply dash backwards and tri-jump them. (its a free combo) If they dont tech.roll chances are they wont the second time either...so when that happens, dash foreward and OTG hyper grav (fre combo). Chances are, if you play someone good, like I do ALL the time (which is cool) they will tech roll the first one and stay still the second time. (It's all about mind games). sORRY if I confused you man........It"s just that Magneto is all about tricks. *Oh yea...I don't know why Geekboy gets dissed alot either. he does have skillz, and is helping people less skilled....maybe people are just jealous, I have that happen sometimes too* Hmmmmmm Peace..Hope I helped a little.....sorry for the long post .... Posted by MadDogMiXon on 12:17:2001 07:22 AM: I have a suggestion, Play Mag/Storm and one of the following. Tonne/Psy/Cyc/cammy/sent/spider-man{seriously!} OR ROUGE!!! seriously, they all work great with plenty of good stuff hidden within!! When you can fuck shit up with spiderman on your mag team, you seriously are one talented bastard! Posted by Roo_Matthew on 12:18:2001 04:58 AM: ........Hmmmm, I havent been on here for about a month....I just wanna say whats up to all the Magneto players out there.....and I wanted to say one small thing......Mine is better than yours!!!!! What?!?!?!?! Posted by ThE CRoW on 12:18:2001 05:17 AM: .. sup roo, been practicing alot with mags, and decided that ill add cable to my team, found a combo with his assist that u probably know already, launch, assist, sj. hk, then the opp. gets hit with the viperbeam, call hyper grav. then tempest Posted by antinewbies182 on 12:18:2001 05:27 AM: Re: .. quote: Originally posted by ThE CRoW sup roo, been practicing alot with mags, and decided that ill add cable to my team, found a combo with his assist that u probably know already, launch, assist, sj. hk, then the opp. gets hit with the viperbeam, call hyper grav. then tempest its mashable!!! , anyway , nice combo there Posted by ThE CRoW on 12:18:2001 05:29 AM: .. oh it is ? my bad anyways my frends dunno how to mash so oh well still works on them edit.. is this mashable?? call jin's tornadoe assist, the cr.lk, cr.hk, hyper grav, into anything, same as felicia, except projectile assist Posted by MaceAho on 12:19:2001 10:53 AM: good thred hat to *bump* Posted by Roo_Matthew on 12:22:2001 09:15 AM: Re: .. quote: Originally posted by ThE CRoW sup roo, been practicing alot with mags, and decided that ill add cable to my team, found a combo with his assist that u probably know already, launch, assist, sj. hk, then the opp. gets hit with the viperbeam, call hyper grav. then tempest Yea man....It is sorta mashable hough....what you might wanna do is an easier one like this..... Do the Launch and RK knocking them down into the projectile assist then hyper graving and landing..........Once you have landed.do one hit from the s.RK and cancel into a Shockwave.....its easy as hell. Tight shit though man...keep up the good shit..maybe one of these days I'll play you....and show you how the Mid-West plays Magz.....Laterz pimp. As for others........Whats happening all???? Gotten any better with Mags since back in the day??? Wanna play me????? Posted by mixup on 12:24:2001 08:38 AM: My team is too good Posted by antinewbies182 on 12:24:2001 07:13 PM: quote: Originally posted by mixup My team is too good Mine too j/k Posted by Roo_Matthew on 12:26:2001 01:18 AM: I think MY team is the best......coincidently, it's the same as yours......Mag-Sto-Psy...........It dominates all!!!! Hmmmm...I'm wondering what kind of combos you guys do with Magneto Storm Psylocke????? Like....what kind of style of fighting do you guys use??? Such as OTG's??? Tempest combos???? Shockwave combos???/ Crossups???? Just anything to give me an idea of how you guys play?........I know how Cali plays......Minnesota.....Michigan....New York.......Hmmmm, I have never really seen a Japanese player in person...not even at Mid-West. I couldnt make it to B5 which sucked ass........Wel, holla at me people I wanna know if my strats are beyond yours........(if they are). Pecae. Posted by mixup on 12:26:2001 02:15 AM: I just do infintes with magneto into guardbreaks into 100%'s the whole round. my favorite storm combo is launch,fp,dash df,lk,lk,lightningX2XXsuper. I've really developed my psylocke with some resets and good strategies. I've been using the team for so long i don't bother with anything that is easily esacpable, the only thing like that, that i do are the corner throws. I don't know if you are better than me, one day we can play. Posted by Aerial Assault on 12:27:2001 07:31 PM: Yo there's this Mags thing that's bugging me also. I saw this in the Hiryu vol. 5 video from, I think it was either Gamecombos or Cornertrap, and I've also seen it live at a tournament, but on the video, I've seen Mags do this air combo on Cyclops flying on both sides of him and taking him all the way up to the screen's limit and hypergravesting Cyke. I'd like to know how to do that, I've asked a couple of ppl how to do that, but all they said is launch the opponent, hit 3 times, pause, then hit four times and repeat. But I need a better explanation on how to do that. I know whoever it was could not have air dashed since you're only limited to one air dash per jump, and you virtually cannot make it that high with a air dash combo. Posted by GeekBoy on 12:27:2001 09:46 PM: quote: Originally posted by Aerial Assault Yo there's this Mags thing that's bugging me also. I saw this in the Hiryu vol. 5 video from, I think it was either Gamecombos or Cornertrap, and I've also seen it live at a tournament, but on the video, I've seen Mags do this air combo on Cyclops flying on both sides of him and taking him all the way up to the screen's limit and hypergravesting Cyke. I'd like to know how to do that, I've asked a couple of ppl how to do that, but all they said is launch the opponent, hit 3 times, pause, then hit four times and repeat. But I need a better explanation on how to do that. I know whoever it was could not have air dashed since you're only limited to one air dash per jump, and you virtually cannot make it that high with a air dash combo. Launch, sj.LP, sj.LK, sj.LP, pause, sj.LP, sj.LK, sj.LP, sj.LK, air dash UF, sj.LP, sj.LK, sj.LP, pause, sj.LP, sj.LK, sj.LP, sj.LK, Grav XX Tempest Posted by Charlie Goblyn on 12:27:2001 11:40 PM: what's up yall? i'm from az and down here there is a lot of good magneto players (me being one of them) and a friend of mine came up with a wicked infinite against sentinel. it's kind been done before but he threw in his modifications... okay. first of u sj. fk, dash df and do the combo string (wp,wk,mp,mk),sj. fk, dash df combo string. just keep repeating it over and over. it's hella hard but it looks sweet as hell! the combo string must be all done before your mag lands. give it a try. and just fyi try this. glitch juggernaut and switch him out ( tech switch, super cancel, it doesn't matter just safe switch) go in low with mag lk and at the same time call out juggernaut, sliding fk, hyper grab, knock up, combo string hyper graf tempest. just look at the damage if they don't mash out. weak characters such as stryder- death. cables- an inch of life left. sick!!! u can also lk. call out commando(AAA) at the same time, sliding fk, hypergrab, knockup, combostring, hypergrab tempest. does better damage than it does with psylocke plus u have a better anti air. laterz... i'll post more magneto stuff soon, gotta go to work (arcade manager) jejeje. merry x-mas Posted by Aerial Assault on 12:28:2001 02:47 AM: Geekboy: So I guess the key to perfection is to try to get the opp to be a little higher than you are while pausing. Posted by EXKanzenSouzou on 12:28:2001 03:41 AM: the combo that takes the opp. ALL THE WAY TO THE TOP OF THE SCREEN is: launch, sj.LP, sj.LK, sj.LP, slight pause, sj.LK, sj.LP, sj.LK **AIR DASH STRAIGHT UP** sj.LP, sj.LK, sj.LK Hypergrav XX Tempest, sj.LP, sj.LP, sj.LK, Hypergrav XX Tempest it looks tight Posted by Magzimize on 01:17:2002 04:54 AM: Muahahahahahaha!!!!!!! I am still here!!!!!!!!! All of you!!!!!! Muaha ha ha ha ha ha ha ha ha!!!!!!!! I AM "STILL" BETTER THAN "YOU"...IF "YOU" THINK THAT "YOU" MEANS "YOU'.....THEN REPLY AND I WILL KILL "YOU"!!!!!!mUAHAHAHAHAHA!!!!!!!!! SORRY......THOUGHT I WOULD BRING THIS BACK UP AGAIN...... HA HA HA HA HA HA HA HA~!!!!!!!!!!!!!~!!!! Posted by GeekBoy on 01:17:2002 05:42 AM: OK, let's spice up the thread with 100% combos! (Corner, of course) Launch, sj.RH, dash DF, sj.FP, sj.RH, c.LP, j.LK, j.LK, j.FP, j.RH, land, sj.K throw, j.LK + Psy, j.LK XX Tempest (90% or more) Posted by MadDogMiXon on 01:17:2002 09:26 AM: I posted a new combo in the S&T forums for mSp, Roo, you want to know what combo's i do, uh that is the combo Posted by Monkey on 01:17:2002 02:01 PM: quote: Originally posted by GeekBoy OK, let's spice up the thread with 100% combos! (Corner, of course) Launch, sj.RH, dash DF, sj.FP, sj.RH, c.LP, j.LK, j.LK, j.FP, j.RH, land, sj.K throw, j.LK + Psy, j.LK XX Tempest (90% or more) Heh, Rom combo. Heres another.. corner: c. lk+psylocke, c. mk, psylocke hits, c. lk, c. hk, hypergrav, launch, superjump, hp throw back into corner, sj, lk, sj. mk, rejump, lk+psylocke, mk, hypergrav, launch, lp lk mp mk, hypergrav tempest. Yes, they could excape from the hypergrav tempest, but its in the corner, almost to the wall and harder to do.. -monkey Posted by CowSquared on 01:17:2002 04:02 PM: Here's another topic for this thread (honestly atm, I don't know if its been posted before on this thread but if it has I want a second opinion): Two major Mags infinites that I use are the: launcher sj.hk, dash d/f, j.lk, j.lk, jump, [lp, d+lk, lp] repeat. Or [lp, d+lk, lp, lk] repeat for big characters like Juggy, and Blackheart. And the other one with that setup or whatever setup is convenient and [manual sj, lk, lk, dash d/f, lk, lk]. For the first one: I'd like to know how you get the timing down on the smaller characters, I still have a hard time hitting 20 hits + with a Cable sized character and even less hits on a smaller one. The big character one I can get like 40+ to re-dizzy fairly often. For the second one: I'm not quite sure the modifications to the infinite if you know what I'm talking about. Like sometimes you only do one lk on the way up if the characters high, or if you want to knock it back up you use a lp somewhere in there, or something. I saw it on a thread once but it was kind of crappy in explination. Last question: Out of the two, which do you use more on characters? Posted by metrock1 on 01:17:2002 05:20 PM: quote: Originally posted by CowSquared Here's another topic for this thread (honestly atm, I don't know if its been posted before on this thread but if it has I want a second opinion): Two major Mags infinites that I use are the: launcher sj.hk, dash d/f, j.lk, j.lk, jump, [lp, d+lk, lp] repeat. Or [lp, d+lk, lp, lk] repeat for big characters like Juggy, and Blackheart. And the other one with that setup or whatever setup is convenient and [manual sj, lk, lk, dash d/f, lk, lk]. For the first one: I'd like to know how you get the timing down on the smaller characters, I still have a hard time hitting 20 hits + with a Cable sized character and even less hits on a smaller one. The big character one I can get like 40+ to re-dizzy fairly often. For the second one: I'm not quite sure the modifications to the infinite if you know what I'm talking about. Like sometimes you only do one lk on the way up if the characters high, or if you want to knock it back up you use a lp somewhere in there, or something. I saw it on a thread once but it was kind of crappy in explination. Last question: Out of the two, which do you use more on characters? Well Lynn I see you are gonna try and out Magneto me now huh. HEHE It's all good I don't need infinites for Bakersfield players. Posted by KC0173 on 01:17:2002 09:37 PM: i was just messing around and i found this one. however, i can only get it like 15% of the time. it's probably due to the fact that i suck w/ magneto, but here it is: mag w/ sent (proj) c.lk, launch, sj.hk, AD DF, sj.lk, sj.mk, rejump j.lk + sent proj, sj.mk, sj.hk (sent rocket punch hits), hypergrav, launch, fp throw into any other combo you want. it really depends on your timing b/c either the hypergrav or rocket punch might miss. i was having a lot of problems doing it against bigger people like cable and sent. anyone care to test it out or knows it and tell me what i'm doing wrong? thanks Posted by Roo_Matthew on 01:18:2002 09:49 AM: Keep up the tight shit with Magneto people.......And to all mt old skool friends on here........Check out a tournament I'm having in Wisconsin here thats gonna be big........its on the Match+Get2gethers......... Peace out people.......I wanna see some more tight shit. I'll let you know when my videos are gonna be coming out for MvC2 and CvS2..... Peace. Posted by smacked311 on 01:19:2002 06:04 AM: quote: Originally posted by granite about the jap mag infinite .. the air combo setup into (sj. lk, lk, dash down lk, lk) - I still haven't seen anyone able to explain how to do it on srk, but I do recall reading somewhere else that the key on the timing is that the dash down lk,lk portion must be done extremely fast also you need to hold dwn+lk - i've been able to do this about 2 times out of 100 attempts u gotta do it extremely fast, or else by the time your dwn+lk comes out mags is too low to even hit the opponent. Perhaps theres an easier method, or something I'm missing - apparently shadyk can do it so he might be able to help out. i did it once on sent for 20 hits! yay Posted by CowSquared on 01:20:2002 04:06 AM: *bump this shit up* Hey, for all you Magneto/Psylocke users, I say give Cyke a shot. It's a little different to the Psy AAA but I think there are a couple of advantages that, IMO, are better than Psylocke. Cyke vs. Psy ------------ +Has more of a vertical and horizontal range (the beam that comes up afterwards and the sweeping out motion he does when he comes out covers more ground). +3-hits when it connects. +can also be comboed into even though I think it comes out a little slower than Psylocke, the c.lk + assist, c.lk (assist hits) property still exists +has either a triangle jump set up or can be used as a launcher -slower -long down time if misses -different comboability factors than Psylocke What to do after the hit ------------------------ Basically you can either dash under the opponent when Cyke hits, sj., sj.hk, d-df, sj.lk, sj.lk, infinite, throw combo, s.hk xx Magnetic Shockwave, whatever you feel like etc. stuff. Or, you can wait for the third hit, manual sj, and do some crazy air combo and end it with a tempest if your opponent doesn't have mad mashing skillz. Or, this is hella hard to mash (haven't seen anyone quick enough to do it), in corner when Cyke hits, right when the first hit registers do a hyper grav xx tempest. The reason this is hard to mash out of is because: a) its in the corner, b) the grav is still traveling to the stunned opponent when the tempest is already coming out, c) the last hit of Cyke's assist doesn't hit until the first 5 or so tempest fragments are out and that's when the grav hits and brings it into the tempest. This thing is a good infinite finisher in the corner too or throw combo in the corner with hk. Just some two cents and bumpin action here cause this thread is decent. --- Forgot, those setups with Cyke can't be rolled like the OTG setups like Psylocke, so if you're good and if Cyke hits, you can do as you will with them. Posted by *NEDO* on 01:28:2002 07:32 PM: quote: Originally posted by CowSquared *bump this shit up* Hey, for all you Magneto/Psylocke users, I say give Cyke a shot. It's a little different to the Psy AAA but I think there are a couple of advantages that, IMO, are better than Psylocke. Cyke vs. Psy ------------ +Has more of a vertical and horizontal range (the beam that comes up afterwards and the sweeping out motion he does when he comes out covers more ground). +3-hits when it connects. +can also be comboed into even though I think it comes out a little slower than Psylocke, the c.lk + assist, c.lk (assist hits) property still exists +has either a triangle jump set up or can be used as a launcher -slower -long down time if misses -different comboability factors than Psylocke What to do after the hit ------------------------ Basically you can either dash under the opponent when Cyke hits, sj., sj.hk, d-df, sj.lk, sj.lk, infinite, throw combo, s.hk xx Magnetic Shockwave, whatever you feel like etc. stuff. Or, you can wait for the third hit, manual sj, and do some crazy air combo and end it with a tempest if your opponent doesn't have mad mashing skillz. Or, this is hella hard to mash (haven't seen anyone quick enough to do it), in corner when Cyke hits, right when the first hit registers do a hyper grav xx tempest. The reason this is hard to mash out of is because: a) its in the corner, b) the grav is still traveling to the stunned opponent when the tempest is already coming out, c) the last hit of Cyke's assist doesn't hit until the first 5 or so tempest fragments are out and that's when the grav hits and brings it into the tempest. This thing is a good infinite finisher in the corner too or throw combo in the corner with hk. Just some two cents and bumpin action here cause this thread is decent. --- Forgot, those setups with Cyke can't be rolled like the OTG setups like Psylocke, so if you're good and if Cyke hits, you can do as you will with them. Hmmmm.....I still use Psy with Mag anytime. I dont realy like Cyc anyways....too much of "just a battery" character. *sighs* WEll, I guess thats just me though.? Oh well........ Posted by BadNewzMvC2 on 01:28:2002 07:59 PM: Any good corner combos in this forum? Havent checked yet Posted by Chun-Li's Pimp on 01:29:2002 06:26 AM: everything you can do with cyke you can do with chun li AAA...except win. =< Seriously, Chun Li is just as quick as Psylocke, hits 5 times, leaves plenty of time to superjump after them and air combo, and has mad priority. Downsides, She flies WAAAY up there, so it takes a while to get her back, and if you're not quick, the last hit on her AAA will knock them outta reach, and of course, she is trash on point. Cyke and Psylocke are naturally better, no doubt...just in my case I love chun li so I try to use her. You can have some fun, and it's always fun to guard break into FK lightning kick then eat a AHVB anyway. Plus in the corner you have free throw set ups... If you c. lk+assist, c. lk and it hits, then you just normal jump and go j. fp, j. fk, throw... If you c. lk+assist, c. lk and it misses, then you just throw anyway. lol little bit off topic, Storm works alot better than mags, since if it hits you can hail storm on reaction and hit them, or if you hit/miss with any of Chunny's supers, you can hailstorm out...but I guess you can do that with anyone...Oh well, give her a try plllllleeeeeeeeeeeaaaaaaaasssssssssssseeeeeeeee Posted by *NEDO* on 02:01:2002 10:17 PM: quote: Originally posted by Chun-Li's Pimp everything you can do with cyke you can do with chun li AAA...except win. =< Seriously, Chun Li is just as quick as Psylocke, hits 5 times, leaves plenty of time to superjump after them and air combo, and has mad priority. Downsides, She flies WAAAY up there, so it takes a while to get her back, and if you're not quick, the last hit on her AAA will knock them outta reach, and of course, she is trash on point. Cyke and Psylocke are naturally better, no doubt...just in my case I love chun li so I try to use her. You can have some fun, and it's always fun to guard break into FK lightning kick then eat a AHVB anyway. Plus in the corner you have free throw set ups... If you c. lk+assist, c. lk and it hits, then you just normal jump and go j. fp, j. fk, throw... If you c. lk+assist, c. lk and it misses, then you just throw anyway. lol little bit off topic, Storm works alot better than mags, since if it hits you can hail storm on reaction and hit them, or if you hit/miss with any of Chunny's supers, you can hailstorm out...but I guess you can do that with anyone...Oh well, give her a try plllllleeeeeeeeeeeaaaaaaaasssssssssssseeeeeeeee I use her with Thanos, and Ironman for fun.....but I do use her. Posted by PARADiSE HiLLS on 02:01:2002 11:29 PM: quote: Originally posted by BadNewzMvC2 Any good corner combos in this forum? Havent checked yet this is a 100% corner combo... HK throw, c.lk, c.hk, pause, psy aaa, c.lk, launch /\ sj.hp throw into the wall, sj.lk x2 when landing \/ land, j.lk x2+psy aaa, tempest the ending is the unmashable tempest. you can also do c.lk, launch, magic series XX hyper grav, tempest. they cant mash that because of the hp throw Posted by antinewbies182 on 02:02:2002 05:45 AM: quote: Originally posted by BadNewzMvC2 Any good corner combos in this forum? Havent checked yet launcher , sj.hk , dash df , hp , hk , land , c.lp , jump , lp , lk , mp , mk , land , sj.hk throw ,lk , lk ,land , sj air combo . Posted by *NEDO* on 02:02:2002 04:15 PM: quote: Originally posted by PARADiSE HiLLS this is a 100% corner combo... HK throw, c.lk, c.hk, pause, psy aaa, c.lk, launch /\ sj.hp throw into the wall, sj.lk x2 when landing \/ land, j.lk x2+psy aaa, tempest the ending is the unmashable tempest. you can also do c.lk, launch, magic series XX hyper grav, tempest. they cant mash that because of the hp throw Ummmmmm....... Are you sure this all works? I think the first OTG is the only one that you can do. And you dont have the exact timing on the unmashable Tempest. Other than that.....Good job. Here's a 100%combo_______ c.lk-c.fp(launch)-sj.Rk-air dash dwn fwd *grab with Rk*-while falling hit lp- *grab with sj-Rk*-OTGXXHyper Grav-c.Fp (Launch)-sj.Rk-air dash dwn fwd-Fp-Rk-c.wp-rejump with-j.wp-j.wk-j.Fp-jRk-*pause*rejump grab with Rk-then do basicaly whatever after that...repeat if needed. Go ahead....try it. Posted by *NEDO* on 02:02:2002 04:17 PM: quote: Originally posted by antinewbies182 launcher , sj.hk , dash df , hp , hk , land , c.lp , jump , lp , lk , mp , mk , land , sj.hk throw ,lk , lk ,land , sj air combo . Holy shit....ever since I hace started this thread........I have never seen any person who has used that team besides my friend. Good shit man. Posted by Chun-Li's Pimp on 02:03:2002 01:26 AM: quote: I use her with Thanos, and Ironman for fun.....but I do use her. You wouldn't happen to know her sentinel infinte, would you? I think it would help me alot because everyone uses sentinel here. Storm/Sent/Chunny is not bad either. My hundred percent mag combo (cornerish) launch, sj. fk xx airdash down lk, lk, jump or standing fk throw, c. lk, c. fk xx hyper grav, launch, sj fp throw into the corner, dash in or fall, Chunny anti air, superjump and tempest at peak. she'll kick them into the tempest. =) if they're not dead, combo into a hypergrav xx tempest. Posted by *NEDO* on 02:03:2002 06:05 AM: Thats a tight 100 percent man. Does anybody have any others???? I have like hundreds and I'm too Dam lazy to type them. Posted by Saby on 02:03:2002 08:16 AM: quote: Originally posted by DarkMage724 Does magneto have a Triangle Jump Infinite...My mag is pure rush down much like Shadyk...a lil slower u could say...i have the other two infinites down...but i want to kno if there is a triangle jump one...ive heard but never actually seen anyone do it...lil help plz Magneto does have a cool looking but hard triangle jump infinite. What you do is super jump in front of your opponent and hit them with lk. lk. on the way up, then air dash d/f and hit them with lk. lk. on the way down and repeat. This is down on a grounded opponent. I have a short 3 second video that showcases this infinite. So it is possible, but I have been unable to do it. I'll post the address of the site where I downloaded this infinite from and let you know where to find it so you can see how it works. Posted by Saby on 02:03:2002 08:44 AM: I just have a few things to say about Mag - psy. I like dashing in and press cr.lk. + psy assist, cr.lk. grav-tempest. I like doing this because the opponent is open for an otg after the tempest and you can either launch and do an air grav-tempest combo or press cr.lk., cr.hk., grav-tempest if you are less experienced in the air combos. It's a little hard to do this on reaction, meaning you only try to hyper grav when the psy assist hits for fear of wasting a super if the assist get blocked, but there is a small window where, after time, you can train yourself to do this only when the assist hits rather than waste a super. I think this a tactic worth learning. What do you guys think. Also, I find psy aaa sets Mag up for his infinite just great (j.jp., d/f j.lk., j.mk/j.mp. for small to medium characters and j.lp., j.lk., j.mp., j.mk. for the large characters.). I'm sure alot of you already know this, but I haven't seen it posted so I thought I'd mention it. This would really help mag players like me who have problems getting the air dash out during the j.hk, air-dash d/f portion of his infinite set up. Speaking of which, any suggestions you guys can give to consecutively do the air dash in his combos on the arcade. I can do them on the dreamcast when I set lp.+hp. to one button but have trouble doing the air-dash on the arcade in both his air combos and infinite set ups. Posted by mixup on 02:03:2002 09:15 AM: I uh, do the infinite, fk throw and uh, do it again? is this cool? Posted by Saby on 02:03:2002 07:32 PM: Ok, the site where you can download clips of magneto's and other character's infinites is www.geocities.com/kanzensouzou1/infiniteMPEG.html You'll know your in the right place if you see a blue screen that says "MPEG clips" at the top and has a short list MvC2 character names. The magneto download is a zip file that has clips of four of his infinites. Check them out to see that they are possible and let me know what you think. Hope that helps. Posted by Chun-Li's Pimp on 02:04:2002 01:55 AM: Those are all too impractical, except for the mag combos, which aren't worth the effort. That's some tight superjump canceling for 3 pixels per repetition. Still pretty though Posted by *NEDO* on 02:05:2002 10:53 PM: I have some vids waiting to come out.....I have to download them first.....Give me time. Laterz Posted by MadjaYcD on 02:07:2002 05:22 AM: quote: Originally posted by fLip_tHuG no that's not what i meant. i thought the infinite was: c.lk,c.hp,sj,hk,dash d/f,lk,lk,land,(sj.lk,dash d/f,d+lk,lk) but mr.tempest said that it was (sj.lk,dash down,d+lk,lk) it looks like when ppl do the infinitie like a (dash d/f,d+lk.....) not a (dash down,d+lk.....). If you're talking about the infinite where you keep them in the air, there are so many variations to this infinite it isnt funny. I find it easier doing the infinite by psylocke aaa and c.lk, c.hk, infinite. Also, that super jump juggle infinite works on All characters. It is incredibly easy on sentinel. Sentinel you can also do it while he is standing. My variation is sj.lk, lk, dashdown (or downforward...depends on the character and if you're in the corner or not) xx d.lk lk. You have to do the first 2 lk's in sort of fast, but the dashdown and the 2 lk's have to be done super fast. Practice it on sentnel. A good way to master this infinite is master this combo: c.lk, c.hk, sj dash d/f lk, land, c.hk hypergrav...etc. (meaning do whatever you want after, you know the options) That combo helps you with your dash d/f's into lk. You need to know how to do those continuously to do the juggle infinite. Posted by MagStormIronMan on 02:08:2002 03:12 AM: Wow people are posting in this thread now again. There are way to many corner combos that mag has but i guess i should ppost one too. First off u can do his infinite in the corner the Launch, sj.FK dash d/f, sj.LK, sj.LK land (sj.LK) sj.LK. blah blah repeat or Dash d/f sj.LK,sj.LK land Tri-jump FK throw do what ever. Okay my favorite is Launch FK, dash d/f, sj.FP,sj.FK, c.LP, j.LP,j.LK,j.FP,j.FK, Jump FK throw,j.LK,j.MK, Jump FP THrow do whatever. Or after the FK throw,j.LK,j.MK, land Tri angle jump to FK throw, j.LK,j.LK do whatever cuz u can repeat but it can be teched if it is throw them again when u land. It suks that i dont know how to tech out all this spamn playing of this game somebody plz tell me its not to know. Posted by Mischief on 02:08:2002 03:39 AM: Mag=fast I think that Magneto players, really need to focus on speed. I think that Magneto is all about speed, and accuracy. This comes in handy most of the time. If you see people that are really good with Magneto (kick ass people) you'll notice that they are fast. Being fast can be your best advantage because other characters are not as fast as Mag is. For example, Magneto's triangle dashing, is fast and can confuse people, and if done right unblockable aswell(perfect exampple ShadyK. Well ofcourse it takes practice, I'm good with Magneto (I'm no ShadyK or Justin) and my Triangle Dashing works and my speed too, but still does who use Characters like Cable can make it harder. Posted by Strider Hiryu on 02:08:2002 09:32 PM: quote: Originally posted by PARADiSE HiLLS this is a 100% corner combo... HK throw, c.lk, c.hk, pause, psy aaa, c.lk, launch /\ sj.hp throw into the wall, sj.lk x2 when landing \/ land, j.lk x2+psy aaa, tempest the ending is the unmashable tempest. you can also do c.lk, launch, magic series XX hyper grav, tempest. they cant mash that because of the hp throw That first combo you mentioned is UGLY... Magneto cr lk OTG's right into a launcher without a hyper grav isnt pretty. Also, any mag combo involving a grav is mashable... regardless of throw... Posted by TimeFlip on 02:08:2002 09:59 PM: quote: Originally posted by Strider Hiryu That first combo you mentioned is UGLY... Magneto cr lk OTG's right into a launcher without a hyper grav isnt pretty. Also, any mag combo involving a grav is mashable... regardless of throw... I believe that's so the opponent stays in the corner. Usually a D+Rk flips the opponent to the other side. __ How do you feel about Mag's with Gambit Proj/Ken Exp/Doom AAA? I've got some combos for Mag with Doom, but not for the other 2. Help please? Posted by Strider Hiryu on 02:08:2002 10:38 PM: quote: Originally posted by TimeFlip I believe that's so the opponent stays in the corner. Usually a D+Rk flips the opponent to the other side. __ How do you feel about Mag's with Gambit Proj/Ken Exp/Doom AAA? I've got some combos for Mag with Doom, but not for the other 2. Help please? Yea, but you can still throw them back into the corner from a launch, regardless of what side youre on... Posted by Chun-Li's Pimp on 02:09:2002 08:26 AM: unmashable Chunny AAA tempest combo: launch, sj FK, ad down, lk, lk, jumping fk+assist xx tempest. Looks ugly as hell and only about 15 tempest shreds hit, but it does alot of damage just the same...and yes it works anywhere. In the corner you get full hits. Posted by mixup on 02:09:2002 09:55 AM: I have some stuff for you maggie players out there, a good infinite string with magneto Launch, Fk, ad df, lk,lk, now do his rejump infinite slowly for two repetitions, now do one repetition of sj.lk, ad d.lk,lk, this is very easy to repeat as it's the easier parts of both infinites and you get to keep doing them over and over. it also sets up for a good throw reset in the corner into the infinite again. This works particularly well using cyclops to set it up. *EDIT i mean just to rejump for 2 reps/ sj for one/back into rejump for 2/sj for one just in case i didn't make sense up there Posted by *NEDO* on 02:11:2002 11:55 PM: Remember.........Magneto owns Sentinel and Storm........What?!?!? Posted by voodazz on 02:12:2002 06:16 AM: Hey, can somebody tell me when and how you mash out of the Hyper Grav/Tempest combo? I've tried searching the forums, but over 400 threads popped up and I don't have that kinda time to dig for it. So if someone could help me out, I'd really appreciate it! Thanks..... Posted by Chun-Li's Pimp on 02:12:2002 07:44 AM: I suck at mashing out, but in theory, you mash when magneto says "hyper" or in other words as soon as the screen flashes white with the super, mash after that. Posted by voodazz on 02:12:2002 08:12 AM: Thanks for responding, Chun! What if I start mashing before the screen turns white, anticipating a tempest combo? Would it still work? I've also heard different ways of mashing out: I usually hit the HK and FP repeatedly while holding back, but I've heard peeps say that you slide you palm across all four attack buttons back and forth while holding back Could you clarify this for me please? Once again, thank you for your input. Posted by eKiN on 02:12:2002 08:56 AM: think about it, what would be the point in mashing before the move comes out? Posted by Chun-Li's Pimp on 02:12:2002 09:08 AM: heh yea, no point in doing it before the move comes out...mashing out is mainly joystick...like 90%. It should be called wiggling out, cuz you have 100% more of a chance if you wiggle instead of mash...hmm, that sounded gay but whateva, that's what you do. Posted by GeekBoy on 02:12:2002 01:54 PM: Mashing out of the Tempest will vary from each one. The one in the air is easier to mash out than ones than ones on the ground. When you're in the air and you're mashing out, you mash out when he says "Magnetic", and don't stop until you escape. When you're on the ground, it's harder, because you have to mash when the Grav actually hits you, and it's a bit harder to time since Tempest shards have already actually started hitting you. Posted by TimeFlip on 02:13:2002 02:13 AM: I have a new Magneto/Storm combo, except it's with Storm Beta: Rk/\D+Sk,D+Fp/\Rk, Dash Df, Sk, Sk, rejump Sk+Storm, Sk,(pause), FpxxHyperGrav. Kind of hard to get consistently(for me at least), so it's more to showoff. Posted by Warlock on 02:13:2002 07:51 PM: I got a question, I do this combo alot, d-f.c.lk.c.fp.sj.fk.d-df.lk.lk.c.fk.hyp gravXXXtempest. I've seen in some video's were they sj. after the c.fk. and they do a infinite, were it looks like they sj.lp.lk.d-df.lk.lk.sj and back up and continue it, anyone know how thats done? Posted by MagStormIronMan on 02:13:2002 11:10 PM: When u saw this When u saw this in a vid did they use a assist like storm. Cuz the way i do it is Call storm projectile assist c.LK,c.HP,sj.FK,dash d/f sj.FP they land storm sweeps them up then u do c.FK and cancel it into a superjump with sj.lk,(sj.lk) dash d/f sj.LK,sj.LK repeat The reason i put the sj.lk i ()'s is because u can do the infinite with one kick or 2 but there are other variations like the one u posted but most variations are to fix a character going to high or to low while doing the infinite. I can do the whole time with just 1. lk its easier for me but it takes practice and some visual displays to perfect it. I really dont get how ur combos works but if it does just super jump after the sweep connects with lk lk its easier to start with Posted by Warlock on 02:14:2002 07:28 PM: umm, I don't remember if there was an assist, I know it was in the corner, and the opponent was coming out of a fkXXXhyper tempest.c.fk. then they sj. into the infinite Posted by MagStormIronMan on 02:14:2002 08:02 PM: Oh okay there should be a assist needed in that combo such as Psylocke but im not sure if u posted it right it doesnt make since to me still How after the sj.FK dash d/f sj.LK,sj.LK then c.HK connects. Then they are supposed to fly up and over to the other side of u but that only happens if they are laying on the ground u do c.LK,then c.HK. then u can do the infinite. BTW what team do u use? The one i posted can be done anywhere except im not sure if it can be done in the corner never tried it cuz he has somemany other nasty corner combos. That will kill the opponent. Maybe u miss typed with what ur combo said try it again then maybe i can help or someone else. Posted by Amdabes on 02:14:2002 08:52 PM: OK warlock, let me retype the combo you are saying so it is more clear to everyone (in corner) launch, sj, j.hk, airdasd df, j.d+lk, j.mk, land, c.hk, hyper grav, tempest Is this the combo you meant? Well let me tell you, this combo doesn't work. the c.hk doesn't connect after the j.mk. I know a similar combo to that, and I know it works. This doesn't have to be in the corner. launch, sj, j.hk, airdash df, j.d+lk, j.mk, land, s.hk (first hit only), hyper grav, tempest, OTG c.lk, c.hk, (sj, j.lk, j.mk, airdash df, j.d+lk, j.mk, land) repeat what's in the () You probably saw a combo similar to this one in the video you saw. Posted by *NEDO* on 02:15:2002 12:34 PM: Dude....these combos are weak!!!! Wait till you see these combos I have on vids......soon people. soon. Posted by MagStormIronMan on 02:15:2002 03:24 PM: WEAK My combos are not weak! Me and Amdabes were just tryin to help some kid who was confused about some combo he said that he does/saw. So we tried to figure it out for him and tell him other ways to link the infinite. With u sayin are combos are weak i hope ur video is going to be off the hook, then i can give u probs but more and likely U got to know a couple/alot of 100% combos just like me. BTW where are u going to be posting these videos? I dont think linking into the infinite is weak when it cant be rolled out of especially when u can turn it to a 100% combo. Posted by F£É§h~Ñ~BoÑè on 02:15:2002 06:51 PM: quote: Originally posted by *NEDO* Dude....these combos are weak!!!! Wait till you see these combos I have on vids......soon people. soon. Posted by GeekBoy on 02:15:2002 06:59 PM: Remember, you can always land sj.RH(sj.FP), dash DF, sj.FP, sj.RH, c.RH from a successful Cyke launch. IMO, it's easier if you use sj.FP instead of sj.RH, it's all a timing issue, whichever is easier for you to do. Posted by *NEDO* on 02:16:2002 01:42 AM: quote: Originally posted by F£É§h~Ñ~BoÑè Cute............ Posted by MadDogMiXon on 02:16:2002 03:18 AM: Actually your comment about the combo's was. Keep it easy in here.... Posted by Warlock on 02:16:2002 09:35 PM: I tried the combos you suggested, but thats still not it, I seen the combo on a Shady-k vs Layzee mpg. from clockw0rk.com the combo was done in the corner, it was done on capcom, after coming out of a hypXXXtempest ( I made a mistake typing up the first one, there's only the c.fk.sj. * and it looks like * wk.dash-df.wk.wk.sj. back up ) again I'm not really sure about the combo, well how it's done I mean, I've tried it, haven't done it yet, I'm gonna keep at it, and see if can get it, I'll post it after I figure it out. just clearing up my mistake Posted by *NEDO* on 02:17:2002 04:52 AM: quote: Originally posted by MadDogMiXon Actually your comment about the combo's was. Keep it easy in here.... I hope nobody got offended by the comment.....you guys take things WAY too personal. It's all good fun in here.....I mean, WTF people, it's a game after all. No offense at all...much luv to the MvC2 playa nation. Peace Posted by AceCannons on 02:19:2002 03:49 AM: yea..i have been working with magnus for a while now. i know the combos. but i well like to know how to make him quicker and be able fight aganist cable & storm..thnx Posted by BadNewzMvC2 on 02:19:2002 09:07 PM: yes What!?!? Unmashable tempest with Magneto Sentinel? Of course. Posted by korona on 02:20:2002 09:38 AM: Hiya folks, this thread is tight. I was wondering, after I do the c.lk+call psy, c.lk, c.lk, c.hk, hypergrav, it it possible to do launch, sj.hk, ad d/f, sj.lk, sj.lk, land, j.lk+call psy, j.lk, tempest?? I've tried it but it seems they get launched too high for that to work, so for now I just do a regular rave->tempest combo after the hypergrav, but as everyone knows, that's mashable. What are my best options after the grav? Posted by eKiN on 02:20:2002 11:54 AM: it's not possible because you can't call an assist twice in one combo. it is possible to do a lot of other things though, you can do ..... c.lk c.hk grav, launch, rh, ad df short, short, then s.hk xx grav xx tempest s.hk xx shockwave dash under reset triangle jump reset relaunch into throw anyway yeah theres a lot of options for magneto at this point. Posted by eKiN on 02:20:2002 11:57 AM: quote: I tried the combos you suggested, but thats still not it, I seen the combo on a Shady-k vs Layzee mpg. from clockw0rk.com the combo was done in the corner, it was done on capcom, after coming out of a hypXXXtempest ( I made a mistake typing up the first one, there's only the c.fk.sj. * and it looks like * wk.dash-df.wk.wk.sj. back up ) again I'm not really sure about the combo, well how it's done I mean, I've tried it, haven't done it yet, I'm gonna keep at it, and see if can get it, I'll post it after I figure it out. Okay, what Shady does is launch, RH, ad df short, short, s.RH xx grav xx tempest, otg c.short, c.RH, superjump cancel [short, air dash df short, short] repeat bracket Posted by HawaiianRyan66 on 02:20:2002 08:00 PM: Wassup everyone! I got a mags question? Lately, I've seen more and more people using the sj. dashdf lk. or sj. dashdf hk. when attacking. My question is which kick do most peolple use when rushing down and why? Also, the benefits of both of these attacks. Thanks in advance Posted by AceCannons on 02:20:2002 08:45 PM: i am tryin to learn one of magnetos ifinite... the one that goes like-- Throw with hk, c. lk, c. hk xx superjump, dashdown, sj. down + lp. Repeat I am kinda having trouble with the xx superjump.. Any ideas?? Posted by *NEDO* on 02:21:2002 05:28 AM: quote: Originally posted by HawaiianRyan66 Wassup everyone! I got a mags question? Lately, I've seen more and more people using the sj. dashdf lk. or sj. dashdf hk. when attacking. My question is which kick do most peolple use when rushing down and why? Also, the benefits of both of these attacks. Thanks in advance SJ rk-dash Rk is mainly used for a runaway Sentinel or BH or something.....and SJ dash lk or Rk- is used to confuse people like Cable or Magz players. Thats what I think.I use the second one with RK.....It works! Posted by GeekBoy on 02:21:2002 06:10 AM: For speed, use sj.Short, that shit is MAD fast, especially if you're good at your finger sliding techniques, sj.RH is used for more like just over all pressure, works best in corner though. A lot of people will do either sj.Short, Short, dash DF, sj.RH, or the other way around. Posted by Maverick01010 on 02:22:2002 12:58 AM: Here is a 90% life resest combo that can be done in corner. c.lk, c.hp, /\ sj.hk, a/d,d/f sj.lk, sj.lk \//\ sj.lk, sj.lk a/d,d/f hk throw\/ dash over and otg with c.lk,c.hk xxx hypergrav c.hp /\ sj.hk a/d,d/f sj.lk, sj.lk \//\ sj.lk, sj.lk a/d,d/f hp throw and add whatevedr you want to finish the off. This combo is best to be donew in the corner were you can juggle them instead of using and otg which can be rolled. I don't take any credit for making this combo but I have never seen it done. So enjoy. Until Next Time...RUSH THAT SHIT DOWN! Posted by GeekBoy on 02:22:2002 06:03 AM: Refresher question: What's possible after c.LK, c.RH XX superjump? Posted by Chun-Li's Pimp on 02:22:2002 06:36 AM: Infinte that shit...or I saw Soo do a c. lk, c. fk xx super jump xx hyper grav xx tempest. lol that shit's hard to do. Posted by GeekBoy on 02:22:2002 07:07 AM: How do you setup the OTG from c.LK, c.RH XX superjump? Isn't it like c.LK, c.RH XX dash DF, sj.LK, land, c.RH? Posted by cOdE LL34 on 02:22:2002 08:07 AM: what video is it u guyz are talking about: (C.LK, C.HK xx sj,hypergav. temp.) can someone give me a link? thnx Posted by cOdE LL34 on 02:22:2002 08:14 AM: quote: Originally posted by AceCannons i am tryin to learn one of magnetos ifinite... the one that goes like-- Throw with hk, c. lk, c. hk xx superjump, dashdown, sj. down + lp. Repeat I am kinda having trouble with the xx superjump.. Any ideas?? when u dash down try and press the 2 punches again. ex. c.lk,c.hk,xx/\,(dash down+lk,c.hk,xx/\dash down+pp) it's the same thing as pressing the lp cause u only need to pull out hp or lp while going down to land faster. Make it easier to urself overwork urself on those hard infinites. --peace edit: i forgot, after the c.hk let go of the joystick to neutral and manually superjump. Then dash own (lp+hp) and pressing lp+hp again to land faster. Posted by Chun-Li's Pimp on 02:22:2002 08:43 AM: Code: Not a video, that fool did that to me on Tuesday. Luckily I mashed it and it lost all kewlness...but I've seen it hit before, and it looks good. Not to mention it's hard to do... Geek: How do you set up the infinte? There are hella ways(duh), but the best is prolly, c. lk, c. fk xx SJ lk, AD, lk, lk, and start the infinte from that. I personally do it like, c. lk, c. fk xx sj fk, ad down, lk, lk, then start the infinte that way. The other way is his weird infinte, where you c. lk, c. fk xx sj, ad down+lp, land, c. lk, c. fk, and repeat that shit. Last is the kewlest, but the ugliest too. Posted by AceCannons on 02:22:2002 08:52 AM: thnx code i will work on it...By the way do you know of any easier infinites for mag that i should know of that i probably can get down??? Posted by Chun-Li's Pimp on 02:22:2002 09:23 AM: do the lazy american one. Launch, fk, airdash d/f lk, lk, jumping lp, j. d+lk, j. mp repeat. Too easy. Posted by GeekBoy on 02:23:2002 12:12 AM: There are lots of ways to setup Mag's SJ infinite (which I might add, I still have trouble doing). The most popular, or most convienient I've seen is usually off the OTG c.LK, c.RH since the opponent is put directly on top of you and is the easiest placement for you to start. Most common ways to setup the infinite: -Off the OTG c.RH, which can be performed from just about anything Magneto can do. -The RH throw in the corner. -From his launch, sj.RH, sj.FP, sj.RH, c.LP juggle in the corner -Off the guard break in the corner Posted by MagStormIronMan on 02:23:2002 06:08 PM: I dont know if AceCannons Already knows to do it with Launch sj.HK, dash d/f, sj.d+LK,sj.LK, land [sj.LK,sj.LK,dash d/f sj.LK,sj.LK land] repeat []'s this is the easiest setup if u ask me and the easiest variation of the infinite. When i first tried practicing the infinite the only variation i could do was sj.LK, dash d/f sj.LK,sj.LK, land then repeat. That was the easiest i think this ones the easiest if u cant adjust urself well with magneto.(meaning u r are airdashing d/f to fast) people say this variation makes them fall lower after u doing it a while so which ever one u are doing u can always adjust it. There are variations that lift them up some but the first one i posted seems to keep them at the same hieght but u got to know the timing. variations i do after Launch sj.HK, dash d/f, sj.LK,sj.LK, land: sj.LK,sj.LK(slight pause) dash d/f sj.d+LK,(pause) sj.LK land [keeps them about the same air level but can be used to raise the character depending on the second pause] sj.LK,(slight pause faster than above) dash d/f,sj.d+LK,sj.LK land [makes them fall lower in combo] sj.LP,(like above) dash d/f,sj.d+LK,sj.LK land [same as above] sj.LK,sj.LP,sj.LK(first 3 hits fast) AD d/f sj.d+LK,sj.LK land [Used to raise person if falling low] As for other infinite setups like others say there are many ways i have figured out ways with almost every AAA that are used in tourneys but Sonson and Doom. Even off Sentinel assist and ironman projectile assist. U just got to experiment Posted by GeekBoy on 02:23:2002 06:24 PM: Two quick notes on the sj.RH, dash DF, j.LK, j.LK setup. 1. You have to do the initial j.LKs fast, so they opponent's left higher in the air, too low = no connecting 2. If you're really fast, you can reset from here, just do the dash behind shit. Posted by cOdE LL34 on 02:23:2002 08:42 PM: ok from all of you ppl talking about these infinites how many of u ppl can actually do the lk,lk infinites. For me i can go up to 40 all lk,lk d/f, lk,lk. NO lk d/f lk,lk. to hard for me. So who here can do the infinite. Posted by AceCannons on 02:25:2002 01:03 AM: aight i am working on it....by any chance does anyone have the link for the infinite video of---- Launch sj.HK, dash d/f, sj.d+LK,sj.LK, land [sj.LK,sj.LK,dash d/f sj.LK,sj.LK land] repeat [] ..... i think i might learn the timing there. cause i am dashing too fast those variation are kinda tuff... But i bustin my ass working on it. Posted by GeekBoy on 02:25:2002 01:55 AM: quote: Originally posted by AceCannons aight i am working on it....by any chance does anyone have the link for the infinite video of---- Launch sj.HK, dash d/f, sj.d+LK,sj.LK, land [sj.LK,sj.LK,dash d/f sj.LK,sj.LK land] repeat [] ..... i think i might learn the timing there. cause i am dashing too fast those variation are kinda tuff... But i bustin my ass working on it. OK, the problem I had, and solved was first placement. When you do the sj.d+LK, sj.LK, do that fast, faster you land, the higher they are, placement is a little easier (cause if they're too low, it won't work at all). If you're doing only one sj.LK for the infinite, you have to pause a bit after the first hit, but not too long. Reason being is for Magneto to slightly fly up a bit so when you dash down you will hit the person and not just fly down. When you do two sj.LKs, the second sj.LK fills the pause, so you can just dash down. Remember after your dash down, you must pause a little before the second sj.LK, I don't know why though. Most people only use one sj.LK because it's not as fast, so they don't have to work so hard at it. And you just gotta practice, most people said it took them 10 minutes to learn it, guess some people don't have that knack. Posted by MagStormIronMan on 02:25:2002 02:56 PM: I guess GeekBoy answered ur questions. I believe the reason you have to pause between the first and second kick in the dash d/f d+sj.LK (Pause) sj.LK land is because if u do the combo like i do it u are sjumping forward and the first d+sj knocks the opponent away from u a little and the pause gives them that chance to get pushed back also the pause keeps u from knocking ur opponent to high in the air cuz once they get to high then u cant keep on doing the infinite. cOdE LL34 i can do both infinites u posted the lk,lk one is actually harder for me to do then the lk infinite i practiced this one first and i only do it on characters that are not heavy. THe lk one i can get way more hits then the lk,lk and that has a extra kick in it i've only reach 40 something with lk,lk on Sentinel and thats fun to do cuz u just do it real fast over and over. The lk one GeekBoy explain pretty well so if u havent read it read it. Posted by F£É§h~Ñ~BoÑè on 02:25:2002 10:57 PM: This post is for all the ppl that cant do he mag'z jap inf and want to learn how to do it...stop asking WHY DO YOU DO THIS??..ND WHY DO YOU DO THAT???.....the answer is ....THATS HOW YOU DO IT!!!!!!....i learned how to do this combo in like 20mins...just do what i did and maybe this will help....DOWNLOAD A VID with hte INFinite in it.....if you cant find any (CLOCKW0RK.COM)....my screen name on aim id Fleshkilla999...after you download the vid....simply listen to the rhythm of the hits in hte combo....DA..DA...DA...memorize it and then try to replicate it...not by the look but by the sound...that what i sis and still do to this day..it makes it horribly easy for me...maybe it wil help you..laterz! Posted by GeekBoy on 02:25:2002 11:23 PM: quote: Originally posted by F£É§h~Ñ~BoÑè This post is for all the ppl that cant do he mag'z jap inf and want to learn how to do it...stop asking WHY DO YOU DO THIS??..ND WHY DO YOU DO THAT???.....the answer is ....THATS HOW YOU DO IT!!!!!!....i learned how to do this combo in like 20mins...just do what i did and maybe this will help....DOWNLOAD A VID with hte INFinite in it.....if you cant find any (CLOCKW0RK.COM)....my screen name on aim id Fleshkilla999...after you download the vid....simply listen to the rhythm of the hits in hte combo....DA..DA...DA...memorize it and then try to replicate it...not by the look but by the sound...that what i sis and still do to this day..it makes it horribly easy for me...maybe it wil help you..laterz! The infinite was only hard for me because of how high the oponent actually was, timing isn't really an issue (if you use sj.LK, sj.LK, dash, sj.LK, sj.LK, timing isn't that really hard, only use one Short if they're too high). Space control is like this: Use only one sj.LK if the opponent is really high, otherwise, stick to two. Using one Short is harder to time than two. Posted by tiger on 02:25:2002 11:26 PM: Hi magneto felows !! I don't know if this question has been posted before, but I need help. I usualy play with mag/someguy/(psy or cyc). I can't seem to be able to beat a very good Sentinel with my mag, especialy when he has BH AAA in his side, what should I do to beat that big machine ? any help would be much apreciated. Posted by Enoch on 02:26:2002 01:44 AM: Hey I was thinking about putting T.Bonne in a magneto team. Does anyone have any good teams and any decent Magneto/T.Bonne combos? I usually put T.Bonne on Proj. Thanks. Posted by IownSilentStorm on 02:26:2002 06:16 AM: good simple combo in corner is c.lk, c.lk tbone assist dash in c.lk c.hp, fk, airdash down foward lk, lk, c.hp lp,lk,lp punch throw, hypergrav XX tempest, the throw resets the damage and it's impossible to mash outta the throw, unless you tech hit obviously. so you get a flying screen combo, a tron assist, a throw, and a reset tempest what more could ya want plus it kills most characters whooo hooo! Posted by GeekBoy on 02:26:2002 06:21 AM: quote: Originally posted by tiger Hi magneto felows !! I don't know if this question has been posted before, but I need help. I usualy play with mag/someguy/(psy or cyc). I can't seem to be able to beat a very good Sentinel with my mag, especialy when he has BH AAA in his side, what should I do to beat that big machine ? any help would be much apreciated. Sentinel's are more careful against Mag/Psy's than Mag/Cyke's. Everytime Psy hits, you can pretty much do anything you wanted from then on in, Cyke's is very baitable, and the eye beam isn't that hard to avoid. With Mag/Psy, you're gonna have to be on him the entire time, since he'll spend most of the time flying around calling his AAA and sj.FP when you try to get up to him. The best thing to do right here is try to nail him with a Hyper Grav, just remember to get within 3/4 screen length to do it, or else it won't reach. Either that or try to nail him with Storm DHC or something. Mag/Cyke's easier to deal with Sentinel IMO since Cyke has reach and one hit can get you an air combo all the time. Usually to get Sent down, you could call Cyke, dash towards him and do the RH Hyper Grav, if he flies forward, he gets hit by eye beam, if he remains stationary, he will be hit by the hyper grav, so either way, he'll get hit unless he's in UnFly mode. quote: Posted by Enoch Hey I was thinking about putting T.Bonne in a magneto team. Does anyone have any good teams and any decent Magneto/T.Bonne combos? I usually put T.Bonne on Proj. Thanks. Just do c.LK + Tron, c.LK and either launch or do Shockwave. From the launch you have all the options, you just added a lot of damage, no need to get fancy, just use what works. Posted by F£É§h~Ñ~BoÑè on 02:26:2002 10:38 AM: quote: Originally posted by GeekBoy The infinite was only hard for me because of how high the oponent actually was, timing isn't really an issue (if you use sj.LK, sj.LK, dash, sj.LK, sj.LK, timing isn't that really hard, only use one Short if they're too high). Space control is like this: Use only one sj.LK if the opponent is really high, otherwise, stick to two. Using one Short is harder to time than two. well i never use two lk's unless i'm getting fancy and want to mix up between lp's and lk's...i usually do 1 lk becuase it looks kewler, it keeps them at regular jump height so if they get too low i can switch to the regular rejump to get them back up high enough, and it leaves open the same crossup possibilities as the rejump bekauze with the 2 lk's if you are goign to crossup its so fucking obivious its not funny...well peace..laterz.. i usually leave my shit on all the time so if you message me and i dont answer...i'm not there....or sleeping...best time to get me is from 10 pm to early moringin ...like 8 am er somthing........i'm usually up studing...sleep during day...work during night...peace!! Posted by F£É§h~Ñ~BoÑè on 02:26:2002 10:42 AM: u ppl can also message me if yah want some tips..want to discuss strategy...or if yah need help er something..... Posted by Aerial Assault on 02:26:2002 05:14 PM: OK, I'm getting the hang of the setupxsuper jump lk, dash down lk repeat infinite but the problem is, whenever I try to go for it again, he either jumps away backward when I repeat the super jump, or when I do it a long time on bigger characters, the hit counter won't come up. Posted by GeekBoy on 02:26:2002 08:58 PM: quote: Originally posted by Aerial Assault OK, I'm getting the hang of the setupxsuper jump lk, dash down lk repeat infinite but the problem is, whenever I try to go for it again, he either jumps away backward when I repeat the super jump, or when I do it a long time on bigger characters, the hit counter won't come up. Make sure to superjump straight up. The hit counter stop must be the dizzy kicking in, after 30-40 hits, the infinite will dizzy the person. Posted by Aerial Assault on 02:27:2002 12:10 AM: OK let's put it like this. For me it's very difficult to do on: Average size human characters, like (Cable, Cyke, Commando, Colossus, Silver Samurai, Hulk) always slide out of reach of my kicks, no matter how my judgment is with how fast I do the lk lk while air dashing. Now the big characters, Sent, Black and Juggs, well particularly, the last part of my last post about the hit counter not appearing, it was on Black. I had set him up, Got 3 hits off of him. But Black touched the ground, but I could keep doing the kicks consistently, but he was standing up, so it didn't turn into a combo. This Mags infinite timing is a BITCH!!!! Posted by MagStormIronMan on 02:28:2002 02:23 PM: magneto quickness Aerial Assault once u get the speed right on the ground infinite on BH and Sentinel its pretty easy the timing isnt hard and if u get real fast at it u can pressure with it. If u get someone in the inf and they block when u dash d/f reapeat the infinite again and they'll still be in the air but when u dash d/f this time go for either a FK throw or FP Throw. The funny thing also about this is that if u get some one in a block stun such some one push blocks while in the air while ur doing the infinite u can keep them stuck in the air for several repetitions of the infinite even tho they are blocking tho it doesnt chipp it looks cool as hell and waste time. I dont know if at the last tourney at putt putt if u were there real early when i was playin Foomy he push block in the air as i was tryin to get the infinite on him and i kept him in the air for about 5 reps of the inf. BTW who are u? I think i know but im not sure I'm the kid who used Magneto/IronMan/Jin the first round Jin expansion setup up the inf for both of them. Oh yeah to anyone else reading this Who know if the sj.LK AD d/f sj.LK,sj.LK is a GB or reset or is it both when done in the corner that is. I guess it really doesnt matter as long as u can do it but i just wanted to know i've done it a couple times b4 but im not sure or can it be done either way? Posted by MagStormIronMan on 02:28:2002 03:59 PM: Okay Aerial Assault dont do the one Lk on big characters there are several different infinites done on big characters all of them are fairly easy except the sj.HK AD d/f sj.HK repeat. but in the air combo they are pretty easy there are ones with sjumping involved and normal jumping. I prefer to do sj.LK,sj.LK AD d/f sj.d+LK sj.LK but u have to do it fast. If u need any others ask. When u say the person slides out of ur reach what do u mean do u mean they get to high or what and those characters u name pretty much means everybody in the game except MegaMan Marrow etc Posted by KoKoBa on 02:28:2002 05:31 PM: on bigger people its easier to do just sl.->sj.lk->sj.lk->dash down(yes straight down)->lk->lk->sj agen and repeat the timing is pretty easy all u have to do is make shure that as soon as u end the sj lk->lk u dash down right away and do the lk->lk another easy one is sj ->lk->lk then dash down forward then ->lk ->lk they are both fairly easy especially agenst sentinel and bh. ill post more when i get home from skoolio fuck skool me and mah homeboy are the best here its no joke ud think that thered be allot of good kids but naw Posted by Aerial Assault on 02:28:2002 07:28 PM: MagStormIronMan, I was at the 2/16 NEN tourney. I was the black guy wearing a light blue and black Fubu jacket and a cap that said Pearl Harbor, and when I first walked into the arcade, I saw that Foomy had 19 wins with Sent T Bonne and Iron Man. The first MvC2 match I had was with "BadNewzMvC2" and he kicked my ass with Mags kick infinite I was just talking about. And a couple other things, I was one of the two people that used a camcorder to catch MvC2 matches on tape, not the Puerto Rican (I think) with the white shirt on.And I spent most of the day in the "Dreamcast MvC2 Practice Room". Now back to Magneto. Maybe I'm choosing the wrong choice of words about character sizes and how easily they can slip past my kicks, but I guess it's my way of complaining that it's just too many control movements and buttons to push at just not even half a second. I remember when Ambdabes tried to show us how to do it, but it's all left my head now. Besides I think my thumb's too big to play MvC2 with the regular joypad. Posted by mixup on 03:01:2002 08:09 AM: This is probably really old but i never see too many magneto players use it. Magneto gb{anywhere} common in the corner but not midscreen. Sj.lk, guard breaks, airdash at them d.lk into infinite. simple yet effective, it would be good at the times in a fight where cable has already called his aaa and is just normal jumping backwards. Sucks that you have to be so close but i'll get it right eventually. Posted by MagStormIronMan on 03:01:2002 02:11 PM: ah Oh yeah BadNewzMvC2 is my other name but i dont really use it anymore on Shoryuken. I thought u were that guy. I dont think that if u want to learn Magneto on this game u shouldnt use the controller tho Ambdabes can but thats cuz he has been playin with magnus over a year with the controller i can use him pretty good with a controller to the only problem is doing the infinite with it for me. Mixup/everybody: Have u seen the gb with magneto where the Hyper Grav Guard broke and then the tempest connected then it leads to the inf. It was in the corner sj. AD forward LK,HP hyper grav tempest. After tempest was done d+lk,lk land sj.LK,sj.LK I dont know if it was supposed to work like that or if the hyper grav was supposed to connect but it gb.It looked cool as sh!t. And when u do the gb in the corner sj.LK dash d/f sj.LK sj.LK u have to delay the air dash a little longer than when doing the air dash normally for the inf setup that way u end up behind them doing the inf out of the corner tho u might want to stay in the corner cuz of his lethal combos. but i always do it this way. I've never guard broke anybody unless i've killed the point character and then the next one comes out is there a trick to it in the middle of the match. Why is magneto the man? Magneto is a assist character lately when i have been playing i seem to kill the point charact and hit the assist to which then leads to a repeated c.HP to the assist until they die. I dont know if u've done this b4 but i've done it with storm also but magneto the most this is the gayest fake inf ever and it will piss of anyone u are playing against so if u ever kill the point char and the assist is there get to them quick and dont do a air combo just do the c.launch over and over again timing isnt even hard either. Posted by powerful on 03:02:2002 05:15 AM: Re: ah quote: Originally posted by MagStormIronMan Mixup/everybody: Have u seen the gb with magneto where the Hyper Grav Guard broke and then the tempest connected then it leads to the inf. I think the only way to escape it would be taking teh hit and mashing out of the tempest. Am I right? Posted by sabretooth on 03:02:2002 06:15 AM: quote: Originally posted by mixup This is probably really old but i never see too many magneto players use it. Magneto gb{anywhere} common in the corner but not midscreen. Sj.lk, guard breaks, airdash at them d.lk into infinite. simple yet effective, it would be good at the times in a fight where cable has already called his aaa and is just normal jumping backwards. Sucks that you have to be so close but i'll get it right eventually. Is there any way to get out of it with cable, storm or sentinel? Posted by GeekBoy on 03:02:2002 07:31 AM: quote: Originally posted by sabretooth Is there any way to get out of it with cable, storm or sentinel? Nope, Magneto's one of the lucky ones, even if you take the hit of his sj.LK guard break, you can still get caught by the infinite. Posted by Aerial Assault on 03:02:2002 06:50 PM: OK I think I now have a better way of explaining my problems with the infinite: Today, I can get the timing of super jumping a little bit good. I did this on Dr. Doom. The thing about the hit counter failing me is like this, even though I'm still juggling Doom with kicks, I was doing: Launch, dash down forward, wk, wk, sj wk, dash straight down.... But the difference is, I do 2 weak kicks after air dashing straight down, what pisses me off about the hit counter is that even though I'm juggling Doom to death and he's not touching the ground, the hit counter still comes up but it only goes to 2-3 hits and resets. Posted by GeekBoy on 03:02:2002 07:09 PM: quote: Originally posted by Aerial Assault OK I think I now have a better way of explaining my problems with the infinite: Today, I can get the timing of super jumping a little bit good. I did this on Dr. Doom. The thing about the hit counter failing me is like this, even though I'm still juggling Doom with kicks, I was doing: Launch, dash down forward, wk, wk, sj wk, dash straight down.... But the difference is, I do 2 weak kicks after air dashing straight down, what pisses me off about the hit counter is that even though I'm juggling Doom to death and he's not touching the ground, the hit counter still comes up but it only goes to 2-3 hits and resets. They're probably too high, try doing this setup: Launch, sj.RH, dash DF, j.LK, j.LP, j.LK, land, start infinite, they'll be high, but not too high to start the infinite. And try dashing DF instead of straight down. Posted by cOdE LL34 on 03:02:2002 11:33 PM: quote: Originally posted by GeekBoy The infinite was only hard for me because of how high the oponent actually was, timing isn't really an issue (if you use sj.LK, sj.LK, dash, sj.LK, sj.LK, timing isn't that really hard, only use one Short if they're too high). Space control is like this: Use only one sj.LK if the opponent is really high, otherwise, stick to two. Using one Short is harder to time than two. No that's wrong it's 2 kicks when the opponent is too high and 1 kick if the opponent is really low. Only one kick on high leveled opponent will put magneto under the guy that's why u need two kicks. Posted by sabretooth on 03:03:2002 06:27 AM: quote: Originally posted by GeekBoy Nope, Magneto's one of the lucky ones, even if you take the hit of his sj.LK guard break, you can still get caught by the infinite. What if I try to outprioritize him(block then Cable's HK, Sentinels'LP or Storm's lightning attack)? what happens? Posted by MagStormIronMan on 03:04:2002 04:15 PM: inf only??? Magneto's inf links to other things which makes it good such as Throws, QCF+PP launchers unmashable tempest blah blah. So its great to know. Aerial Assault i dont dash straight down when i do the inf though some people in this forum say its easier. I dash d/f and when u say the difference is u use 2 kicks did u mean u were using 1 kick while dashing b4. Cuz when u sj. u should use 2 kicks and when u dash down u should use 2 kicks this seems to be the easiest inf. tho i use the one kick(while sjumping) inf more often. Im not sure exactally whats going on when u try to do it but just keep trying and download a video if u can just find a Shady K vid or something, more and likely he will be doing the inf in the video. I have a mag vid with the inf on it on a CD rom i just got it yesterday its not showing u how to do it its a actually match and it shows magneto doing it. Posted by GeekBoy on 03:05:2002 12:10 AM: To me, using one or two Shorts doesn't really change how I do the infinite at all. You HAVE to use two Shorts when you dash down, otherwise, it won't work. Either one works well, the real infinite usually uses 2 though. Posted by MagStormIronMan on 03:05:2002 08:09 PM: AnyBody Try starting the inf. off of a FK(Throw) into sentinels drones. It works Drone(assist) plus FK(Throw) when he releases sj.LK ,Sj.Lk u know the rest also the also the unmashable tempest with sent is nice. Posted by WiLD_DaIGo on 03:10:2002 01:35 AM: .. i know this is a mag thread but since alot of people use storm i gotta ask are there any other combos than her air combo that connects to the lightning super? and is there any infinites that i can use with mags that works on everyone? Posted by MagStormIronMan on 03:20:2002 02:39 PM: Mag/IronMan(AAA)/insert char Mag FP(THrow) + ironman hyper grav tempest or Mag FP(Throw)+ ironman c.LK,c.HK hypergrav tempest can be done with FK throw but then they wont be wraped up in magnetic stuff. Just trying to add stuff to the thread but it already seems dead more assist combos needed All times are GMT. The time now is 11:48 PM. Show all 175 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.