Forums - Most Damaging MvC2 combo Show all 70 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) -- Most Damaging MvC2 combo (http://www.shoryuken.com/forums/showthread.php?threadid=16032) Posted by TheRifleMan on 05:01:2001 09:56 PM: I want to know if anyone has any particularly damaging MvC2 combos. My criteria is that the opponent has no chance to safe roll, block, or wiggle out and it must involve only one super, no DHC. You don't have to post exactly how you do it if you don't want to, just the damage character and any assits. Lemme rephrase this people, I want YOUR most damaging combo. Something that you made up. You don't explain how to do it exactly if you don't want scrubs jocking your style. BTW, F powered up Juggernaut. I kill that ho ASAP w/flying sentinel. quote: from Juggernaut WAH... there's nothing I can do against a flying sentinel Posted by bohdi on 05:01:2001 11:43 PM: tronbonnegamma assist into proton cannon Posted by Sentinel_Nuts on 05:02:2001 01:02 AM: Based on your criteria, the most damaging combo is probably the IM infinite cancelled into a photon cannon. Posted by Hellice on 05:02:2001 03:24 AM: any infinate Posted by Dynamyte2U on 05:02:2001 04:30 AM: SentinelNuts is right. That is the most damaging combo in the game. However, keep in mind that the computer breaks your infinite combo after a while. It won't let me get anything over 55 hits with IM's infinite. Cancelling into a Proton Cannon before the computer breaks the infinite makes the infinite even more damaging. If you don't coun't infinites, I'm thinking maybe Colossus: s.HK, SJ, j.LP > j.LK > j.LP > j.LK xx LK Power Tackle xx Super Dive (2 hits). It does enough damage to single handedly kill Akuma/Bone-Wolverine. Ouch. Posted by Dynamyte2U on 05:02:2001 04:31 AM: WAIT!!! Tron-Bonne gamma assist into a glitched & mashed Juggernaut Headcrush could prolly kill anybody. Posted by trbiggie on 05:02:2001 04:45 AM: That's easy Glitch Juggernaut by himself... Combo: j. FP, land d+lk,mk, jab juggernaut punch cancelled into Headcrush kills almost everyone.. Posted by ytwojay on 05:02:2001 05:25 AM: when you do juggernaut headcrush, how do you mash for more hits? I try pressing all the buttons like crazy, but usually i only get 4 hits. And other times, i end up getting a few more, but it doesnt seem like im doing anything differently. help? Posted by trbiggie on 05:02:2001 05:43 AM: actually its all about the mashing really but I do admit getting up to 8 hits in the head crush everytime is almost impossible. I usually get 8 hits if I mash like crazy and wiggle the stick left to right. And if the person you are headcrushing is slight above Juggernaut. Like the combo I posted.. Posted by silenttiger on 05:02:2001 12:51 PM: Dynamyte2u's combo with colossus I also like Silver Samurai: wp, wp,xx hyper slash (moving forward), xx Ramei Ken (Lightning Super; mash like crazy). Posted by Archangel21 on 05:02:2001 02:11 PM: you want damaging combo? bb hood, ironman and warmachine level 3 then all super if you get the assist then they're dead it's a 100 percent guarantee. Posted by ThisGuileKillYa on 05:02:2001 02:20 PM: Can somebody please explain to me the Juggernaught Glitch? Howabout the Gambit Glitch? I know I sound like a scrub, but this shit was discovered before I was seriously into this game, so I've never seen either of em Thx Posted by silenttiger on 05:02:2001 02:59 PM: Juggernaut Glitch: Activate his power up and tag him out. He stays powered up for the rest of the match. Gambit Glitch: Do a snapback, I think you have to use A2. Then at some point in the match, charge down and then do up +fk...It's something like that. YOu have to control it so he bounces off the wall behind him first. He should then fly off the screen and stay there until time runs out. It's been a while since I've done either one of these but that's the gist of it. Posted by tortoise on 05:02:2001 04:09 PM: quote: Originally posted by trbiggie actually its all about the mashing really but I do admit getting up to 8 hits in the head crush everytime is almost impossible. I get 8 hits everytime, at worst I get 7. You just have to mash very hard. What I see most people doing is physically mashing very hard, but they aren't actually hitting the buttons very much. You need to mash in such a way it's actually doing some good I concentrate my palm right over the buttons and don't move much beyond them when I mash. It's hard to explain. It took me a long time to get the mashing for HC down. I used to think close headcrushes were 5 hits max and that was that. But it is possible to get 8 hits, even at point blank range. Also, start mashing as soon as the super starts, not when it connects. The computer accounts for that mashing and puts it towards the number of hits. Posted by Vlestat on 05:02:2001 04:26 PM: What a bounch of losers. the most damaging combo is cable(alpha)iron man(alpha)and BabyBH(alpha).Start with cable do Lk, Lk, Hk XX triple(partnerA&B)se you, it's over, bye bye,, simple , you cant'n escape you can't roll and you die jajajajajajajajjajjaja Americans=losers=gringos Posted by Shogun on 05:02:2001 05:20 PM: most damage i've done on a single combo is on doom. Doom infinite when it reaches 49 hits do the super photons. It can reach up to 73 hits and it will take about 85% life. No glitches... straight combo who was i using? i was killing BH since he falls fast and is a lot bigger Posted by Sentinel_Nuts on 05:02:2001 07:37 PM: quote: Originally posted by Vlestat What a bounch of losers. the most damaging combo is cable(alpha)iron man(alpha)and BabyBH(alpha).Start with cable do Lk, Lk, Hk XX triple(partnerA&B)se you, it's over, bye bye,, simple , you cant'n escape you can't roll and you die jajajajajajajajjajjaja Americans=losers=gringos Hey dumbass, he said only one super. Learn how to read. Vlestat=illiterate fool Posted by §inn on 05:02:2001 09:47 PM: erm... ive done crazy amounts of damage with magneto in all sorts of combos, even without tempests there are phreakin 75% air combos. Throw in the tempest or shockwave here and there... yowza Posted by Dynamyte2U on 05:02:2001 10:36 PM: Hahaha, Vlestat. Learn to frickin read. You too Archangel21. Anyways, I think it's clear that the most damaging combo, using a maximum of one super is one that includes a glitched & mashed Juggernaut Headcrush. The most damaging combo, without using glitches is Iron Man's infinite into his Proton Cannon. The most damaging combo, without using glitches or infinites is Colossus' Launch, LP, LK, LP, LK xx Power Tackle xx Super Dive (2 in 1). As for Vlestat and Archangel21, the most damaging combo that uses up to 5 supers that I know (there's probably something more damaging.) is: Psylocke/Magneto/Iron Man (in order) IronMan-alpha, c.LK, c.LP, c.LK, c.HP, SJ, j.LP, j.LK, j.LP, j.LK xx Psiblade x3 xx Kochou Gakure, pause, DHC Magnetic Tempest, c.LK (OTG), c.HK xx Hyper Grav xx Magnetic Tempest, DHC Proton Cannon, DHC Psy-Thrust. Vlestat and Archangel21, this combo does a lot more than 100% of your lifebar. It is overkill. Notes: 1)You can't do Psylocke's multiple jump air-combo because she'd be too high and Magneto's Magnetic Tempest won't get the max number of hits. 2)You could also Launch after the Hyper Grav and proceed to AC xx Grav xx Tempest, AC, airdash UF, AC xx Grav xx Tempest, etc... Posted by That One Guy on 05:03:2001 12:47 AM: In this team, you'll need GLITCHED Jugernaut/Sentinel/Bob Dole. Call Sentinel (Ground Assist), jab, strong, HEAD CRUSH! WhoA.... mashing would help a lot. =) Posted by bison812 on 05:03:2001 01:49 AM: bbhood juggurant hulk one hit kill Posted by kingswift on 05:03:2001 01:57 AM: quote: Originally posted by TheRifleMan I want to know if anyone has any particularly damaging MvC2 combos. My criteria is that the opponent has no chance to safe roll, block, or wiggle out and it must involve only one super, no DHC. You don't have to post exactly how you do it if you don't want to, just the damage character and any assits. These shits right here does alot damage meets all your cretieria and both involve the homie Jin's cyclone assist, now check out these off the meat rack combos 1. Magneto and jin Press lk and jin assist at the same time,lk,lk hypergrab,Qcf+2k, has OTG capabilities, and if you catch your opponents assist use Qcf+2p instead of Qcf+2k. 2. Cap. Comando and jin Press lk and jin assist at the same time,lk,Qcb+hp,Qcf+2p,this combo does alot of damage and is tight as spandex Im a hook you up wit some mo shits later. "One" Posted by vipersword on 05:03:2001 02:57 AM: the only reason the computer won't let u go over 55 hits on the IM infinite is because if u don't have the timing exact it won't go over. if the timing is exact u can go to whatever number u want to. Posted by Jason on 05:03:2001 03:43 AM: eh? you can extend the IM infinite past your opponent getting dizzy if you have exact timing? howzat? Posted by Voodoo on 05:03:2001 04:33 AM: quote: Originally posted by Jason eh? you can extend the IM infinite past your opponent getting dizzy if you have exact timing? howzat? He's so full of it. The only way I can think of is if they're not blocking you can reset the combo meter by pausing a little longer on the fierce. If they *are* blocking (or trying to), you'd be SOL if you tried that. "exact" timing will make the combo meter rise (since you're constantly hitting them), and eventually you'll hit the number for the dizzy. Posted by Pulse8 on 05:03:2001 11:29 AM: Outside of any infinite/glitches/supers/assists I think Zangief has the most powerful combo in the game. Jump in down.HP, c.LP, c.MP, SJ > LK, MK, HP SPD (Rotate joystick for increased damage). It does a total of 83 points of damage in training mode. Try it out.. Posted by TheRifleMan on 05:03:2001 02:55 PM: quote: Originally posted by Pulse8 Outside of any infinite/glitches/supers/assists I think Zangief has the most powerful combo in the game. Jump in down.HP, c.LP, c.MP, SJ > LK, MK, HP SPD (Rotate joystick for increased damage). It does a total of 83 points of damage in training mode. Try it out.. Nice. This is what I wanted to know people. Your own combos. Not "Duh... the IM infinite" or "Duh... powered-up juggernaut". I also didn't want to know about massive DHC combos because most of them can pretty much kill anybody. Posted by TheRifleMan on 05:03:2001 03:06 PM: quote: Originally posted by ytwojay when you do juggernaut headcrush, how do you mash for more hits? I try pressing all the buttons like crazy, but usually i only get 4 hits. And other times, i end up getting a few more, but it doesnt seem like im doing anything differently. help? I depends on where you catch your opponent. If they're in the air, you need to catch them with the top of jugg's head, otherwise they'll flip out. If you get a taunting opponent who just tagged in, I think you're limited to 4 hits. Comboing in the HC is about the only way to get 8 hits. I believe Jugg can cancel any of his ground moves/hits into the HC. Also, if you call out an assist before the HC and the assist hits them, they have an opportunity to flip out. Posted by tortoise on 05:03:2001 03:22 PM: quote: Originally posted by TheRifleMan I depends on where you catch your opponent. If they're in the air, you need to catch them with the top of jugg's head, otherwise they'll flip out. If you get a taunting opponent who just tagged in, I think you're limited to 4 hits. Comboing in the HC is about the only way to get 8 hits. You can get 8 hits every time. Posted by angelassassin on 05:03:2001 04:28 PM: bright idea! hmm this is interesting. I like anakaris combos alot so here is some i have (seen/ tried to make up) my personal fav combo (corner combo) lp lk lp lk fp+morrigan assist projectile into super coffin drop. a combo i am working on (another corner combo) lp lk c.lp+spiral assist ground s.lp fp wait intill spiral assist starts hitting then j.ghost the ghost should hit them aftr spiral finishes her last hit. then i would luanch into one of these air combos Air combos #1 lp lp lpcobra blow lp lpIdle hands #2 (the regular) lp lk lp asp rush thats about it... peace Posted by Mazroth on 05:03:2001 06:16 PM: Something totally original with Storm: From medium distance. Hail, air dash straight forward, fp, rh, land, call capcom, wk, mk, hail. (capcom hits after mk). Posted by Sentinel_Nuts on 05:03:2001 08:27 PM: quote: Originally posted by Pulse8 Outside of any infinite/glitches/supers/assists I think Zangief has the most powerful combo in the game. Jump in down.HP, c.LP, c.MP, SJ > LK, MK, HP SPD (Rotate joystick for increased damage). It does a total of 83 points of damage in training mode. Try it out.. Actually, Sentinel has the most powerful combo without any infinites/glitches/supers/assists. It's only in the corner though. j.hk, s.hk, sj > lp, lk, mp, mk, rocket punch, pause, hp, hk, s.hk 94 points of damage, damn... Posted by scooter on 05:03:2001 08:40 PM: We should try this Rifleman, but First take a Glitched Kool-aid, than switch in BH, jumping tail, crouching tail, Fierce Kick, into HOD, Cancel into Tronnes Lunch rush super, HC into Kool-aid crush. Posted by Digicore2001 on 05:03:2001 08:42 PM: Looooove that avatar! ya sentinel is great. Posted by FecalPenance on 05:03:2001 09:21 PM: Collosus: In corner, J.HpxxJ.HpGiantSwing(rotate stick),opponent lands,(the following looks like its rollable but its not, try putting safefall on during training mode)C.Lk,S.Hk,SJ.Lp,SJ.Lk,Lk tackle 100 damage Posted by korona on 05:03:2001 10:09 PM: quote: Originally posted by Mazroth Something totally original with Storm: From medium distance. Hail, air dash straight forward, fp, rh, land, call capcom, wk, mk, hail. (capcom hits after mk). I've been trying this now, but I can't connect after the air dash ... any tips? Posted by Terazon on 05:07:2001 12:18 AM: Oh God I have found so many for my Hulk it's insaine [some worse than this]. I won't post them unless requested by alot of people. I'm thinking about Juggernaut since I'm new to and like him alot. 1]Powerup glitch engage. 2]Any light hit, 3]Just before or at the same time you standing hp call Sentinel ground and cancell to a hp earthquaker. 4]Wait till the quake fully hits [Drones hit] 5]Headcrush. 142-143 damage to Cable. -As a side note you can juggernaut punch after the headcrush and it will hit. However, I have no idea if you can roll away from it. As for Hulk my Martinis and groundpounders are more painful than this is without the Juggernaut punch, but with it this is quite possibly my most powerful personally found combo in any game. It is a hybrid of one of Wesley's assist combo involving a hulk dash assist into a hp juggernaut punch combo but by changing the assist for Sentinel, changing the chain ender to an earthquaker, glitching in advance, and adding a headcrush off the drones I made it twice as powerful. With all these changes and modifications this combo can be concidered mine. Posted by Terazon on 06:05:2001 03:39 AM: quote: Originally posted by Terazon 1]Powerup glitch engage. 2]Any light hit, 3]Just before or at the same time you standing hp call Sentinel ground and cancell to a hp earthquaker. 4]Wait till the quake fully hits [Drones hit] 5]Headcrush. 142-143 damage to Cable. -As a side note you can juggernaut punch after the headcrush and it will hit. However, I have no idea if you can roll away from it. He He He this is funny I just remembered you can cancell that hp juggernaut punch into a headcrush making it even worse and the glitch unnecessary. Unfortunately this will violate your rule of 1 super. Posted by ComboFighter on 06:05:2001 04:25 AM: The most powerful combo is Sentinel's corner combo. j.LK->j.HK, land, s.HK, Superjump straight up, sj.LP->sj.LK->sj.LP->sj.LK, throw, sj.LP->sj.LP->Rocket Punch->sj.HP->sj.HK, land, c.LP, jump, j.LK->j.LP->Rocket Punch. I don't have a DreamCast so don't know much damage it does. Posted by pinoy6i9 on 06:05:2001 05:50 AM: quote: Originally posted by Archangel21 you want damaging combo? bb hood, ironman and warmachine level 3 then all super if you get the assist then they're dead it's a 100 percent guarantee. theres a better one... bb hood/juggy/hulk Posted by pinoy6i9 on 06:05:2001 06:08 AM: there is this one combo i made for sentinal...ive only tried it on mid-large size characters (ex. cable) in the corner: dash in-> c.lk-> s.lp-> qcf+any punch XX qcf+2 kicks-> dash in-> s.hk-> sj /\ sj.lp-> sj.lk-> sj.lp-> sj.lk-> fierce air throw-> lk-> lk-> upwards rocket punch-> hp-> hk i dunno if anyone else had made this combo but yeah...i was bored so i decided to make combos with sentinal. i dunno about this one but it does a lot of damage as well... DOOM in the corner: j.hp-> dash in-> c.lk-> c.lk-> c.hp-> sj /\ sj.lp-> sj.lk-> sj.lp-> sj.lk-> air dash down-forward-> fierce air throw-> lk-> hk XX hcb+2 punches for this one, after the air throw, you have to catch them with the lk before they pass you and you dont cancel the array super right away another one... CABLE in the corner: jumping in hk-> dash forward-> s.lp-> s.lk-> s.hp (lef both the gun and bullet hit)-> qcf+lk-> c.hk XX AHVB (tiger knee) for this one, i normally do 2 or 3 AHVB but im only allowed to use 1 super in these combo's so yeah...heh Posted by Fusion on 06:05:2001 06:22 AM: quote: Originally posted by ytwojay when you do juggernaut headcrush, how do you mash for more hits? I try pressing all the buttons like crazy, but usually i only get 4 hits. And other times, i end up getting a few more, but it doesnt seem like im doing anything differently. help? What a lot of people don't know is, if you do the Headcrush up close, you get no hits out of it. If you want 8 everytime, you have to be pretty much the full length of the screen away, and you have to mash like crazy. (not that hard to get 8 hits.. you just have to be a decent masher) It's very easy people.. just be far away and mash.... Posted by cheese_master on 06:05:2001 08:45 AM: I think he knew about the stupid Jugg power up glitch into a Headcrush, or the IM infinite into Proton Cannon... if you guys have that little imagination... then your gay and don't even bother playing this game. I mean I think he wanted innovative combos. Here's mine... Hulk/Dhalsim (ground)... launcher with Hulk... call Dhalsim, and Gamma Crush. It does anywhere between 134 to 140 on Cable (basically his whole life bar)... its also very usable in a match. So to you homos who don't get the point of this thread and are just trying to be wise asses... SHUT THE FUCK UP!!!!! Posted by wildfire on 06:05:2001 12:28 PM: My own I use to piss off people at the local arcades with Akuma/Gouki: Jump-in HK and go into Aerial Fireballs... GUARANTEED to do damage if the person doesn't block the HK... An advance on that is (VERY hard to do right) Jump-in HK, Sweep HK, as they're falling go into Hurricane Kick and cancel that into Aerial Fireballs... Another: Jump-in HK, HK, immediately after HK go into Hurricane Kick Super, as they go off the screen follow them and follow up with Dragon Punch Super as soon as they get up. For all of the above your timing has to be VERY good, otherwise it won't work. Try it out... they're fun to watch I know they're not the best, but that's what I use Posted by Nutlog on 06:05:2001 12:45 PM: I constantly wonder why people put throws in "combo" definitions. Unless it's against anakaris only, it's not a true combo, since the definition of a combo is a "totally unescapable set of attacks". If there's a throw in a "combo", then it's not a true combo (unless it's against anakaris). Period, end of discussion. Gief's air SPD is combable though and non-techable, so I guess that's an exception. Strongest so far that I've found w/o a super is Colossus in the corner: j.HK xx giant swing, c.LK, s.HK, sj.LP-LK-LP-LK, sj.f+HP, sj.HK, c.LK, c.HP Depending on the character you do it to, damage will range from around 90 (sentinel) to 125-130 against Akuma/Strider/Bone-wolvie. I haven't tried this out yet with a Ruby Heart power up for colossus, so who knows? Posted by Manic on 06:05:2001 07:41 PM: The best sent. combo is this....... in the corner. Launch, wp,wk,wp,wk,fly mode,fp grab, wk,wk, dp rocket punch,fp grab, wk, wk, dp rocket punch, fp grab.....ect. until fly turns off, since it has grabs you MAY be able to get out but i have never seen anyone. PEACE Posted by dusk on 06:06:2001 12:00 AM: most damaging combo has to be with ken launch, lk, hurricane glitch. 75% life gone =p. wait no superz in that one ...doh! LoLz Posted by angelassassin on 06:09:2001 01:45 PM: I am not worried about most damage9even thouh I should be) I just made up a "new" infinite with Anakaris/Spiral. Its more of a corner infinite but there has been time swhen i have caught the enemy in the middle of the screen. Here it is. c.lp c.lk c.lp+spiral ground assist (the lp must hit twice) s.lk j.ghost it works on anybody as long as they are on the ground. when going up against people with super armor i just leave out the first c.lp since alight hit into a medium hit with cancel the super armor affect. The real trick to that infinate is letting the second c.lp hit twice. if it does not hit twice then do s.lk s.fp that shound make up for the second lp not hitting. this combo does not meet your standards but i think its nice. c.lp c.lk c.lp+spiral ground assist (the lp must hit twice) s.lk super ghost dash in c.lk luancher sj.lp sj.lp asp rush hurts like hell if done right Posted by UltraZangief on 06:09:2001 05:03 PM: I'm sure that a glitched Juggy is a little stronger but this is the strongest non-glitch, 1 super, 1 assist combo I know. Use Hulk and Zangief with the clothesline assist. Then: (jumping)RK, (standing)SK + Zangief assist, MK, Gamma Crush. In order for it to work right you can't let the first hit of the Gamma Crush hit. On Cable it does 18 hits(11 Gamma Crush), and 143 points damage(99 Gamma Crush). Even on Juggy it does 125 points damage. The Gamma Crush is much stronger if the first hit misses. Does an unglitched Headcrush do more than 99 points of damage? If not, then Hulk wins top spot for most damaging super move. Posted by ViPeRsTaR 069 on 06:09:2001 05:46 PM: quote: Originally posted by Dynamyte2U SentinelNuts is right. That is the most damaging combo in the game. However, keep in mind that the computer breaks your infinite combo after a while. It won't let me get anything over 55 hits with IM's infinite. Cancelling into a Proton Cannon before the computer breaks the infinite makes the infinite even more damaging. If you don't coun't infinites, I'm thinking maybe Colossus: s.HK, SJ, j.LP > j.LK > j.LP > j.LK xx LK Power Tackle xx Super Dive (2 hits). It does enough damage to single handedly kill Akuma/Bone-Wolverine. Ouch. u can really go over 55 hits. because i've gone to sixty just using jumpin hk. if u time it exactly right then u go on forever(until they die or time runs out). but i mean if it's exactly the right timing. but i think it's a tie between a glitched juggernaut headcrush and IM infinite that goes up to 70 hits into a proton cannon. Posted by Terazon on 06:09:2001 07:45 PM: quote: Originally posted by UltraZangief I'm sure that a glitched Juggy is a little stronger but this is the strongest non-glitch, 1 super, 1 assist combo I know. Use Hulk and Zangief with the clothesline assist. Then: (jumping)RK, (standing)SK + Zangief assist, MK, Gamma Crush. In order for it to work right you can't let the first hit of the Gamma Crush hit. On Cable it does 18 hits(11 Gamma Crush), and 143 points damage(99 Gamma Crush). Even on Juggy it does 125 points damage. The Gamma Crush is much stronger if the first hit misses. Does an unglitched Headcrush do more than 99 points of damage? If not, then Hulk wins top spot for most damaging super move. Actually, I've found a way to have the person hit by the first hit of the gamma crush, still take the additional 50% damage, and have it inescapable. All you really need to do is to use an assist that will interfere so the victim doesen't make it to the ground after you hit them on the way up. Example: 1]Ducking lk,hp 2]Call Juggernaut ground on the second hit 3]late 2in 1 Gamma crush. This also does 143 damage to Cable, but bodyphysics play a part in the damage as does stamina [Your combo is better]. Megaman barely survives mine, but has about 5% health left, yet Sabretooth and Cable die [or at least the 143 damage suggests this]. Posted by g_ngan on 06:10:2001 04:43 PM: 3 Kubun with alpha asist(not sure) and do 3 Kubun A super~ then do the gambit 999 hits.......giltch Posted by Morlin Glandrel on 06:10:2001 09:23 PM: Hmmm... Juggs is overrated... try this Hulk combo in the corner (starting with guard crush) J.lp,Land,C.fp,lp,lk,mp,mk(*1)pause,lp,lk,mk,land,standing fp while calling capcom,gamma crush. I have yet to have anything survive this... *1 the mp is normally a knock down but will still combo into the mk in the corner. Posted by Morlin Glandrel on 06:10:2001 10:15 PM: Also SS in triple fire Goes ballistic on damage... jump in lk,fk,land,lp,c.mk,shurikenXXFire spiral. WAAAYYYY more dammage than it should. (the shuriken holds them down for a sec so they rise in the middle instead of on top...)Juggy and Hulk get worked by this combo. Posted by Warlock on 06:10:2001 10:34 PM: the magneto destroyer combo the most damaging combo, Magneto, heres how you do it. jump into it with wp,wk,wp,wk,Launcher,in air,wp,wk,wp,1 second wait,wp,wk,wp,hypergrav,wp,wk,wp,hypergrav,wp,wk,w pk,hypergrav, on ground, Launcher, wp,wk,wp,hypergrav,wp,wk,wp,hyper grav,magnetic tempest,wp,wk,wp,hyper grav,... and continue the infinate hard as hell to do, but hey does that meet your requirments???? it's got only one super combo,and a hell of alot of timing and hitting. Posted by UltraZangief on 06:10:2001 11:38 PM: I never thought about having an assist keep them from hitting the ground! That's a really good idea Terazon. Posted by karnoi on 06:12:2001 06:14 AM: lalala most damagin combo ppl is three juggers lol comin in at once... but lets be realistic cable, captain commando and bbhood wid a level combo... it goes like this (BASH THE BUTTON AS HARD AS U CAN AT THE 30th HIT) (pick of the floor crouch lk, hp) (pick of the floor crouch lk , stand hk into bb hood lol a just for show combo i did in one of my tournaments or u can just walk up to them wid captain commando and throw wid hk startin from lk bash all the bottons at the same time and they should be stuck to u lol and dieing really fast tryit........... Posted by Orochi Kyosuke on 06:12:2001 06:50 AM: Re: the magneto destroyer combo quote: Originally posted by Warlock the most damaging combo, Magneto, heres how you do it. jump into it with wp,wk,wp,wk,Launcher,in air,wp,wk,wp,1 second wait,wp,wk,wp,hypergrav,wp,wk,wp,hypergrav,wp,wk,w pk,hypergrav, on ground, Launcher, wp,wk,wp,hypergrav,wp,wk,wp,hyper grav,magnetic tempest,wp,wk,wp,hyper grav,... and continue the infinate hard as hell to do, but hey does that meet your requirments???? it's got only one super combo,and a hell of alot of timing and hitting. dude, everyone knows thats not a real combo, who are you trying to fool. YOU DO KNOW THAT WHEN THE COMBO METER RESETS TO 0, THE COMBO IS OVER, RIGHT?! Posted by Sentinels Force on 06:12:2001 01:26 PM: well the most damaging combo in the game to me would have to be cables and sentinels combos and i would count juagernaut but thats a glitchy combo Posted by UltraZangief on 06:12:2001 02:09 PM: 94 points is not the most damaging combo without infinites,glitches,supers, or assists. Sentinel comes in third place with his 94 points. Hulk gets second with 98 points of damage. However, the mighty Colosus leaps into first with 103 points of damage. I wonder where an unglitched Juggernaut would fit in? Posted by Galford on 06:12:2001 03:07 PM: quote: Originally posted by Manic The best sent. combo is this....... in the corner. Launch, wp,wk,wp,wk,fly mode,fp grab, wk,wk, dp rocket punch,fp grab, wk, wk, dp rocket punch, fp grab.....ect. until fly turns off, since it has grabs you MAY be able to get out but i have never seen anyone. PEACE Is it really possible to grab over and over again after the rocket punches? I thought the character falls down head first after you do the first rocket punch.... Posted by Nutlog on 06:12:2001 03:44 PM: I'm sorry, but 94 points with Sentinel is not enough to be tops. Colossus can match that with even using special moves. j.HK, HK, sj.LP-LK-LP-LK-f+HP-HK, c.LK (OTG - no roll possible), c.HP (corner only) Posted by Six-Armed on 06:12:2001 04:37 PM: Here's a %100 combo involving ONE assist, and ONE super. 1.Magneto, with opponent in corner, dash in, c.lk, c.hp, sj.hk, airdash down/forward, hk throw, land, c.lk + juggy dash assist (Non glitched), c.hk, assist hits, dash in, c.lk, c.hk, hyper grav, c.hp, sj.lp, lk, lp, lk, hyper grav, xx tempest. uh mix up c.lk, c.hk, hyper grav, xx tempest on big characters, sent, jugg, and bh. Posted by Nutlog on 06:12:2001 04:51 PM: Sorry, but that last mags string is both mashable and techable. The throw would probably catch a lot of people, but you can tech there and end the string. In decent, not even high level play, the tempest would usually be mashed out of. The original poster wanted totally unescapable strings (no tech, no roll, no mash), more commonly known as a true combo. Posted by Warlock on 06:12:2001 05:10 PM: my combo works, because the meter NEVER reaches 0, so kiss my ass, it's all about the timing, and fast reflexes,so if you think your good enough, try it, ass!!! Posted by Six-Armed on 06:12:2001 05:20 PM: NUTLOG: Um, i thought people were just asking for a damaging combo, not take into consideration tech hits, mash outs and such. And thanks for the supposed Magnus tips but I dont think I'd be needing any Magneto tips. Thanks. Again, I thought you guys were asking for a damaging combo. If you want to talk magnus, well dont get me started. Posted by Warlock on 06:12:2001 05:24 PM: I'm just saying my most damaging MvsC2 combo, thats all, it happens to be with magneto. Posted by Nutlog on 06:12:2001 07:03 PM: Six Armed: I'm not saying it's a useless attack method. Actually, I would get nailed by that air HK throw a lot, because almost everyone out here goes for the guaranteed relaunch instead of risking a throw to end the combo. True it resets the damage buffer so it makes the follow-up hurt even worse, but most folks around here go for the guaranteed damage, not even offering a chance to get out. Warlock: So you're saying that your combo meter reads 29 hits before you start your first tempest? That's really impressive considering that no one else at all has ever even seen such a combo, and I personally know of over 30 accomplished players (not to mention numerous scrubs) who have tried it over and over again. You must truly have a most fearsome Magneto. Which grav are you using, LK or HK? It's been general concensus that the LK moves too slow to truly combo and the HK has too long of a start up to truly combo. Just curious. Posted by Warlock on 06:12:2001 07:09 PM: I use the weak one about 3 times in the infinate, then before they hit the ground I use the strong one, then I launch them back up, and wp,wk,wp,wp,wk,wp,fly up, hyper grav, wp,wk,wp, fly up, hyper grav, it's easy. Posted by Six-Armed on 06:13:2001 04:50 AM: Nutlog: Well like I was saying, I thought people wanted a "most damaging combo". I didn't take consideration anything like strategy or anything. I wouldn't even TOUCH Magnet / Juggy pairing in any serious match so there goes ANY strategy involved whatsoever. Again, I just gave you a damaging combo. Its a %100 combo on most average characters. All times are GMT. The time now is 10:05 PM. Show all 70 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.