actually starting the 5fierce with hk is easier
launch,sj.hk,airdash hp,hk,land,cr.hk
or u can try rom,change side for reset,launch 5 fierce
actually starting the 5fierce with hk is easier
launch,sj.hk,airdash hp,hk,land,cr.hk
or u can try rom,change side for reset,launch 5 fierce
its really just a matter of preference of how you do the 5 fierce - just as long as it works.
now for ROM infinite, don’t get my wrong i use it when i can, but i always try and go for the 5 fierce before that(but thats just me). If i land some lks i’ll go for it.
its really just a matter of preference of how you do the 5 fierce - just as long as it works.
now for ROM infinite, don’t get my wrong i use it when i can, but i always try and go for the 5 fierce before that(but thats just me). If i land some lks i’ll go for it.[/QUOTE
i have to co sign with you Snapout i do the same shit lol
5 fiercer before rom anyday :tup:
for me the hk is easier just because i’m used to the rom setup. most people use HP because its easier to HP then hit lp+HP twice and the second hp should still come out.
how bout doing that in corner?
i did launch,sj.hk, dash df hp,df.hk,land,cr.lp,s.mp .i seen other ppl connecting that into rom but i cant seem to do it,i only know how to grab them after they recover from the s.mp
You gotta understand that the 5 fierce combo isn’t supposed to be done fast like ROM. You have to time it slow after the launch. Launch, FP, (slow it down here), FP, FK, Fk. Deadly with sent RP assist. You can also dash to the other side after sents RP assist hits and launch and it’ll still count as a combo. The upside to dashing to the other side is that you’ll get better position after the launch. They won’t fly up as high so the Fierces will be easier to connect.
My personal preference is to do the 5 fierce combo. Why? Kills faster. You only need ONE reset to completely kill off a character (excluding sent). That’s with sent RP assist. With Pshy I still try to go for 5 fierce cuz resets/mix-ups are alot easier. Even with Pshy u can get 2 fierces to connect after otg-launch and still have that reset open to your advantage. They can’t mash out of a reset like you can from ROM infinite. Once they’re on the ground after the 5 fierce… you have the perfect chance to reset with block stun. It is very hard to block normal jump, dash down lk, crouching lk. The reason is because of blockstun. The most they can even try to do is call assist but because your normal tri-jumping, their assist will get hit aswell and blamn… snap out. But hey… that’s just me.
Oh and yes… if you look at most top players play, they DO go for the 5 fierce, because of the reasons I’ve stated above. Magneto isn’t all about being the fastest mofo around… time all his attacks and you’ll beef up your mags alot more. Hope this helps some.
…
Mash out of the infinite? Because of blockstun?
Not literally mash out of infinite like you do tempest. I ment if someone tries to reset you after sj lk, sj lk… whoever your reseting (especially magnus) can mash on lk or lp and pretty much snuff out your reset attempt.
Block stun. I think the best example of this happening is when your blockin a super, you hold back to block it… and even after you let the joystick go, it keeps blocking. The same can be done with normals. That’s why you block tri-jump lk, then still get hit with crouch lk and you’ll be like… “wtf, I was blocking down!” The character animation is stuck in block stun while your standing up.
Same could be done if you pushblock. The character is stuck in blockstun after the pushblock and that leads to you either gettin punished. That’s why you see alot of magnetos now dash in after HK. Ex: comming down from air on standing sent, HK, (sent pushblocks) dash in sj. lk, blah blah. Their stuck in blockstun so sent can’t go anywhere, so that let’s mags stick on his ass like glue. But with pushblock you can actually use it to your advantage by gaurd canceling. You push block and there’s a split second when the pushblock recovers that you have a slite invincibility and can punish someone that’s on your ass. One examples are how you can gaurd cancel out of sents drones.
I might not be using the correct names for all the moves but yea that’s basicly what I ment.
for all the pl who have trouble doing it after the rocket punch theres a different way same damage if not then a lil less
launch
[Sj.HK addf A.HP A.HK C.HK]
this is what i do cuz its same damage jus different way imo its better
for blocking high/low, try doing an alpha counter motion, much easier
hey are there any resets that you guys can tell me?
tri-jump? i where im from only one person uses 5 Firece and thats Eddy…so what are some setups wit that? because i hate rom its annoying after while
After you do the c.hk, you can tj and hit high on the same side, you can tj and whiff, land and hit low, you can tj to the other side and hk in the air, you can call an assist while you jump over, etc. If you keep hitting high, you can toss in a few c.lks to mix it up.
dude its not hard and theres no set ups rlly just get a launch then
launch
[sj.fp addf sj.hp sj.hk c.hk]
and if you cant get that down bcz it has sum weird timing between sj.hp and sj.hk then do the one i posted up there if u cant see it then ill repost it
launch
[sj.hk addf sj.hp sj.hk c.hk]
if u want set ups with assist here:
mag/sent-a
c.lk+sent c.lk dash in c.hp then the 5 firece thingy
mag/psy-a
c.lk+psy c.lk walk forward a lil till ur under them then launch and 5 firece combo
mag/cyke-b-his damn anti air i cant member it
c.lk+cyke c.lk [dash to other side while cyke takes ur opponent in the air] then sj.hp/hk addf sj.hp sj.hk c.hk
mag/spiral-y
c.lk+spiral c.lk [you have enuff time cuz her arm assist hits him for a while i usually taunt and i can still combo off of it ] then
launch
[sj.fp addf sj.hp sj.hk c.hk]
alright one more way with the same assist sent RP
mag/sent-a
[jump] j.hk+sent adStraight [then the opponent has to block the RP on the other side so if hes not blocking the other way then its a feree 5 firece combo :devil:
aight thats it for now for more pm me
If you still need help with this I can record the sound of that combo (the button presses).
the timing is…
if you are doing it off a fp.launch …do it as FAST as possible
if you are doing it off sent a… do it slow or when you launch after sent a connects then jump slightly up-backwards instead of just up.
if you are doing it off a psy into a hypergrab… you prolly should jump up backwards–well thats what i do and it connects.
heres a combo with storm-a
c.hp+storm-a,sj.hk,addf sj.hp sj.hk,u land,opponent lands on storm projectile,dash forward,launch again into anything
but usually i just do magic series + hk grab then qcf.hpxxtempestxxhailstorm or the usual tempest combo
heres a combo with psylock-a
c.lk+psy-a,c.lk,psylock hits opponent into the air,sj.hk,addf sj.hp,sj.hk.cr.hk
Nah, not when i do sj.fk, a/d df fp…, instead of sj.fp a/d df fp… . Works out easier for me.
after sent’s roket punch, then lauch, do sj.hk instead of hp…there you can get the 3 fierces but now its 3 rounhouses
The hk after c.hp takes me so much longer to do than to do hp lp+hp hp. I don’t know why many of you say it’s better.
For me it’s almost instinct. I’m so used to going for the rom as soon as super jump that my fingers goes for HK.