Cables AA is my favorite assist with Doom and is also my favorite way to use Cables AA assist. Dooms air normals work well enough in that there is less random hit effects on the character then with other people on point. You can pretty much catch the assist hitting them with pretty liberal timing and position and its still reliable.
Doom with BH AAA is hella good.
Doom/cyke is a great team overall with either of them on point.
Thanks a lot, what about Zangief? Gief Capcom an sent?
Beeble put us down with the gief knowledge.
in a fly sent vs fly sent battle whats the battle plan?
i know as far as getting him grounded but what do i do to achieve that?
fly up as high as possible and dodge rps get in close and lplprp+AAA?
No Team Z love?
Either that, dodge -> RP, or just Pan. When you’re that high, it’s almost useless adding an AA in the combo, seeing as how sometimes it can cause them to recover above the top of the screen (Plus, I don’t think CapCom AA doesn’t even go that high).
hey, quit trying to impress me.
I want your hat.
I’m sure this has been asked a dozen times already,but I’m having trouble connecting the 4th hit for Magneto Rom
Cr lk.>cr. HP(launch)>[lk+lk(3 hits)>addf lk+lk]>superjump(Repeat what is in the brackets)
I’m practicing on mostly Big characters like Hulk and Sent and still can’t get the timing down.
Yes I am playing on the shitty Ps2 version(Hangs himself).It’s all I have for right now at least until I can start working.
Anyway,after the launch I immediately lk(2x),I pause for like 1 second ADDF,but it doesn’t combo.
I keep going after that and I can rack up combo and sort of ROM afterwards,but what’s the point because if that 4th hit doesn’t land nothings going to combo after that unless the person is a retard and forgets how to block.
You’re forgetting the hp/hk. The solo setup goes like this, and there will be no silly arrows:
c.lk c.hp ^ sj.hp/sj.hk addf sj.d+lk sj.mk v [^ sj.lk sj.mk addf sj.d+lk sj.mk v]
^ is super jump, v is land
It might be easier to practice off of Psylocke’s AA assist.
Oh shit awesome.
@ Biolink
try doing the input on the mk a bit slower from the lk.
I can do it a little bit now.
I have the basic gist of it.
Is this the best and recommended one?Or is there another one that’s better,but probably just as easy?
What about Mag’s other,I want to call it a combo.
Jump ADDF HKv(land)Cr.HK(slide)and then it goes into Super Jump canceled HK v cr.HK.I think it hits up to six times(Though it might be an infinite)
Starts at 1:45
[media=youtube]vxR3N8yoZ2Q[/media]
yeah that combo does nice damage but the first hit is rollable, and it is reasonable to assume that top players would be able to roll on reaction. You could probably get away with it once in a while. i like doing
c.lk, c.hk, SJC, ad/df lk, land, c.hk, SJC, ROM
lol i had to make a clip [media=youtube]j0boGq7T5gg[/media]
Fucking awesome.Thanks for the video.Practicing up right now
Moar questions()
1)What’s a good setup into gravity balls for both of Magneto’s supers?
2)Is Magneto’s Air grab a command?
I get it at random,and it doesn’t work when I try to airgrab leading me to bleieve that either it is a command or it’s just random
3)What is a good basic Reset combo(Can anyone explain the gist of it)
Basically I see guys taking huge chunks out of the enemies health and overall it seems more useful than an infinite because infinite is more work,and it has damage scaling.If I am not wrong I think they do go hand in hand together though.
- well anything really, as long as they are in hitsun. I think there is a special procedure when doing it from the rom if u want to continue the rom afterwards. i think u airdash forward when ur in the corner so u can keep ROMing.
2)magneto’s air grab is just like anyone else’s generic air grab. u have to press forward+ HK or HP. I’ve never ever tried to grab on purpose, it happens in the heat of the battle when ur close.
3)infinites are guaranteed damage, i would consider them the safer more conservative option. resets do massive damage but they are not guaranteed and u can get punished for it too if ur opponent catches on. I don’t know any good resets.
c.hp ^ sj.lp sj.lk sj.mp sj.mk HG xx MT
s.hk (one hit) xx MS
ROM land ^ sj.lk sj.mk adf sj.lk (sj.mp) sj.mk HG xx MT
-
No, left/right+hp/hk. They can’t be in hit stun or block stun.
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I think you’ve got the idea of damage scaling. Resetting the combo allows you to start from big chunks of damage again, but it comes with the risk of them blocking the reset.
During ROM, you can do:
land, dash behind c.lk+assist c.mk
addf pause (crossup) sj.lk sj.mk
land, dash behind tj.hk c.lk+assist c.mk
land, slow tj.hk (crossup) c.lk+assist c.mk
nj tj.lp c.lk+assist c.mk
sj tj.lp c.lk+assist c.mk (experiment with the timing and type of trijump, one gets you more crossups than the other)
land, sj.lk sj.mk addf sj.d+lk sj.hp (cause flying screen) land nj-back adf+Psy/Cyke (crossup)
sealhunta, why would you show somebody c.hk sjxx tj.lk c.hk as opposed to three roundhouses?
he already knows that one, read his other post. I just showed him what i find easier, he can do whatever he wants, also, u can also go into the slide infinite and do more then 3hk if u want
Yeah he knows of it but I don’t think he’s got it down yet. It’s much more tolerant in terms of timing than the sj.d+lk version and does more damage to boot.
Slide infinite is cool to know but not worth doing in a real match.
Thanks guys.I have a lot of practicing to do.
As of the slide thing I was talking about it,yeah I have seen it a few times,and I think I know the basic theory or whatever,but I don’t have it down just yet(Practice…Sigh)
This is probably elementary,but do you guys know how to Fastfly and Unfly with Sent?
I think I know how to fastfly(It’s hitting Forward+The attack button right?),Unfly is kind of strange.I read the guide and to my understanding you have to get hit by something and maintain flight.Should I be looking for any signs?