higher jin, are you actually missing the attacks? or its just not guard breaking? try this, (its easier for me) DO EVERYTHING REAL FAST (increases chance of hitting them)
sj.lk, sj.hk, ad/df, lk, lk. then LAND and there guard should be broken
i find this much easier since it allows you to land. i just have way better control if im on the ground. the thing is, you gotta jump up pretty fast
Any tips on comboing a jump-in (tj.lk tj.mk and the like) into c.lk+Sent-A s.mk RP? Even if I try to slow down the c.lk s.mk it just doesn’t combo consistently.
Only slow down the ground lk link if you’re doing c.lk c.lk. If you’re doing c.lk s.lk, then do it normal speed [i.e. like how you would go short short with the psylocke assist.]
You can start with a typical ROM setup and hit until you get tired, toss in a few HGxxMTs/unmashable MTs/resets, and finally DHC when they have about 30 points of health left.
I remember a video when Mag guard broke a Sentinel coming in, proceeded to ROM and MT a whole bunch until Sent died… and then somebody watching said “100% percent!” in a slightly sing-song tone.
OK, I posted this in the Cable subforum but didn’t get any replies, so:
When somebody gets hit by Cable’s AAA assist (especially in the corner) is there a period when they can’t block? Seems like it, seeing as a Cable AAA in corner will let a Magneto SJ up, adu and do HG xx MT.
i think you can block it. what magneto does is he gets as far to the corner as possible and the game somewhat glitches because you cant land on the exact same spot as each other. kind of a glitch reset. but i’m not sure if you can block it, not many people do it where i’m from but it is effective
I’m not sure if it’s a 100%, but an extremely damaging combo for simply be c.lk + sent-a, c.lk, then ROM till about 35~ [make sure during the last few reps they’re getting progressively higher] then sj magic series ad.uf magic series hypergrav XX tempest XX hail.
About the Cable corner thing, yes it’s blockable. For some reason you can get to the other side of the opponent if he gets knocked into the air by the AAA, and you can hypergrav XX tempest. Usually you’ll be facing one way, and the hypergrav will fly up and behind you [where the opponent is] and hit the opponent. At this point Magneto’s sprite will turn around to face the correct direction, and then you have a hypergrav xx tempest situation.
More questions! I’ll start answering them. :pleased:
Ok, i have looked EVERYWHERE for the answer to the question im about to ask. Plus the term msp is too short to search for also.
What are the main combos for mag/psy that i should be using? There are the ones i know so far.
1.lk,lk,psy hits, otg lk, rh,hypergrav, launch into rom. (What else can i do here after the launch? I tried the 5 fierce but i can only get 2 fierces to work)
2.launch, hk,addf,lk,lk /,j.lk and psy, fk, tempest
lk,lk,psy, launch, hk,addf,lk,lk, /, Rom.
Ive only been using magneto for a cpl weeks. My exectuion is pretty good i think. What are the 4 or 5 main bread and butter combos for mag/psy? And what about the 2 or 3 main resets that people use?
One more thing, im intrested in using mst. I saw where mixup posted a cpl gimmiks a ways back. But can anyone be so kind as to post the main b&b’s with mag/tron as well.
Im kinda looking for like an overall team guide/summary with bread and butter combos, general strats, what do, what not to do ect. And please , dont post shit like launch,magic,hgxxtempest. Im talking about the real shit only here
I think mags is an awesome character and ive only been playing the game a month or so. So help me out so i dont have to play with fucking sent anymore. Im bored with him.
Most people play with double fierces; c.lk + psy, c.lk, psy hits, c.lk c.rh xx hypergrav launch FP ad.df FP and then reset from there.
If you want to get five fierces while still going short short with psy, then that’s simple: psy hits, then just launch and do the five fierces.
As for me, I’ve started going back to my original style of infinite till 45 hypergrav xx tempest and DHC out for the kill, but most MSP players I see go for damage rather than being safe.
Most common resets are:
Opponent in infinite, dash under to the other side, c.lk + psy c.lk
Opponent in infinite, dash under to the other side and trijump straight down with lk then c.lk + psy, c.lk
Opponent in infinite or getting up, nj dash forward + psy
Opponent in infinite or getting up, nj [or sj] trijump straight down with lk then c.lk + psy, c.lk
You can always do other stuff, like trijump lk lk, dash in RH throw or c.rh trijump rh dash in c.lp, not really a very effective reset tho, just something to throw in the break the flow of the match.
Oh for MST, heheh, I used to use that as my main team for a long time. Heavy damage but has a stupid time with runaway storm and sent/cyc. If you’re interested to hear about it, reply and I’ll make a post about the team.
Always intrested in learning new stuff. When it comes to mst, ive seena heap of mixup’s matches. Amazing how fast that team can kill someone. I dont really grasp the general strat of mst, or its combos, so ya post away.
Concerning msp, so most players just use the c.lk,psy,hypergrav,2 fierce combo? Wouldnt the regular psy,launch, 5 fierce take off more? Another thing, i dont really tri-jump so much because most of the time im not fast enough to follow up with a combo, ESPECIALLY if i use sj.tri with hk. Comes with practice i suppose. Anyways, thanks for taking the time
MST is a fun team, but as far as tournaments go, it will always be for gimmick purposes only. The main strat is to rush down while doing pokes + tron to keep them in blockstun so has to rush down more hopefully leading into a combo. MST is also very strong when it comes to damaging assists. The drawbacks of the team has to be the range, since tron doesn/t provide much in terms zoning. The blockstun is pretty nice, IF you can manage to get that close with basically a solo magneto to start rushing. I don’t pay much attention to matchups any more, but just because you have to play MST vs runaway storm/sent/xx doesn’t automatically = loss.