Very good reasons.
I want you hardcore Mag players to check this stuff out.
Mag/BH notes
I found some new setups with this duo the other day that sets up a very interesting option tree. Do one of the following combos to set this situation up:
Cr. Lk, cr. Fp, call BH, sj. Fp, addf, ad. fp, Inferno OTGs or ROM or any rom setup/gb/whatever, call BH after the last ad. lk, sj lk, ad f, ad fp, Inferno OTGs.
Okay both of these set ups do the exact same thing, setting up BH?s inferno to off the ground the character so that in some cases, you can continue your combo, or in others set up an option tree. If you want to continue to combo after the inferno OTGs them, just do a cr. hk and sj cancel it to the rom. But also here are some resets you can do off of these set ups.
-cr. hk xx sj. lk, addf to other side, ad. lk: you can do this all too familiar reset from those set ups.
-after Inferno OTG, dash twice, cr. lk: you can control where this hits depending on when you stop the second dash. Also, if time correctly, you can make the cr. lk hit extremely meaty, and if that happens, you?ll be still facing the way you dashed, but the opponent will be facing your back. It?s pretty nasty, and I?ve made a lot of comebacks with this duo using the ambiguity of this reset.
–after Inferno OTG, dash twice, normal jump up, addb, ad hk. This is really deceptive too. You can time this so that you whiff and block if you feel they?re going to mash on assist or if you just want to go low.
That?s just a few things that those set ups can do. There?s a lot more, but just explore them and see what you like. Also the combos that set up the otg?s work on everyone in the game. So you don?t have to worry about these not working or not. I?ve fully tested and they will work if you time them correctly.
Also, with this duo, the most consistent and most damaging way of doing the unmashable and works anywhere off of the screen is:
cr. fp + BH, sj. fp, pause till they just get completely off the screen, tempest.
What happens is that the opponent stops his momentum because of the super flash, and the inferno brings back up into the tempest for full hits. Follow this up with sj. magic series, ad u/uf, ad. magic series xx hg xx tempest xx Armageddon for a kill combo on 100% stamina characters and below.
Dissect through those first combos I mentioned and see if you can create some more resets. All have been tested in real matches and work 100%.
Please help an old man learn some stuff on Mags.
After you kill an opponent, normally would you dash/wavedash and try to get them to block and get into a guardbreak. But how are some people able to get to UNDER and BEHIND the opponent and hit them from the back (LK>LK >start rom)? I’ve been trying to perfect this for awhile now, but it’s really inconsistent. Any tips?
You can just dash under when they come in and start ROM right away, or you can dash in a bit early, super jump and early air dash down-forward without cancelling into an attack, then lk mk after they cross you up as they jump in.
I know but I’m having trouble getting under and behind them as they come in… just seems tricky for some reason.
The key is dashing really late.
how do I do Mag’s tri-jump? I’m moving into him right now and I dunno what the hell it is.
hey buddy, this game is like 10 years old so we have like 10 years worth of threads. try searching.
but to make more use of this post…
You jump, then dash either down or d/f and then immediately hit an attack.
Altering the time it takes you to hit the dash after a jump, and the time it takes you to press an attack after the dash will add to strategies of the jump.
Mastering those angles and variety of attacks will give you a better magneto.
I know this is Late but…Whats Mags BnB’s?
mag players’ BnB should be the vortex lol.
well, I guess if you’re starting off, simply enough 5 fierce or ROM to unmashable (if you can execute it)
What’s the vortex?
Its when you black out, all you hear is massive rapidfire button pressing, you gain consciousness and start to realize you just perfected somebody.
Need help check out youtube video plz
[media=youtube]r-qNGtMwAwo[/media]
damn roms!!
You need to search on the “claw” method and the “slide method.”
These two methods are pretty necessary in order to properly do the infinite.
Do you see how you do:
launch /\ sj.hk, addf, lk, mk, / sj.lk, sj. mk addf *** lk, mk
*** is where you are messing up. See how after you dash, magneto travels down a little bit and has enough time to cross up before the next LK comes out?
That means you have too much delay between your addf and LK. He shouldn’t be traveling before the downward LK at all.
The reason why your LK’s connect after the initial [launch /\ hk] is because the hk puts you in longer stun and hits you at a downward angle.
You have to compensate when you are doing the actual rom, and not the rom setup because [sj.lk, mk, addf, lk] is different timing than the rom setup: [launch /\ sj.hk, addf lk]
So when you sj. LK, MK, addf * LK
The * delay needs to be almost non existent. You do this by incorporating the claw and slide methods. When you hit dash, lk you should only really be hearing one button slap cuz you’re hitting all 3 almost the exact time. literally the addf should be .05 seconds before the next lk.
So search for “claw” and “slide” and if you still have problems, then ask again and i’ll clarify.
Edit: also don’t forget that after the addf, it should be a D+lk
ok understood ive used the slap and slide but i always slide and slap the hk after addf lol ill work on it thank you very much.
The hell is the slap and slide?
what does rh mean?
for instance “c.rh” means CROUCHED RH, whats the RH in it mean?
thanks
RH = roundhouse = HK = High/Heavy Kick
So I’ve been trying to learn Magneto lately, and what’s the secret to getting 5 fierce out without the overhead wave coming out?
there’s no secret to it. just do it as it is. launch sj.hp addf hp, hk, land, c.hk