Considering they are all Hard/Fierce attacks, you do a good chunk of damage. I haven’t paid attention to actual damage in awhile, but if I recall correctly, it does around 60 pts damage with no assist.
If you have problems doing the ROM, then this is probably your main tool, other than resets. Even then, this DOES set you up for resets.
Its useful in the fact that it causes Fly Screen. The opponent ends up grounded and cannot roll while you are still standing with shitload of frame advantage.
AFter the 5 fierce, you have enough time to tri-jump a few times and whiff a couple normals which all just adds to the confusion of the opponent. If you Cross up 2-3 times before/while he’s waking up, its going to be really hard for him to block everything.
In combination with assists like Sentinels RP, you can still take advantage of [c.lk, c.lk, Assist] as a hit confirm and add a shitload more damage.
You can also shorten the 5 fierce just to add more variety and less predictability. Sometimes you can do 4 fierces which cause an automatic roll. This is good for getting your opponent to the corner and it sets you up for another mixup.
You can shorten it even further to 3 fierces. This happens often when you have psylocke because you chose to use up your OTG. Even if you don’t use your OTG, this is still good because people are expecting 5 fierces but you are resetting considerably early and keeps them on their toes.
i rly dont know how to explain this but ill try my bst.
So i do c.hp sj.hp addf hp then hk ( while im still at air) then i hold cround and do c.hk
but every time i do it it looks diferrent sometimes the enemy like flies off the ground when i do the c.hk and there is a little flying screen but im still doing teh combo, it looks like what u do when u use psy assist the OTG one and other times it just looks normal lik a normal combo
Are there any youtube vids so i cna se wut this looks like
NVM dude i got down sry for bothering u. But now what should i learn? im need some combos cuz i dont have any exept for psy otg, 5 fierce :), mag tempest, and this combo idk wut its called i hp grab u in air and do em dispruptor.
Guys i need some combos plz, take in mind that im a new mag player
For grab and EM disruptor thing, it’s really just a “two hit combo”.
The HP throw is done in the air at any height… after you throw them, you just have to input EM disruptor before they finish bouncing off of the ground. If you did it right, which is very easy, you will have done your “two hit combo”. It pops up a lot in real play so it’s good to get it down.
Mags isn’t really about having a variety of combos, he’s about 5 fierce, basic infinite setups into super, and setting you up to guess where he’s attacking from. Outside of those combos you don’t really need much except for a basic launch 1234 air dash 1234.
he goes through just as 1 column leaves and before the others come in. fast moves or characters can do it. you can also tag through it.
usually when mags get desperate they may try to full screen/midscreen shockwave. I haven’t seen anyone else do it, but I usually go to the top and right at about the top of the columns, air dash through, quickly press lp to start your descent, and hit them in recovery. mags/storm and IM. I surprised someone at SB4 when I did it. and the people I play with (they don’t do it as much anymore lol)
not sure if either it’s because the top of the columns aren’t hitting, or because at the time I choose to airdash, I’m going between the columns…either way, It’s very consistent and I’ve done it about 99% successfully except when I air dash too soon (so either I’m too low OR don’t go through correctly.
oh k ty dude well i least i got 5 fierce down
So now that i know u dont need much combos for mag how should i be playing him what i usually do is i dash and do combos i know i dont let enemy do anything, i triangle jump back at him, dash etc.
Also what are some easy mag infinites that arent rom and work for normal size characters i saw an infinite that goes like, launch sp.hk addf lk mk (jump j.lp j.lk j.lp)
repeat in parenthesis. Does this infinite work normal size character? does it even work? am i supoes to super jump or normal jump?
Any easy infinites would be helpful
Also my xbox got the rings so im sending it back to get a new one
Also i rly dont understand wut resets are cna some1 explain plz sry for the noob question i am still new to game terms and game itself
How do you guys approach Cable as far as rushdown goes? I’m having a hard time catching up to the keepaway Cables when rushing. In particular, the Cables that constantly jump backwards and cover their tracks with AAA - by the time I get close enough to do damage I get caught by the fierces or AHVB and block stunned back to square one.
I’m curious as to why so many Mag players go for short --> forward (even without an assist) instead of roundhouse during a triangle jump. Yeah, roundhouse whiffs if you triangle jump too quickly, but using short --> forward will cause a flying screen if you try to go into magic series. Sometimes forward whiffs also if your arc is too low.
The major trick to this is staying on the ground and wave dashing in.
You can avoid Cable’s assist (if commando) by jumping over him as he comes out. Else, most of the time you can just SJ straight up and continue.
This all sounds simple, but you probably aren’t doing it right. IF you do this correctly, you can wavedash so close to Cable that if he sticks out any move in the air you got a free ROM. Else, you can guard break him out of his jump.
The other major trick to getting Cable, is to force himself to corner himself because of his reliance on jump back.
It’s a good hit confirm, and easier to do than roundhouse. Also, you can still ROM off of a 2 hit prelauncher, even if you use C.HP. If you don’t grasp the timing for it, it’s in my combo video.
Funny, I’ve somehow completely forgot about wave dashing. I’ll give it a spin tonight, thanks for the advice. On another note, playing MSP is about as much fun as I’ve had in a fighting game, once you gain momentum it’s just a sweet ride.
MSP should be the epitome of good gameplay, but when you get to higher levels you’ll (I do at least,) feel that it’s really underpowered of a team.
You’ll find out that MSP is vulnerable to too many things. Just like how a winning strategy against santhrax is to punish the assist (capcom) (and that’s about all the vulnerability there is), there’s a ridiculous winning strategy against MSP that works for like almost any team: build tons of meter and DHC any character to death. I’m talking about bullshit like MSS fierce punches your assist (or you), and then cancels to hail storm cancels to HSF and kills a character.
Or even risky gambling pays off real well against MSP because it’s such a fragile team. Case in point, imagine some magneto team vs msp. Many times Magneto in MSP ends up doing short short psylocke next to the opponent. The opponent can gamble, and immediately do snapback. If they miss, you can snap him back, but if he succeeds and hits you both he gets a double snap.
Now the likelihood of him getting you is only like 20-30%. But against MSP playing to gamble and aiming for “bullshit” damage is so effective it’s not even funny.
also, Crizzle opened my eyes awhile ago and told me you need to tj and vary the amount of normals before you land. Just like storms float, except mags doesn’t float. You want them to block low too early. tj.lk, lk, or even tj/rj.lk, lp, lk fucks up peoples block patterns.
Shaded Wolf i go to my friends house every weekend just to play some marvel, ima stay on his house this weekend til saturday his gamer tag is LewdProphanity he dosent use the xbox much cuz he plays a pc game
Anyways ty for wanting to help me
UM GUYS today i went to gameworks (arcade) and i saw this guy in the mvc2 playing mag and doing this inf i asked him about it and he told me it was launch sp.hk addf lk, mk u get to ground, sp.lk, mk addf lk mk and repeat. Does it work on the xbox 360 also it looked pretty easy so ma give it a try on friday, nad if itdoes work for the 360 how can i set it up?