That’s the ROM infinite; there’s a sticky thread all about it. It’s all about timing, but the sticky thread didn’t list some things that screwed me up when I was first leaning.
Super-jump straight up. Super-jumping forward might cause you to accidentally air dash under your opponent.
When going up, use a neutral lk. When air dashing down, use a down+lk. Those are very important. I couldn’t figure out why my ROM infinite wasn’t working for a long time even with precise timing.
Hey guys i have been practicing hte mag rom but i cant get it, too hard on controller so i have decided to use the rom set up to do a over 100 dmg combo i came up with.
c.lk c.hp sj. hk addf lk lk nj. lk call psy assist mag tempest (psy should hit and hte tempest starts) when enemy falls dow with u c.lk .hp sj. lp,lk,mp,mk, hyper grav xx magtempest
Any one know other good combos? also how do u do air combo in wich he keeps doing the same thing then grabs [media=youtube]G_1zhT-s6Xw[/media] it starts at 0.56
Easy!!! For the combo on that vid, you just launch, lp, lk, lp, little pause, lp, lk, lp, lk ad uf, lp, lk, lp, little pause… grab thats all, also check the “why no dhc magneto on sentinel” threat, I posted there a good combo, it only does like 60 or 70 hits but it’s unrollable, unmashable and it takes like 80% of any character. peace
i can’t seem to pull of mag’s basic infinite i’m using a sfiv gamepad and i don’t know what i am doing wrong. here’s what i’m trying to do…sj, HK, ad df, lk, lk, land, sj, lk, lk, ad, lk, lk. Is that right? or am i doing something wrong here. I can’t seem to pull off any airdashes fast enough right after the lk’s.
Mmmmmm, are u doing the airdashes down forward??? Also, may be your problem it’s about timing, the time must be like: sj.lk sj.mk, little pause, addf, remember that this addf and the lk right after must be inputed almust the same time, then just make a little pause and input mk, for the normal sized characters, land… repeat… here is a very useful vid:
I don’t use an arcade stick but i still can’t seem to do mags basic infinite right…I always end up on the other side of them while doing lk lk, addf >.>
Hello guys im back to playing marvel (got bored of CoD) and I have decided to start using a different team otehr than MSP.
I have started using Combofiend I like it but need some combos whith it also I use a different order in the team I use mag sent Im because I need I M for some combos and I use a controller and i play as if it was an arcade controller so i cant use the other trigger to call the assist, anyways how should I be playing this team, what can I do after sents droids hit? Need combos how do i beat those teams that use commando alot
You should have the team order, Magneto, Ironman, Sentinel. Doesn’t matter what assist you pick for sentinel, although I prefer rocket punch
Why that order? Because then Mag has a frame kill dhc into ironman.
So some basic combo stuff.
Mag’s infinitie -> dhc into ironman. This is a must learn. THis is what makes this team scary. If magneto lands a hit, the charcter takes about 80% damage. If you need 100%, you can dhc again into sentinel and finish them. If they die and ironman is on point, you can guard crush the next character and essentially get a free win. Do the basic ironman infinite into proton cannon, repeat ad nauseum.
If you’re not good with ironman, use mags to get 3 bars (not hard). Don’t blow your supers on silly stuff. If you need to tag, dhc all the way to sentinel.
Sentinel can do rowtron’s combo with mag’s projectile assist, and ironman anti-air covers a lot of space.
I know all of Mag’s combos, and I can execute them at will during training mode, but in an actual match, I just find it too difficult to actually go out and launch the character so that I can pull of the combo. I really can’t navigate around well enough with Magneto to even get a chance to pull of the combos, I just end up getting riddled with projectiles or caught in supers, etc.
Can someone give me just some basic strategy on how to navigate with Magnus? Right now I use Magneto, Storm, and Tronne. My main objective during a match is to tri-jump towards the enemy character and use Tronne’s projectile assist. Now obviously I mix things up, I super jump high and air dash horizontally towards turtlers, and use Storm’s projectile assist to clear space and rushdown. This doesn’t seem to be working all to well though, so I’m wondering if there are any alternate techniques. I’m also having this problem with Storm, but that’s not what this thread is about.
I would try to mixup your tactics. Instead of just rushing down and triangle jumping straight at them, try to get your hit in at a different angle. If your Magneto keeps coming in at the same angles/side, then he’ll be really easy to predict. 5 fierce the opponent and that’ll give you more wake-up options.
You may want to practice your rush-down angles a bit more in the training room. Just set the computer to block-all and grind your execution. Same goes with Storm.
Can somebody give me a few pointers in the Magnus/ Sent matchup? I might have either psylocke AAA or sent RP assist. My mag always gets messed by Sentinel, and I really get the feeling that I must doing something fundementally wrong in this matchup.
Or if someone could just link me to somewhere that explains this, that would be great.
Ok Ty dude for that combo, now that youv told me that it has to be in the order mag/IM/Sent im goign to start using that order. I heard that the rocket punch assist is better than the other assist, why is it better? and what are some combos that dont envolve the infinite (I got too many of these combos)
This might sound like a dumb question, but I see this all of the time and have absolutely no idea how it’s done.
It’s when Magneto hits a character with his c.hk and then cancels it into another move and all of the sudden the opponent in the air all over again and the combo continues in the air. It kinda looks like an OTG c. roundhouse, and I see it done many times after Psylocke’s AAA assist. I have absolutely no idea how to pull this off, and it looks like a damaging weapon to add to my arsenal considering my play style. In short, I’d like to know which move you can cancel a c.hk into, and simply how to pull it off, since every time I do it my combo ends, and I inevitably get hit if it’s blocked due to it’s recovery time.