De4dEyE's Magneto Q&A thread

I found a pretty good combo using the Magneto + Tron Bonne projectile assist, and I need someone to confirm something for me.

The combo starts off with a c.roundhouse, followed by the Tron alpha assist, then another c.roundhouse. The second roundhouse is OTG so it can be canceled into a hyper-grav, and from the hyper-grav you can launch and do a 5-fierce combo.

The inputs are:

c.roundhouse, Tron alpha assist, c.roundhouse XX hyper-grav, c.fierce, sj.fierce, sj.ad(d+f), sj.roundhouse, land c.roundhouse.

What I want to know is, since the final roundhouse of the 5-fierce is OTG, can the combo be canceled into a hyper-grav? Your opponent flies over your head after the combo is finished just like all of the other OTG c.hks, so it looks possible. But is it? I mean, the damage of Tron’s projectile and the damage of the 5-fierce is enough, Magneto would be straight broken if this shit was actually possible. :pray:

No, this combo isn’t possible.

You can’t otg more than once. You can juggle forever, hence the slide infinite works, but you can’t otg more than once.

2nd, if you do more than one fierce in an air combo, it causes flying screen. You cannot special cancel, super jump cancel, or super cancel after a flying screen.

The 5 fierce combo is both an otg and causes flying screen. You can’t otg into 5 fierce, and you can’t really do much after unless you use an assist to break the flying screen.

Yeah I had a feeling there was some restrictions on combos such as that one.

guys i’m still having trouble doing mag’s basic infinite :frowning: Lol i see you guys are talking about all these complex infinite’s and such, yet it’s just hard for me to understand all this input slang as well as putting that to the controller…:frowning: I am sad lol…anywho whenever i try doing the airdash down forward after the first set of light kicks in mag’s basic infinite, I end up on the other side of the other character making it not very easy to land, sj, lk, lk, addf, lk , lk and repeat that all over…I tried addf’ing as soon as i do the first set of low kicks yet that is what causes me to end up on the other side of them. Also am i supposed to be air dashing down forward after the low kicks or just air dash down without the forward…

P.S. Is there also a gigantic list of all the character specific infinites? Or something lol Thanks a bunch

I have no idea what you’re talking about.

If you’re talking about the air hits, you do two short kicks in the air, cancel the short kick into air dash down forward and immediately cancel the air dash into short kick.
It’s not something you can dial with button presses.

I see a lot of people trying to learn the infinite and they do two short kicks and then air dash, wait until they see the air dash and then push short kick. It doesn’t work like that.

[media=youtube]6efy1hQft2g&feature=related[/media]

>.> Still can’t do this infinite lol… Well good news is I got a little(I mean a little bit better) I’ve been practicing doing it on Magneto and Iron Man.

You play on PSN Scudd?

Don’t worry about getting it right away. I didn’t get it forever either.
I learned the infinite at an arcade, but I can do it on my stick and pad on my PS2 version of MvC2.

To be honest, for the longest time I just did basic magic series combos with magneto. Honestly, there’s nothing wrong with that.

A big help for me was breaking the infinite down into steps. I picked psylocke as my main assist. In the beginning all I did was try to combo low sk -> sweep after psylocke hit.

Then I added super jumping.

Then I added air sk -> sk.

Then I added the air dash, so sk -> sk -> air dash.

If you’re really struggling, make a video <- Certain you have a friend with a camera.

[media=youtube]-lp-7gxg9HQ[/media]

I caught that I was actually able to do 1 rep of the infinite out of those times. Seems Iron Man is the only one I can do it on out of Storm Magneto Sentinel Cable Iron Man. Decently that is.

So watching that vid, these things seem to give you the most trouble.

  1. You’re starting the infinite pretty well. I see psylocke -> short sweep hypergrav launch, air roundhouse, air dash down, but on those two short kicks, you need to delay the last kick a little longer. What’s happening is that you’re pressing the kicks too fast, so your combo stops prematurely. Delay the last kick a little longer. What that does is it gives magneto more time to get to the ground. When it looks correct, the kick hits and magneto lands on the ground. In your vid, the second kick hits, but by the time you’re back in the air ironman has already flipped up. If you’re really having trouble with it, do short -> jab -> short instead slowly. You want to do about the same timing as the normal jump infinite. I would actually say for the whole vid, you need to push the kicks slower. The first kick is the right speed, it’s the 2nd kick you’re doing to fast.

  2. After the super jump motion, you need to immediately hit neutral and then down/toward on your stick. I’m watching the misses, and I see magneto dash forward. That’s not right. The dash is used to change direction so magneto can get to the ground quicker. Even if the kicks hit, dashing forward will end your combo. It should feel like, down -> up -> down. As soon as magneto is in the air you should already have the joystick angled in the diagnol downwards. If you watch vids of the rom infinite, you’ll notice mags is going up and down over and over.

If you’re watching your own vid, you do it right the 2nd time, but notice how magneto takes forever to get to the ground. So you can only land one iteration because magneto isn’t getting back into the air quick enough to continue the infinite.

  1. Next vid you do, you should do one of you doing the infinite on sentinel as well, not just ironman or cable,; learning to do the infinite on sentinel is a little different than everybody else. The key on sentinel is that he’s heavy, so he naturally falls faster, so you don’t need to do the delay, just do the infinite quicker. The other tricky part is starting the infinite on him, it helps a lot to add an extra hit after the roundhouse and dash.

  2. Set a character that’s fat like doom to normal jump. At the apex of his jump, super jump up and hit doom twice with short kick slowly, then pause, dash and try to get the short kick to combo. Do a vid of that also.

super jump -> sk -> pause sk -> pause -> cancel into dash -> cancel dash into short kick. Don’t worry about the rest of the infinite yet. Just do that until you get the slide or claw part right. If you do it right, you’ll get a 3 hit combo. If magneto isn’t air dashing downwards, you’ll know right away.

All right. I’ll get on that tonight. I usually play at night time so I’ll make a vid then. Thanks a lot for the tips btw.

edit: [media=youtube]2jq1pKnKNXQ[/media]

So compare/contrast with this:

[media=youtube]Xn0r2NFnHZA[/media]

See how magneto is going up and down? That’s what you want…some things I notice:

  1. You’re not used to super jumping. I see the first iteration come out as normal jump a lot.

  2. Looks like he’s going fast right? He kinda is because he’s doing the one hit version of the rom. If you listen closely, you hear
    short kick (big pause) -> into the rom part 1…2.3, 1…2.3 over and over. The vid also shows how to raise and lower characters, but don’t worry about that yet.

If you watch your vid…you’re still pushing the kicks too fast. Sometimes you push the dash too fast and fierce punch comes out instead. Try just listening to your video’s hits and listening to this video’s hits. Imagine your fingers timing the button presses along to the rhythm as you hear it.

  1. You’re not cancelling the rom fast enough. It’s affecting you, so you’re doing the rest of it too fast

[media=youtube]T7_UIAlrFFQ[/media]

Look how slow the hits are. Yes, on the normal jump you are supposed to do it slower, but it shows how forgiving the hits can be.

The only thing that needs to be cancelled quickly is the air dash down -> short kick

If it’s missing on doom, you’re still doing that part too slow. Yes, dashing straight forward is easier (regular short kick has a bigger hit box), but as you can obviously see there is no way to continue the combo doing that.

Oh my bad. I didn’t know which way you wanted me to go when you just said “dash”. My biggest thing is the addf. Is there any way to practice doing that part? I’m not that great at canceling moves into super jump yet, but what I do to learn a new combo is break it down or learn something similar. Like I learned to do Iron Man’s infinite to prep me for Magneto’s. I understand I’m doing it too fast, but it is BURNED into my muscle memory. Trying to do kick punch instead of lk lk is hard. I need to break that… I think imma take like an hour or so and just practice slowing down my lk lk to get that into muscle memory. Doom jumping is the best choice or should I try on someone else? In the corner is it df or just d?

In the corner you dash straight down, unless magneto is too far away and needs to get closer.

Yeah, I know doing kick punch kick is harder…oh yeah…I know…I still mess up the infinite more on sentinel than any other character because he requires extra hits to stay in the air sometimes.

Doom jumping is the best choice. He makes a nice metallic noise when you hit him so you can hear your timing better. He’s also fat (look how wide and tall he is) and not all that heavy, so he’s probably the most forgiving to do the infinite on. The other “big” characters require you to do the sentinel version because they’re heavy.

Hmm…I don’t have a method for learning direction control on the stick. I learned the infinite before I learned to tri-jump…the infinite kinda taught me how to tri-jump. You could try practicing the tri-jump infinite. If you’re wondering what that is, it’s that infinite on sentinel using only magneto’s air roundhouse in the tutorial video.

That will work on doom as well as sentinel, and the infinite works with short kicks and any number of variants that the tutorial video also shows.

Ah, well I can addf better now. It’s still not connecting that much, but it’s a start! Ty

Hey guys I was dicking around with Magneto and I could use some clarification on something.

When I did his crouching kick slide sometimes I could immediately tri jump to the other side of the opponent and sometimes I could not. I was curious as to the technical way I did this because I would love to replicate it in a game. Does the kick have to connect as a hit as a block etc…?

Appreciate any help on this.

you have to land the hit. its called a super jump cancel. only certain normals can be canceled in to a super jump.

thanks for the help tech

got a question which character is capcom

Captain Commando :—)

OMG HELP!!

Ok im doign like a retarded rom.

so i dot everything right exept the pause betwen the 2 kicks

I sj. lk sj.lk (pause) airdashdown lk and the i do a short pause the next lk i do comes out as a lk instead o f a middle kick

also after every rep the guy gets higher (sometimes)