I can’t teach you to play magneto but i can tell you some shit
fighting storm/sentinel/cyc or capcom is a fucking bitch with this team:mad:
I can’t teach you to play magneto but i can tell you some shit
fighting storm/sentinel/cyc or capcom is a fucking bitch with this team:mad:
would you agree w/me mixup that playing magneto on team combofiend or m/s/s is mad different (not sure whether its better or worse, juss different) than you would say…m/s/p or m/s/t
because i have played team fiend so long that i can’t play an m/s/t good or an m/s/p good, isn’t it better to rushdown with lights when you have the c.lk, c.lk option, but more with rh’s if you are with sent-y. i still use lk’s to rushdown if i want a snapback, or maybe if i feel like tryin to go into the infinite from the launch, but yeah…opinions from a knowledgable mag would be nice
the use of lights or fierces is all situational dependant for me
is it cross-up time? a multiple high or a single high low?
am i worried about hitting assist with my shorts and losing the point char if i hit them first?
am i setting up another rushdown string or do i want to go for a real tricky set-up now?
I think the largest part of playing a good team combofiend is to play extremely patient with your magneto, not easy to do.
It’s a wierd team
Basically you have the meter builder/ the vessel to get you to 3rd char via dhc aka toofucking good aka proton cannon dhc/ sentinel the fucking robot.
I can’t think of a single team in the game like that other than the fiend.
Gotta keep magnus and sentinel healthy, to me, ironman barely matters on the team, he’s just a super and a barely above average tri-jumper who loses to everyone who matters nearly.
Don’t mind me, i’m short on sleep and i feel like bitching about ironman
lol. thanks for the help guys. ill give’em a shot.
Can anybody tell me how to do taiji’s FS setup?
Also, I need some advice on fighting Cable/Cyclops with MSP. How the hell do I beat them? All my friend does is call Cyclops, jump back HP XX AHVB. It’s scrubby as hell but Cyclops almost always catches me when I rush Cable down. When I wait for him to call Cyclops, I counter with Psylocke then Shockwave, but AHVB still hits both Magz and Psylocke. If I instead choose to launch Cyclops and do sj. HP, ad.df HP, AHVB also hits me.
It’s so damn frustrating when I lose to such a scrubby player. Help!
any tips for learning the slide method for tri jumps, infinites, whatever? I either use the thumb or quickly move fingers but never slide. I wanna learn slide coz it seems like it’s easier once you get the hang of it, any tips for learning how to slide proficiently ?
BaekBob:
Taiji’s FS set up is: Sj. lk lk, ad.f lk fp/rh.
Cable/Cyke is difficult duo to get past, but not impossible. Dashing in and blocking once Cyke is already out and taunting usually baits the Cable player into wasting a meter, thinking you’re going to launch his assist. Judging from your post, you need to learn how to attack safely. Trying to shockwave Cyke just gets you killed. Trying to launch and fierce him while Cable has meter is just retarded. Punish cyclops when Cable has no meter. Other wise keep moving forward, but be prepared to block Cyke. Generally, you can sj and ad.f, and if he calls cyke anyway, you’ll land between them and have a couple seconds of free rushdown on Cable. Just block more… don’t take any uneeded chances.
Block Cyclops and then taunt? As in hitting START? Would that recover fast enough to block the AHVB?
About sj.ing and then ad.f, at which height of the sj. do I need to ad.f? He never calls Cyke unless my sj. is almost at the end and I’m almost on top of his Cable. If I ad.f at that time, then I think Cyke will still hit me. If I ad.f at the top of the sj., then he will never call Cyke until I’m about to land, anyway.
You’re right though, I do need to learn how to attack safely, though I guess I’ll develop that through time as I’m still a noob. When I ever manage to get to his Cable, then I can beat him with rush down and resets. What frustrates me is when Magz gets killed without even getting his hands on Cable. Thanks for the advice and the taiji’s FS reset.
Magnetic Hail: Since you know the thumb method then I suggest you stick to that. It may seem like I’m newb enough to make me unqualified to give advice, but I can do the SJ infinite well…
Another scrubby question: When do I pushblock out of Blackheart’s Inferno xx Heart of Darkness? And do I immediately jump forward after the pushblock? No matter when I pushblock, I can’t get my character jump out of HoD… Thanks
BaekBob:
Errr no. I didn’t mean for you to taunt, I meant, dash in and block while Cyclops is taunting. Sorry for the misunderstanding. Anyway, don’t ad.f too low to the ground, if you do, Cyke has a good chance of catching you with his fist rather than his optic bullet thing, and that = death for j00.
Does he stay on the ground when he calls Cyke? Or does he superjump? Anytime he sj’s after he calls cyke, that’s a perfect time to get in 2-3 fierces in on his assist. If he stays on the ground, just dash in while making sure Cyclops is still out and doing his taunt. He can’t back up forever - eventually he’ll put himself into a corner.
Once he’s in a corner, wait till he calls Cyke again. Something you can do is if timed right, you can dash under cyke when he’s at the peak of his gene splice. Then kill Cable. If he superjumps to try and get out of the corner, sj with him and use a fp throw to send him back.
And you pushblock the Inferno, let the stick go neutral for a second, then jump out. I’ve heard you can just block the Inferno and DASH out… dunno. Never tried that one.
just gotta continually move around the tiger knee grenade + cyc pattern until you see small opening with the cables movement. Let him set himself up for some rushdown/cross-ups…
Also, a good thing to do vs cable is dodge the cyc assist, get in close, guard break when he regular jumps back. Training the person to jump is a good way to set it up.
Please help me because I almost can do the ROM/jump infinite done by SooMighty on the Evo 2K3 5 vs 5 video. I just can’t seem to get the timing right for the ROM inifnite and it’s really frustrating me because I can do other Sj infinites fairly well. One’s on the Shoryuken MVC2 advanced tactics video. It’s the one done on Blackheart and occasionally Sentinel. It’s done like this: launch, FK, ad/df, down lk,lp,lk, land, sj lk,lk. I thought the timing should be similar to that infinite but I can’t ever keep the infinite going in one combo.
Q: any tips on getting the timing down correctly on the tri-jump? / rom infinite?
i can do up to here… c.lk c.fp /\ a.ddf lk lk / /\ lk lk…then i addf, i seem to either dash on the other side of the char, or the char is already too low?!? any tips? maybe im just timing the lk too slow… -_- :bluu:
You should just wait until Magneto floats above the other character. Then you addf+lk.
what is better slide or thumb?
De4dEye and Mixup: Thanks for the help.
De4dEye: About the taunting thing… that was some stupid stuff on my part:rolleyes:
What his Cable does is call Cyke, normal jump back, then Fierce. If he sees Cyke hitting me, he cancels the Fierce with AHVB. Yeah, I believe backing him up to a corner would make things easier for me. Thanks!
BTW, I’ve tried pushblocking Inferno and then either jumping out or dashing out, but I get hit with HoD. Anyway, I still need to practice more to get the timing down.
Picolo: I’m with thumb all the way. Less movement of the hands… and I’m used to it because of Tekken Tag.
sliding:D
But doing it both ways is beastly…
slide.
potts: Sliding is easier… thumb is mose reliable.
And yes I know you already know all this.
projektx-: If you’re dashing BELOW them, you’re not letting Magneto float above his opponenet like he’s supposed to. If you’re dashing ABOVE them, then you’re simply waiting way too long to ad.df lk lk.
thx deadeye…hey do you play at Milpitas GolfLand?