Ending to Mag's Inf?

I was trying some new stuff with magneto and i came up with this:

rom to your heart’s desire land press hk and psy assist at the same time and do the hyper tempest
you foot on the hk should just tap them instead of launching them and psy will catch them giving you time for the tempest.

has this been done before because i haven’t seen it on the forum

Yeah, it’s been done. If you could call out psy, why wouldn’t you do the normal jump up lk+psy lk unmashable? Better chance for more damage.

just seems easier and you could link to sent too or IM for even more damage

The problem with the standing rh XX tempest is that the timing is more difficult than the standard unmashable. You mess up with the rh/calling psy, they’ll be juggled on top of all the tempest rocks and take very little damage.

And you can link the standard unmashable to a Sent DHC or an IM DHC just as easily.

but if they get juggled on top of the tempest rocks, after the super ends, u can just launch them again for some more damage.

yeah i tried that that works too.

For next to no damage. The launch and whatever combo will do next to nothing unless you reset it in the air. Even then, it’s not significant enough to take the risk for.

technically, wouldnt your opp be able to roll out? o_O

most likely, ur opponent would roll out of it… there’s a slim chance that they won’t… so the question is would u be willing to take that kind of chance during a game?

i’m not sure but it seems to me you can probably juggle them, i’d go for a hp throw in the air, in the corner leads to another free combo.

thing is you may have used psylocke already in order to get into the rom infinite, so you may not be able to call psy , if you want to use a super you can always s. hk into shockwave… but it does very little, i’d say dhc into hail would be the best option…

alot of people go for reset mix ups after the rom, which ins’t too hard to do.

I gotta agree with De4dEyE here. Why do all that when u can just nj lk+psy lk tempest for easy and most important UNMASHABLE damage. Going from what you wrote, if there is a hypergrav in there, its harder and escapable. I guess its good for flashiness…

and yea, if you have already used psy to start the combo, either reset it or shockwave that shit…

the unmashable is definitely the best way to go. and if they suck too much to roll from that, you can c.lk, chk, xx sj back into rom, and make them feel like a fucking idiot.

i finish it usually with a reset into a five fierce combo… usually…

rom, dash under, c.hp, sj, hk, addf, hp, hk, slide
rom, dash under, c.hk, sj, addf, hk, slide, sj, hp, addf, hp.
rom, dash under, tj.hk, c.hp, sj, hk, addf, lk, lk, land, unmashable…
u get the idea

And seriously, for the two talking about your opponent rolling out of it[Dave and Anthony], you guys need to visualize it. He’s talking about launching the opponent after they come down from the top of the tempest rocks. There is no way they’re going to roll when you don’t OTG them.

Fuckin dumbasses.

Hahahahaha.

My stance is still the same, nj.lk + Psy, lk XX tempest all the way.

Well if you think about it in a real match when do you ever use cr.lk, cr.hp(launch) with MSP. Most of the time if you get a hit its with cr.lk+psy, mk, then cr.lk, cr.hk <—(basic juggle). Then if you were to just do rom you would either do

  1. sj.lk addf lk(crossup) then nj. lk+psy, mk xx magnetic tempest

  2. or just any random reset not involving psy so you can do the regular addf combo into unmashable.

But theoritacally the reg unmashable is by far the best option. Does a lot of damage, very easy to do, and then dhc into hail for nearly all their life or all of it depending on the opponents health to begin with.

Actually tho, doing an addf combo into s.hk+psy xx magnetic tempest inst that bad (its possible for the tempest to hit for about 90 pts of damage then you can hit the unrollable) into rom, reset, ect…

So its best to do the s.hk option rite into the addf combo because damage scaling makes it usless, only thing is that its sorta inconsistent with damge, and rollability.

just my opinion lol

edit-(damage points are based on magneto dummy)

Umm or you can do off the rom if you’re close to the corner a throw since it’s something most people forgot that Magneto can do. But yeah, in theory unmashables are where it’s at, but, Magneto has really hard unmashables on his own, too!

I say you just kick their ass and we all go get a pizza.
Then after the pizza we could go to Chuckie Cheese and play skiball (NO pizza at Chuckie Cheese, it taste like cardboard :mad: )

Hooray!!!

cr.:lk: + :asstb:,:mk: – then cr.:lk:,cr.:hk: xx addf:lp:, then dash to the other side cr.:hk: xx add:hk:, dash forward cr.:lp: + :asstb:, s.:mk: all over that dumb rat -_~.

hypergrabXXtempestXXhail is the best :karate:

sad but true