How does magneto stay in the air after tempest?

i have been reading previus threads and have not seen the answer to my question… i have seen two common grab xx tempest combos

i have seen one version that goes launch LP LK LP LK hyper grab xx tempest then after LK LK grab xx tempest, usually in the corner

i have seen another version which is a lot common in videos that goes launch LP LK LP LK hyper grab xx tempest then after the tempest is done magneto can get another 8-15 hits in the air, as every hit magneto is landing it seems he is going up while his doing the hits… theres no airdash or doesnt seem to be any fierce buttons used… anyone know how to do this?

also i have read the threads about tri jumping in both magneto and storm forums… still to this day i have not did a single tri=jump :wasted: can someone confirm my technique?
down, up, two punch d/f , LK?

as iam going from up to d/f do i have to return the joystick to netural first or can i go one smooth motion?

also when do i hit LK? when the joystick is at the d/f position or during the transition right after i finnish two punch while iam going to d/f?

thx for all the help!

Firstly, there is an air dash in Magneto’s extened magic combo (magic as in magic series). It goes lp, lk, lp, lk, ad/uf lp, lk, lp, lk, HG xx MT. You just have to input ad/uf and then start the next set as fast as you can. It is a little tricky, but it’s really easy once you get it.

Secondly, to tri-jump you need to air dash down forward straight after the superjump. Try doing it off a normal jump first, using the superjump is really quite fiddly and can take getting used to. First off, use hk as it’s the easiest to do. You’re going to be using a method called the slide, which concists of hitting lp + hp and flicking/sliding your fingers down to hit hk. You also want to be holding down forward to insure you air dash in the right direction. So it’s…

u, d/f ad hk.

Or, if you’re using a superjump…

d, uf, df ad hk.

Written properly it actually looks like this…

sj.ad/df hk.

I’m just trying to write it so you understand the method.

superjump aircombos into tempest always leave magneto able to do more stuff into tempest

common examples:

c.HP /\ sj.LP-LK-MP-MK xx HG xx tempest, (right after the last hit and before the enemy falls below you)sj.d+LK-MP-MK xx aduf, ad.LP-LK-MP-MK xx HG xx tempest, fall down with 2 or 3 repetitions of [sj.LK-MK xx HG xx tempest], right before you touch the ground LK-LK, infinite/etc

c.HP /\ sj.LP-LK-MP, link sj.LP-LK-MP-MK xx HG xx tempest, then either [sj.d+LK-MK xx HG xx tempest] x 2 (or) sj.d+LK-MK xx HG xx tempest, sj.LK-LK xx aduf, ad.LP-LK-MP-MK xx HG xx tempest xx hailstorm

for trijumps, you can either do:

or you can do the claw method, which basically means your index and middle fingers press LP+HP and your thumb presses LK or HK. you want to press the kick almost instantaneously after the LP+HP. perform it like a single button press but with your thumb lagging close behind

tj.lk or tj.hk is ever so much more graceful than sj.addf hk (which kinda doesn’t follow convention). Plus it doesn’t explicitly say whether it’s a nj or sj, which is nice, because both have their advantages.

getliquid, if you are doing a tj.hk with Mag, try ub addf xx hk instead of u addf hk. That way, it’s impossible to get the pink shit to come out.

One more thing - you will always want to dash in after a tj. Do a double-tap dash (f,f) after you land. It might not come easily, but it will come in handy.