don’t just simply go back and forth between variations. only go for the lk if they are too low.
but like Beatsofdevil said, its always better to learn how to do it consistently.
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^watch this video and when he goes to slow motion, pay close attention to the HEIGHT of the opponent and when he presses each command. the height he has is ideal
j.lp -> done immediately after jumping
j.mp -> done right about when IM hits peak of his jump, maybe slighter early
j.mk -> done AS SOON as ironman is about to start descending
j.U+HP -> done when IM is noticeable LOWER than opponent
now at ideal opponent height, the infinite can conveniently be performed with an EVEN tempo. lp…mp…mk…u+HP
the key is to pay attention during the first couple reps to how high the opponent is and then modifying your timing (as i suggester in my previous post) to get them to that ideal height.
One more thing, atm I’ve been using Mag’s capture assist to help set up the inf, given that it’s the easiest way I can think of. I’m not that good with Cyclops or Psylocke so I’m not willing to use them just for their assist, and I’m not able to utilize IM’s crazy air dashing yet to set up combos.
My question is, is the Mag capture assist a good idea or not?
(Oh yeah and I don’t have the game, I can only practice at my arcade)
Since you’re playing Mag/IM have Sent with rocket punch assist. You can use it to set up not only IM infinite but cross ups with Mag set up easy double snaps, not to mention that five fierce x 2 with rocket punch assist is a dead character and you don’t need to know how to ROM to five fierce and I’m sure you can do at least one rep which is a must for various Mag/IM stuff and snap set ups.
If all else fails just pick up psylocke and play Mag/IM/Psy. People sleep on that team.
One rep of mags ROM? Nope, I rarely even attempted it.
I am a total magneto scrub, all I do is set up into a basic magic series combo and repeat.
It’s not the physical execution thats hard for me, I grew up with fighting games. I just have no clue about the timing with HKSJC and things of that nature with him.
You don’t really need it at your stage. If your timing is bad a simple combo after launcher is lp lk lp lp lk lp dash up/forward lp lk lp lp lk lp lk fp fk or instead of the two fierces you can do bootleg sonic boom to bring them down cancel to tempest and late dhc to proton cannon. I only recommend using the meter if it will kill the character because then you start with IM and guard break the incoming character.
You should try to use IM assist as little as possible, only when necessary but when you do connect, after the hit the opponent is in a juggle state so you can get to where the opponent will fall and quick c.lk c.fk. You need to time this right because if you wait too long then even if you get the hits to connect in training mode, in a real match, if the opponent hits the ground first then it’s an otg and not a juggle and your opponent can just roll out. Against a single non-heavy opponent you can then hyper grav c.fp to launch (you can do magic series combo here instead if you want after the super jump) super jump then use fp or fk to knock them down quickly and be sure to dash down forward and lk lk. Against heavy opponents hyper grav won’t hit because the enemy will fall first, so you need to super jump cancel the c.fk and go into ROM (or slide). Against large characters such as Sentinel and Juggs super jump lk lk dash down forward lk lp lk is better than lk lk on the way down because it keeps them from falling too fast.
Of course there are more advanced options after the c.lk such as several reps of the slide infinite and then tag in Iron Man and go straight into infinite into PC to kill.
Summary:
Learn extended magic series.
Learn five fierce (after sent rp hits quick dash in c.fp super jump then fp or fk to knock the opponent down but also immediately dash down forward and press fp and then quickly fk and the second you land c. fk which should connect).
Learn the basic normal jump infinite with IM and keeping your opponent at the right height with lp/lk variations.
Use rp to setup IM infinite when IM on point for now.
I have been trying to figure this out for awhile, but how do you combo in to Photon Cannon in the corner? I can setup the infinite and usually carry it until they get thrown out of it, so I guess its time to learn the ending.
in the corner, delay the j.lp slightly (that’s the first hit of each jump) or reduce the delay between j.mk j.u+hp to make the opponent tend to drop in height
for the last rep (aim for around 40 hits of infinite), do j.u+hp as low to the ground as possible so that the s.hp has more time to hit within the hit stun window
I think delaying the j.lp is safer than hurrying the j.u+hp, though
yeah idk why this took me so long to get but I finally figured it out.
on a side note, idk if anyone else does this, but during the infinite, sometimes when I land I do super jump up+forward, sj.lk xx ad down + back, sj.fp repeat. its hard as hell to time because they have to be as low as possible without falling out, but it does work
nice, how many reps can you go from ONLY doing that? kinda seems like they’d get too far away after a few reps. cant try it out though, my stick is t3h fux0red
actually ive done it twice, one time. im sure someone with good excecution could pull it off consistently but the timing on it is ridiculous. I usually only use it when I setup the super jump cancel infinite because its actually easier for me then sj.lp ad f sj.lp, up + sj.fp