Magneto combos and resets!

I know that…but im saying like…lets take an easy combo…launch, rh, ad/df, rh grab, em-disruptor xx tempest DHC to something fairly instant (hail, pc, hsf, etc) and it doesn’t work.

Then try launch, rh grab, em-disruptor xx tempest DHC to something fairly instant and it will work…most of the time.

i’ll work with it some more…but about tryin out normal jumping and super jumping…u know how crazy MvC2 is and all its little…umm…weird-comings and mishappenings…just had to try it out to see if there was sumtin weird with it.

50: yeah sorry for the late response.
Umm I have no idea how you do what your talking I must have tried it at least 30 times no matter what I did I couldnt cancel the em-disrupter. The is my magneto every time launch combo blah blah blah Rh grab emdisrupter only near the corner is when it would hit then I did tempest by the time it came out the other guy is on the floor saying something like yay this guy is wasting meter. so um sorry I couldnt help.

Here is one Ive been doing lately,

Mag+Cyc-b, Near the corner, cr.lk+cyc aaa,cr.lk, dash, sj. rh (you should be hitting him from behind) ad.lk,lk land sj.lk,sj.lk, ad.lk,lk, repeat Inf til you get in the corner. land,Hk Throw,cr.lk, cr.rh, Super Jump Rh,Hk Throw,cr.lk+cyc-aaa,cr.rh, super jump, Magnetic Tempest. You gotta get the tempest to hit as soon as the beam from cyclops is hitting, this combo is 100% from an average character(i.e. Cable).

simple reset combos:

-launch, sj.fk XX a/d d/f, lk, lk, land, jump up (fk) throw, down…

a) if they roll, air dash towards them, call psy AAA as they stand and try and cross them up.

b)if they dont roll, wait till they stand then air dash over them while calling in psy AAA and try and cross them up.

-launch, sj.fk XX a/d d/f, lk, lk, land, call in sent ground, dash under, s.lk, s.fp into assist…

a) XX tempest

b) XX TK tempest

c) jump up (Fk) throw, a/d d/f fk(otg), land, c.fk XX tempest

d) dash under and launch from behind…

-launch, sj.fk XX a/d d/f, lk, lk, land, jump XX a/d forward (over opponents head) call in tron throw, land, dash back, dash back, tempest.

I agree.

I don’t think the game allows you to cancel normals into specials into supers from a regular jump.

I tried doing reg-jump hk, into cannon drill xx lock on, and it doesn’t work. It only works when I do sj.hk.

dont do EM, just do tempest after the throw XX frame kill super…

…have you tried this? first off, you can HARDLY frame kill into a super off the roundhouse throw, you could off the fp throw though. BUT, if you just frame kill super off the fp throw especially, but even if you frame kill super off the rh throw it is going to take off WAYYYY less than em-disruptor, tempest to a DHC

I know that…but im saying like…lets take an easy combo…launch, rh, ad/df, rh grab, em-disruptor xx tempest DHC to something fairly instant (hail, pc, hsf, etc) and it doesn’t work.

Then try launch, rh grab, em-disruptor xx tempest DHC to something fairly instant and it will work…most of the time.

i’ll work with it some more…but about tryin out normal jumping and super jumping…u know how crazy MvC2 is and all its little…umm…weird-comings and mishappenings…just had to try it out to see if there was sumtin weird with it.

mixup…come save the day and explain to me, or somebody knowledgable

::slaps himself:: …i was thinking FP throw…my bad.

and i know it does less, buts its more likely to hit.

…looks like i cant help you on this one (for now)

maybe some peeps can come up wit some kind of ending of this combo i was messin wit…

MAGS (a) & PSY (a) = PSY assist hits, d+lk, d+hk, xx sj HK, ad/df lk, lk…

is there a way i could reset this combo? ive tried the j lk, lk, PSY assist, PSY doesnt come out! maybe someone could enlighten me, because i like this lil combo, and i would love to put some new stuff in my arsenal!

first off psy doesnt come wen u do j.lk j.lk cuz u already used her…rule is 1 assist can hit per combo

obivious resets for that combo is after u do that part listed…

1)dash under launch
2)dash under lk+psy lk…blah blah…
3) c.fk trijump fk c.fk sj. cancel… infinite

you can also do

-sj.lk aidash under lk lk rejmp lk+psy lk tempest

  • or tha jose garcia reset…sj.lk airdash under lk land dash back to tha otha side relaunch

In the Psylocke assist combo (c.lk, c.hk), when super jumping after the c.hk do I have use a hk to set up infinite or can I just do the short kicks?

launch, rh, ad/df, lk lk, dash to the other side then tri-jump crossover (so you’ll end up on the initial side you WERE on) rh, into whatever…

is that practical or does it leave the enemy too much dead time?

Thats a very good reset because if your sj airdash rh to get to the other side it actually crosses over sf2 style…u know what i mean…If you do that really fast then its mad good.

Also, after launch, triple fierce combo, slide(flying screen) then sj ad rk(crosses over) and do the triple fierce combo again.

Oh and i dunno wtf the deal is with that throw crap, i’ll mess around with it.

Btw launch 1234XXem disruptorXXtempestXXhail is too hot ;p

~mixup

u can just start tha infinite after the c.hk