Magneto slide combo

I trying to do cancel magento’s slide (c.roundhouse) into hyper grav but the hyber grav never comes out or doesn’t pick the opponet up. I guess I’am trying to cancel the wrong way (obviously)

I crouch press rk. and immediately start doing the motion for the hyper grav… but it either doesn’t come out and he continues the slide or the hyper grav just goes right pass the opponet

IMO.
1.you can’t catch the HG from the c.hk(slide) alone, the opponent is low enough to touch and land on the ground for the HG to connect. you can do it like this , c.hk -> trijump hk -> c.hk -> HG. the HG here will connect since the opponent is slightly higher when the c.hk connects after the trijump.
2. if you’re referring to the followup on the psylocke assist, you should do c.lk first before c.hk, then do it smoothly, not too fast nor slow.
3. other than that, tell me what you’re referring to…

yeah, it’s not off any old cr.hk.

it has to be where your opponent slides up and over you. like after psy assist, cr.lk, cr.hk, hg :wink:

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This is the video I saw it done. Around 35 seconds into the video Magneto throws Storm, slides and seems to cancel out of it with the hyper grav. It looks like he brings Psylocke out but after the hyper grav.

you can do it after his HK throw, just HK throw, hold up (you don’t have to, but it gives you a little more time to dash over since he throws them up and away, instead of just across), then when he throws them away, dash over cr.lk, cr.hk, and they bounce like if you had called psy and done cr.lk cr.hk.

They have to bounce over you for the Hyper Grav to connect, so they have to “land” on your cr.lk cr.hk.

The main 2 ways are calling psy, or dashing to them after an HK throw, if you’re in the corner, you of course don’t have to dash. Might wanna practice it in the corner for now.

can i make it 3? the one i mentioned above. #1

  1. after anything that is rollable
  • c.HK on grounded opponent (cancelled into trijump HK/d+LK -> c.HK)
  • assist (psy, im, rogue throw, etc etc etc)
  • HK throw (air or ground)
  • tempest
  1. flying screen combo (ie: c.LK-s.MP /\ sj.HK xx addf, HK, land, c.LK-c.HK), HK isn’t cancellable though

i don’t know who’s spreading this rumor but holding up doesn’t throw them any differently (they always get thrown straight across). it’s smarter after a HK throw midscreen to just dash back and try for a mixup as they recover from roll, unless the people you’re playing against don’t roll at all, then by all means throw them to death. throw, dash, c.LK is only a real combo near the corner.

I kkOw whiCh viD your taLkiN bouT girL…I’ve seeN the SamE onE. I’m pretty sure it can ONLY be done in the corner though. You should try practicing in the corner and let me know what you get. I’ll try the same thing, Holla back.

Also I know you can cancel the c.lk-c.mpXXhyper grav in the corner if done right…why not the c.Rk ? Perhaps it was a AHVB motion done backwards for the hyper grav to come out…Hmmmmmm, got me thinkin. Distance-Timing-Properties…so much to do, I know why my Girl gets upset. LOL:lovin:

c.lk, c.hp + Storm-Proj, sj.hp, ad/df + j.hp, pause, c.lk, c.hk x (note: return to neutral, it seems easier that way) HG