Go back and practice rom instead… its much easier… and actually its not hard at all… just practice. Very few people learned and mastered it quickly. Hell… even the pro’s still drop people out of it sometimes…
Mag’s also doesn’t need ROM early in his training… learn the 5 fierce combo into a couple resets… and your golden to kick noobs online in the face… it will also train you in the art of air dash comboing… which will go a long way to helping you ROM.
if an opponent is almost dead, you can choose to 5 fierce simply to kill them off quickly.
If you have problems doing the ROM, then 5 fierce is probably your best bet. Its just a bit hard for new magneto players because its hard for them to “hit confirm” in to a launch. Either that, or they rely on psylocke too much and can’t get the last HK in the 5 fierce to combo because you had already used your OTG/juggle
You don’t necessarily need to use the 5 fierce in general (if you already know how to ROM), but if you like using resets then it helps by varying how you attack the opponent. The more setups you use for resets, the less predictable you become. However, you don’t always need to vary resets because magneto has some mean 50/50s but against some people varying it will just mind fuck people.
Also, 5 fierce is more likely to prevent dizzying/pop up of the opponent. It causes Flying Screen almost immediately so that makes it impossible to dizzy them during the combo. Funny, this is one of the only games where you don’t want them to get dizzy. Depending on what assist you use, you can pretty much kill off an opponent with 2 5 fierce combos and maybe a couple extra hits.
If you want to perfect someone in record time, 5 fierce is probably the way to go too lol.
Just remember that in my personal opinion, the ROM is better than the 5 fierce in most situations. Why? Because the rom can do more damage and you can end the ROM anytime in to a sj.lk, sj.lk, addf, lk, HP, (HK) which ultimately ends the combo in the exact same way as the 5 fierce. Magneto can kill in one combo and can definitely do 90% on a normal character with a low damage ROM setup WITHOUT DHCing. If you have storm behind you, magneto should preetty much kill you if he touches you.
thanks for the info, i really need to work on my execution, i can do 5 fierce when ever, but i drop rom a lot. hell i even mess up like 80% of my tri jump rushdowns (getting super jump HP). i am gona stick to training this coming week and try to work on my execution.
Have u tried nj + psylocke, adf (cross), then whatever u want… Or may be u would like to try grabs, in the corner u can do launch sj, sj.lk, adf, hp grab, then when u and u enemie fall launch again, and do whatever.
Or after the rom setup u can do sl.lk addf (pause), now u r on the other side, lk, mk, which keeps ur enemie in the air, then whatever u want, for example s.hk, cancel before the second hit into magnetic shock wave or THC, or u can try s.hk + psylocke, tempest, unmashable cause u didnt used hyper grab. I think these are the easiest ones. GBU
Taken from the other thread. I’ve never done this infinite before.
there are at least 2 infinites with all kicks. the ROM infinite, which you should’ve checked the thread all the way up top called “The last ROM thread” before wasting space and posting this useless thread. but if you mean the slide infinite, which is all kicks too, then here…
easiest is with psylocke AAA:
d.lk+psylocke assist, d.lk, (psylocke hits), wait for enemy to land, d.lk, d.hk, [super jump, airdash d/f+lk**(or HP)** (whiff, does not hit), land, d.lk, d.hk], repeat bracket
Ok, So I’ve done this a few times, it’s extremely difficult, but can be done. Much like Storm’s trijump hk infinite, you can do a one rep rom of just jump addf lk mk. The timing is so precise, you’re hands tweak after 12 hits or so. You can do it on bigger characters with lk mp mk as well. I’m not sure if that’s technically the rom of a normal jump infinite.
well you can SJ too. you can do d.lk, mp instead also. I could control that one pretty well. whenever you want, if in corner, just do a d.lk, land, jump and throw reset.
Can someone tell me what the trick is to sjc Mags standing hk before the second one comes out I try but I’m struggling with it I barely get it. Heres an example of the infinite I’m trying to do: [COLOR=#000000]http://www.youtube.com/watch?v=IWW2IkIsfGk from 6:47-6:58. Also I cant get the Standing lp to connect after the sj.lp how do I get it to combo?[/COLOR]
Like most SJCs, there is no trick. you just need to figure out the timing in training mode and practice it. some people recomend weird tricks like tiger knees and whatnot…but even that is dependent on when the different people start that motion, so it becomes useless anyway imo.
You’re better off learning and perfecting the ROM rather than trying to play with s.hk cancels. There is no situation where you could have landed an infinite off of s.hk cancel that you couldn’t have off of ROM.
^well yeah…but that’s not the point of this thread. you’re correct in that ROM is one of magneto’s BnB’s and way more practical, but this thread is clearly for some of the less practical stuff (that can still have some use in matches if you can execute them).
What are the inputs for mags 3 hit infinite? When I try it doesn’t combo also can it bet done on the big chars like sent&blackheart? I also see mags do this infinite while they rom. They alternate between the 3 hit and the rom. Does the 3 hit infinite keep the other char from getting to low while roming?.
Pretty sure you mean the rejump infinite which is j.lp, j.lk, j.mp, land, repeat. It’s it not working then most likely you need to slow down your inputs or you are trying to start it with them to high.
On sent, jugs, blackheart you can stick in a j.mk at the end making it 4 hits but you may need to occasionally do a 3 hit rep to keep em at the right level.
Yes you can alternate at times between ROM and rejump though I’m not sure if it really helps keep them at the right height. I don’t really play mags… just speaking from years of fighting them and time hanging around these boards.
@VCFan1001 well… rejump inf will work, and it may will help u but… Its harder, cause u need a very very very strict timing to make it work (even more than ROM) on small chars, if u wanna get them into a better position, (lower or higher) I must tell u that ROM itself works better, and will be easier, so… when making ROM: if u want them higher just do sj.lk, sj.mk, addf d.lk, d.mk, but after dashing u must input faster lk and mk , if u want them lower do sj.lp (slight pause), add lk, lp (slowly) and they will go lower.
However… If u insist about doing the rejump inf (j.lp, d.lk, j.mp land repeat) on small chars I will give u some advices for the timing, first u must input like… tap tap tap… tap tap tap… the little pause must be done between each rep, but for each hit give THE LONGEST SEPARATION POSSIBLE, which is not really long, but if u do it u will make sure that next rep will surely work, so thats all and hope it helps
@Tascar
Ya your right ill just stick to the rom inf its more practical. @Fars13 Thanks for the tips on the rejump infinite but I guess ill stick to practicing ROM because I’ve been trying to learn the rejump inf but i can only get 2 reps and its allot more work than roming.
How can I land and air grab while roming
when I go for hp throw to reset and rom again I rarely get it. I get a air-dash forward hp/hk instead of the throw. I don’t know if I’m doing it properly but I press both punches to air-dash forward while roming and then I do a hadouken motion and press hp or hk . Is there supposed to be some kind of delay when I go for a tick throw?