The best thing to do if u sj air dash over a vb is to air dash behind them u should be right behind them and before u land lk land sj into infinite and then anything u want. And for the hk throw u can throw an em disruptor its best to hold up forward when u catch the fk throw so ull have a better chance of catching the em disruptor. When u catch a fp throw midscreen just go down and throw an em disruptor but never do this to cable he can ahvb u when u throw an em disruptor on him except from the fk throw or just dhc like mag sent or mag storm.
This has got to be the dumbest question ever asked on srk.
I said that foolio
i kno…that guy is a fucken idiota desgraciada
ok, when cable super jumps what’s the best way to attack him and not get smacked with his rh in the process? i’m guessing dash or wavedash just to be close to him when he lands to launch him (can launch beat rh?) or triangle jump him or cross under with slide or sj infinite? that is all i can think of.
is there ever any reason to attack him if his aaa is not out? i know if im close i can tri jump over capcom, but im talking about with other aaa’s such as psylocke cyc ken or doom. vs cammy i know i can just hop over that and rush in. but for the other aaa’s i usually wait til its out before i actually attack. exactly how do you fight cable/doom/aaa? just don’t stay on the ground too much for doom to chip?
How do you know when to punish cable’s aaa with magneto’s launch fp airdash fp rh slide and not get shot while doing so? same with storm and her d fierce.
the only thing i can think of is if he calls it and doesn’t protect it by super jumping.
what’s the best thing to do after you end up blocking a jump back fierce+projectible (lets say iron man) with grenade or vb from full screen away? (when you know proj assist will recover in time for aaa to hit you if you dash in)
I know not many people jump back fierce followed by vb or grenade anymore. but lets say they do. what are my options? if i wavedash under grenade what next? can I slide? or should i slide? same with vb (if its high enough to wavedash under) what do i do? if its low then i haveta airdash over right? then i can do sj infinite? What if he does a jump fierce grenade and starts to fall and land the same time i airdash over him. when i come over i can only do a rh or fp in which he might block. what are my options after that? will aaa hit me if i try to triangle jump right there? (assuming he’s not in large block stun) if I know the aaa will hit me if i try, then what do i do?
yea thats the first combo, how the hell do you do that? i saw like a million up fierces and air dashes it was crazy, then air dash throw into wm, you know the buttons for that shit? thanks.
lol. gn should be errryones her0, talks madd trash and backs it the f*ck up!
You remind me of my good friend…VEEEERRRRRY technical.
its only cuz i suck and still can’t beat cable.
waves to Potter
hahaha
potter’s pimping it:cool:
waves back
sj. and air dash strait…but wen u a.d don’t do it at the peak do it b4…i think that cable’s roundhouse will beat it out…or u can sj. a/d strait…grab …or u can wait till he lands and rushdown…or if he has an anit-air…dash forward and block…he’ll bring out his assistand then it’s clear to rushdown
err…it depends wat the cable does…cause therre are a lot of things that cable with doom and anit air can do! gimmie more info but wat u can do is bring out psylocke to take out doom…and u should sj. a’s strait but like in the middle or a bit b4 the middle of a full sj.!
im assuming u have mag/psy at this point…
umm… if i were cable and i brought out my anit-air it would be to bait u so i can ahvb so after he brings out anit-air rushdown…but it u don’t hit then stop cause he;ll brong anti-air…try to stay above cable…so don’t try to hit the assist unless it’s almost dead or cable has no meter…in the case u can…launch XX shockwave…or jump call psylocke shockwave
well then either super jump or wen u dash in don’t attack block:eek: then he’ll bring out his anti air…then u rushdow :eek:
do the fucking infinite! into shockwave or tempest or sumthing …if he can block then rush his ass down… the aaa will hit if don’t tri jump fast enuff…
yea…i wanted to meet/play him …but i never got a chance…
PICOLO :
hey this is kind of a backwards question…but…i play storm cable capcom…what would you do against my storm if i was running…cause you dont have that great of AAA…would you just try to attack when i hit the ground? :eek: cause thats kind of hard…cause of crapcom…and storm like can float and shit… just wondering what you do against that…
umm…well…first i would yell out…FUCK YOU NESTOR…then i would prolly switch in cable…or get u wen ur coming downand if i get a short in…i snap in commando:D
that’s wat i would rely on
but it wouldn’t matter cause wen ur in the air u’ll be getting meter and i could do the same
picolo :
thats why i sometimes run against mags…fucking snapout bastard~!!! i try not to fight him straight up cause if he hits you then BOOM–snapped the fuck out~!! and he can hit like whenever he wants~!! and then guard the fuck broken~!! i hate that~!! so =P i only do that if i get snapped out a lot or infinited a lot…
yes what do u do?
this fucker always does that shit against me!!! and for some dumb reason i try to chase him with mags (kick to mags head) or i’ll try ang get him at the bottom (crapcom creams me)…
grrrrrr very frustating!!! that’s why i try to kill crapcom right off the bat… is it a good idea to go after capcom after storm takes off? i mean she’s in the air and does vertical typhoons…
is it such a good idea to bring in cable? cuz if u mess u up you’re screwed…
i dunno…
Just my resets and shit
Team MSP
corner only
cr.lk, cr.fierce, sj. rh, ad/df, delay for about half a second, rh throw, lk + psy assist, lk, hyper grab, land, fierce, lp, lk, delay, lp, fierce throw, tempest, DHC into Hailstorm.
But who doesn’t know how to get out of dat shit?
Second Reset
Team MSP
cr.lk, cr.fierce, sj.rh, ad/df, lk, lk, sj.lk, lk, ad/foward, lp, lk (whiffs), land, fierce throw, cr.lk + Psy, lk, dash, otg cr.lk, fierce, lp, lk, delay, lp, fierce throw, tempest, DHC into Hailstorm.
Again, long combo, but if they don’t tech the two throws in there, it’s going to hurt like heck.
Third Reset
Team MSP
*Notes that this is the hardest reset I have right now
cr.lk, cr.fierce, sj.rh, ad/df, lk, lk, sj.lk, lk, ad/df, lk, lk, land, dash, cancel the dash with a cross-up cr.fierce, sj., sj.lp, sj.lk, delay, sj.lp, fierce throw, tempets, DHC Hailstorm.
Timing on the reset cross-up launcher is abit tricky, because if you don’t do it right, you’ll end up either, A. Combo it, which is alright, but you won’t get big damage. B. You’ll screw up, and your opponent blocks it. I get it down most of the time, but it’s still crazy mad hard for me.
EASY WAY TO DO ROM INFINITE
Man you people take forever to learn this…
Alright, position your thumb finger on your lk, index finger on your lp, middle finger on your fierce, and your ring finger on your rh. This takes tricky timing, now setup the infinite, and now here is where it gets pretty easy. Once you get to the part where you sj. lk, lk, delay it for just a little, then dash down, and immediatly lk, lk again. It takes a little practice, but once your hands get used to it, the infinite is a snap.
Stratagies
Magnus vs Team Scrub
I always pick MSP against Team Scrub, a.k.a Cable/Whatever/Capcomm, which gives me pretty much a homefield advantage.
First thing you should do in the match is RUNAWAY from Cable. Yes run your ass away from cable, sj up, and build the meter by throwing a couple fierces . Now when you see the assist arrow pop out, immediatly ad/f, and you should have avoided Capcomm. Now you probbaly have 2 meters by now. Go in, lk twice, call Psy, tri-jump, and rush him down. When you think he’s going to call Capcomm, sj. up, then ad/f. You’ll always avoid Capcomm if you time it right. As long as you don’t have him in the corner, you probbaly won’t get hit. Also if he’s so scared of you that he just doesn’t want to throw out anything, wavedash, lk, delay, rh throw, juggle with lk, psy, hypergrab xx tempest.
MSP vs Sent/Storm/Capcomm (A.K.A Take a frying pan to your ass then cook it team)
Tough match. Always, ALWAYS avoid getting hit by Sent’s launcher. Pace the match around by square jumping (ie sj., ad/f), and then tri-jump in with lk. Why? You get a free infinite on Sent if he’s on the ground. Sj.lk, sj.lk, ad/df, sj.lk, sj.lk, rh, hyper grab can lead to big damage. Call out Storm from FS and then rush in, so that if Capcomm comes out, he’ll get hit by Storm. When Sent is in the air, wavedash around for abit to avoid his stomps, and if he calls Capcomm, sj., tempest, and DHC into Hailstorm. If you think the Sent player doesn’t unfly very well, sj. and follow him, then hyper grab xx tempest.
After killing your opponent’s first charcter, ALWAYS, go for a gaurdbreak. Let’s say you kill Storm, and Sent comes in, stay near where Sent is going to come out, then sj.lp, lk, ad/f, delay, lp, lk, delay, lp, fierce grab. As long as he doesn’t gaurd cancels, your ok.
Oh forgot this combo on Sent only.
sj.lk, sj.lk, ad/df, sj.lk, sj.lk, land, fierce, shockwave, wavedash, j.lp, j.lk, j.lp, j.lk, land, repeat j. part. Tricky ass timing, but it’s possible. Should be in the Team Seattle Video.
Beginners Guide to become an Expert with Magnus!
First thing you should know that is your worst enemy is, *laughs, A double mirror Magnus match! It get’s so hectic in there you don’t know who is who. Alright, here some basic shit that you should learn first.
Magnus is a corner monster. Trap your opponent in the corner, setup with a easy to do cr.lk, sj.rh, ad/df, delay, rh throw. Now what are the possibilities here? If you have Psy you can go for big damage. After the RH throw, you can lk, call Psy, lk, hyper grab right before you hit the ground. Free air combo again! cr.fierce, and AC into whatever you want.
Magnus is the master of wavedashing, ticking with a lk or lp, then grabing them with a fierce throw. If your opponent loves the ground too much, and doesn’t call assists to often, do this, and you get a free combo.
Basic Magnus Combos
1.cr.fierce, sj.lp, sj.lk, sj.lp, sj.lk, hyper grab, tempest.
Easy to do… get’s the job done… but can be mashed out of.
2.cr.fierce, sj.rh. ad/df, lk, lk, land, fierce, AC into combo 1.
Blagh, basic setup for almost every combo for beginners… just not enough damage still…
3.cr.fierce, sj.rh, ad/df, lk, lk, land, sj.lk, sj.lk, ad/f, lp, whiff lk, land, dash, cancel dash with a cross up cr.fierce.
Woo, tricky timing, but it will reset if you do it correctly. Very very hard for a beginner, but it’s possible.
4.tri-jump rh, standing rh, hyper grab, cr.fierce, (leads to combos 1, 2, and 3.)
Now isn’t this nice? A combo that leads to a combo!!! Very nice…