If you’re fast enough you can just do Fierce xx Fly off of any TAC.
Trying to learn the Empire corner loop…is my notation right:
S, j.H, ADD+S, S repeat.
Is there any visual cues I should look for to keep it consistent?
hmmm, for a visual cue, ADD+S should be hitting with air, basically xD It should look like it’s whiffing, but is actually hitting at the the highest bit of the hitbox.
Is there any tricks or tips on going into fly mode without accidentally doing ariel exchange for the fly loop combo?
And I heard one of his roms was taken out of the game and replaced. Is that the l,m,h,s aduf j.h addf j.h one?
all versions of his rom are in the game, but a little harder to do, obviously.
If I’m looking to do a standard fly loop (H dash H dash H etc) into the unfly stuff in the corner, when I do the initial midscreen launch, is there an ideal height and speed on the first jH? Like, do I want to sjH adf immediately upon jumping? Or let them float up for a bit before starting? It seems this has a direct bearing on the success of the transition to the unfly, jH, land, sH etc. I’ve been experimenting with diff heights and speeds, and I get it half the time, can’t seem to figure out what specifically is making it work or not work. I hope I’m making sense. Thanks!
Yeah you want them to be a little bit above you as you’re hitting them with the inital j:h: dash j:h: so that when you finally do the unfly in the corner they’ll stay above you as you are hitting them with the falling air :h: into standing :h:.
Have you seen my fly loop setup video? Although, it’s scaled a little more since it’s off of a reset with Missiles, but even then it would make the loop harder to do.
(Skip to 0:24)
[media=youtube]onDFixn60o8[/media]
Very cool! I hadn’t seen the vids but plan to devour the mixup/reset thread. Its interesting you’re saying keeping them above you makes unfl work best as I was having some luck with them slightly below. Seems like timing the H is the most important thing. I’m getting unfly way better, and am now working on getting a rep or 2 of grav loop before finishing. Two questions:
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There are several ways to grav loop is my understanding… can sj add H, sj add S, sj adf MH, etc. What do you find to be easiest? Inever did grav loops before so this is new territory for me, but I want to squeeze out some extra dmg.
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If I do all my mag stuff and end his part wth a tac to doom, then do M+Ms, and finish with a hard knockdown jS, when I try to sH xx sphere flame, it drops obv due to hsd. But when I watch tokido/fchamp/spinking, they make it work with phoenix assist. Can we do that with disruptah? Ordoes it come and go too quickly to link an sH or sM with a sphere flame?
Two questions unrelated to the bnb:
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What’s mag’s best bet for an air to air confirm? Like say drones hits them but they’re airborne. What do we jump up and tag them with? My guess is either jMH xx L blast or jH adf jMH land, but have no idea. Easier the better lol
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And lastly, I posted a question in that mixup/reset thread (I think, either there or the general mag thread) about what to do when missiles or drones is chicken blocked. Blockstun prevents an air grab, right? Do we just have to back off and try again??
Thanks! I actually. Have another question but figure I’m already pushin it with 4, so I can save this for another post. But I’m contemplating akuma instead of sent. Is tatsu a suitable rushdown enabler alternative to drones? Ok thanks, sorry. Just pumped as shit about the mag doom (sent/wesker/akuma/???) team. Fucking love it!
For air2air I like doing HS addf H > rom or relaunch into magblast combo.
For the first two:
[LIST=1]
[]The grav loops I’m listing are from hardest to easiest; sj add :s: , sj adf :h: , sj add j:h:
[]Yes, blockstun prevents you from doing anything grab related so, what you want to do is if they’re in the air, then you dash under and go for a mix up with an OS air :h: . The air :h: gives you two options: a) get an air grab if they tech in your direction, b) if they tech away, then you’ll be able to do magnetic blast as you buffer the motion when hitting :h:and if you know your shit with doom you can definitely do his TAC combo into Sphere Flame.
[/LIST]
[LIST=1]
[]Here are your options for an air to air off of drones: 1) j:h: adf j:m: j:h: … 2) j:m: j:h: MagBlast:l: … 3)HyperGrav:atk: (either one will work for you in terms of distance). In the case of them being too far away when you call drone you can use Attraction and dash up to get the hit confirm, but obviously that’s gonna take a little bit of practice.
[]You your best bet is to either back off and then try different mix up or if they are high enough in the air, then you can do a dash under type of mix up.
[/LIST]
Hey man I’m on these boards 23/7 so if you want to ask something about some tech for teams, then just do it broseph stalin!
23/7?? What kind of pussy needs an hour for sleep?
That shit’s great! I ended playin with akuma in back tonight and really dug it. I hadn’t really worked in an air-to-air game in before, and I was doin mad corfirms off tatsu with doom. So I assume with the mag ones you listed (thank you as well, mayho), its likely the same kind of deal on landed tatsu?
So therefore, you guys think tatsu makes for an adequate sub for drones lockdown? Missiles if they stay away, tatsu if either they approach or I’m in and attacking. Obviously drones are a tough assist to replace for magnus, you think this is a sound gameplan or am I sacrificng too much in drones for the sake of a little defense and a quicker lockdown?
Both assists are godlike for Doom too, so he fails as a tie-breaker lol I really enjoyed akuma as my anchor too, even bringing him in backed by missiles after mag wasn’t long for this world. But ill happily take the shittier anchor if it doubles my point’s potency. (Not hating on sent, but akuma’s a little better)
The tatsu i figured that you can lock em down in the corner after a hypergrav loop just by doing a standing :h: + :a1: <-(This being your tatsu assist or wherever you have it) and get an high/low mix up.
I think that Akuma anchor is good if you want high risk/high reward type combos because that dude hurts with level 3 xf. You have to remember though, that he has lower health than Sentinel does.
Thanks, man. I just can’t decide! I think I’ll ultimately end up with Drones, just because of how much I love them with Doom too. Would you be able to say a piece about drones and Magneto? I mean, I know the obvious that they cause a lockdown during which we get 48 mixups, but are there specifically good times and ways to call them, or certain approaches or sequences you like to do once you have? Etc
Conceptually Mag w/ Drones sounds brain dead, but really I think there’s a lot more technique than people assume and there’s a big diff between the scrubs mashing assist then wavedashing and the Fanatiqs/RayRays/Jokers. And at the very least, Im thinkin’ such a strategic breakdown of Drones-Mag might help sell me on it over Tatsu as well. Pretend you get commissions on people picking Sentinel… GO! lol
Bonus: This may or may not be common knowledge, but in case it helps someone I figure I may as well post since Ive just been asking for tips and not giving any. Commentators love to gush over how RayRay calls drones for his Mag, how he keeps Sent protected, or more so that you barely ever even see his Sent; he kinda hides the call and suddenly next thing you know, drones are on the screen. Well I figured out how he does it a couple days ago. Again, this may not be news to you guys, but I found it pretty enlightening: Basically he has Magneto at the back edge of the screen(if he’s on the left, the left edge, etc). Then he will dash back against the edge of the screen as he calls Sent, basically hiding it, and then quickly move forward. And not only that, but I noticed a lot of times he will even be in close, and will dash BACK to get to the screen edge to call drones, and then move back in! I found this quite fascinating, especially since, again, the commentary likes to pop a wood over his drone calling. I’m guessing this technique will factor into the above explanation.
You guys should give Phoenix or Amaterasu anchor a shot, just sayin.
Both are extremely strong options, though phoenix isn’t really what I want to be doing, and I don’t feel too confident with solo ammy. When I play her its almost always solar flare and her non xf bnb in flare is kinda weak. I dunno, though, might be worth at least trying. Ditto weasel shot, tho similarly I much prefer an assisted dante.
I just don’t think Magneto/Doom/Sentinel is a very optimal combination in a tournament setting metagame. I ran it for the first 2 months of Ultimate and while its certainly a very powerful team when it gets running, it weakens way too much when Magneto gets killed since you’re left with 2 shitty anchors and XF users. Doom/Sent is strong but it gets snuffed out by Hawkeye and Morrigan, who are extremely prevalent right now. Any character that is giving you Magneto trouble will probably not be mitigated by Doom or Sent either.
If you’re running Doom/Sent, you’re better off running Strider. If you’re running Mag/Sent, you’re better off running Dante, Wesker, or Dormammu. If you’re running Mag/Doom, you’re better off running Phoenix, Amaterasu, or Dormammu.
I’m def gonna try the Cold Star thing. I havent ruled out Tatsu either, the main issue for me will be confidence with a solo Ammy without XF (yes, I’ll have XF available, but it runs out and all). Though if I take the MvC2ish mindset where my 3rd character is my assist, and if it comes down to just them, I’m already in some trouble, Ammy starts to look much more attractive since she’s a hell of a lot better solo than Captain Commando or Cyclops lol
I even have Ammy experience, I’m just used to having an assist, and my combos with her are pretty weak. If I can learn how to do the post-knockdown Glaive switch to OTG to super, could be much better. I just hate to air combo to qcf+H, land, and super right off the S. Anyway, getting off topic. I agree for the most part, and would really rather not anchor Sent. but Im most interested in optimizing Magneto, which drones does. BUT, Cold Star is crazy good for him too, so we shall see
practice makes perfect
I dunno if this is a response to my drones question, but basically I’m askin if there are a few specific key sequences I shouldbe practicing. I’ve obv figured some of my own shit out, but if there are some good lines of play that better players are using, that’s what I wanna practice.
One of the sequences you should be practicing is when you have a drone hit after you’ve called them and Attraction them into it. Also, make sure that you have your basic trijump :l:'s and 's down because these are essential in getting hit confirms off of Drones mix ups