I made a 2nd Combo vid with my main team of Ryu,Magneto,Sent. Great bnbs for magneto here all combos using ryu’s assist should be the same with akuma’s tatsu
[media=youtube]A0MT005A-lo[/media]
What the fuuuuuck?
Lol man, It’s like you’re playing the game from KO to FIGHT, instead of the other way around.
funny thing is that i’ve ko’d more with sent on point than with magneto. so when sent is done with his job of being the tank that he is, magneto will be performing mop up duty (with the usual one touch combos that are easy as shit ^^).
also i can’t wait to see the new moves that he has in the new game simply becuse of the fresh potential with all the new characters
I have a friend that plays Sent on point, but he plays lame ass Sent + Doom Missiles to get meter for Dark phoenix.
What are you guys using as your staple X-factor “kill-that-fucker” combo? I’m doing hit confirm (LMH) into Disruptor xx XFactor > dash S > Fly loop> either OTG into tempest or unfly into tempest
Sesame street > sjuf :h: add :h: > XFactor > c.:h::s: > :h: adf :h:> fly > :l: :h:[adf :h:] x5 :h::s: > land>:a1::qcb::h: > [sjub addf :h: :h: :qcb::l:] x2 >:qcb::l:+:m:
99% of the time they die before it’s done
Kanta, What you’re doing sounds pretty good but sent and doom are kind of beefy characters so phoenix is always coming in with 4 bars even if you play a perfect game. I would snap that bitch in instead of worrying about what combo to use. Rule of thumb is the less hits the better because for some godawful reason metergain is unscaled so tempest is probably not a good idea. I would flyloop with the least amount of hits possible to carry to the corner with your team, call wesker gunshot to OTG into magnetos hypergrav, loop until the cooldown is gone (two hypergrav loops) and then DHC glitch into wesker to finish off sentinel. You don’t even need x-factor for that either.
I’m usually too scared to blow XF early on a Phoenix team since Phoenix is still capable of building back her bars in one combo if shes already at 3-4 meters. But if you’re going that route, I would do sjuf :h: add :h: > XFactor > c.:h::s: > :h: adf :h:> fly > :l: :h:[adf :h:] x5 addf :h: fly runs out s.:h: s.:s: j.:h::s:. For Phoenix teams, you really wanna know how to convert random j:h: into full combo consistently, like jump j:h: addf j:s: land, s.:s: into fly combo. Ranmasama does it rather consistently.
Oh guys, those were two separate things. One was about running Sent on point, the other was about your staple XF kill combo (if you do have one).
Thanks for the stuff though. reading
I can’t get down with the ADDF :h: instead of unfly :h: at all. Fuck it, oldschool, let’s go.
Are any of you guys using the height correctio :l::h: during Fly Loop? because you should.
A while ago I was messing with Magneto doing Grav upon coming in from a TAC and know he can DHC glitch straight from any air tag, but I remember that it seemed to be different depending which kind of tag it was. I think down tag was just a normal Grav, up tag you had to do Grav backwards, but then Tempest normal upon landing, and totally forget the side tag one. Anyway, is there a hard and fast rule for how these work so I can mix up my air tags and be able to glitch from them?
Likewise, if I do a standard fly loop (adf MH, adf MH, adf MH version), and want to unfly, jH, land, H xx Grav, I find that some times I get it, sometimes the jH wont come out, just inconsistent results. Likewise sometimes if I hit H too quickly after the unfly I’ll get a Grav (since when can a single quarter circle input for 2 consecutive special moves?? Lol). Any advice on cleaning this up so I can confidently glitch off this combo?
Thanks!!
I tried using the addf :h: to do unfly combos but I always had better lucky manually unflying lol.
Side note on using :l: for height correction: great use of it is trolling. If I wanna troll someone, I’ll omit the :h: and just let them recover then I air throw them. Then as soon as they mash out (I don’t chase throws when I’m trolling), throw them again. After that throw, launch :h: adf :h: then neutral jump air throw. I’ve seriously gotten people in like 9 throws in a row before. True hilarity.
You
You’re pure evil : I
I gotta try that.
Note to all pad players like myself:
After using Magneto for the past 7 or so months, I’ve come to the conclusion that I’m incompetent and using :l::h: as a one button dash (which is the default setting on the controller) causes your following action to come out alot slower since the game lags the input of the :h: after you press R2 (or whatever you shortkeyed as the 3-button dash). I did not know this until a few days ago and recently mapped :l:
as the dash button instead and now all the addf corner combos are SO much easier.
The c.:l::h::s: j.:h: addf j.:h: s.:h::s: jump j.:h:addf j.:h::h: xx Hyper Gravitation into DHC Glitch combo I was never able to perform earlier is now a piece of fucking cake.
I should really invest in a fightstick.
Fellow pad warrior here. I’m a bit confused as I didn’t even consider 3 button macros, I’m wondering why you had it like that in the first place? Not as a knock on you, but really to see if there’s a reason I should try it myself. I have a 6 face button Fightpad and have “fierce and roundhouse” both as dash/super buttons (fierce is LM, roundhouse is LH for when I play Taskmaster), with my triggers as assists.
I was never really able to get the “rom” or the sj H downward dash into another air H stuff, any pad pointers if you find it to be so easy? I just looked up the TAC-into-Mag combos, such as the staircase and such, and plan to practice them after work tomorrow. Wondering if you find those easy or difficult on pad? I figure with either Ammy or Wesker on point, comboing to TAC to Mag into DHC glitch back to Ammy/Wesk could be sick as hell! Hopefully theyre not too hard, then I just have to decide if I want Akuma or Sentinel backin’ me
My R2 on my PS3 pad was preset to that when I got the game. Isn’t that how it is for A-Type settings default?
It took me a while to get how to do addf combos with the lag on my:h: but I was able to do most basic addf combos just fine. The only tricky thing is you have to wait a split second after your j.:h: before addf-ing to your second j.:h:. I generally don’t do staircase combo after a TAC because I’m dominantly an online player and I fuck everything up with the lag and I’m just not used to doing the higher level stuff yet. After a TAC, I usually do :h: adf
:h: xx fly * :l: *:h: adf :h:adf :h:adf :h:adf :h:adf
:h::s: or I just Hyper Grav :h: from the get-go into DHC Glitch.
Unless you’re playing Magneto/Zero with L2 as :l:[SIZE=15px] for a Zero Buster charge, there’s no point in running a 3 button macro. Magneto/Zero feels so awkward right now with my configuration because I’ve spent my entire time playing this game dashing and doing supers with one button and with Zero, I have to press two, which doesn’t sound like a big deal but it feels SO awkward.[/SIZE]
The reason :h::s: j.:h: addf j.:h: s.:h::s: jump j.:h:addf j.:h::h: xx Hyper Gravitation wasn’t working for me with a 3-button macro was because the game wouldn’t register my second addf :h: fast enough and thus they would always drop out of the combo. Now it’s not a problem.
Changing my 3 button macro to :l: did distort the timing of the addf j.:h: on my BnB of launcher j.:h: addf j.:h: c.:h::s: j :h: adf j.:h:xxfly :l: :h:[adf :h:] x5 :s: because before I could press :h: immediately after I pressed R2 but now I have to wait a split second so that they are low enough that my c.:h: will connect.
If you’re having trouble with addf on the pad, just go to training mode on a dummy and keep doing launcher into j.:h: [wait a split second] addf j.:h: s.:h: xx Hyper Grav. It took me about 20 minutes of practice if I remember but addf improves Magneto’s game ALOT. Like you don’t know how you played him for so long without it. It boosts the standard fly loop from ~400k-450k to ~483k-510k. Air dash down also works and is actually easier if you’re hugging the corner.
Thanks! It wasn’t so much a problem with air dashing, but just getting the air H to the dashed H to the ground H timed consistently, even for the corner Grav loop which seems like ti should be pretty easy <shrug>. My goal with the TAC stuff is to TAC to Mag into any sequence that lets me DHC glitch. I dunno if it would be all that helpful to go directly to Grav if, say, Wesker starts it, because the Wesker starting combo would be so short, I don’t know if the total damage would be worth the two meters to make it happen. But if Mag gets a nice long air sequence off the TAC, and THEN Wesker glitches in, we’re likely looking at a TOD. I haven’t been able to try the “starcase” stuff yet, but will when I get home. Very much hoping it’s not too hard for me.
Fly loop into unfly j.:h:s.:h: xx Hyper Grav xx Rhino Charge should work fine depending on how high you are on the screen after the TAC.
corner to corner wallcarry combo (for teams with OTG assists):
c.:l:, c., c.:h:, :s:, j.:h:, (slight pause), addf j.:h:, normal jump j.:h: adf j.
, j.:h:, c.:h:, :s:, j.:h: adf j.:h: xx fly, j.:l:, j.
, j.:h: [adf j.:h:]x4 j.:s:
there’s still enough hitstun to do hyper grav loop into tempest provided you have an OTG assist (I use viper seismo).
Geez, I can’t find anywhere online anything about TAC into Magneto addf Grav Tempest. It’s like it’s some uber secret tech or something lol The down tag version is easy, but does no one know how to consistently hit it on up or left/right tags?
I just did my first Hyper Grav loop on a pad. This calls for a beer. Partially because I want to ice my hand.
on your way to becoming the next fanatiq lol, keep it up!