does magneto have a tri jump lk mk infinite on a standing character.
me and this guy saw someone use magneto and it looked like a infinite that was just trijump lk mk, and it was on a groudned capcom, i cant rememer if he was standing on crouching. Even as we were seeing it we were like “holy shit is this possible”
so anyone know if there is a storm like trijump infinite that magneto has
yes, Mixah got it. you can basically trijump infinite with any two weaks/mediums, weaks/fierces, just fierces, or in some cases like storm’s ho-ass weaks/fierce/fierce
mags trijump inf. using no fierces is easier thans storm’s
i can do it on most characters crouching… couldn’t on wolverine and megaman. didn’t even bother trying to do it on roll… i’m pretty sure it’s not possible on servbot.
would u say cr hk (maxrange), cr lk, cr hk, rom… to be a good idea?
reason i ask is b/c against super armor char that is only strong ground attack to penetrate the armor, of course they can roll… but i don’t thnk it would be to hard to react and dash back for a dash through during roll out. u know where they’re rolling if they do roll. u know where they’re going if they don’t. only thing i don’t like is, if blocked it has slow recovery. maybe this tactic would be better left in reserve for a last resort for DHCn his almost dead ass out in for storm.
so… if they get hit and don’t roll, continue. if they get hit and roll, dash. if they block, dhc. (but no immediatly, give a chance for something to cook)
also… against cable. i’d say this is a bad idea. :lol:
i cant quite remember but i seen some guy doing it at my arcade. i think he was either doing sj. addf hk., over and over again…<<< is that tj? or it was normal jump addf hk? has anyone seen either of these?
illan 3: I think I know what you’re talking about. reg jump add towards opponent and hk. I spam it on people who aint good at blocking high… it’s fun. but it is not an infinite
i’ll show u how it’s done at the tournie
edit: remember the timing for the hk is crucial because you want to hit the hk late enough so that there is less time between the next jumping add hk making it harder for your opponent to know how to react.