Alright, thanks Beats. By mini rom I meant a single repetition, and then snapback or do some other nonsense :wgrin:
Can somsone comment on this reset? I’m not looking to use it in a match or anything, but I’ve just been creating random combos and resets and am interested in it’s usefullness, system wise.
Magneto/Bison-spammy orb thing assist
c.lk, c.hp + assist, sj.hk, ad/df + lk, lk (ROM), sj.lk, ad/df + (pause) lk (big spammy orb hits/blocks)
I just find this assist really interesting as it gives you lots of oppertunity to mess around before it actually starts hitting. Most of it is probably a bit too flashy for real gameplay, but it’s certainly fun to be creative with.
Sounds pretty interesting…instead of that though, do me a favor and see if this works.
Your setup all the way to land.
Instead of sj.lk AD/DF, see if you can dash to the other side and FP them into the orb.
Cancel your FPxxfly
AD/DF and go lk, FPxxunfly lk, lp, lk (land) Rom
…that seems like it might look really cool with bison assist…I know it works with drones.
You can use Bison-variety after 5-fierce to link ROM or MS or combo into HG xx MT or jump into :hp: throw into tag-out or simply reset for some options.
Actually, Bison-variety lets you link a tag-out after 5-fierce alone.
I haven’t gotten dash to the other side and :hp: into orb to work. Mag continually smacks Cable past the orb before it explodes…but it works if you :d::lk: first and then :hp:. I tried starting the ROM after both sj.hp and sj.hk and neither allow :hp: alone to knock into the orb…maybe if you play around with a few of the ROM variations or hold your pause just a bit longer than I do.
edit: Also, dash to the other side, :d::lk: xx :d::mk: lets you link orb, as well as :d::lk: xx :d::hk: (which allows the orb to OTG and if the :d::hk: is blocked, it is safe)
I also like Bison-variety w/ Mag b/c it makes this :hp: throw set-up unmashable:
:d::hp: + Bison-B, sj.hp xx AD/DF xx sj.lp xx sj.hp/hk (whiffs), land, :hp: throw, orb hits, ROM or relaunch or :hk: xx MS or whatever
Neat attempt at using Bison-variety for stuff Demon Dash. I like that assist. The fact that it is a looming attack is pretty cool. As someone mentioned before, now if only Strider’s ‘WWII’ bomb was an assist
just mentioning…that’s it’s easier to read/understand/comprehend either
words and letters together: cr.lk, cr.hk
or just the symbols: :d::lk: :d::hk:
…
you’re post is too hard to read Judge…wouldn’t it be easier for you to just use text anyway? and it would be easy for us to read it.
i’ve taken a liking to the symbols after messing around with the Akuma FAQ. i figured i would take advantage of it since this is SRK. if it’s a problem for most ppl to read my stuff though, i’ll take out the words. sorry about that
:d: yeah, i thought about it and figured as much haha i just amended as necessary as there is nothing for sj i will just use words, and since there is nothing for standing/neutral i will just let the normals themselves take that spot
the symbols work, as long as you can use them with only symbols, when you mingle text in there it’s a burden to pick things out. I can read it, but my brain will take extra time to process it.
this is IMO, I would think it’s the same for other people, but I’m not sure.
Unmashable Tempest set-up w/ Bison-Variety:
:d::hp: + Bison-B, sj.hp (works best) xx AD/DF xx sj.lk xx sj.mk, land, re-jump w/ :u:lp/lk xx :u:mk xx :u:hp/hk into exploding orb xx MT
edit: actually, i would recommend just doing re-jump into :u::lk: xx :u::hp: or :u::hk:
if you don’t feel like going into Tempest or just want to do something else you could land after the connected :u::hp: or :u::hk: and ROM or MS or, the neat part, just :hp: throw using this set-up on re-jump:
:u::lk: xx :u:hp: xx :u::hk: into orb, land, :hp: throw
*this is cool b/c Bison-B leaves them right in front of you after it does its hits and they are out of hit-stun for that brief fall (meaning some characters will be able to squeeze a counter, but if you have an assist that baits this, feel free to use it here)
Another cool thing I was messing around with was:
c.lk + assist, c.hp, sj.hp, ad/df (pause) f/b + hk, [d]
You connect the throw, it resets and throws them down into the orbs. Timing from there is pretty tight, takes a lot of fiddling with to get the exact height and timing required to follow up. But you can do a few things, like go into ROM, combo into s.hk, stuff like that. One sweet but useless thing to do is another arial throw, it works if positioned right but is far from practical, both in it’s set up and it’s follow up uses mid screen.
Deffinately interesting, but taking time to go further with…
:u: Well that seems cool given Mag has a 50/50 tech to play with…but if you’re going into ROM or performing any other set-up that Mag can do after launch w/o assist, unless it somehow adds to the damage via numbers or reset option, I don’t see how it is practical (also, don’t forget that we are dealing with an escape window here by introducing the throw). Keep playing around with it tho. Neat stuff
edit: i’m going into training to test your set-up vs non-assist by numbers
adding:
ROM set-up w/o assist: 30pts dmg
ROM set-up + [d+hk] throw + assist: 30 + 16 +
note: getting the throw to connect itself is a little tricky as the timing on the bounce is funny but cool
edit2: i may have to go with adding a step I previously mentioned to your set-up b/c the window is very small for your set-up if it is actually there…Mag slams them to the ground where the orb OTGs, but when set to safe fall the cpu easily gets out of this…so i do:
…AD/DF xx sj.lp/lk xx sj.hp/hk (whiff), land and hp/hk throw near instantly into orb
Also, if anyone wanted me to do these ideas on vid and put them up on Youtube, feel free to ask. Wouldn’t be much of a bother if you don’t mind the webcam quality.
umm…I think Mag’s 5-fierce into orb into tag-out is the shit. I first connected Cable’s tag out into j.lp xx j.hp xx AHVB til death, but Storm’s tag-out works as well. No doubt, Sent’s and IM’s would too
*i tried IM and his variable attack (j.lk) tends to either barely whiff or just miss linking b/c of how low it has to catch the opponent
*Sent works
XD, you cant xxhypergrav a 5 fierce.
Ive seen it mashed before the tag hits as well. Ahhh combofiend.
i dont think he meant HG after 5 fierce. he’s been talking about m bisons orb assist
I’m wondering if mags/cyke/tron is a workable team.
or is it too godly assist+mags happy with not enough DHC mechanic?
its workable, but you just wont win any tourneys with it. drop either assist for storm and you just might.
c.lk c.hp lp lk lp d+lk ad/df d+lk lk lp lk lp
How come it’s so hard to super cancel from EM disruptor to tempest?
because silly, you have to BELIEVE you can. if you BELIEVE you can, cancel shall you of this EM Disruptor
Beginner Magneto here.
What’s a good Magneto team to learn him? I’m currently using MSP but I keep reading posts saying MSP is too advanced for beginners.
eh, no. If you like MSP, stick with MSP. What it all comes down to is that the more you play the team, the better you’re going to get with it. You need to abuse them until you are familiar with what you can do with that team in a billion different situations.
If you want to just get better in general, then I’d practice all the top tier teams. the more you understand how they work, the better you can defend against it.
wats magnetos easiest/mid damaging combo, besides Psylok assist? i cant see myself landing c,lk c.HP sj HK ddf lk lk midmatch yet. any suggestions?