[Newbie] Magneto Thread - Q & A

You mean, how to do it? It sounds like you are not doing the 3rd lk immediately after you addf. Push the lk button as if you were trying to hit lk+lp+hp but you were a little late on the lk.

sj.lk (no pause) sj.mk (slight pause) addf (no pause) sj.d+lk (very slight pause) sj.mk land

You guys rock…Thanks. I was landing the lk lk on the way up and was either delaying WAY too much and addf into the opponent as they were able to block, or I was dashing too soon and not throwing out the lk fast enough with enough of a delay on the way down. I don’t know if that’ll make sense to you guys, but the important thing is I can do it now. Thanks for your help!! :tup:

Another question. I am pretty new to Mags so, bear with me…When people use Mag against me and I’m OTG blocking, it looks like the Mag player tri-jumps into me and does a series of hits to me that is VERY hard to follow and block (I assume this is “rush-down”). The Mag puts so much pressure on me that it just simply overwhelms me… The question is, how do you do this? I can tri-jump just fine and when I go into the opponent, my series of hits doens’t have the same smoothness and they block all of the hits every time. So what is the best button combination to rush the opponent and knock them into the air, ROM them, etc.?

What’s OTG blocking?

You do it by jumping or SJing (I prefer SJing) and immediately doing addf (no pause) lk mk or hk, just like the 2nd half of each set of the ROM infinite. Since you’re new at rushing down I suggest you have an assist that can set up the beginning of the combo after you rush down, i.e.:

tj.hk (that means triangle jump - jump addf) land c.lp + assist s.mk

Note: the c.lp basically eliminates the need for you to dash in after you land, because you often land too far away to do c.hp or c.lk c.hp. c.lp and s.mk have damn good range for normals, which lets you combo in the assist without dashing in.

Now, depending on what assist you have (Psylocke AA, Cyclops AA, Sent proj), the combo will continue differently. If you do c.lp+Psy AA, after she hits you can either walk or dash forward and OTG with c.lk c.hp and start an air combo or OTG with c.lk c.hk. If you SJ cancel the c.hk you can go directly into ROM, or you can cancel c.hk into Hyper Grav, c.hp sj.hp addf sj.hp (which leads to an easy crossup after they wake up), OR c.hp sj.hk addf sj.d+lk sj.mk and start ROMing from there. If you use Cyclops he basically sets up an air combo for you, so dash forward and SJ up to do what you like. If you use Sent-proj, you have to dash forward (don’t dash too early or too late) and c.hp and finish off the 5H (in case you don’t know, the 5H is c.hp sj.hp addf sj.hp sj.hk c.hk), or you can do an air combo/ROM. You can ROM straight off of Sent’s proj assist, but you can get more damage with the c.hp.

Now, you should have at least one assist that can remove the need for dashing, but if they die, it’s easier to dash in after tj.lk tj.mk and do c.lk c.hp rather than tj.hk. However, attacking in the air with an air combo finisher (either an hp or an hk) after launching will give the flying screen effect if the opponent was hit multiple times in a jump-in (like the tj.lk tj.mk). This means that if you try tj.lk tj.mk land dash c.lk c.hp sj.hk to start the ROM infinite, you won’t be able to because the hk will send them flying.

You can set up lots of resets and unmashables with the ROM, but it’s easier to do the 5H for now. Does 62 damage on average defense (lifebar has 143 points), which is almost 50%. Toss in Sent proj and it goes over 50%.

To block rushdowns, you kinda have to guess what’s coming. Practice against good rushers to get accustomed to the possibilities of attack.

EDIT: You can practice the [tj.lk tj.hk] infinite (repeat brackets) to practice triangle jumping.

Thanks,

I was got mixed up in my terms with the “OTG blocking”. I meant c. blocking…LOL. Well, I’ll practice my rush downs and go to my local arcade to practice taking the rushes, but the 5H (5 Fierce) combo you speak of, is it launch sj. hp, addf hp, hk, c. hk…? If not, could you specify the combo? I’ve tried this and it seems way harder to learn for some reason than ROM… :sad: Thanks for your help!

This maybe a stupid question, but how do u get the light blue or purplish color of magneto like i see in vids? Because im sure theres more colors that the 6 in this game.

If you look hard you’ll see:

(in case you don’t know the 5H is c.hp sj.hp addf sj.hp sj.hk <- this OTGs c.hk)

in my post. Anyway, it’s a bit tricky to learn, but once you’ve practiced the muscle motions a bit, it’s easy to do. I wouldn’t say you should do the first sj.hp as soon as possible (unlike the sj.hk to set up the ROM), because if you do it immediately it tightens the timing for the rest of the hits. Anyway, after you launch and go up, press hp (minimum pause) hold df press lp+hp press hk press hk.

If you can get the 2nd sj.hp to combo from the first, the 2 kicks should be a piece of cake unless you start too high or low.

light blue color is LK in arcade, the colors are weird on console, purpleish color is MK(HK)

ya i tried that on console cant get neither one of them

It’s the same thing on console. :confused: Check your buttons.

jab = normal
short = dark blue
fierce = greenish colored cape
roundhouse = purple
assist 1 = brighter version of normal
assist 2 = red with black cape.

Bleh. What’s the best way to dash in after hitting with Sent-A?

f,f ?
delay it a little bit and 5-fierce feels easier

do it ASAP to rom afterwards (instead of c.HP)

i am a good mag player. i played back in 00 to 03.after that i just dropped the game. i was very good(Beat Jwoo in 02). i know all his combos and air dashin shit. i just recently started playng the game again.as i looked at the videos i saw that the mag infinite after launch hk addf+lk lk (land) ad up lk lk and it looks like the persons ad down n lk lk. i have read the thread 2 times and i still cant do it can some 1 througly explain thos onfinte for me i mean real closely.i would love to land and keep oin this lil infinite. thankx

the rom infinite…

there’s not much more that one can say… it’s launch, sj, hk, addf, d+lk, lk, land, [sj, lk, lk, addf, d+lk, lk, land]

timing’s like

sj.lk.lk…addflk…lk

Appreciate it. I’ve been trying to dash in with 2p.

I started picking up MSS this weekend, I need to know though, how this team is supposed to be played. Like, I can’t get anything out of the videos.

Is it just like any other Mag team, youi wreck them until you can’t wreck anymore and DHC and run away? Or is it something different?

Beats the hell out of me. I’m sure even after 2 years of playing my fundamentals are still shit.

rush like crazy until mag is about to die, mostly the same tactics as mag/psy, but your resets can’t be nearly as random (you want most to lead to LK+sent,LK -> whatever. sent as an assist can take a lot more damage and deal a lot more when counter-called. keep a note of that, as sent-a assist does ridiculous damage for a single hit, you can punish most assists with call sent, dash, launcher, hold upback to block.

obviously when you’re planning to get mag out try and assist punish and dhc. framekill something random into hailstorm. there’s a bunch you can do, but try and do it a little earlier than usual, because you’re gonna want some life for sentinel to use magneto’s assist to lockdown.

storm plays about the same as magneto, try to land resets into assist, assist punish with sent, but in this match your assist punishing is a lot stronger, since most shit you can just punish with sent assist, launch, hailstorm. first aircombo you land with 2 meters should always dhc to sent, unless your sent is beat up or you want to save meter to fully kill a sentinel or something.

don’t be too agressive with sent unless you’ve already killed their AA assist, magneto assist can work as a ghetto anti-air but you’re gonna be hard pressed to keep a solid magneto or storm off of you. try and dhc to storm or mag if you can. if you’re down to sent/storm keeping in storm til she’s low on life is important. just switch in from sent if you’ve killed someone. storm being on point with 2 meters is what gives this team punch in the end game.

watch jmar, yipes, magneto-x (especially jmar for storm/sent).

Mag/Storm unmashables (don’t know if they’ve been posted)

RH throw into corner, s.LP+storm s.hk (one hit) xx MT - works on Cable and Capcom for sure
RH throw into corner, call storm, c.lk xx MT - works on Capcom for sure

Is the one that most people do midscreen unmashable?

Romesque shit, st. hk(1 hit) + storm xx hyper grav xx tempest?

And again thanks for the help ragnafrak.