brainless guardbreak if you get tech-thrown in flight mode:
HK throw (opponent techs), aduf, LK xx tempest (wait a sec) xx DHC hailstorm
brainless guardbreak if you get tech-thrown in flight mode:
HK throw (opponent techs), aduf, LK xx tempest (wait a sec) xx DHC hailstorm
… why am i always get 'addf lk ’ over downside the opponent and doesn’t hit?
maybe you’re doing the sj.lk -> sj.lk low enough
What’s the best way to get the super jump canceled into the 2lks on the way up? I can’t super jump fast enough.
too low??? I though this rom will make the opponent getting higher…
Anyway, i solve the problem against Sent. can make it 30++ hits.
But, against Cable/ Mag… the combo is zero…
I think i am doing something wrong somewhere… :wasted:
what i mean by “too low” is that by the time you do the addf lk, you’re dashing ahead of the opponent your hitting, and by then the sj.d lk will miss because the opponent is above you, am i right?.. IMO, you should be hitting the opponent with your kicks in the body (for all the human/demi-human characters), not in the leg part.
You are right, the opponent always above mine.
I think i made the roms in wrong level… even for sent. it should be higher than Ironman do.
Does the infinite can do in normal jump, not s.jump like below vid.?
http://www.zachd.com/mvc2/combos/infinites/magneto_infcombo_001.mpg
no prob. keep practicing and soon you’ll get the feel of it.
i can do the lk lk ad/df lk lk rom on my xbox at home with a game controller. but in the arcade i always end up doing he lk lk and airdash and the character is way to high and i dash underneath the character and my lk whiffs. i just read that i should do lk ad/df lk lk but is there anything else i can do. on the controller at home i do lk slight pause lk slight pause ad/df lk almost at the same time then lk. but on a arcade its harder to do the ad/df lk at the same time with controll so am i just doing it too fast? is there a way to trow in a punch instead of an lk. and i forgot which one is the kick that keeps them low. is it d+lk or D+mk
If you’re air dashing underneath them, you might be dashing too early, but more likely you’re waiting too long after the dash to press lk.
d+lk, there is no d+mk (well, it just gives you regular mk)
^ yeah but if that is my problem would switching to one lk ad/df lk lk help me? and thanks for the d+lk part cuz i forgot which one it was and since i cant rom i used to do the normal jump inifite lp lk lk and u hold down on lk which disabled me from doing long infinites. i stopped playing magneto when i realized i couldnt rom on the arcade sticks/buttons but now i want to pick him up again.
No, you do one kick on the way up if you have trouble keeping them low enough.
like green said you are either
1.) after the air dash, you’re not pressing the D+LK fast enough after the dash (it should be immediate
now to solve this you need to realize if you use the SLIDE technique or the CLAW technique
if you SLIDE, then i’m 90% sure that you are have problems with # 2 dashing too early. the way the slide technique works is emphasizing that you immediately press the LK after the dash, so if its not connecting its not the lk speed problem, its the dash
now if oyu CLAW it could be either problem #1 or #2. obviously, try and notice if its number 2. if you dash while you are at the same height or BELOW your opponent, then you need to delay the dash. wait until you are slightly above the opponent.
now if its #1 then its a common problem when learning to CLAW, you need to discover a way to IMMEDIATELY press the LK after your dash. i mean, immediately and ALMOST at the same time as the dash. how do i do this?
start off by pressing the two dash buttons with your index and middle finger, and at the same time pressing down the lk button with your thumb. MEMORIZE THE WAY YOUR FINGERS ARE POSITIONED, it doesnt matter if its uncomfortable. learn it because most likely that is your most natural way you can press those buttons. now when performing the rom, right before the air dash down put your hand in to that position that you just learned accept lean the two DASHING fingers slightly lower and closer to the buttons so that those two fingers can touch the two buttons and not your thumb. now press those two buttons and kind of ROLL your hand (pushing your palm downward) to make the thumb touch the lk. its kind of like a flick of the wrist. it lifts up the two punches and immediately pushes the thumb. i’ve just recently started to claw and this is the most effective way. i can now rom to 40 hits no problem as long as youo strictly pay attention to the procedure i just listed
now for the ONE lk on the way up, that problems criteria means you are ABLE to rom, but the hits bring the opponent TOO high and the combo starts to break because you’re travel time between the ground and back to the opponent is too long. you can either 1 delay the LAST mk before you hit the ground OR you can do one LK on the way up. delaying the last mk lets the opponent drop lower to the ground maintaining the ideal height. one lk on the way up does the same thing, just with a different attack. the MK’s are what determine how high the opponent will go, so work around those
Wow, this thread is helpful.
I never knew any methods to do the ROM infinite.
Now I always thought 1 lk would leave the opponent at a stable level.
Wouldn’t doing the nfinite 2 fast make them move too high?
its kind of weird to explain
the most important move to pay attention to is the MK on the way down. the later you perform it, the LOWER the opponent wil be. thats why theres that SLIGHT delay before the MK on the way down. now some people get anxious and forget to delay that last MK, so to those people i state the option of doing 1 lk on the way up.
MK’s bring the opponent higher, so if you only do ONE lk on the way up and no MK, then they won’t get as high which is why you need to do it faster (you now have less time to do the combo because they are closer to the ground). now for the MK on the way down, its delayed so they will get closer to the ground, but since you’re doing the 1 lk on the way up, it defeats the purpose of delaying the mk on the way down. yes i know its confusing, but it will make sense if you read what i just posted a couple times lol
yeah hella confusing
doing 1 lk on the way up will put you in a perfct position for the next set after the AD. You can do it really slow and it does get high til around 20-30 hits, which mosta the time is when ppl end it.
the timing is like
tap…tap…tap
when they get a little too high change the timing to
tap…tap…tap
it worx (barely)
They get high after the 5th or 6th rep.
Thatz my stuff on 1 lk on the way up.
Quick question, wouldn’t 2 kicks on the way up move the opponent too high after 2 0r 3 reps?
not if you time the mk on the way down correctly. so anytime the opponent is too high your goal is to delay the MK on the way down. delaying it lets the opponent drop a little longer and think of the mk as the stopping point. Since they are high. you want to stop them later as they fall closer to the ground, hence the delay for the falling mk.
performing the d+lk sets up the mk to be pretty delayable. mess around with it and learn to delay that mk because the rom timing for the most part goes
tap…tap…tap…tap
got no time to train at all, but this "doing 1 lk on the way up " may be is a best option for me to solve the ad.df lk problem…
I swear i will learn this rom, Mag is the only reason for me to play back this game after 4 years “resting”… :lovin:
This thread is great! :lovin:
what do you mean by no time to train at all?
yeah, i also had the same feeling when practicing ROM over and over again gets me frustrated and almost i really wanna give up.
practice… its 4 years for you, and just only a year for me resting and playing again because of mag.