The last ROM thread...info on how to perform the ROM infinite inside

you can do it on normal sized characters too. when you get it off, just pay attention to the specifics on how long you waited to dash, and how late you delayed the last mk. i know its hard, but i wouldnt say don’t bother learning how. magneto can’t do too much when the opponent is at that height except for DHC, or cause FS. its nice to catch somebody in the air with the ROM when they expected they were too high. fucks up their entire game plan lol.

so i guess my point isnt to learn how to do it off the launcher, but to try and at least be successful SOMETIMES when the opponent is at the equivelant height of the being launched

wait. i can do it very well off the c.hp but my problem is with doing it the normal way. (c.hp sj.hk. addf lk,lk) so what should i learn. is it important to learn it the normal way

If you can’t do that set up it pretty much indicates you have quite a bit to learn… Read up on and start practicing the five fierce… That’ll help…

yes I do. Thanks for all of your guys help. One more nOOb question. What is the 5 fierce and where can I find it on SRK to learn it.:looney:
PS: Is it harder or easier on the xbox controller. I dont go to arcades so I just use my modded xbox to play. (question specific to anyone who plays the xbox version of MvC2)

c.hp ^ sj.hp/sj.hk addf sj.hp sj.hk (OTGs) v c.hk

Cool I can practice that now. Thanks again for your help.:wgrin:

what does s. rh mean?

standing roundhouse kick

Can someone tell me how to connect magneto + psylocke AAA to Magneto’s ROM? When I try to do connect to the ROM, the characteris usually too high and I can only get maybe 2 reps on it.

it’s all timing. don’t forget that hit stun does not go away instantaneously. you have until the charachter hits the ground to hit them. So just wait a little longer before you start the rom. Lots of problems with the rom can be attributed to being too quick with something or too slow. Just play with the timing and don’t rush it.

Ahhhhh I see thanks

if u know how to super jump cancel then u can just wait until the character lands and then do c.lk c.hk. (this will juggle them in the air and they will still be in hit stun) As soon as u do c.hk u let go of the stick which puts the stick back to neutral then u do a super jump and do lk mk ad/df lk mk repeat.

this is important to know becuase alot of times when ur in the midst of battle and u get psylock assist to hit u might not be rdy to make ur move when the opponent is still in the air. if u use this tactic u get more time to dash in and do whatever.

sealhunta is right as well… although it is a little harder to learn to sj cancel than go straight into the rom. But once you get that sj cancel down it will open up your combo world to another dimension. If you just need to combo them and don’t wan’t to risk them rolling after the psylocke hit or just happen to catch the assist and the main character with psylocke hit… then it’s good to go straight into it and finish them both or double snap them.

Thanks, when psylocke hits my opponent i do the c.lk c.hk then sj into rom, but by that time i get the rom the opponent is too high and i only get about 2 reps on a lucky day. is there a special timing when doing that or can i sj cancel into the rom?

if they get too high u can just do the whole infinite faster. or you can do just one lk on the way up.

keep practing and get into a rhythm and sooner or later u would be able to do the rom forl ike 40 hits and the opponent should stay at the same height. you’ll learn to adjust if the opponent changes height mid-infinite so u can keep going.

you want to do it slower if they get too high…

the last mk on the way down maybe, but if u speed everything up they wont go as high with each hit cuz u hit them before they can move up. but really changing the speed isnt the bets effective method, using one lk or one lp on the way up instead of two is the best method.

you should always do the first 2 LK’s as fast and as soon as you leave the ground.

After that it’s just a matter of when you ADDF LK LK, the longer you wait, or the slower you kick, the lower they get, faster brings them higher.

think of it like this, on Sent or Juggs, if you stick to LK LK up LK LK down reps, you would do them super fast to keep them high.

If they get to high then one lk on the way up works to.

i guess i stand corrected,

and as for sent, if i do my normal rom (lk lk ad/df lk lk) i can only do ONE rep becuz they get too low and land. I have to do lk lk ad/df lk mp mk)

if i tried doing just one hit on the way up i would fail even harder.

Thanks everyone