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

that is a more advanced tactic. the timing is ridiculous on that setup. it is easy to pull off on Sent, Juggy, BH and heavier characters. but on the smaller characters it is harder. you can try it if you want but launch, RH, addf lk lk is the easiest on normal characters.

well that may explain why I’ve been having so much trouble tryin to do it and here I’m thinkin I’m just no good( well that may be true) uh is there a vid some can post of showing the sliding and thumb technique so I can figure out if I’m not doin something right with my execution
thank you very much for the fast response RyanC

there are vids about the finger execution. they probably won’t be too helpful tho. take it from me. Do you have an arcade stick btw? basically the slide is most popular and efficient. No one i know does the claw/thumb technique. But do what works. i converted to slide after i saw how easy it was. My best advice is to get the solo set up down. to do the slide just take your index finger and slide it from lp to lk. after the dash. then sj and lk lk. it takes a lot of practice. but you will get it.

I do have an arcade stick a MAS stick to be more accurate,
I can cancel into the second set of kicks ok if I just di launch lk, lk add, lk,lk but I haven’t been able to airdash fast enough to get all 4 kicks to chain once in either set up
the second set of kicks don’t even comeout for me when I do launch fk add lk,lk sj, lk, lk, add [lk,lk]
the kicks in brackets won’t come out when I do them. proabaly cause its a mcuh a shorter time to cancel the airdash and thus to harder cancel it.

hey I found 2 vids that show the hand motions for the sliding technique that helped me alot just thought I would share it with everyone, it helped me alot as I thought the slide described in the post was very different than the one shown here hope this helps anyone trying to learn the game.

[media=youtube]V-xgSkrNM5M[/media]

[media=youtube]qrpRg5HnaPg&feature=related[/media]

Im pretty sure mixah posted the first video a while ago

Its hard to tell what your problem is. If the two lks aren’t coming out at all then you are pressing them before the addf.

-if the two lks down are whiffing… then you are doing the addf lk’s too fast.

-A general rule is to let mags foot get just a tad bit above (We’ll say Cable) Cable’s head. then addf lk pause lk.

get ready for hand cramps, frustration, hours and hours in the training room, and success sooner or later.

If the kicks after the dash don’t come out, you’re probably air dashing too early. As an exercise, try waiting for Magneto to rise up high enough so that his add sj.d+lk hits the opponent’s head.

If the kicks after dash don’t come out it means the opponent is too high, not that you are air dashing too early.

If you sj and instantly attack you have to slightly slow down so you gain some height relative to your opponent before the dash, but if you sj and land first lk at mid and second lk at their head you can instantly dash lk and it will land.

let me try to explain a bit more I’m attempting to do this with the "slide technique"
I guess that waiting to airdash might help I’ll try it next time I pick up to train but it appears to be canceling the kicks is the bigger problem does it actually become to easier to cancel if your at their head? oh and elder god thanks for clearin that up how high is too high for the opponent to go about
ok last thing is anybody in Massachusetts area or play around Tokyo game action Winchendon, MA I would really appreciate some help there or better yet if anybodys plannnin to go to anime boston this year I theyre game room could be better (I wish they did Evo east 1 more year)

ok oh andsorry I’ve been away for alittle bit so I haven’t been respondin to some your messages but I’m back for now and would like thank all that helped

i use slide technique. i used to have a lot of trouble missing dashing and getting kicks to come out. my problem fixed itself basically when i switched to an HRAP last six and also with Seimetsu buttons. also, with smaller characters… i do this on the up and down sets:

sj lk lk (delay) ddf lk (delay) lk

i dunno if it’s just me but the 2nd delay keeps smaller characters at a more stable height to work with. i used to alternate sets on the way up with 2 lk’s then switch to 1 lk whenever i would see them going to high but now it’s not so bad for me… lol, once you learn to control the height… you just do whatever.

my fav combo into rom on a waking opponent is:

sj adf (holdback) hp hk, dash cr lk cr hp, sj addf lk lk, sj lk, addf lk lk, hk+psylocke, tempest, otg into more shizz.

You can’t do c. lp, c. hp, sj addf lk lk. the c.hp would send them too high. maybe you mean c.hp sj lk lk addf lk lk ,

Scooba- its all a rhythm. sj tap tap wait tap wait tap. if you know anyone that roms then just look at their fingers and listen to the beat. from psy the two kicks come out as fast as you can pretty much. just wait until mags foot and even his thigh gets above their head then addf lk wait lk. if it wiffs do it slower. if he blocks then do it faster. So make sure you put on autoblock. spend an hour until you can do one rep. when you can do one rep you have it. it took me a grip to get this but once i had it i had it. Now i’m into resets galore and trying to catch up to all the other people. Hope this helps.

lol… yes you can dawg :wink:

i can do it against sent… shit, even mega man.

yes, JohnnyQuest is right, RyanC, you just need to time it. sorta like the st.mp laungh, sj, addf, lk, mk…just stricter

“sj lk lk (delay) ddf lk (delay) lk” that’s the standard for ROM though

“hk+psylocke” do you know how to do the ROM, call storm in between, sj lk mk adf+hk into flyingscreen typhoon setup?

you need to call storm when you land of course, and using negative edge you press her assist button on that 2nd mk on the way down (that’s how I do it)

anyway, try that with the HK+psy setup. ROM, sj. lk mk, add lk mk+psy, land, hk+super.

what this does is calls psy out sooner to pretty much coincide with the st.hk so that you don’t do st.hk, then psy hits (which knocks them really high) then the super comes out sooner so it starts hitting them higher up and they don’t get hit by as many shards.

the setup I’m mentioning means more damage on the tempest and you can still OTG. try it out

yea after watching a few djb-13 vids on mag, i started practicing doing ROM into sj lk lk ddf lk lk hk+typhoon hyper tempest, yesterday. does loads of damage but i’m unsure if it’s like mashin out in the corner or mid screen timing…

oh shit, edit:

i just realized what you were referring… yea! thanks i’ll try and get that timing bc i do know the before you land assist shiz.

:embarrassed: lol

it wasn’t really one of those i have tried that and it doesn’t work things. As soon as i finished typing it i went and tried it and did it. lol

my bad. it didn’t take long to get flamed for that.

:bows:

thanks again for the help guys I have one last question what does “ROM” mean? is it like some fancy techno babble as in comps Read Only Memory (like that would make sense) or what?
RyanC as far as gettin the rhythm would help if I had any rhythm

I’ve heard it was named after the person who first showed it in a combo video.

i thought i meant Range Of Motion, i’m not so sure though…

Fail post was fail. : )