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

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If you hit the sweep while your opponent is still in the air it juggles them…allowing you to land hypergrav on characters that aren’t heavy. The classic is using psylocke anti-air to pop them up and them c. sk -> sweep -> hypergrav.

Thanks for the help you two. I can get the c.lk > sweep > hypergrav down. Which you guys think is the easiest infinite I should learn with Magneto or what infinite should prep me to do his easier?

Rom by far. Although it has a bit of a learning curve, it is universal, very forgiving, and can be used for both resets, hyper grav tempest setups, and dhc’s. Also, if you land a hit on sentinel anywhere on the screen you can go into rom.

It is also very easy to land rom, and you can start it off any of his launchers and most anti-air assists.

Good looks. Do you know the inputs of the ROM(I think its a ROM infinite) that is used on Sentinel without super jumping? I see think a lot. It uses the regular start up c.hp sj.hk addf I believe. Also seems I’m getting better at doing this infinite just a lil. I got past the floating part… Now the CPU just blocks the end of the rep >=(

People use the normal jump infinite sometimes inbetween iterations of rom. It’s just timing the standard magic series in a normal jump. It’s easy to do on sentinel, you just push the buttons slower to keep sentinel in the air while you are falling towards the ground.

My variant of rom on sentinel is to do a full magic series into the dash short kicks instead of two short kicks into dash. The extra hits keep sentinel in the air since he’s heavy and falls quicker.

I need help with something. I was in training mode, and I think I found a ROM setup with Magneto and Tron Bonne’s projectile assist.

Basically, the input is:

                                        c.lk, c.hk, call Tron, sj                                 

Then from the super jump you do the ROM infinite.

Only problem is, I can’t ROM so I can’t confirm this. Can anyone here that can ROM please try this out? It looks pretty plausible. You have to start up the lk’s extremely quickly after the super jump.

Thanks!

It works, but I wouldn’t say that would be a good combo to start off learning the rom.

Awesome.

Yeah I need to learn the ROM first, I was just experimenting in training mode and I came across it.

Good Damage on it. I think the easiest launches to learn just the part in brackets [sj.lk, sj.mk, addf lk, sj.mk] are s.mp (lpx2), psylocke aa assist and sentinel projectile assist. after launch just go straight into the brackets.

learn the c.hp launch into rom also. i think magnetro has a tutorial on his yt account. the c.hp launch good because of damage and the setup once you land after it.

good luck

I’m having trouble with this basic rom infinite…

infinite - sj.LK, LK, airdash df. LK, LK, land, repeat. I will enter in where i’m ending up on the other side of the character when not wanting to.

sj.LK, LK, airdash df (HERE I end up on the other side of them). LK, LK, land, repeat.

I must be pressing it too fast? I addf beneath them and then end up on the other side of them…<.< I must be doing something really wrong cuz it ain’t workin!!! :looney: I go in training a lot to figure this out yet i can’t.

Yeah, you aren’t cancelling the dash into short kick. It shouldn’t look like you’re dashing at all. Really if you watch the rom infinite, it looks like magneto is going up, kicks them twice, then suddenly kicks them twice more while going down.

The button press between the air dash and the next kick is almost instantaneous. It’s not quite pushing the 3 buttons at the same time, but it’s very close.

If you’re seeing actualy air dashing, you’re missing it completely. The air dash is used to change magneto’s direction.

Are you using claw or slide method? If you don’t know what those are, you need to read the whole thread and then try again.

I am having trouble with the ROM. I am playing on a Dreamcast (using one of the ugliest controllers made). I set the PP to the R trigger because trying to press both punch buttons on the controller into another action is just too hard. My problem is that when I am doing the combo, my addf lk either misses, or does not connect with the combo. Any help on how to time it right? I tried watching the ROM hands video but it didn’t seem to help since I use a DC controller. Also, which would be better to use on this ugly controller? The joypad or D-pad?

I don’t know about a dreamcast pad, but you can definitely do the “claw” method on a playstation pad. Use your index finger and middle finger to push the punch buttons, and use your thumb to push the kick utton.
If the short kick isn’t comboing, you’re not cancelling the dash into short kick fast enough. In fact, if you see any dashing at all you’re cancelling too slow.

The timing is very similar to a boxer’s 1-2. Or a trill on a piano, or a ~ in tekken, or a kara shoryu in 3rd strike.

The dash cancel is not my problem and also the claw/slide methods wouldn’t really work on the DC buttons. Look at a picture of it if you don’t know why. About the timing you said, is that for the pause before the addf lk?

There is a pause before the addf lk but the dash is there so you can go from a mk to another lk.

I just wanted to get this clear, you can go straight from psylockes AAA into lk mk, add lk, mk right? because I wanted to practice the canceling part of it and almost every time I try to super jump after after the char after using psylockes AAA the char I’m comboing on the kicks are missing completely and I have no idea why which is sad considering I was starting to get the add canceling part down, whats weird is they only to seem to whiff on a super jump not a reg jump

thank you for your help in advance

Yes, Psylocke’s AAA is one way to start the ROM infinite, but you want to get comfortable with the height and timing of the ROM first. I say, start with the mp launcher, or Sentinel’s proj. assist. Those give you the perfect height to start, if you start with Psylocke’s if you start the ROM too early, they’re too high, and vice versa. You want to get the perfect height at first and get comfortable.

I learned it from the c.hp launcher: c.lk, c.hp, sj.hk, addf lk, [slight pause] sj.mk, ROM infinite.

Edit: pretty much you want the launch to be consistent.

I don’t agree. Your mileage may vary, but for damage you want to land big hits early, and adjusting for height was very difficult because I always used something to setup the infinite.

I think learning the multiple ways of setting it up are just as important as the infinite, otherwise you’ll have the same problem I had, forever choking on a setup when it wasn’t at the perfect height. For me, learning the actually infinite was tough, but learning to make the infinite practical was harder and more difficult.

Besides, doing it that way forces you to learn 2 combos eventually, requiring more work. At first you just do the infinite off of rocket punch, but eventually you want to do the launch version of it because you can also do five fierce off the launch.
So you wind up spending all this time learning one combo only to have to spend more time later learning to do it a different way.

May as well just suck it up and learn to do it the right way in the first place.

ok thanks for the different set up advice what about the kicks whiffing completely when I try to super jump after them any help in that area because that’s the only real issue I have with it.

having trouble with infinite after slide (down HK), they fall to the ground either while the mk hits or before. whats the reason for only doing lk when going up?