Played some people from another city and they actually complemented my magnus!
I’m getting there with Eric. Needs moar crispy movement
Played some people from another city and they actually complemented my magnus!
I’m getting there with Eric. Needs moar crispy movement
So over the weekend i had a nice gaming session with some friends and saw that one tried to experiment teams on my main team (knowing him that was a bad idea so he went right back to zero may cry). Now me playing Mag Sent Doom knew that ZMC was a hard match up so I decided to switch Doom’s assist from Missiles to Plasma and the results were terrific. Plasma Beam with :l:/ disruptor works so good against Zero neutral as well as stopping Rapid Slash and Jam Session cold. Another thing is that I was able to stop him from trying to tech my TAC infinites doin the fchamp shit (Senor Cleats for the win) and got the infinite with Sent every time I tried doing it.
Plus with plasma beam assist and mixing up :l: & ,drones I was able to get the kill on incoming after the tod on Zero using command grab and fuzzy guard setups. Superjump blasts also work well against ZMC.
This team is so godlike.
#zeromaydie
I’ve been switching assists according to match-ups too. You just have to.
Like, vs missiles based teams, switching your own missiles to plasma beam helps you punish the other guy so hard. Like, Call Doom, Dirsuptor, plasma hits > disruptor is pretty much free on the assists.
vs zoning teams, I change both Magneto’s and Doom’s assists to the beams. And I might start changing Sent drones to Bombs, vs annoying teleporters like Vergil.
Anyway, looking for other variations of the infinite.
Are you talking about Sentinels? Because he really needs a more practical setup since **[ j:l:j:l: fly j:l: j:h: unfly j:h:] ** is only good for when you’re confident in your execution, time abuse, and have well thought out setups after the kill
nah man. Magneto. I have 2 so far. The magnetic blast one and a new one I just developed. Just having fun with this shit xD I’ll do a 999 hit infinite this week, most definitely, and it’ll involve every variation I can think about right at the beginning of it. So, look out for that I guess.
EDIT: Forgot to post what the variation was:
j.:h: xx Fly > j.:l::h: xx aduf j:h: xx addf j:h: xx adu j:h: xx Unfly > j.
[land]
Looks like a mini ROM heh.
EDIT2: Wow, lol:
j.:h: xx addf j.:h:
You can’t loop these together I think, for height control reasons (this brings them down), but you can use this coupled with the base one, just to mix it up a little.
trying to work on some stuff. come on through if you guys wanna help meh
Guys, can I create a thread for the infinite? There’s too much on this thing to let it be lost amidst threads and combo threads.
Tell me what you think. I found some resets off of it.
You don’t gotta ask permission bro lol each unique proponent of a character should warrant its own thread.
It should be like the BnB thread. There’s specifics on the infinite such as: notations for the variations, the different versions of the infinite, which directions does it work, tips on how to do it. Reset options.
[media=youtube]4YsQvMRLWl4[/media]
Does this go in the BnB thread? I’ll post it in both. Magneto BnB with my team. Builds over 2 meters, meaning I get a guaranteed Gravity Squeeze if I decided to start Magneto first. Sorry for the quality, might upload a better one tomorrow.
Really proud of the Zero extension I came up with. At the end of any BnB ending in hyper grav, you basically get two more hype grav loops. The Jam Session could be better, I actually managed to get another :h: Hyper Grav once with Jam Session, but the timing seemed very strict. I also came up with a combo that allowed Magneto to build 2 bars without needing Jam Session. Notations:
Magneto with Ryuenjin/Jam Session (Builds 2 bars, 1.1 Million Damage)
Magneto with Ryuenjin (Builds 2 bars, damage depending on ender)
j.:l: > cr.:l: > cr. > cr.:h: > :s: xx SJC Up > j.:h: xx ADD > j.:h: > s.:h: xx :l: Hyper Grav > cr.:h: > :s: xx SJC Up > j.:h: xx ADD > j.:h: > s.:h: xx :l: Hyper Grav > SJ Up j.
xx AD j.
> j.:h: > s.:h: xx :l: Hyper Grav > SJ Up j.
xx AD j.
> j.:h: > s.:h: xx :l: Hyper Grav > SJ Up Forward > ADDF j.:s: > call Zero + s.:h: xx :h: Hyper Grav > delayed SJ Up Forward > ADDF j.:s: > s.:h: (wait a bit) > j.:s: [ADD j.:s: to land faster]
Works off a grab and obviously from any other jumping normal. Still not optimized. Enders include:
It’s far more meter efficient to DHC into million dollars instead of doing gravity squeeze, I discussed this with Kanta on the Dante forums, but tempest DHC million dollars does 400k on it’s on verses what Gravity Squeeze does, so I’d simply use the Ryuenjin extension to do the combo immediately DHCing into Dante.
You can definitely extend with Jam Session using TK H hypergrav after a crH S, the problem is that the timing gets tighter the longer the combo goes on and only adds 30kish if ended in hypergrav, so it isn’t worth risking because if you do the hypergrav before the last hit you don’t get the grab, and there is very little untechable time after the last hit. I think Magnetic Blast corner relaunch loops do more damage then the hypergrav relaunch too.
From what I tested, that version of the Magneto combo was better meter and damage-wise. I know DHCing into Million Dollars is better, if the order is Magneto/Dante/Zero, but if i want Mags on point, there’s no other option if I use the Jam Session extension.
Do you normally play Mags on point? I was thinking of playing Mags/Zero/Doom for my Magneto team ( Possibly as my main team ) as those are my 3 best characters, and although i’d like EMD for Zero, I don’t like the feel or idea of playing Magneto/Doom if Zero dies, plus Magneto just feels a lot better on point, and I would assume OS forcefield/throw+Ryuenjin would be a pretty neat starter.
I play my team mostly Zero/Dante/Magnus. Depending on the match-up, I’ll use Magneto/Zero/Dante (mostly match-ups that require throw punishes or air magnetic blasts). With Zero/Magneto/Assists teams, you can switch them however you like, they can TOD no problem in any order. I will discuss it further in the team thread if you want.
I personally love Magneto on point, and would only put him as anchor if I was playing 2 teleport characters in front. Magneto is just so good at the start of the match and then if he gets a hit he can really ride the momentum. Of course sometimes it’s good to dhc him out if you have someone like Vergil or Dorm second. Let magneto do his thing at the beginning of the match and then go to the optimal order.
Also a big thanks to the people who posted those magneto/ammy setups to force them into cold star! I’ve been using them online and it feels fucking great. My ammy is still fraudulent as hell though.
I mostly lurk this subforum, but I gotta say this is the best character forum on SRK. I never have to ask questions cause someone has always already answered them somewhere on this forum with a well thought out explanation. :tup:
infinites are hard
Hey Kef, does (insert whatever Magneto combo) Hyper Grav st.:h::s: j.:h: Disruptor:m: xx Tempest DHC into Lightning Loops work? That’s the only way I can see Magneto>Zero having good corner DHC synergy since grounded Tempest into Rekkoha/LL doesn’t work as far as I know and Shockwave xx Rekkoha is meh.
Actually Shockwave DHCs into LL!
[media=youtube]I8aMbQ5bU6E[/media]
At the end of this video, I’m sure I saw it in some other video too, don’t know if you can DHC into it from tempest though.
[media=youtube]XT0sby_pj00[/media]
Only one dash back + Attraction xx Shockwave works, still testing that one.