I think Max Hyper Grav loop into Drones ender builds just short of 2 bars, something like 1.8 or 1.9, doesn’t it?
From what I’ve seen on streams the past year or so, the ROM went from practical to unpractical since Vanilla lol. Though I think a lot of that was attributed to people just copying Fanatiq’s and FChamp’s BnB.
ROM got harder to execute too. I used to be 95% on it. I’m like… 70% now.
I would never lie! >:(
off a c.LMH the combo builds 2.1 bars (39 hits) before tempest. are you doing the correct ender?
copy & paste. :bluu: TAC infinite combos would have been found in Vanilla.
A combo is only impractical if it doesn’t give you any gains from learning it and it is considerably harder than other BnBs. No one really needs to ROM unless its a wonky hit confirm but since it’s a universal hit confirm combo, it should be the go-to BnB endgame. However, I don’t think anyone is hitting this combo 90% of the time in a tournament setting with nerves and shit yet. Joker and Polish Mafia hit it pretty often but dropping it puts you in such a shitty position that Magneto will tend to die after an accidental Disruptor. A year or so down the line I can see it being a consistent go-to BnB. Right now the main things you need to get down on a combo execution level are
- An air to air confirm off of any height
- Hyper Grav loop
- A corner carry or a side switch combo
4, A consistent way to go from 3 to 2 at 95% of all situations.
Hmm well I’m at work right now but last night, I think off of a crLMHS confirm into jH addf jH stH xxHyper Grav into 4x Hyper Grav loops into drones st.HS, drones hit, dash down Hyper Grav M ender built just shy of 2 everytime. I haven’t been doing the IAD jHS stH ender yet because I’m just starting to hit it consistently. I should be able to get 2 with Jam Session extension but I can’t hit that consistently either lol.
What are magnetos air to air confirms?
six is the max. I always count the first hyper grav.
[media=youtube]WmS6kLfnzn8[/media]
I’ll name the basic. Start with these ata for now. You’ll begin to pick up other confirms on your own.
Normal Jump
j.H, j.S, ADDF, j,L, st,L
j.H, j.S, ADDF, j.H, S
j.MH, MBlast
ROM
Super Jump
j.H, j.S, ADDF, j.H, land, normal jump up forward, repeat, land, S
j.H, j.S, ADF, J.MM, Fly, Fly loop
j.H, j.S, ADF, J.MM, Fly, ROM Fly loop, ADDF, j.S, st.H, HGrav
j.H, j.S, ADDF, j.S, S
j.H, j.S, ADDF, j.S, Fly, Fly loop
ROM
j.S, st,L
Ah, I generally do five into an ender for the most part, the sixth one seems to whiff alot for me.
cause you do the Vince Carter Slam Dunk Edition Hyper Grav Loops. :nono: Do them lower and faster.
the having to jump up-forward makes it a lot harder. I can ROM all day jumping straight up and down but once the angle comes into it I start to drop it a lot, and they are bad drops… air disruptor or hyper grav, yikes. in vanilla you could neutral superjump because of less pushback on j.H. now you have to go down-back to up-forward with no extra inputs in between or your magnus gets killed. 80% of my magnus deaths are because I dropped a combo that I couldn’t turn into a reset, he kills himself way more than other ppl kill him
start with fly combos and get those 100%, practice the fast version of hypergrav loop and the max damage enders. leave ROM and EMP to the end
Btw, you can do the same ender as Joker does with Iron Man Repulsar, and RayRay does with Burnkick in his new video with Jam Session to add more meter build/Damage:
[media=youtube]JZd8JAfDuUc[/media]
You are doing some magic Ika, because I can never get that extra rep of hypergrav loop for any combo.
Yeah that’s a st.S into TK L HyperGrav right?
stHcall Dante stS into a TK H Hypergrav that requires some timing, it’s muscle memory but it’s not too hard.
And this would be after a haypergrav loop right?
Goddamn it I love this post.
Whats a good corner combo? atm i’m unable to go hyper grav loops
Try and see if you can do the corner Rom. Sju add version isnt too hard to learn
[details=Spoiler][media=youtube]TaUi6mMhnDw[/media]
^ are the inputs c.H S sj H add s.H land [sj H add s.H] x 6
Wait no. You’re hitting the character in the air with H during air dash down H …not a standing H. The first ‘add’ is slightly delayed to lower the character at the right height …you’ll know what I mean the more you do it.