Theres someone around here that recommended me to play Mags/Wesker/Akuma and it was a pretty fun team. You automatically win all start of the round shenanigans ( bar some freaky stuff ) with OS throw/forcefield+tatsu, you get easy conversions into tempest with Wesker assist, and Akuma makes it pretty easy to win the footsie+projectile war. I could go on about the team but its just generally all around easy to play and solid all the way through.
looks like a pretty solid team, i’ll give it a try!
Any tips on ROM?
And for the tokido combo. after j.h addf j.h x3 is there anything i can get aside from addf Mmhs?
for pad
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for stick
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ADDF, J.H, S to cancel flight, st.H is the best option.
How would st.H work though? By the time i unfly and try o hit them with J.H>st.H they popout
For the mag wesker thing, I know your whole point is having mag on point, but wesker is SO good with disruptor assist, id personally recommend having wesker first, or having a gameplan that involves switching wesker in. Again, if you’re deadset on mag point, then disregard this. But if I was gonna have both chars on a team, id loathe to not utilize disruptah-wesker.
It’s not an unfly. You input ADDF j. HS (the heavy hits at ground level, the S doesn’t actually come out, but instead grounds you instantly) st. Hxx grav loops. Unflying takes too long in extended combos and will cause the combo to drop from hitstun deterioration, so the ADDF j. HS st. H method is recommended anyways, though you can unfly from basic air loops.
Any rom tips for hitbox players?
I really know what u mean. i’ve been playing wesker/dorm/mags for quite long and that became my favorite order. (i started with dormammu on point actually).
One of the my points on switching to magneto point its because wesker got some bad match ups and i dont have hidden missiles or vajra to counter these kind of stuff. And of course the point that i told you in my first post.
But, after some time in training mode today i realized that is better stay this way and switch the order in those kind of bad match ups. I put so much work on this team that i really dont wanna take a character off. (and actually i would feel bad for taking dormammu off, no more “the power of the power of the…” and “i summon the power”… )
i’ll see how it goes =].
youre running masta CJ’s team in a different order. dormammu on point?
when i first started with this team i was used to play the same order as mastaCJ.
a month later i realized that wesker on point might be better (in general), and since he’s my favorite character i switched the order to wesker/dorm/mags and i’m still using that order as my main team.
In the meantime i was practicing pretty f***** hard with mags and nowadays i’m sure he’s my best character. (even though he’s my anchor and not my point in this team).
By the way, what do u guys think about the anima corner loop?
I’m using a little variation on that when i want damage and just the hyper grav loop when i want to build meter. But i’m not sure if its the best to do.
^I’ve gone back to using Wesker/Dorm/Magneto myself and I’ve been practicing the Anima Magnetic Blast midscreen combo and the basic corner MB loop.
The Anima corner loop builds more meter than the Hyper Grav, I believe. So you can go with that.
Also, you can always try Dorm/Wesker/Magneto against Wesker’s bad matchups. Wentinel been’s rocking that order last I heard.
Any reason j.H xx disruptor xx tempest isn’t working?
That’s pretty vague, though the answer is probably timing/execution. In what context are you trying to do j. H xx disruptah xx tempest?
Nevermind. After hypergrab>st.H>st.S>J.H xx Disruptor xx Tempest.
But i got it now, so no biggie.
It’s more for swag than anything else. 5x Hyper Grav loop with an extender should build around 2 bars.
Damn for the life of me I can NOT get the addf HS at the end of fly loop. The jH keeps whiffing under them. May just scrub it out and stick with unfly -shrug-
Let them fall a bit…space out and slow down on the ADF H reps then you shouldnt have a problem whiffing after flight cancel.
I like to let them fall below waist level before I ADDF. What combo are you trying to do? Might have something to do with doing your loops too high?
If your fly loop is too high you can just ADD instead of ADDF instead. When you ADDF you actually push them up a little.