destructor wrote:
Cool game, but I don't understand combos(in every fighting game :) ). How key combinations you use BBH for your combos? I read faq on gamefaqs and I know nothing.
should've replied to this sooner but Barry mostly got it covered...
first of all, I'll go by what MAME calls the button numbers... 1 = Jab Punch, 2 = Strong Punch, 3 = Fierce Punch, 4 - Short Kick, 5 = Forward Kick, 6 = Roundhouse Kick.
the most important thing to remember in combos is that you can "cancel" any of these normal moves into a special or super move. You have to do it quickly so that the animation for the attack "cancels", of course.
So, every character has at least one "launcher" attack that sends the opponent into the air. For Magneto, it's his Down+3 attack. If the opponent doesn't block they get sent into the air, to follow after them just hold Up.
Once you're in the air, you can do a number of attacks. The basic "chain" that each character can do is 1, 4, 2, 5, and then a "finishing" attack. Pushing 3 or 6 in an air combo will always send them back down, so a decent basic combo can always go 1, 4, 2, 5, 3 or 1, 4, 2, 5, 6. Alternately, you can also cancel the fourth hit into a special or super. Magneto can do 1, 4, 2, 5, EM Disruptor (b, db, d, df, f + Punch). Or if he has a super level charged, 1, 4, 2, 5, Magnetic Tempest (d, df, f + 2 Kicks).
This game is probably way too deep to learn in a week, but eh I wanted to see if it could get some other people playing it since I thought there had been enough platformers...