Introduction
Moves List
Normal Moves
Special Moves
Super Moves
Assist Moves
The Basics
Triangle (Tri) Jump
sj -> addf or addb -> attack
This is the basis for the Magneto rushdown game. It gives you a high/low game, as well as a mixup and crossup game.
Uses:
1. Tri-jump in with a sj attack, forcing the opponent to block high. From here, you have a mixup game of either landing and attacking low, or doing another fast sj, thus attacking high.
2. Tri-jump backwards, away from your opponent, with a high priority attack. Allows you to run away and still attack. It also allows you to hit any approaching opponent, giving you an offensive defense, one that you turn into a normal c.lk, c.hp launcher.
3. Tri-jump over an opponent and to catch him blocking the wrong way.
Infinites
ROM
c.hp, sj.hk, addf.lk, ad.lk, land, [sj.lk, sj.lk addf, ad.lk, ad.lk, land] - repeat in brackets.
Variants - replace the bracket section with any of the following:
[sj.lk ad df lk lk] [sj.lp ad df lk lk] [sj lp lk ad df lk lk] [sj. lp lp ad df lk lk]
Not specific reasoning other than letting someone drop/raise and for show.
The ROM is basis for Magneto play once you reach at least an intermediate level. The majority of your time playing, you'll be trying to set this up, one way or another. Add pauses inbetween after the second sj.lk when you get to the brackets, and then another between the third and fourth sj.lk's as needed to keep your opponent at a good height.
Slide
OTG -> [cr.lk, cr.fk, sj cancel, whiff addb.lk] - repeat in brackets
OTG off whatever, easiest way is a throw.