De4dEyE's Magneto Q&A thread

Okay, this may sound dumb and all, but shoot, I need to know. How do you make Magneto stay consistentantly in an opponents face, I’m trying to learn how to play Magneto effectively, but I can’t seem to own my buddies OmegaRed/Sak/Jin.

I’m playing as MSP, but the only character I can use effectively in that group is Storm, so what do I do to make Mags more of a threat since he’s my point character. I know how to do some infinities, but that don’t mean crap. I’ve watched vids of people playing their Mags, but I don’t understand how they can keep on rushing with triangle jumps like mad, for I seem to have an easier time doing triangle jumps with Storm then Mags?

I can beat my buddy with Storm/Sent/Capcom Storm/Cable/Capcom and Sent/Cable/Capcom but as soon as it envolves Magneto, I just get raped.

Any help on helping this new young pup to make his Mags a beast would be great :smiley:

IMO i don’t think sent would ‘ruin’ the team. it will gave mag/im/psy problems, but i think this team will give sent headaches too…considering sent will usually be in the rom/im inf. zone :smiley: …psylocke helps out too.

runaway…yeah…can’t say much to that :(…hmm come to think of it storm owns all 3 characters very badly on this team. damn it!

j1lLFaN:

Well, the force field move won’t catch a careful player. If they see your mag stand up, they’ll probably be expecting a tri jump or some attack that hits high. So they’ll block. While they’re blocking, Mag is still recovering from the move. Once they realize that, they’ll punish you badly. So it doesn’t change much, would only catch careless players. Random note: If it’s timed correctly, it WILL stop a headcrush.

ThE CRoW:

The KBA misses around 1/8th of the time (or so I believe). When that does happen, she misses the bodyslam that finishes (and deals most of the damage) the super. The opponent will get up and be able to act again before Cammy hits the ground. It’s not really that big of a deal - it’s just that it can happen at a most unfortunate time, i.e. a game-winning super. To sum it all up, it’s not something that will totally fuck your gameplan over, but it’ll come in once inna while.

TrueSephiroth:

First, reach into your mind, and take the concept of constant in your face rushdown out of there. Magneto is a heavy offense character, that is granted. But a lot of new players seem to think that they should be on the offense with him 24/7. Bzzzt. Wrong. When you get an opportunity to land that hit, take it. But never try to randomly make something happen, that’s how you lose Magneto in 10 seconds. As MSP, you can dash in and c.lk + psy, c.lk. Simple, yes, but I’ve seen hella people around here try to fuckin tri jump all day rather than doing that. It’s just… :confused:

Anyway, tri jumping is best used when your opponent is already in blockstun, that way they can’t call an assist or retaliate while you’re hopping around. You mentioned you can only tri-jump with Storm - Magneto is pretty much the same thing, just practice. Learn when to use which attack for a certain situation. For instance, trying to use lk’s on Sentinel rarely work well. Use rh’s or fp’s. Etc.

To sum it up - Rush safely with Magneto. You don’t want to tri jump over and over. Dash in, c.lk + psy, lk. They block it? Now you have a couple options. Most will expect you to tri jump right after. You can try your luck and delay, then c.lk again. Or you can mix it up with double or even triple tri jumps. Mix up your sj tri jumps with normal tri jumps - some players look for the sj splash as an indicator when to block high. And never forget to throw a crossup tri jump in there. But I digress. Start with the basics, THEN try the crossups or double/triple tri-jumps.

Sample: c.lk + psy, c.lk (blocked) tri jump (hit), 2nd tri-jump -> combo.

Sample 2: c.lk + psy, c.lk (blocked) slight delay, c.lk + psy, c.lk.

The list can go on and on, but mixing it up is how you get good with Magneto. Sorry if I ranted on too long. :confused: I think I answered your question somewhere in there though. =]

thanks for correcting me, wasnt sure if i was right, use to have trouble with cammy in terms of game winning super kinda situation, she’d miss then well yeah that was it

another quesiton with ground infinites

with the lk/hk ground infinite, is it easier to do that with superjumps or regular jumps… i do regular jumps but the most i got with that was 6 hits… is this a max for regular jumps or do i just suck…

anyone seen a mag around that does mad consistent ground infinites yet? i have not…

well

I don’t think sent. is that bad of a guy, well if u can play with him.
m/sent/psy is a pretty good team that i whoop ass with.
psy’s assist is very handy for helping your opponets face meet sentinals fist with a rocket punch then super.There are many strats. that u can use espeacially with psy’s assists to dish damage to ur opponet.( I use this team to dish damage but not too good for cheat squads ex: cable/cc/sent)
I also use m/s/sent. this a very good team u should also try. Use this team to get away from using an aa assists ita help ur mag grow to be self dependent.
peace

RACK:

I rarely will attempt to try a ground infinite, but when I do I use SJ’s. I can get 8-10 hits max. Sucks trying to use a DC controller. :bluu: And nope, haven’t seen anyone do consistent ground infinites.

Any more questions?

Yes, DC controllers are a pain, but they’re great once you get used to them, and there’s this arcade I went to where you could plug your troller into the cabinet and play w/ your own controller. . . . I was killin!!! then I went back and it was gone. . . .dayum arcade joystix!! Can’t play arcade foe nuthin. . . .:frowning:

But anyway, I got a question. the SJ infinite is the rom infinite right? So, like I was sayin, I can get the infinite on bigger chars like Juggz and Sent, but I can’t get it on any chars smaller then those two. Is the timing really that different? And, are there any other infinites besides that 1 and the c.hk one?

j1lLFaN:

Well, for the bigger chars, I use sj. lk, lk, ad.df lk, lp, lk. Works well, and once you get it down, it’s hella hard to mess it up. With the smaller chars… generally you hit them like: sj lk lk, ad.df lk pause lk. The pause in the second pair of lks is what keeps them up. So yep, timing is kinda different.

And as for your last question, he has several types.

http://www.shoryuken.com/forums/thread24480.php

Go there. Dues’ guide to Mag’s many infinites and variations of each. Enjoy. :slight_smile:

So my new question is, what is a safe, well, more safe way to cover a blocked launcher? Assists, of course, but a lot of times my assist are out b/c I used them to get close, attempt a cross-up, or whatever. I’ve seen some dudez use EM disruptors. Is this a good idea? It seems every possible cover-up has a fallacy, or quite a handful of lag

I think an EM disruptor is still punishable, even if they take the hit. Blocked or no, you’ll still get hurt. Best bet would be a hypergrav tempest, but even then it’s iffy. They can sj and ad.f and land behind you, and then you’re screwed AND you wasted a meter in the process. If they try to hit you, they get caught and that’s great. But I don’t think it’s a good trade-off to waste a meter over a blocked launcher. If you have plenty of meter and have a lead, then that’s a different story.

Since I got my arcade stick in a mail a couple days ago (from Snaaake, those that want sticks, he’s a great stick maker. :slight_smile: ) I’ve been able to do some shit.

Using the claw method for the infinite now, much much more reliable, now it’s infinite to 45, hypergravXXtempest DHC into Hail, EVERYTIME ALL THE TIME. Woot.

I think I’m gonna go with MSS-A now… it might be a fad like what Xecutioner said in that one interview… but hell… it’s pretty fun.

Those that use Mag/Sent-A, if you haven’t already done so, use c.lk + sent-A, standing lk. The standing lk gives more stun, sent’s RP will connect 99% of the time, easily. Old news, yeah, but a lot of people still don’t know this. If you use c.lk + sent-A, c.lk, you run the risk of timing something wrong and the opponent blocking the RP.

Cross up triangle jumps work great. Slow, but catch a buncha people off guard.

Uh… yeah. Short list of random comments… but :smiley:

Anyone have a question?

so far im good w/ S/D, sent and cable, but now i want to pick up mags. my mags is REALLY ghetto soooo…

first off, I would like to know what’s the best way to do the hyp.grav xx tempest. i know, a n00b question, but hey, I haven’t really used mags properly before and Im a n00b when it comes to mags.

2nd off, what’s the best way to tri-jump? my tri-jumpos are usually too high to do anything cool.

3rd, what do i use tri-jumps w/ ? i get owned everytime i tri-jump around trying to do a combo and I question sometimes why i stopped using team scrubs and the like.

4th off, is there anyway u guys could make a handy dandy infinite list and how to do 'em? ya know, just list 'em and the moves to do the combo. i have no idea what a ROM infinite is, a Killer bee assult, or any others whatsoever. the only one i kinda know is tha one where u c.lk +c.fk xx sj. + ad.db+wierd lk, repeat. i don’t even know if i’m doing that right.

5th off, thanx in advance. i really appreciate any help u can give me. i know im a total n00b, but I don’t care, just want to know how to do some of the rudimentary stuff w/ mags.\ and hopefully some of the more advanced stuff. once again thanx in advance , and i appreciate the help.

Praise the lawd. . . . I thought I was the only noob on srk

1-I dont know what exactly is the best way to do it, but when I usually do it, I do the motion (half circle back) while I’m doing lp,lk,lp,lk (known as a magic series) then press kick (does the strength of the kick make a difference?) and cancel to tempest when I start to hear him say ‘grav’. I dont know if thats a good explanation, but if it’s not, Im sure someone else will help.

2-You dont need to tri-jump really high to have it work. Personally, I prefer to tri-jump a little lower, although I’m starting to adjust to a little highr jump. lower jump seems faster to me, and is easier to follow. A drawback, though is that you don’t have as many options. Higher jumps give you more options (like ad/f.lk,lp,lk or hp,hk in some cases) whereas I can only get either hk, or lk,lk in a smaller jump. Idunoe though, it may just be me and my inexperience.

4-Look on the last post on page 18 (I think), and De4deye gives the link to a page where a list has been posted already. Killer Bee Assault is Cammy’s Maximum Spider-type move. ROM is magneto’s sj.lk,lk,dash down lk,lk infinite.

5-Das wha I’m tawking bout!!! Rep foe da n00bs foo!!!

1st, thanx for tha help I appreciate it. Plz more posts, thx.

2nd, OMFG!! I can’t belive I forgot what a Killer Bee Assult was; for a while now, I assumed it was a tri-jump assult. sry for asking.

3rd, I am not a n00b to tha game, just to mags. I’m pretty sure I can *** a lot of teams w/ team Scrubs or (Strider/Cable/Sent) for I am a Cable, Sent xPert(I’m sure there are better ones out there, but I can do all the cool stuff w/ Cable and Sent soooo…).
The thing is tho, is that I look at a mags player’s hands and they are all over the place, the timing for mags needs to be precise, there are a LOT of infinites and I look and don’t know how to preform the stuff by just looking at what they’re doing. I swear, if more ppl put that kind of dedication into S/D, or just Strider, there would many a change in the way ppl look at strider and/or doom.

4th, yeah! rep for n00bs! i swear, most ppl lambaste 'em for no good reason.

Merry Christmas you guys!!!I got a new question. Could someone explain to me what a reset is, and how they are performed? A lot of ppl say ‘reset’ while they’re talking about combos, and in some cases, whole strategies (for example, vs. Team Scrub) seem to revolve around them. Please help me. . . . .

Notice when the combo counter hits around 20, your attacks do much less damage? That’s because of damage scaling. Resets are meant to make your opponent block the wrong way, or throw them. This will count as a new combo, so all attacks will be doing full damage.

For example, lets say you’re doing the sj infinite… you’re at 30 hits… then suddenly you dash under and c.lk + psy, c.lk and go on from there. It counts as a new combo, so all the attacks will be doing more damage (for a while). I think… after around 12-15 hits, all attacks will be doing 1 point of damage.

So a reset is not a combo, but in actuality a dirty mind trick played by Mag to ensure certain death upon his opponents by breaking the rule that the more you hit, the less it does, by fooling the said opponent into thinking he is coming from the left, when he is actually coming from below, which in turn starts the combo meter over, which returns him to his full strength, causing the following combo to do immeasurable damage? ? ?

I shouldve taken the fuccin blue pill

WTF? I just played a Strider Sent Doom for the first time. . . . . What the hell am I supposed to do? I cant move!!!does anyone know what to do here? What is there to do when you’re caught in a BD infinite? would someone please let me know what to do in a situation like this?

Now, on another note, can the slide be sj. cancelled when it hits an assist or when it’s blocked??