De4dEyE's Magneto Q&A thread

It would help if you could post what exactly you’re having problems with i.e. How to get past Cable//Assist or Cable alone.

Since you play Mag/Cable/Sent, you can easily call your cable assist to knock out his assist for a few seconds, giving you some free rushdown time. Most likely Cable + the drones are giving you problems. Block the drones, dash forward, call your cable assist and sj at the same time. Sent goes flying, and Cable is open to an ass beating. Of course, you don’t want to try this over and over again, especially if the other Cable has meter. And of course this won’t work if you’re in blockstun. Usually you can do this if you bait him to sj and fire off a bullet. That gives you time to call cable and knock sent out for a while.

If you get him in the corner, go for a fk throw. That should equal to about ~60% damage on Cable [Fk throw, otg lk, fk, hypergrav, launch, SJ infinite setup, jumping lk + sentinel [if A assist type] fp, back into infinite.]

If you’re using sent drones, then you can change that last part into standing 1 hit fk + drones XX Hypergrav tempest.

Nah thats not that stupid of a question. Most well played cables with an AAA are pretty hard to beat down by mags. Usually with mags you have to be kind of patient, because if you make a mistake AHVBs own you for free. Just wait for a chance to dash in and make your move.

If you get a c.lk or a sj.lk on cable, get him into rom (or if you wanna be safe, hit with c.lk, c.lp, snap) and snap him out for either the AAA or someone else. Chances are with mags you’ll be able make short work of the other (guardbreak into rom/crazy random reset) Then when cable comes back in, guardbreak him into rom/whatever.

thanks

Thanks for the help :slight_smile: guess i gotta learn how to be patient and when to rush his ass down and beat it :stuck_out_tongue: and yes, dead, its his dam drone assist that he’s using.
o and thanks for the tip of using cables assist to clear sent out for a bit :slight_smile: never even thought of that lol

im sorta curious about the magneto fp unblockable on sentinel… is there a setup to get the fp on the first rep w/out connecting? cuz mines connect, even tho you see sentinel’s head flip

i do it consistently after dat, but i jus dont like seeing the first rep connecting :smiley: :smiley: :smiley:

sj. wk, wk , ad d wp, land, dash s.fp

thx taiji

Guard Break with Magneto

Can anyone explain how to do the guard break w/ Magneto when the opponent tags in a character (or dies and another of his characters jumps onto the screen)
It’s Sj.lk, AD d, lk, lk, right?
Can anyone tell me the timing that is required to do this?
Any other tips for other guard breaks is appriciated!

The best guardbreak to do is sj.lk lk ad.df lk lk. It’s because if you do sj.lk ad.df lk lk as a guardbreak, if the opponent takes the hit, it messes with the timing, i.e. you have to airdash down quickly on reaction. I’m talking about the corner. If you’re guardbreaking midscreen, then I’d say the sj.lk ad.df lk lk is the best. If they block, they get guardbroken. If they take the hit, the ad.df crosses them up and you have a chance to land lk’s on them anyway. If they pushblock, they’re stuck in the sky for a while, and you’ll be back on the ground, waiting when they fall down.

The timing is the same as the infinite. So practice the infinite, and you should have the timing down.

Simple guardbreak is ad.f lk lk hypergravXXtempest. If they take the hit they can mash out, but if they pushblock, it’ll catch them, everytime.

And btw, you can’t guardbreak a character that’s been tagged in. They’re coming in with an attack and will probably hit you if you try to lk them. You can guardbreak people that are coming in after a snapout, or if their other character died first. You can also guardbreak people that normal jumped.

Edit: I realize that sj. lk rh ad.df lk lk is a better guardbreak in the corner, but since you seem inexperienced with guardbreaks, I suggested the other since the timing is less funky.

Alright, thanks for the info. :slight_smile:

Okay, I read the Taiji post, and it seems like something you do after:

down fierce, sj roundhouse, ad/df short medium kick

that setup.

Thing is though, how is this “unblockable”? Does “unblockable” in this case mean comboing a ground fierce?

unblockable is as its stated… unblockable… meaning unable to block it…

realistically… its actually a crossup, but since its so fast, most, otherwise, all people wont be able to see it in time to block… sorta like storm’s unblockable…

I still can’t get the fucking dashing fp unblockable. :mad:

Of course, it may be partly due to phil having my DC and joystick. Bastard.

lolz :smiley:

go to my place dis fuckin friday then fool :stuck_out_tongue:

so far deres 6 -7 heads goin, includin phil :wink:

Anymore questions?

a useful variation of the rom so you can do the dashing s.hp thing on sent.

from addf combo: one rep of rom (lk,mk add lk,mk) <----all reg speed. then (lk pause, mk pause add lk pause,mk) land, pause the dash forward hp. this way they should get low enough for the s.hp to hit. with this way ne person should have an easy time with it after some practice.

remeber the pauses stated are within reason (not too long) but delayed enough so its not reg speed. sorta the same timing as you land as well. hope this helped

Reset:

Cool, gonna try and make that work once I get my stick back, been itching to try it for a while now.

And I’m going to try to use Mag/Sent-A more. As much as I love Mag/Tron, I find it harder to get in on a Sent/Cap due to trons short assist range. With Sent-A, I can still get pretty heavy damage on Cap without having to endanger myself trying to protect my assist. I can let Sent get smacked a few times. Why? It’s fucking Sentinel, and Sentinel lives FOREVER.

Unless, Mixup can teach me how to get in on Sent/Cap with Mag/Tron? :smiley:

Seriously, someone get him in here. :frowning:

Storm unblockable??? Sorry for the storm q in a magneto thread…:frowning:
One quick mag q I saw a match where mag launched Sj–wkx2 dash down foward wkx2 (super jump dash down foward wkx2) and kept repeating…My q is Im not sure if the () are correct does the infinite use the super jump Ad/Df wkx2 or is it a normal jump Ad/df wkx2???
Thx for any help…

That is the standard SJ infinite. You set it up by doing: c.fp sj.rh ad.df lk, lk. That’s the set-up for it. And again, yes, you superjump when doing it. The sticky at the top of the Mag forums tells all the details of it.

As for the Storm unblockable, are you talking about her lightning attack crossup? If so, it’s just a crossup, not unblockable.

Hey thanks
I was referring to the storm unblockable mentioned by magnus02 at the top of this page… Was he talking bout the crossup???

Yep, that’s what he was talking about.

Random note: Dug through Mixups thread, found some tight shit that no one really paid too much attention to.

Triple fierce [fp ad.df fp, rh] then crouching lp, then standing fp. Sends them to the corner like it’s the end of the world, but it’s HARD to pull off. The timing is fucking weird, I keep whiffing the standing fp. But when it connects, I giggle and shit. Haha. Gotta work on this more, if it can be done consistently, it’d be great to use.

The easiest way to pull of ta corner unmashable with Mag/Sent-A: Launch, rh ad.df lk, lk [nj lk + Sent, fp, ad.df tempest. Easy Easy Easy. It sets up a nice OTG too.

For those new, or just learning how to use Magneto, the key to playing him is to play safe. You look for openings, watch the opponents patterns, then judge what you’re going to do. If something doesn’t work after two tries, don’t push it. If you tri jump and it’s blocked, and trijump again, and it’s blocked again, you can be SURE you’re going to eat something if you try to trijump them.

If you follow a pattern with Mag, you’re not going to be successful. This character relies on being random. Random means doing safe, unpredictable things to get that one hit in. Once you get that hit, you HAVE to do major damage to your opponents team, be it a snapout and kill assist, or infinite to 40 and unmashable then DHC. Magneto can’t score damage as easily as the other top 3. It all comes down to execution. If you want to do well with Mag, your execution had better be good, or most of the games you’ll play will have your Mag dying when he accidentally does those annoying as fuck air blades again and again. Practice.