De4dEyE's Magneto Q&A thread

I color-cooridinate my whole teams, lets see…

Magneto (lk/blue) Storm (hk/aquamarine) Sentinel (hp/blue&purple)

Magneto (lp/red) Storm (a2/purple) Sentinel (a1/red)

For MSP;

Blue version replace sent for a1 psy (light blue)

Red version replace sent for hp psy (hot pink)

So I got a friend who uses Cables/whoever/whoever. I usually use Mags/Sent/Psy. Cable kills me. I suck I know. I always read Mags and sent are good against Cable, so what’s the deal. Give me a fresh start…

cable > sentinel

rush down carefully. a mistake and you get hit by c.lk, you’re dead. dash in and block low, to bait the kick, but right before you bait it, call psylocke, then you have cable done.

sentinel against cable will most likely lose, unless your sentinel is amazing, or if it’s solo cable vs sentinel + assist. use magneto / psylocke to take cable down. that’s the best advice i can give…

or just swap sentinel for storm. MSP beats almost every cable based team… might have a rough time vs. scrub though. MIGHT…

yeah I suck w/ storm and don’t feel like learning her right now tho. Thanks for the bait advice. I never thought to call psy. I get so scared to call and assist cause you know Cable and whiffed assists. Anything else I should know?

Dismantle his team from the ground up. Block the nades/gunshots/ drones or avoid them safely if you can - getting impatient or scared because you’re slowly losing slivers of life helps people lose matches. It also matters what assist his Cable has; if he doesn’t have an anti-air, come down right on top of him. Cable’s moves don’t cover right above his head [unless he’s good at placing grenades, then you just find another way around him]. Land a fierce or two and try to follow up with a VERY slow lk + psy, lk. If he blocks it, you’ll see it easier and just SJ and airdash to save Psys ass [unless she’s almost dead already]. If he takes it, either kill him if you think you’re execution/resets are good enough, or snap in his assist.

Don’t be careless and ground dash a lot without blocking. If you get dash happy, it’s rh XX AHVB and its your ass. Get him into a blocking rhythm; trijump, if he blocks trijump again and if that’s blocked jump up/forward call psy and airdash over. Most people will be waiting for another same-side attempt to land a hit and will get caught by that. Or trijump x2, dash and tick throw at pointblank.

Mix it up, defensive players settle into their own rhythm if you let them, mix up throws with trijumps if you feel his blocking is too good.

Hope that helped. =]

Actully, that all helps a lot. Thanks guys. Fuck his cable.

Inspired by eKiN’s new attempt to clean up these forums, i’ll try and attempt to resurrect this thread since its been around a decent amount of time and has good info that many beginner players can search through and find answers to their questions.

So any body with intelligent and atleast well thought out questions I wont hesitate to answer with the best of my ability.

So a short synopsis of magnetos best assist even tho most is general knowledge… (this is my opinion so if you dont agree feel free to argue and try to get a discussion going)

Psylocke- Arguably Magneto’s best assist for the purpose of resetting. With the ability to be used more in gameply better than sent, I say psy is overall top. (Allthough I will give opposing arguements relating to sentinel). Can be used to punish rushdown from the opposing characters, but be sure to not call her with a noticable pattern or players will adapt to this and either rush you down, or countercall and punish psy. This can lead to very bad things since psylockes health is below par so keeping her safe is a must. Against counter assist like capcom and duos like sent/cap vs mag/psy its best to try to play a solo magneto, manuever around sent’s attacks plus capcom calling, then try to countercall cap/have psy nail low flying sentinel into otg or snap combo…

Sentinel-(A) IMO is the best reset assist. Due to sheer damage plus positioning this makes for instant kills with only the need of one reset after say a traditional flying screen combo after a short + sent short. Lacking in gameplay somewhat, because it has no instant frames, you need to use sent as countercall vs psy, cyc, capcom assist. Sentinel however can be called and used as a shield . Opponents constantly trying to addf toward you can be countered by calling sentinel, let sent assist take some hits, and while on the ground try to rom up to them while there busy hitting sent. Only just one way sent can be used in more in gameplay action then just reset. Remember you cant get away with mashing sent because he gets beat by most other assists.

Cyclops-(b) Probably the most overall assist. In terms of combos you can try regular addf combo into unmashable which does great damage or combo off regular short short. Since it’s a high priority assist coupled with magneto you can rush with farily good blockstun, sit back and turtle with him, or just defensive rushing ( dash up call cyc) and block since cyc will beat most assists.

Captain Commando, Cammy, other high priority AA- These assist are used in gameplay way more than resets. With these assist your objective is to countercall and cut away at the opponents super jump route (ie run away storm, other magneto trying to addf on you etc…). Trying to reset with these assist shouldn’t be your main goal, but if you do get a hit off rom or somthing there are some good resets that do good damage, and it wouldn’t kill you lol. The main way doing damage with these assists is the opponent getting impatient and running into them. As I said before dont go looking for a lot of combo/reset setups cus usually the assist will knock them far away…

Well this was just off the top of my head, so if I find some more things to post on be expecting way better info… :pleased:

Post your ish!

EDIT- When I say gameplay I mean how well the assist can hold up compared to other assist, people trying to attack them, and how well the assist can help magneto manuever around other chars =].

As for Magneto’s assists:

Psylocke gets the vote for the best assit. She goes through a lot of things, and a giant part of why she’s such a good assist - she sets up PERFECTLY. Unrollable if done correctly, the bounce the opponent is put into sets up much of Magneto’s game for him. You can infinite immediately, launch into double fierces, etc. etc. For less experienced players, Psylocke is perhaps the best assist to learn Magneto with, since a single hit from her can win you the game, or at least allow you to catch up. Short short, always. =]

The problem with Psylocke is twofold: Her crappy horizontal range and her very low vitality. She hits in a very small area; she doesn’t move out like Cyclops does, nor does she have a long range rocket punch. So you’re forced to get in close and call her there. However, If you miscall her and get pinned down, against the top tier, she’ll probably either get KOed or get knocked down to a point where you have to wait till she heals up before using her again. Psylocke isn’t a bad point char on her own, her snapbacks are insane and she can play decent keep away with her triple jump and fireballs.

Sentinel-A plays like a kinda gimpy version of psylocke: He doesn’t have invincibility, nor does he set up as nicely as Psylocke does. However, he makes up for it by doing a significant amount of damage, having super armor to take a hit before being interrupted, and being extremely, EXTREMELY tough. A quick reset I do with Sent-A is c.lk + assist, lk, launch, sj.fp ad.df fp, rh, rh. Call Sent then crossup trijump with jab, sent hits, RH XX Shockwave = Dead character. Anyone with Cable’s stamina or less, die automatically if the reset hits. He’s also annoying to stop, the point character more often than not hits Sent, but then gets punched in the face because Sent continued to finish his assist, due to his armor. And the last thing, Sentinel is very hard to kill. You can call him out a number of times before having to worry about his vitality. Also, he is the best Anchor in the game - I mean, it’s fucking Sentinel. As mentioned above me, he’s also a very large target, someone trying to jump attack you will hit Sent inside, leaving you free to infinite or hypergrav or whatever. Also, Sentinel sets up a double snap like Psy, except you have to dash in a little before doing it.

However, Sentinel gets stuffed by a lot of common assists. Doom, Psy, Cyke etc. will beat him out before he can get his punch off. If you’re being rushed down, this becomes a serious liability. MSP can be sure that if they ever see Sent come out, they can mash on Psylocke and be safe [as long as they’re not full screen, but they shouldn’t be calling her full screen anyway], since she’ll knock him down and stop him. Cyke is the same. Doom is a different case, since he’ll only stuff Sent if the rocks are already out and spinning, otherwise Sentinel will get his punch off. Also, Magneto without an anti-air = a much easier fight for another Sentinel. He can simply stay right above you, also moving backwards the entire fight. It’s extremely hard to ground Sent without some kind of anti-air - There is little fear of getting caught in the infinite to a good Sentinel player. FP, jabs and LKs are very difficult for Magneto to get past, unless you know what you’re doing. My point? Nothing really. Just counter-call the fuck out of your opponents assists. Sent-A hits, launch and even a single FP after that will seriously take a chunk of an assists life away, making your opponent think twice before abusing it without covering him.

Cyclops is a very underused assist. Not underrated, since people have been watching Wong and Mixup play with him, just underused. Compared to Psylocke and Sentinel, Cyclops has a kind of ugly set-up. However, he has two major things going for him - his range and his priority. This assist fucking FLIES across the screen - he hits just as high as Psylocke does, and actually HIGHER due to the bullet he fires out. And unlike Psylocke, he has great horizontal reach as well - If both point characters were fullscreen, he would land practically right in front of your opponent, that’s how far he reaches. Maybe I’m exaggerating it a bit, but his reach is quite far. The other thing he has is his priority. Cyclops will go through any other assist, short of Cammy and Ken. He literally will take them out and keep going if they’re both called at the same time. He’s a much better assist in terms of trying to ground a flying Sentinel than either of the first two assists I talked about, though he gives Sent unfly. :tdown:

His problems? He actually doesn’t not have many problems at all. He comes out quick, hits high and far, and goes through practically everything. The only thing that’s a problem really is how he sets up his opponent. You have to either lp,lk,lp,lk hypergrav XX tempest or RH into the ad.df combo. The first is easy enough, but the 2nd is difficult to comprehend for newer Magneto users, who are probably used to the very good setups that Sent and Psylocke give you.

I’ve spoken books about Tron, and I think she’s a VERY good damaging assist, but with VERY large problems. She hits hard. Hard. Hard. Hard. Hard. The total damage from all three rings hitting is retarded - this is more apparent on assists. Against anyone who isn’t Cable, you can really fuck up their assist if they decide to stay grounded and away from you. They call an assist, you block it, call tron and normal jump over their assist. Tron will rape them. Badly. Against Sent, he can beam XX HSF, but just block and tron will get away. Storm will typhoon XX Hail, just jump up and fireball her. Magneto/Storm/Sent, either of those characters trying to rush you down in order to save their assist, you have to just play accordingly. Launch + tron, sj.fp ad.df fp does an UGLY amount of damage on any character. If you play with tron, you have to change the way you play with Magneto - short short is funky.

Her problems are many. Insignificant vertical AND horizontal range [until her 3rd ring comes out, but still it’s nothing], serious lag time after she finishes her assist, no invincibility of any kind on her, etc. etc. She loses to practically every assist save one: Commando. She rapes commando. RAPES. Really badly. Most of the time he won’t be able to get his corridor out, and take heavy damage for his troubles.

The other assists can be discussed a little more in-depth if any interest is sparked.

psy-the assist that gives a free combo every time but is almost always used the wrong way. when i see people use mag/psy, most of the time i see mag dash up then stop…block…call psy. the point of an assist is to either have it in a combo, countercall or reset. people use psy but rely on her so when she dies the guy that was using her just gets stomped afterwards, but ill put in my vote shes mags best assist.

sent-the sent-a assist has been talked about but for mag the sent-y has some advantages. drones counter rushers so it can put the hex on an msp fairly well. if called in someones face sent can be taking up some screen like he does while the drones slam into the opponent and that gives mag some options while they’re in block stun, but ground sent is kind of a defensive assist imo.

cyke-anyone else been noticing mag/cyke appearing more commonly? matrix has been using that combo so maybe he started it lol. i still pick psy over cyke even if cyke picks up i think everyone (even doom) cyke is still harder to work off of. when psy hits > bam otg > freedom to do whatever your heart desires. when cyke hits you have 2 options:

  1. dash up sj.hp > rom or maybe a 4 hit fierce
  2. sj to opponent and do a tempest combo but thats mashable
    maybe you can toy around with some xup opps off cyke but the only one i can think of is after cyke hits dash under and behind the opponent and work from there

others-i cant imagine mag working with cammy, unless you want to go solo mag and call cammy or capcom if things get too pressured on you, then go for it.

lets keep this going guys

Nice :clap:

btw, you use the term “countercall” way too much. Find other synonyms haha ;]

I agree with everything you said, but as far as assist go, Sent-y assist and Doom-b assist are other alternatives which can work great for Magneto (Not as good as Magneto’s more advanced assists but still a proficient choice in my opinion even though I seldom use them). What I especially like about these assists is the ability to throw lots of shit on the screen which can counter various assists from a distance, can keep you in blockstun longer than other assists for great rushdown priorities, and can setup great grab resets (or at lest they look cool IMO =P).

For Example:

Sentinel-y (works best in midscreen): launch, hk, addf, lk, mk, land, tri jump lk, mk, land, d.s. lp, s. hk call out drones, sj, df, hk grab, land drones hits opponent, d.s. hk, hyper grav xx tempest (or instead of d.s hk, you can d.c. hk and juggle them up for a ROM)

Sentinel-y (corner or midscreen without throwing opposite direction): launch, hp, dash df, hp, wait, call out drones hk grab upwards (throw opposite direction) drones hit ROM

Dr. Doom-b (works best in midscreen): launch, hk, addf, lk, mk, land, tri jump lk, mk, land, d.s. lp, s. hk call out Doom sj, df, hk grab (downwards), rocks hit, hyper grav, launch, hp, dash df, hp (flying screen), land (be right next to them), call out Doom hk grab (downwards)rocks hit, ROM, etc, etc,

great input guys. sorry i’ve been a bit slow to clean up these forums - will get it done this weekend hopefully. cheers

joey

um, i rhink sent y also sets up the ROM well, or at least 2-3 reps then a reset or whatever you like to do. like call + launch, fp addf fp, fk, land, drones hits, and start doing the ROM. the dronez hold em down (same thing works with storms proj. assist). and ah, lk, addf, lk,lk, c.lk, (delay a little )c.lk, drones hit xx shockwaves DHC hail. that’s safe i think. it works. plus i think it’s helpful when you’re trying to mixup what you are doing cuz there are dronez flying across the screen when you cross it up and it helps pressure the other guy with mags coming one way and dronez the other. lotsa crazy throw stuff you can do. you guys are way better, so you know what to do.

Question-which if mags AIR normals has the highest priority? i want to guess lp or hk. ive been doing a guard break when a new character comes out
(j.lk+psy) on my local competition. when they start doing it to me i want to have the chance to at least ground mags for a sec so i can roll from psy’s hit because push blocking didnt work for them so this is the next logical step.

Master the dashing FP bullshit on Sent in the corner. If you can start judging the height correctly Sent = dead. It’s actually not that hard, and I was posting about how I couldn’t do it. =]

Just dash in a fp, they don’t even need the sprite to turn around to be able to fuck him up. Just make sure of the right height.

MSP seems to be making a giant comeback in terms of popularity, so if you have any other related questions pertaining to that team [or maybe even tron =] ] then post here.

Shyguy_O_o: j.lk + psy is a bit unreliable. But anyway, his air normals have different areas in which they hit. Lk hits right in front, RH at a 45 degree angle downwards, FP is just nice all around, lp is like a quicker odder version of FP, since it hits on both sides of Magnetos sprite. I think it has less actual range, though. I don’t really see j.lk + psy used here too often, actually, so this is all based on those rare moments when I do. I think it depends on their timing. If they jump and call psy at the peak of their jump, you can pushblock and tempest or something. If they call psy near the end, you can take the initial lk and block psy. If they call psy and gb you with the lk, then I dunno. If you were talking about trying to land a hit on the other Magneto while he was trying to GB you, then I would try RH or FP. Test it out. But if you do it too much, they’ll just start faking you out, i.e. jump up + psy but no attack, if you get into the habit of trying to hit them, psy will hit you cleanly. Not sure if that helped or not.

Another note - I say this all the time, but people seem to forget. Magneto is a GREAT battery. He’s WONDERFUL. Builds meter with the quickness, but doesn’t need to use it to deal damage. If your Magneto is getting his ass handed to him and you feel the flow of the match is going against you, start building meter. Sj fp ad.db fp for a bit, sj fp fp ad.u fp fp EM disruptor blah blah, get two meter [3 or 4 is ideal] and DHC his ass out. I’m not saying to run the fuck away as soon as you start getting hit, just be aware that his assist is exceedingly useful as well. If he’s dead or almost dead, you won’t have the luxury of being able to use it OR count on him if your second character [usually Storm/Cable] get taken out.

If he’s taken about 50-60% damage it’s time to start thinking about DHCing him out if he takes anymore damage.

Like I listen to my own advice. Haha. =[

Edit: While I’m here, I guess I’ll give some extra random information.

  • Those gay ass airblades aren’t completely useless. You can use them to escape the Sent unblockable, set up weird DHCs ex: launch lp lk lp, airblades XX tempest XX DHC. Make sure these don’t come out when you’re triangle jumping, or it’s your ass.

  • If a storm is full screen WITHOUT drones or a really tall assist, TK EM disruptors play good zoning, PROVIDED you don’t get predictable with it. She can’t stop you very easily; hail attempts will get stuffed, typhoons [horizontal] will miss, and if you TK correctly, LA attacks will also get stuffed. This obviously does not work if you get predictable, ex: Mag vs Storm/Psy. Mag TKs too many disruptors, Storm calls in Psy and does a naked hail, Psy takes the hit and Magneto eats a hail. Sent drones will fuck you up, as will tall assists [jugg/BH/Sent].

  • If you’re trying to come down from a SJ on a grounded Sentinel who’s not currently doing anything, you WILL get launched if you throw out an attack early. He’ll simply dash over behind you and launch. Pay attention to where the other character is. If he dashes early, Mag’s FP/RH should beat the launch clean, since you’re not committed to an attack, your sprite will switch sides to face him[this is not talking about his assists].

  • NEVER get hit by Cyclops. =] Free unblockable.

  • Snap. Snap. Snap. Snap.

  • If you’re going to do a crossup trijump, make sure that you try to do it FIRST, or at least give a slight gap between attempts, since if you trijump and put them in blockstun and THEN try the crossup trijump, they won’t have to switch directions - the comp will automatically compensate for that. They’ll just need to block high or low.

  • Learn how to guardcancel out of HSF’s.

  • If you have Cable as your second char, learn how to counter XX AHVB through a HSF. =]

  • If your execution is really good, infinite till 40 hypergrav XX Tempest XX DHC. Solid, reliable damage. Not many players do this though, since it’s much more attractive to risk a reset for a quick kill.

Much of this info has been said already, but if you have any other questions or whatever, ask away. =]

that did help De4aEyE, i dont use that gb too much but my competition likes to use whatever new stuff i start doing, so its a matter of time before someone tries it on me.

the air blades- if i saw someone come out and do those and i was sent, id just rp xx hsf and let hyper armor work its magic, but then again you’d still get unblockabled if you didnt try anything so any attempt to save your ass is definately choice.

The air blade is used like right when you recover in sj mode so sentinel can’t do shit. Lol lately after being knocked up by cap or somthing I do 1 or 2 airblades, then fly unlfy. You dont need all of that but eh just shit to do while sentinel is busy whiffing that HSF >=]

I’m another player who needs help against cable, my friend runs this cable/IM/capcom team and i play MSS. I can destroy him no problem with storm of sent, but my mag gets dealt with. He plays a constant keep away, and it’s almost impossible to rushdown with cap and IM’s AAA. Any ideas or know loopholes?

I guess you can make an attempt to bait out his assists and then pray to God that you get both his Cable and his assist for a snap out. Good Fuckin Games! Either that or ask Regodamnmuthfuckingset!

My Mag/Psy has trouble against cable/Capcom too. WTF am I supposed to do? Does c.hp beat cable’s j.hk?