De4dEyE's Magneto Q&A thread

If Cable/Commando is giving your Magneto/Psylocke trouble, then you really need to retire.

Just wavedash and cross that bastard up. Combo into ROM, unmashable, snapback, blah blah.

It’s not like I’m at the height of my career. I’ve started less than a year ago. So FUCK you.

And I’ll try the wavedash. Thanks.

If he’s coming down from an SJ and tries to j.rh you, just block and call psy. She’ll either beat him or trade, but it doesn’t matter since Mag is free to do whatever he wants after that.

If he’s calling commando and jumping back and throwing out j.fp xx grenades, jump over commando and wavedash over and just call psy again [making sure Commando is still on the screen]. He’ll be screwing himself over if he does that, as he’ll be in normal jump mode.

If he tries to abuse s.fp x4, just duck and jump out whenever you see a gap i.e. he tries to viper beam you or stops early.

If you come down on him while sjing, block commandos bolt [pay attention to what side Cable is currently on, he may try to cross you up several times] and then use your airdash ONLY if Cable is NOT on the same level as you. Otherwise that’ll end up with you getting an AHVB in the face.

If you have any other questions, post em here.

Just curious, is it possible to 5 feirce sentinel after a rom infinite? I don’t have the game to do this with, so please let me know.

[quote=Magnetic Hail]
I wish you could parry in mvsc2, would make the game more interesting >_> reason i brought this up, i’ve been playing cvs2 lately and when i tried mvsc2 , I tried parrying mags tri jump for some odd reason … the other guy was just staring at me after awhile lol.

I don’t think capcom has ignored your wish, you see you forget that magneto himself can do a lil countering eh. I am sure you can set it up perfectly so they opponent can fly back into some projectile assist.

But yeah mixup i can agree with you, that tron. Assist gives player alot of time to do alot of tricky stuff, from there its a matter of blocking high or low… :sad:

A 5 fierce with the ROM? As in a continuing combo? If so, then no it’s not possible for anyone. As soon as you hit that sj.fp, flying screen will come in and end that combo, unless you’ve got an assist to break it and you can come back to the ground fast enough.


Unless after the rom Magneto dash under the opponent before opponent falls and launches him from the opposite side, then the combo count has been reseted for greater damage…possible full life.

If you try to reset Sent with a launcher you’re going to have to be a bit more careful, because once Sent touches the ground his super armor will kick in and absorb that c.fp, thus screwing up your reset. This means you’ll have to dash under and launch while he’s higher off the ground that he normally would be [for example, the height he’d be for a dash under c.lk c.lk], and that means there’s a possibility for him to mash on a jab to save himself. Risky.

ok i got a question how can u start the ROM from a launcher without doing a HK dash, or hp dash. cuz like on Sent you can do the magic series after the launch and then start the ROM by dash down and lk’s. but does any one have other ways to start the ROM besides HK dash lk lk ETC.

You can do it directly from Cyclops’ and Psylocke’s AA assists, I think.

Get an assist that sets them up at the right height, or just launch, sj, then either

:lp ad.d lk lk
lk lk ad.d lk lk
lp lp ad.d lk lk

Or c.rh sj ad.df rh, c.rh then infinite.

Just mess around, these are more common ways.

standing hk. sj cancel before the second kick hits

in the corner standing hp and sj cancel, ad/df, lk lk

or you could reset… launch, ad/df + any attack, sj.lk lk etc

if you see them normal jump near you. guard break there ass

Am I bumping my thread out of the bottom of the pile?

Yes, yes I am. :karate:

Anyhow, I’m a step closer at creating an actual Magneto tutorial vid. He’s not that hard to pick up and play with, but there are some finer points to his game. It probably won’t be like the top-players vid, which was/is full of resets, but more like Thongboy Bebop’s Twelve tutorial video, with what’s good and what’s not good to try and do. I know Mag strats have been discussed to death, so that even people that don’t know how to play MvC2 have an idea how to play Mag, but I’ll see if I can make it nice and interesting. Besides, I’ve got some extra time between classes and going out, so I can finally try and get this done.

Speaks to an empty room :xeye:

A tutorial vid would be much appreciated…

I’ll look forward to it. :tup:

how exactly do u change side during ROM infinite? thx in advance

when you are roming sj lk,lk delay a bit then dash down/foward lk,lk and u should change sides. this occurs cause of the height ur at.

Heh heh heh. Stickied! :encore:

So far I’ve got the basic uses for his standing/crouching normals all laid out. Should I provide like a txt document to go with it? Or just give some info in the video?

Anyways, who has questions? ANY questions about Magneto? =]

Short short super?
Short short super?

I have trouble using that new guard break mid screen:

Super jump lk, sj. hk, ad df lk, mk

is there something i’m missing? I usually dash up before I do it.

I think u gotta do neutral lk, mk on the way down to tag them, it has more range