I have a pretty good Mags, one that Ive been practicing with day & night, and have been impressed as a result of that extensive basement work. But, with the 5 fierce, I cant get the right positioning for the hk when they get up. Where do you start the hk? Since I cant do it regularly, I usually < >air dash w/Psylocke cross-up. I need that one specific move down-pat, so I can own in tourneys. I dont really need it, but it adds to my Magneto library…
Hey, Im a complete Noob, I got the game a few days ago and wanted to learn Magneto, can someone give me a link to a youtube video or a detailed thread where a noob can try to learn how to really play with mag
Hello Mag players, I have been playing Mag for almost two years now but only started playing againest people when the game came out on PS3. So as of this week I decided I needed to take a break from using Psylocke so I can try and improve my game, as to not rely on her so much. Who should I throw on the end as an assist that would be helpful but not just give me things for free. I was thinking Sent or Tron, but am open to almost any suggestion.
Also when calling out Sent for combo are you supposed to call him out on the first lk? I have been having a hard time getting the timing for his rocket punch assist, where with Psylocke its hard to mess that up.
So, I got another question. How do I get around CapCom assist. Never really had to worry about this before since my friends suck at calling him. However the more I play online and especially now as the newer players start to leave and the better ones stay, I just have such a hard time getting to the person calling him.
Pretty much what I do now is usually just give up using Mag and switch to IM and dash in dash back baiting it for a super but that can’t be the best way to do it.
You can actually rush down and progressively move forward if your opponent likes to move back. You’ll end up passing commando and his AAA will be behind you.
You can also try very quick and LOW tri-jumps. You have to do it right so that you land before commando comes out. If the opponent called commando early, you’ll probably eat it.
Every now and then you can stuff commando with a c.lk but thats very risky.
But yea, like i said, assists can help largely here.
If you have sent projectile as an assist, just empty jump in and counter call with sent. Once you hit him 2-3 times, he’ll probably be too scared to call him out and thats when you rush down.
If you have storm, try and play the full screen game. Call storm, and then rectangle jump in. The typhoon will stuff commando and give you free rush down attempt.
I generally play Mag/IM/Psy as my main serious team, but when I am practicing in match I throw Tron on the end since I do rely way to much on Psy. I am also play Combo from time to time. It seems thats the route I will have to go.
I usually use Sent on Projectile, would their be any merit to using him on the drone assist to punish CapCom. Just thinking about it in general since it will help me get in. That and I am not to sure what to do off of crlk+call sent projectile, crlk. I am not sure but it seems dash up cr.hp into magic series into super is about it. I am sure I have seen other things in match vids but I watch so much I tend to forget what I saw.
Most of my throw resets are only in the corner, where they are actually useful.
In Corner:
During rom:
-sj.lk, mk, add, D+LK / HK throw
-sj.lk, add lk(whiff), jump, either throw
-Dash Under (if theres room) Throw
-Jump, Throw
After Launch:
Launch, Magic series, adf, HP Throw
Launch, delay your SJ, HP THROW
Launch, sj.lp adf, HP throw
Launch, sj.hk, addf, Throw
There are some assist specific ones; not many, but there are some.
Guard breaks on Push Blockers:
Empty jump + AAA… not a guard break, but works
sj.lk, hk, addf lk, lk
actually pretty much any guard break as long as you alter your timing accordingly. However, I do find that second guard break to be pretty much his most useful guardbreak. Its great for just randomly hitting somebody in a high jump too in order to setup the rom with a easy hit confirm.
Which one?
He can end the magic series with the hyper grav xx tempest or rom into hyper grav xx tempest.
You may want to look in the ROM thread for the variations but I usaully just launch w/Psylocke c.lk,c.rh, SJC, lk addf, lk, lk, repeat until you get to the corner, sj.lk, adf, hp grab, hyper grav xx tempest.