iight kinda bored and fucked up from drinking too much…so ima post some shit
First and foremost ima say by no means am i saying my magneto is one of the best out there…i just played with him long enough to share some shit, so here it goes:
Magneto Basic’s
iight…first when playing with magneto it is really important to have rush patterns…SAFE rush patterns, sure magneto is the king of rushdown and it may seem when people play with him they dash in alot…yea they do, but good players rush in carefully. I’m not saying that u can rush safely all the time…cuz sometimes u get impatient and do dumb shit like run into cyclops or capcom or what not…but always try and play it safe…remember not to triangle jump recklessly cuz it WILL get u killed…especially by storm’s rh…try and rush them while they are in blockstun via cyc/sent/psy etc.
There are many different ways too perform the triangle jump but these two are the most popular ways:
The slide method
Index and middle finger on the two punches…perform a superjump or reg jump, then move the stick to down/forward and quickly slide your fingers from the two punches down to either lk or rh…this will cause magneto to superjump and dash down quickly and perform an attack as an overhead…a very important part to magneto’s rushing arsenal
The thumb method
Another way of performing the triangle jump…first put your index and middle fingers on the two punches and your thumb on either lk or rh, depends on which attack u wanna use…again do a superjump or reg jump, then move the stick to the down/forward position and press the two punches with your index and middle fingers then quickly use your thumb to press either kick…this is the other way to perform the tri-jump
personally i prefer the sliding method but its your choice…also reg jump trijumps tend to work better than sj trijumps sometimes because when u sj the blue splash comes up and your opponent will kno to block high…also when tri-jumping with the reg jump, lk works better than rh becuase its comes out quicker
Now that u kno how to triangle jump u need patterns to make this technique effective…rush patterns are to trick the opponent into blocking wrong and then u hit them which should equal dead character, i’ll list some patterns that are used alot by me n other players…obviously these patterns should be done when u are close to the opponent and not full screen lol tj. will mean triangle jump
Rushing patterns - if any of these hits connect u should go into the launcher to combo them
- dash in c.lk [ low attack]
-tj.rh, c.lk [Basic high low game]
-tj. rh, tj.rh, c.lk [two overheads then a low]
-tj. rh, c.lk, pause, c.lk [tricks opponent into thinking u will go high but instead u go low]
-c.lk, tj.rh, then call your assist and trijump to the other side and hit them with a rh…this is a crossover
Man there is so many rush patterns its hard to cover them, just experiment and come up with your own…these are the ones that are most used when u are in a clinch and cant be too creative lol
when rushing always be wary of the other persons assists because u will get hit of u do these patterns carelessly…drop your assists to protect you while applying pressure…dont throw out the c.hp if it is going to get blocked because it can be punished so be careful of that…rushing patterns also change when u have certain assists…like psy/cyc etc but i will get into that another time
Anyways on to other things…
Magneto’s options
During certain situations magneto’s options increases…for instance when he has the opponent in the corner or when he performs certain combos…
c.hp, sj, sj.rh, addf, ad.lk ad.lk land
this is magneto’s bread and butter…where he has sooooo many options…once u land this combo you should be able to kill your opponent from here with these options
after this combo you can do the:
- ROM infinite[i’ll get specific about the ROM infinite later]
- s.rh xx shockwave [guaranteed damage]
- dash to the other side for a crossover [not guaranteed]
- same side reset [not guaranteed]
- throw [can be teched]
- snapback
Some players go for the shockwave combos because it is guaranteed dmg and u have a couple options after it…
options after shockwave combo
- call assist like storm and trijump to other side for crossover
- throw [qcf+rh after the shockwave]
- trijump after the shockwave to land another combo
- ROM infinite options*
ALOT of players go for the rom infinite after that combo i listed…i am one of those players lol…magneto has so many options during this period its not even funny…this is how he kills whole characters…
options:
-ROM infinite to 40 hits and unmashable tempest[should be 90-95% damage]
-crossover and same side resets[i will list them soon]
-throw
-snapback
-s.rh xx shockwave [not really worth it cuz after 15 hits the damage scaling fucks u up ::bluu:: ]
basically the rom infinite just inflicts more damage and gives u the same options u would get if u did the reg dashdown combo plus u also get the opponent nervous because they dont know what u are gonna do to them while they are in the infinite
Now i will list some resets for u…basic ones and fancy ones…basic shit works well tho
- Resets *- do these after performing the rom infinite or after performing the dashdown combo
- dash under c.fp[crossover]
- dash under c.lk+psy, c.lk [crossover]
- tj.lk, c.lk, c.fp [same side crossover]
- tj.lk, c.lk+psy, c.lk [sameside]
- call psy dash underneath s.lp [cross]
- dash under, tj.rh, c.lk, c.fp [crossover]
- dash under, tj.lk to where u were(whiff), c.lk, c.fp[sameside]
- dash under c.rh, tj.rh, c.rh, hypergrab, launch [crossover]
- call sent-g, rh grab, s.rh xx shockwave [throw reset]
- call sent-g or storm-a, dash under, c.lk, c.lk tempest [crossover-unmashable]
- sj.lk ad df to other side, ad.lk, dash back under, c.fp [jose garcia crossover]
- sj.lk, addf to other side, ad.lk, ad.lk, land, start rom infinite[crossover]
-sj.lk, sj.lk addf fierce(whiff), trijumping lk back to where u were(whiff), c.lk, c.fp[crossover- kinda fancy]
there are alot more but i dont feel like listing them now
- Corner options*- iight magneto’s best friend is the corner…he tears apart people in there, in the corner people tend to use throw resets alot because they are unrollable…but dont get predictable because good players will see them coming and tech hit
Basically in the corner when u hit them go for the dashdown combo and try to cross them up or rh grab
rh grab options while in corner:
- if u grab them on the floor…otg with c.lk, c.rh, hypergrab into whatever
- if u grab them while they are at reg jump height u can do two lk’s on the way down then land and start the rom infinite for more options…crazy shit…
The triple fierce-c.fp, sj, sj.fp, addf, sj. fp, sj.rh, land, c.rh
this combo hurts alot…basically a good 50% combo, plus u can do shit after u perform it…crossovers mainly
Some people stop after the 2nd fp then try to reset the opponent…its works real well, for instance after the 2nd fierce the screen goes into flying screen and as the opponent is gettin up u can call psy then reg jump ad forward for a crossover or u can do a reg jumping trijump with lk for a really quick overhead
When performing triple fierce in the corner u can also extend it …this is how it would look…-c.fp, sj, sj.fp, addf, sj. fp, sj.rh, land, c.lp, j.lk, j.lk, j.fp land rejump and grab - this works real well and if the opponent techs the throw u can GB them after…really useful…whichever throw u use at the end can be comboed after
- thanks to taiji and reset for adding to the thread:D