Apparently there’s some crazy good (but waaay over my head) guard break setups with it too.

I play on pad (Xbox) and i have my RT set to :l: :m: :h: and i use it as my dash. Can having all three normals on that one button effect my dashes, normal or planking, and other movement tech with magneto
And BTW i run Magneto as anchor so what ever i have set on my RT has to accommodate for my first two characters, Taskmaster and Dante

I play the same team on pad and use the L+H and L+M macros. The macros affect your plink speed and consistency, having an empty button on the dash macro allows you to hit that button quicker (i.e L+H macro gives me quicker boxdash Ms with Dante), a lot of pad Magnetos like L+M (for H plink), and M+H(for easier tridash Ls). I highly suggest you use a 2 button macro so you are capable of plink dashing properly too.

Personally I prefer not plinking my tridash Ls, so my consistency on them isn’t even 80%, if I don’t know if I’m going to hit low or high, how will my opponent?

So i should maybe assign L+H to LT and L+M to RT and use RT to plank dash with H

Any tips for doing rapid Magnetic Blasts like FChamp and Neo do? I can do regular Blasts fine, but they do them really fast sometimes back to back.

Depends what you mean. Is your trouble just that the motion is awkward to do one after another? It gets less so as you play more.

If there’s a specific sequence some of these have techniques behind them that make them possible or practical where performing them naively is difficult to impossible.

One way I practice is to to super jump forward dash into blast L as close to the ground as possible and as quick as I can do without messing up the motion. I seek accuracy over speed. I cheat with a one-button dash but the idea is to get the motion. Something like 147896 H+M, L .

simply a weird rhythm you have to get used to.

I have no issue doing regular Magnetic blasts, as I can do all of Ray Rays magnetic blast combos…including the side switch ones. But doing them in rapid succession like Champ and Neo is rather difficult. It doesn’t look like they super jump either.

Do you mean box dash Blast? Because I don’t think any of us fully get what you mean, could you clarify? It’s kinda ambiguous just saying “doing Magnetic blasts in rapid succession” because there are multiple things you might be talking about.

If you mean multiple box dash Blast, just do 896 M+H~L instead of 8 M+H, 896 L if that’s what you’re doing. If you’re having trouble with 896 M+H~L, you just have to practice, there aren’t really tricks to make the motion easier.

If you’re just having trouble with the actual 896 motion over and over again, that will also just come down to practice.

Watch a Filipino Champ match video. Sometimes before his matches during button checks, or after he’s won he’ll do rapid magnetic blasts in quick succession. When I get the chance, I’ll see if I can find a vid on youtube to point out to you.

If you’re wondering about the mechanic itself, he’s just doing this motion:

Yes you really seem like you’re talking about plink Blast, you might not just realize that what FChamp is doing is rapid box dash Blasts. I thought you were trying to replicate it by doing multiple manual box dash Blasts.

But also sometimes Fchamp does rapid sj addf plink Blasts, which you can do with 28963 M+H~L over and over again. If you do this low enough the Blast never comes out and it seems Magneto is short-hopping, so maybe this is what you’re talking about?

I already know how to do that so, I’m not sure if thats really it or not… but I appreciate the help from you guys. I suppose its not really important besides looking cool, and the random chance that you actually lock somebody down on the ground with hidden missiles.

Mmmm other than “do the kara version quickly” I’m not sure what advice I can give on that. Are you talking about working different blasts in, or just doing the same one over and over? I know he said at some point thinks of superjump Blast as one motion…so it’s like 2369896. If you do that, the Blasts starts to come out on your way up and you can addf.Blast or addb.Blast or whatever more quickly than if you had separated the motions. It’s got uses.

I’d say it’d be more useful to practice alternating the kara Blasts quickly, since you’re probably not going to want to do like…two forwards in a row or something very often.

When I lab it I have a sequence where I do dash, superjump uf, addf.Blast (land), adb.Blast, superjump uf, addb.Blast (land), adf.Blast, superjump uf add.Blast. Works in the most useful ones and also gets your hand doing different motions so you can practice resetting your grip for a move if it shifts during a rapid input.

What’s a good way to deal with Wesker? My friend is able to dash under me during dash back Mag blast when I try to pressure him and do dash unders on my landing.

min height db plink magblast is almost impossible to plink under. I was trying to get under Mixup’s Mags with X23 and was having trouble. That said, your spacing is a bit off if he’s at ranges where he can dash under you. Either use an assist to create space so that you’re putting the blasts a dash or 2 in front of him. You can always bait the mag blast and j. ub > adf j.MM or addf j.L when he dashes forwards.

In genera, I just stay more grounded and poke with assists more and just use mags to cover your assist while pushing to the corner. I think too many people get carried away with his sj height plink nonsense and forget that he’s a really well-rounded character pretty much anywhere on the screen. If you’re using it to get out of a corner and goof a plink, don’t be afraid to use a safe DHC to get grounded. Outside of that, just be less predictable with your movement and be sure to have some down/db/df dashes during your plink-strings so you’re not at full SJ height.

If you just love being at SJ height make sure you’re using your assists to let you get back on the ground safely.

When I first started playing Mags point I spent way too much time in the air against my sparring partner’s X23 and every single time I would try to land I would have to guess on whether or not he was going to dash under at the last second, so I started trying to focus my game more around tridash pressure and started using that as a crutch so he would start beating them out with c.Ms and s.Ss. I totally get your pain here and unfortunately there’s not an easy fix for the situation. Try to use the conditioning you have now to force bad whiffs or have him put himself into bad situations. After a little while it will balance out since once he knows that you know how to counter the counters and you’ll get those options back. You have to give him something to respect first, though.

My only objection is wesker’s gunshot being so damn fast I hate being grounded and dealing with it.

Yeah, but his ground movement can beat or go even with Mags in the air so you’re gonna deal with him in either case once you have to land (and in a worse situation IMO since Mags doesn’t have great buttons to cover people directly below/dashing under him.)

His gunshot was always one of those things that I try to find what ranges my opponent is willing to throw it out and I try my best to be right above that horizontal hitbox as much as possible in those ranges.

What’re your assists? IIRC you’re using something like Mag/Zero/Dante maybe? Cause Zero’s CC wrecks blockstrings like Weskers I imagine.

I get a lot of mileage out of Shopping Cart vs Wesker because some of them start dashing like lunatics once you fly. Other than that, I try to stay above his horizontal assist and come down in a way that keeps me safe…usually avoiding flight in the process. It’s one of those matches where I end up doing less flight and more normal jump height or under sj height add/addb normals to try to catch him moving towards me. Once you connect one of those you can dash up s.L + Jam Session or adf.Blast or something to force him to block, but he’s definitely slippery. If you watch Rayray play Unknown, Ray seems to spend an unusual amount of time trijumping from min height (min height for the different normals that is) while calling assists, and it seems to do pretty well for me putting up a wall against Wesker’s approach. Mix in add and addb Blasts as spacing dictates.

If I were gonna fly with just Jam Session, I’d prob call the assist while move forward a few times, and then move back to my orginal position/unfly to try to have JS catch him dashing or lock him down so I can get in better. If he does an sj gunshot to try to make me block on the ground, there’s Jam Session + Attraction. Works pretty well there in my experience.

If you have some space though you can definitely adb.Blast there. You just have to respect how quickly he gets in, so do it a little farther away than usual.

Also winning the 99 seconds is pretty doable there. If your gambit fails back off to full screen and try to stuff his assist while JS keeps you safe.

May or may not be good advice, but I don’t think I’ve ever really played a good Wesker. A lot of his stuff gets blown up, but with high level movement and good assist calling I could see that being tricky to stay away from.

The Mag/Zero/Dante team is on hold. Right now I’m playing Zero/Mag/Sent so I can learn standard mag stuff with Drones.

When Zero dies and I’m down to Mag/sent I don’t have an assist like Cart or Jam that I can just call. I have to cover the screen a bit if I want drones to get out.

He’s using Doom Rocks and Vergil Rapid Slash. When I use sj.add/addb normals I do catch him every now and again. Usually he is moving in behind Rocks or calling Rapid Slash + gun shot. The effect is if I don’t snipe the assist call ( which he is covering with various jump guns) I can’t use normals or I get hit by rocks.

This is a very interesting approach. I will have to watch a match vid to digest. On paper it sounds very vulnerable to gunshot.

Good advice.
Thinking now I’m wondering if the right approach might be to aggressively get Drones out. Stay on the ground and stay in front of sent to take block hits of gunshot. Let drones combo break ground throw if he sets it up. Drones out will easily control the ground and then I can setup for blasts.
That common theme of this seems to be Get Less Fancy, Call Assists.