Any new tricky incoming mixups other than this one. Been out of it for a few months, hoping there’s some new stuff or something I missed…
I like your name and I like your team… >_>
So I know there are some people here using Mags/Jam Session (at least @forte95 and @Merkyl999x ) . I love the mixups off of that assist because of the cool throw property and Frank gets some pretty retarded stuff… But my Mags is still kind of lackluster in that department. Anyone have some cool ways to use JS they’d be willing to share?
Here’s me freestyling random stuff in the lab. Hoping to get more ideas to mess with!
Also really like some of those setups into throw… Especially the empty tridash crossup, neutral jump empty ADD (so they pass under you) into throw. If they pushblock JS to avoid sliding you’re close enough to throw although it’s really hard for me to test solo whether that’s a true guard break.
EDIT: At the same time I also realize it’s hard to beat just doing a bunch of high/lows with no side switching stuff
Yeah, some cool looking setups, but the reality is that you should just aim to run 3 hi/lows on pretty much every blocked JS. People aren’t going to block that reliably and Mags can force that situation a lot.
The main issue I run into trying to run any kind of left/right shenanigans is pushblock gives people free outs all over the place.
The flip side of that, though. If you can get people afraid of left/right mixups so that they’re constantly trying to late pushblock? Free throws all day.
Those are already good setups.
I do have some things that might help you.
IOH. If you sj addf S or something like that, when Jam makes them block, that’s one entire lockdown worth of fuzzy guard. IOH is really cheap cause it’s even harder to react to than tridashes (which are already good enough for most mixups) plus the dash cancels you can get extend pressure in kinda-braindead ways.
I know there’s a thread around here that lists down which IOH works with what chars. I’ll try to find it and edit the link in later.
Rule of thumb though is that jM is your best bet. The drawback is it has a bit less range than IOH jL so you have to be right next to the blocking opponent but that’s not hard to set up with Jam. If you’re up against a matchup where IOH jL works, then use that because it’s faster.
What’s cheap about IOH aside from the speed is that you have a dash left over, so you can IOH xx add immediately, setting you up for another hi/low. Mixups of this type are kinda like free-flowing mixups where you just cancel almost everything into another mixup. The IOH xx add grounds you so you can go for another cL/IOH mixup. You can also IOH xx addf, followed by your usual tridash mixup jL/whiff normal into cL/whiff normal into throw. All your high options (IOH, tridash) leave you standing in front of the opponent with no recovery so you can setup another mixup, plus you don’t have to worry about hitconfirming because Jam will catch the confirm for you.
Your low options can’t be canceled as quickly. I only do low with single hit cL; I’ll just wait to recover from the cL to free-flow into the next mixup rather than go into a full ground series because
-it gives me more mixups during Jam
-ground series after cL is pretty easy to pushblock because the opponent doesn’t have to worry about mistiming
-Jam catches the confirm for you so you don’t need a ground series to confirm anymore
IOH xx adf plink Blast is also good. It chases with a plink Blast ifever your IOH gets pushblocked. It’s an autocorrect crossup if they don’t pushblock, so it easily sets up a left/right mindfuck because you hit the IOH from one side but the Blast comes from the other side; that disorientation leaves them more open to another crossup empty tridash low, so you basically hit left/right/left, or fake crossup empty tridash low to hit left/right/right. It’s all autoblockable if you don’t go low, but I like how it sets up the mindfuck because they WILL be ready for tridash crossups but they don’t always expect an autocorrect crossup plink Blast.
It gets even more stupid if you do it by the end of Jam. the adf Plink Blast suddenly comes from the front now, but the mindfuck will only work if you’ve done the autocorrect crossup at least once. Or when they block Jam you can tridash over to the other side then IOH xx adb Blast just as they get pushed by Jam, it’s another same side setup for when you’ve done the crossup version once. It’s also pretty stupid cause even after Jam wears off, they block a Blast so that’s at least one more mixup before you free-flow into your next assist.
Fly cancel. If you go into ground series and fly cancel, I find that it’s better to do fly/unfly instead of fly xx S. The fly xx S is reactable if your opponent is used to it, because it’s very telegraphed (it’s your only mixup option off a full blocked ground series). If you fly/unfly you get to mix it up with unfly overheads/cL again, plus when you land you can set up an IOH or tridash mixup before Jam ends. Fly/unfly also means you can dash up throw after Jam ends because they won’t be in air S blockstun.
EDIT: Oh haha the thread I was talking about that has the list of which IOH against which chars is actually this thread, just go to the first page
I’ll second on the fuzzy stuff. Getting mixups on the way up and down is so godlike.
It also sets up some doom style j.M fly unfly stuff that’s pretty sick in the corner.
A while ago I was looking for things that can be done if they pushblock your initial contact. Like c.H xx Fly, hold up to get to dash height and plink dash forward twice. Then you can react to where they are and dash toward them and do either
a) j.M for high, j.S(whiff) confirm c.L
b)j.S to fall and land with c.L for low
blockstun should still be in effect from jam so they can’t throw you.
Not as good if they don’t push block your prejam attack. You still get a 50/50 but if jam lands and you start next to them mags can just go nuts.
I’d be interested in seeing what is the max damage you can pull out off of a jam hit during the mixups.
Thanks a lot for the suggestions fellas, great stuff. I’d tried a little bit with Magnetos IOHs to begin blockstun and start fuzzies, but dismissed it because it doesn’t hit crouchers… For some reason I never got as far as using them once fuzzies had already kicked in lol… And yeah sjohn I kind of do something similar with the fly into high/low, but I’ll admit I generally don’t try to overthink and just try to tridash/low until i need to Blast for +frames (or confirm). I’m trynna get my situational IQ up though hah.
Also forte, I like the fly/unfly instead of fly j.S looks muchhh better and gives that extra mental mixup if u don’t go high… I’m assuming it’s mental because mashing s.L would usually beat that, right?
Makes me wish Magneto had access to the input nullification unfly… Damn that’d be nice there hah
Well if you do stuff xx fly/unfly into low, you’re safe from mashed s.L anti air if you hold block as you fall
I don’t even think they have enough time to catch you with s.L before you hit the ground but they can definitely try to c.L
So yeah you either condition them or just do everything while Jam’s out
Also, don’t all flyers have input null glitch? You can get max 2 falling Ls off an unfly depending on height and timing without it tho but the glitch will definitely make that better, you can also do that off sj addf S xx fly/unfly to catch them off guard if you’ve been doing sj addf S into IOH mixups all day
Anyway just lab a lot of different-looking mixups, if the opponent is unfamiliar with a mixup, they won’t be able to reaction block it most of the time because of Magneto’s speed
that and general safety (OS and ability to block at certain points) are what you should be looking to get in a mixup
Thanks man.
And yeah I thought all flyers had input null as well…I played Nova before and it was really useful, and I know like…Sentinel can do it. But I just went back to the lab and confirmed that Magneto can’t, which is really weird. Did it a bunch with Nova to make sure I remembered it right and then swapped to Mag and just got unfly over and over again. Makes it unnecessarily hard to unfly j.L, because you can end up getting L hypergrav if you’re not careful ~_~
Although, related to the conversation in the other thread, Magneto can actually unfly with j.H…but he has to do it as a dash it seems. If you use the Splink input with a single direction instead of the Blast motion you get airdash + unfly normal…so like S~L+M~H gives you unfly airdash H. That’s pretty cool if you want to come down out of flight with a throw OS or think the hitbox from a normal other than j.S has a favorable hitbox.