Magneto vs. Sent+Cap teams

I am starting a thread to try and bring together some strategy for magneto against sent+cap teams. I hope to see strats on creative ways to get in on sent for the snap in all kinds of situations, opening moves for mags, guard breaks on cap depending on screen location (i.e. corner, midscreen). We can discuss strats for MSP MSS MSTron Rowtron Combofiend and any other decent team with mags on point that will be going up against a point sent that has cap. It would be great to see some stuff for MSS first as this is the team I am currently working on. I’ll start by saying I usually start standing LP+storm-A, HK then either snap or SJ df HP HK and go from there. Then I usually call storm sj df HP HK or sj ddf HP HK and when I do, if the sent is in flight mode he’ll fly back HP and I have to block almost everytime. Also when commando hits me sent will usually go for cr. HP on my way down to try for unblockable. I usually will throw EM disruptor to throw off the timing or mags reverse TK green wave, but does anyone have any other ideas on punishing sent when he spits if you’re a falling mag from caps assist? I encourage anyone with specific questions on this topic to post here

Well when Cap hits you, you have unfly so you can fly then unfly safely. Only bad thing is you may eat a RP sooner or later. Im not sure if you can fly/unfly quick enough to avoid this if it happens tho.

When getting in ground dash then wait for cap, when hes barely coming out normal jump forward. After hes out call storm-a then wait for sents action. If he goes to psh you back with Lk or the pan then storm is relatively safe. If he tries to RP her duck it then you can rom him.

If he tries to LK or PAN before calling Cap on your dash your in good shape, call psy to counter him. If you didnt call psy and he immedietly calls CAP block it then your fairly free to sj dash. By this time sent should be reflying so can take advantage of that. SJ dash at him or if hes fearful of your psy try to punish capcom. Launch call psy so he doesnt hit capcom then cancel into tempset. This way sent will be a lil weary about trying to stomp you and take a lil damage from tempest.

Basically your trying to bait his capcom and force him to either protect him in wich if you predict you can get in, or if he is hesitant punish CAP with tempest or try to launch and get some heavy hits in.
will add more to this later.

I never thought about just normal jumping in over commando, I’ve always had the instinct to dash back or sj. then ddf attack, thx man I will try and I’m sure that will help out a lot. Are there any guard breaks that are specific for commando after I snap out sent? because I know how he has weird physics sometimes…

Dashing back is ok and safe. Its good to mix it up with dash in and back to bait or test ur opponents patience. Also just mormal jump forward and blocking is safe too. Doing these thing will tell you how ur opponent will react and give you a better reading on what to do. Trust me dashing in and attacking blindly will get you KIL L E D really quick against any good sent. A lot of it is dashing and blocking. Just being near sent should make him nervous remember thats where he wants you not to be.

Air dashing down forward is kinda ok if you can time when CAP is gonna land. The bad side is sent will know ur coming down and openly attacking so he can sj lk and catch you wich leads to damage.

The mid screen GB is simple, SJ lk and wait a split sec. If he PBs wait another sec before you dash down lk, if he doesnt PB and just falls be quick to dash. Oh and I SJ straight up mostly then dash down forward. Or SJ up forward and dash down forward and hold back so he kinda goes back to where you jumped from otherwise you will be too far to catch him.

Have any pointers against Sent at around sj height? Lets say I have mss

i dont know anything, except if they ever make the fatal mistake of calling capcom and then doing a rocket punch in mid air and u block both of them, its free, u can dash in and rom sent, u can dash in and punish capcom, maybe u could destroy them both. The recovery for the rocket punch is long enough that u get a free hit plus capcom is already out on the screen.

Now thinking about it, if sent is at sj. height, best bet is to stay away and try letting him come to you. Try baiting him to come in at you so you can start your infinite. It’s a bitch sometimes if he keeps away so you can try throwing EM’s/hypergrabs and call storm out. Once you get him, rom that bitch to the corner and hypergrab tempest until he dies.

Thx I will put the info to good use

Bump

These are some pretty useful tips/strats. I’ve been working on mags lately and have had the same probs as what was written here. Thanks for the advice guys:tup:

Can anyone tell me how to do the variation of the rom on Sent where it pushes him to the corner faster? I think during a rep you sj. lk. df. lk. (delay) mp. mk and repeat but I’m wondering if there are any better variations or if you have to hold df on the stick during the last 3 hits to make sentinels body kinda “stick” to you more…

the best variation of the rom to push Sent on the corner as far as i know is sj. lk,lk [slight delay] ad.Forward lp,d.lk,mp,mk [repeat].

Sweet, I wasn’t sure if two hits on the way up would work with four hits after the dash. I play on a cabinet in my garage so I dont have the option of training mode and it gets old real fast trying new things while killing the other team constantly.

now, for openers…
I usually go for standing lp + storm assist then hk but I cant get the sj cancel out yet. Does anyone have any good openers they’d like to share?
Anyone have anything else they wanna know about this topic?

good for you, you have a cabinet. as for me, i don’t have a cab or a console for that matter, i just practice as much as i can at the arcade.

you can do it with one hit on the way up but i’m not so consistent with that, that’s why i concentrated on the two hits on the way up because the delay on the dash is same as the delay you do on a regular rom.

is that a standing hk or c.hk?

My bad standing hk

in that case, sj just before the second hit of the hk. practice it till you get the feel of it, after you the feel of it, it’ll be all natural.