I’m decently new to fighting games, I’ve been playing for roughly 6 months or so. I picked up Magneto initially because he’s awesome and has a good assist to help Nova, my best character get in. I’m having trouble learning Magneto’s combos though. With the Hyper Grav loop, after I get it set up with the initial Hyper Grav, I can’t manage to get the SJ ADD jH H hyper grav portion. It seems like I can’t do it fast enough, even though I start the super jump immediately after the hyper grav and ADD right away. Is this a timing issue or am I doing something else wrong? Sorry if I described that really poorly.

You’re supposed to buffer the down-up motion as the Hyper Grav is being shot out of his body.

I can get the two H’s in after the first Hyper grav (the one that sets up the loop), but now I’m having trouble connecting the next hyper grav. It seems to be because I can’t sling the other player high enough into the air, are there any tips for getting more height? Or do I just need to super jump higher?

Like what the guy above you said, buffer the down-up motion for the super jump as soon as it is being shot out to catch the opponent. Once the opponent is caught you should be able to see magneto super jumping in the air. Perform an air-dash down-forward using L+M and in order to get j.H while air dashing you’ll have to plink/p-link/ piano link L+M with H. Meaning as soon as you hit DF+L+M, immediatly hit H to keep the combo going. After you hit j.H immediatley hit st. H and then quickly cancel it into L hyper grav. Don’t delay the cancelling or hold down D once you land otherwise you’ll mess up the combo.

At least this how I remember the combo but you have any more questions to ask or help you need. Then just post a comment.

I actually got it thanks to that, I just have another question about the loop. I can only do the version where you SJ up and then ADD and do the H. The version where you SJUB and ADDF gets you more reps than the version I can perform, correct? If not, what’s the advantage of doing the “diagonal” version of the loop?

There’s no difference as far as I know. It’s just whatever one you’re more comfortable with, for me it’s the airdash down one although I thought the addf one was easier in vanilla. I don’t like doing anymore than 4 reps of it after a launcher jH addf jH xx Hyper Grav cause I can’t ever get the 5th loop to connect due to HSD.

it’s possible for a 5th rep, but you gotta end quick with a launcher on the end bbcs xx super

i started playing ,marvel again, gonna try learn his basic loop :slight_smile:

It may be a little bit different for me because I use L+M for Doom…for Magnus, I use M+H because alot of his loops use the H button. Two questions:

  1. What kind of fancy fingerwork would you recommend I use for this loop with my setup?
  2. When I do eventually get the loop to come out, I’m finding if I cancel H into Hyper Grav L quick enough, the loop can connect without me going too high…can somebody else confirm this for me? What this means is, when he lands and does St. H and you see that wave come out, if you cancel at the point before he even turns, you can cancel into Hyper G (L) to connect.

I ask because I’m not getting consistent results when I try breaking the combo down in sections.

Don’t use M+H. It will delay your H and thus some of the Magneto combos won’t be possible.

so this must be the case for his Hyper Grav loop…damn…

yes sir, Its best to alternate MH and LM for your dashes depending on which tridash normal you want.

Wow best answer ever!! finally i can do hypergrav loop, ty xDDD

I was wondering what I was doing wrong in the hg loop… Thx guys

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