I have been playing Magneto(Disruptor)/Dante(Jam Session)/Doom(Missiles), which are the best options to get the Magness/Té shell more agro style? i think Zero is clearly the easy and it makes it safe agro, but want to see more options.
hey everyone I just picked up mags, love his movement and hyper grav loops. I was wondering if Mags/Nova/Doom (missiles) are a good team. A lot of people told me not to run Mags and Nova together but that order has good dhc damage from shockwave to nova’s super.
Is akumas tatsu assist good with magneto? also if I’m pairing him with dante what assist is best?
What do you guys think of Magneto with spitfire twice assist from the Coon?
Been playing Magneto/Strange/Dante with some mild success, I like what Magneto can do with Bolts and Jam.
What do you guys think of Mag/Doom/Strider ??
Vajra’s a meh assist for Magneto. It helps a bit in air-to-air but you don’t get much off it, since you can’t otg and if you wanna set mixups up you have to take forward, back, and neutral tech into account which is a bitch to do midscreen. It’s still a nice Mag/Doom/anchor team. Kinda like a variation of Mag/Doom/Vergil except you don’t get Rapid Slash assist for incoming mixups with Mag. After a kill via DHC or TAC just leave Doom in and let him do the incoming mixup so you can take advantage of the dirty stuff with Vajra and still convert.
How is Mag EMD/Doom Missles/Vergil Rapid Slash?
Anyone here have any incoming mixups with Mags / Jam Session?
I’m wondering what other people are using
So I really want to use a Mag/Doom team. Not because I like Doom but because missiles is godlike.
Anyway I can’t decide on a second character for the team. I want to play a keepaway-ish style Magneto plink-dashing around throwing mag blasts and calling missiles and another assist until I find a hit. Right now I’m thinking about one of these:
Mag/Dante/Doom - I like the synergy between Mag and Dante but idk how much synergy Dante has with missiles. I could always run Mag/Doom/Dante but that kills the million dollars THC setups.
Mag/Trish/Doom - Very keepaway oriented but I don’t have experience with Trish and I’m not sure how much she helps Magneto.
Mag/Storm/Doom - Decent keepaway with great assist sniping and DHC damage between Mag and Storm. Also IIRC you can hard tag in with Doom after a Storm throw for a full combo. However, Storm assist doesn’t really help Mags
Mag/Akuma/Doom - Tatsu assist will be helpful when I want to go on the offensive and the DHC between Magneto and Akuma seems pretty good. Just not sure how much missiles benefits Akuma.
Sup folks. Looking to make a new 2nd unit with Magnus cuz I love some Magnus. My new main is Nova Doom Vergil so I’d like advice on if I should just do Magneto Doom Vergil, Magneto Doom Sentinel or Magneto Vergil Doom?? Opinions,advice,tips,Help
I’ll repost my answer here.
If you want to play point Magnus, I guess Magneto/Doom/Sent does the job. Watch RayRay for MDS. Mag/Vergil/Doom and Mag/Doom/Vergil are cheaper though. MVD is good if you aren’t comfortable with TAC infinites. MDV is good if you are comfortable with TAC infinites and you get anchor Vergil.
Gotcha. Im just lazy on relearning my Magnus BnBs with a different assist extender than Sentinel. Dont know how I’d play with Missiles
So no one really replied to my questions of incoming mixups with Mag/Dante so I’ll see if this gets anything started =P
I discussed this mixup with Slippaz a while back (from whom I blatantly stole the team of Mag/Dante/Frank) and it’s been working out like a charm ever since. Also I haven’t seen this anywhere but I can’t be sure it hasn’t either… now that the disclaimer is out of the way here goes (copy paste from our convo):
Incoming Mixup with Mag/Dante, rare situation for this team b/c a hit means Frank lvl 4 but it does happen.
Call Jam Session meaty (the meaty-er the better, so lock em’ down as high as possible) wait for the last hit and quickly do j.L ADD/ADDF j.OS grab.
- Very quick grab before they even touch the ground
- Once they’re expecting it, fake em out and do s. L to beat out the throw tech attempt
- If Push blocked the j. L (hard to do, but can happen) you can still get the grab but I tend to go for dash into s. L at that point b/c my reaction to the push block isn’t fast enough and I don’t get the spacing for the grab correctly most of the time.
- You can also do an early Cr. H while JS is locking them down so they stop seeing Mags (and hear him whiffing something) and then do the same set-up
Another thing you can do is (and I got this idea from Slip’s frank/JS incoming where you do the Snapshot BEFORE JS ends so they push block the assist) do the j.L before JS ends when expecting them to push block, granting you a very free grab or s.L mix up (in case you don’t have that frame perfect timing to grab untechable).
- If they don’t push block this way they’re in block stun until grounded so no air grab, but yes to a high/low/throw mix up. I would recommend doing this from a tri-jump to add in another mind fuck element (if you’re going low be quicker to avoid chicken blocking, and don’t be right next to them because you’ll be grabbed by mashing OS on the opponent’s part, Cr. M actually works wonders here b/c it has enough active frames and range).
- I still haven’t gotten any of this full proof against chicken blocking but many times they won’t even touch the ground
Not many layers to the mix up is really the only problem I’m having with this, but it works like a charm even with people to whom I’ve shown/explained the mix up.
So yeah thats about it, would like to know any thoughts/improvements/flaws you guys see.
*sorry for the long post
Gravitation + Jam is a basic one, can force them to ground block Jam so you can run grounded hi/lows (I usually do this with Dark hole but Jam still works). It’s pretty much naked tho, just something to potentially build up on.
You can also do stuff with meaty sj addf H/S/plink blast. Just do the meaty, land, dash, then react to what happened.
-It’s easy enough to confirm a hit, especially if you use plink blast.
-On pushblock, the dash gets you close again, then jump and throw + call Jam (got the idea from sumbrwnkid and sjohn). The throw attempts a guard break, while the Jam call keeps him blocking after a tech if you don’t get the guard break. Use back throw cause if you use forward throw Mags can throw them into the last few hits of Jam, making them flip out almost immediately.
-On block/no pushblock, do slightly staggered stand L’s to lower them a bit + call Jam, then cM just before they land. The point is to try to have him touch the ground right when Jam starts. You can chain into back throw from cM if they fall before Jam starts.
You can mix up some stuff (like jL S addf L to try to punish tech attempts) but the main point is to get them to block Jam on the ground so you can run your usual hi/low/throw Jam mixups.
I don’t have much else, especially for midscreen, cause my team is kinda like your team, I don’t usually do incoming mixups with Mag/Dante cause I transition into Dorm with meaty Flare + spells after a kill most of the time. Midscreen I just do solo corpse hops or attraction into early called Jam, which keeps them blocking for a bit but doesn’t accomplish too much.
How do you guys feel about Magneto/Vergil/Dante? I’ve played both Magneto/Doom/Vergil and Magneto/Doom/Dante with decent success locally, bit ultimately I keep getting bored with Doom.
Giving up plasma beam will be tough, but with M/V/D i get to kill of every touch without resetting/TACing.
Another thing that I like with M/V/D is the ability to hold A1 or A2 and have an optimal team for point Vergil and Dante as well
Guys I just want to say that unibeam is better than plasma beam. Also it allows you to have a beam and missiles. Try it.
There are matchups where I hate how some chars can go under it, like Firebrand. I can’t run the usual cL/IOH mixup if the opponent is mashing his 3 frame cr. L
Although you can use that to your advantage and add an extra layer to the mindgame
Also Doom beam comes out a bit faster so there are setups and neutral tricks that are safer with Doom beam and not with Unibeam
Although that also goes the other way, sometimes you want Unibeam’s delay, plus it lasts longer so it has its own setups/neutral tricks
I was a big fan of Mag/Tony, I ran Mag/Tony/Dante for the longest time, he truly is one of the best support chars
You’re just kinda gimped cause you don’t have a safe DHC out, plus when you start building a whole lot of meter, your team doesn’t get that much stronger, the THC isn’t as cheap because Proton Cannon keeps them high in the air
If you run Tony behind Magneto, you can switch between Unibeam and Repulsor, Unibeam is what you usually want but against teams where you’re at enough advantage that you don’t need a beam, Repulsor gets pretty cheap, too
also Repulsor is incredible in fireball fights
If Magneto dies, Tony/Jam is kinda okay, it can handle defense, it’s far from top tier but you can run it if you put in the effort, plus you can Devil Trigger DHC and you get Dante/Unibeam (although if you ran Repulsor, this shell is just gonna straight up suck)
I think that’s one of the weaknesses of going Doom/Tony or Tony/Doom behind Magneto, yeah you get Unibeam and Missiles but when Magneto dies the shell can become absolute shit against some matchups, Doom/Unibeam is kinda okay but Dante/Unibeam is undoubtedly better
Yes, definitely try Mag/Tony, I think it would be nice if people tried all the good assists for Magneto so you pick up different ways to play Magneto, making your game better overall
You just have to be aware of the cons of the shell
I switched to Mag/Dorm/Dante so I actually get stronger once I pile up the meter, plus Dorm with those assists is so much better than Tony with those assists
I lose out on a good beam for Magneto though because Dorm teams have incredibly tight requirements for the third character, you usually can’t afford to run a beam behind Mag/Dorm