MvC3: Magneto: Questions (and Answers) Thread

[LEFT]Magnetic Blast L[/LEFT]
[LEFT](in air) U, UF, F + L[/LEFT][LEFT], 70,000 Damage, 14 Startup Frames, 35 Recovery Frames, Frame Advantage on Hit = +24, Frame Advantage if Guarded = +22. Knocks down airborne opponent, projectile has 5 low priority durability points.[/LEFT]

[LEFT]Magnetic Blast M[/LEFT]
[LEFT](in air) U, UF, F + M[/LEFT][LEFT], 70,000 Damage, 18 Startup Frames, 31 Recovery Frames, Frame Advantage on Hit = +24, Frame Advantage if Guarded = +22. Knocks down airborne opponent, projectile has 5 low priority durability points.[/LEFT]

[LEFT]Magnetic Blast H[/LEFT]
[LEFT](in air) U, UF, F + H[/LEFT][LEFT], 70,000 Damage, 22 Startup Frames, 27 Recovery Frames, Frame Advantage on Hit = +24, Frame Advantage if Guarded = +22. Knocks down airborne opponent, projectile has 5 low priority durability points.[/LEFT]

[LEFT][/LEFT]

What are the main combos that a new magneto player should be focused on starting out?

Much appreciated for the feedback as always fellas. Finally got the fly loop down, I was merely inputing the j.L before the fly animation finished, thus not coming out in the first place. Boy, do I feel like a tool right about now.

I also had a question concerning the ‘Nini-Heart’ ROM. From what I’ve been able to garnish it’s just the old vanilla rom (which still works apparently) except that after the first loop the super jumping is negated for up/fwd normal jumping, correct ? Essentially it follows the same input timing I’m assuming. Connect the first j.H at the head and ADDF to about the opponents feet to connect the subsequent j.H then nj 'ing again, right ? Any other timed inputs i should be looking for ?

Thanks in advance.

You pretty much have the concept down, yes! Thing is, doing this uf Superjump is kind of messed up, because what generally happens is you roll 2369, thus getting a TK disruptor. You actually need to do the Superjump motion like this

:f::df::f::uf:+:h:

This way you avoid :d: and you don’t get a TK disruptor. i have no issue doing it the old regular way to the left, but to the right, I can’t do it without this method, as most of us can’t.

is there a begginers guide to mag anywhere ?

Technically wouldn’t this work as well :d: :uf: + :h: ?

If you can nail it perfectly, yes, yes it does. But most of us can’t without hitting that :uf: immediately.

I can, but maybe it’s because I’m on stick instead of pad. Maybe…I’M JUST THAT FUCKIN GODLIKE lol

I can’t hit that shit consistently, for real. I don’t even think I can hit a :df: without touching :d: or :f:

I do d/b n u/f it works for me

I’m pretty new myself but the first combo I wanted to learn midscreen was the flight combo. If you can get the flight midscreen then you’ll also have a corner combo as flight works on the corner. I then wanted an easy corner combo to start with so I took a few things that I learned and sort of made an easy corner combo for the mean time.

Spoiler

[media=youtube]GUXI7Qg6_pg[/media]

[media=youtube]nnJGcKU9Aoc[/media]

Thanks for the reply and yes i have got the flight combo and the muscle memory down for it. Now most importantly i need to learn how to just play with magneto in general.

Alright guys, hopefully this is the last time I get to bothering the magneto-ites in here ! My current dilemma is now Alioune’s mag blast combo :sigh:

I’ve realized that in the corner, after the third magnetic blast :l: and upon normal jumping I cannot connect the :m: and consequent :h: before the final mag blast :l: , seems by the time I get back up there they’ve fully recovered and i’m a whiffin’.

Also midscreen or from far screen, during the first n.j :h: they are already out of reach even upon dashing in, and even if i manage to connect the following magnetic blast :l: misses entirely. Is this a combo only performed via fly mode ? What the heck am I missing ? Your insight is much appreciated as always.

I’ll try and post a vid of my travesty to give a better example.

To be honest, in the corner after the third Magblast, you should go for st.:h: xx Hyper Grav into 2x Hyper Grav loop.

During the first Magnetic Blast loop, you’re gonna want to delay the j.:h: a bit so that they’re falling slightly first. This way, when you neutral jump j.:h: xxMagBlast on the second rep, there will be more room for your j.:h: hitbox to connect.

Turns out upon :s: I was hitting the consequent first .j :h: adf :h: far too late, hitting the opponents head and thus throwing off just about everything else :sigh:

Well with that and a few painful days of learning Magnus, I’ve gotten down (for the most part) consistently the mag blast bnb midscreen it’s corner variant and the ‘Nini-Heart ROM’. On to the hyper grav loop now, some prayers will indeed be needed :>

Thanks for the help lads, I’d still be playing Nemesis if it wasn’t for you all ! :tear-in-eye:

Gravity Squeeze level 3 super…whats the max mashed hits? I’ve gotten 33 but like once lol. Mostly got ~25. Whats the best way to consequently get the max(mashing tips)?

Well I can get 60 with turbo haha, only 38 without

Best I can do is mash ONE button as fast as I can. If I piano or mash MvC2 style, I only get like half as many hits.

Dunno, shit is weird.

Yeah thats what I noticed too. I’ll have to try the one button mash.

when there is lag, what combos do you prefer using?