Im having trouble with tri-dashing and flight dashing can anybody give me tips on how to execute these better. Im on pad so i would definetly like some advice from fellow magneto pad players.
My only question is are you using arcade stick or pad? If you’re on stick, then I suggest using two buttons to dash instead of manually moving the stick. So that way you’re more able to move around after completing a motion.
I’m using a pad
Well it also helps to do the same on a pad, as Fanatiq and several other pad players in marvel use shortcuts like :l: mapped to one button etc. Just ask any one of the several users here that use pad like Ika Zuchi No Kami for example
Its not really something that can be taught really. You just keep practicing the same motion over and over and eventually it just clicks. I cannot point to any one thing that helped me learn to tri-dash with him. Just kept doing it in training mode when I had to close in on the dummy, and eventually I was just zipping around without thought.
A lot of tech with Magneto is like that. He’s really just a trial and error character. This makes his learning curve a lot higher in relation to how difficult his combos actually are imo.
Thats weird bro. Never heard of anyone doin it that way, seems like it would be a pain. But hey if you can rock it that way then go for it :tup:
I only do* :f::f:* during the fly loop
Thanks bruh definitely gonna work on that. Unfortunately my pad just broke so im gonna have to learn stick and magneto until i can get a new pad
Does magneto need a good assist ? and Magneto,Dante,Spencer is that team doomed to fail because the lack of a good assist?
Are you serious? Jam Session is a ridiculously good assist (in my opinion) because of it giving Magneto the ability to follow up with hyper grav wherever he is on the screen and also provide a “Stop that” assist for people who try to get away by flight movement or superjumping. Now Spencer on the other hand, his assists are actually pretty decent and something to note; his Slant (beta) assist is good for high-low and left/right mix up.
Example situation: On an incoming character midscreen/corner super jump up IADF j:h: ~ 896:l: (this gives you an option select for a grab, but if they don’t block then you get a full combo) or stand :l: in the corner and call Spencer’s slant assist or Jam Session. Now, this gives you several options. Some of which are hard to notice, but I’ll describe two;
- Off of either stand jab or the sju iadf j:h:, you’ll get free pressure if they block with high-low mix up in the corner and;
- The midscreen reset with jam session and iadf :h: ~ 896:l: will lead you to the corner.
tl;dr;
No Magneto doesn’t need a “good” assist, but it helps getting off those swag combos.
That team is fine but I would run it Spencer/Dante-a/Magneto-a instead. There’s not that much point in running point Mags in that team composition without the ability to abuse a horizontal assist (unless you’re packing Weasel Shot) + Mags is the best anchor out of the 3 (I still think anchor Dante is meh) + Mag provides a strong horizontal assist for zoning, pressure, and combo extension.
im on my day 1 magneto swag, learned ROM and hyper grav pretty decently (i get em like 80% of the time for max reps) but i have a couple questions. when i do karablasts (8963 MH~L) i see the startup of a blast then a dash comes out, am i doing something too fast? is there a way to use magnetic blast in hyper grav loops? would be pretty swag. which chars can you NOT do fierce hyper grab loops on? whats the point of doing plinked tridash L as opposed to regular tridash L, i dont notice a difference in speed or consistently but maybe my hands are fast. lastly, is there a point in learning magnetic blast combos or should i stick to roms. i have relatively good execution so landing any of these consistently isnt an issue for me.
You can do something like this at the end of a Hyper Grav loop :
[media=youtube]5xL2BTtsdNM[/media]
Nemesis is the only character that the normal fierce fierce Hyper Grav loop doesn’t work on but the IAD jMH stH one works.
Magnetic Blast loops do relatively more damage than ROM.
oh thats dope, thanks. could you rank his BnBs with the criteria of damage, meter gain and corner carry? i would imagine most of his combos are the same midscreen and corner and they all lead into hyper grav loops for a tempest finish.
to answer some of your other questions relating to tridashing methods i believe that when you’re plinking instead of normal tridash you get an option select grab and it’s faster than regular tridash.
take that with a grain of salt, though since apparently i’m a fraud lol
ohhh, so you plink H~M~L not HM~L?
no one knows bout the kara blast shit? its weird
Yeah I plink with H~M~L cause it gets you grounded faster, so you can block if they attack or grab them.
yeah apparently no one knows (or cares to know…cough**coughFraudnatiqcough :D) about the plink blast dashing. it’s magneto’s best tool for stopping shit air-to-air and annoys the shit out of anybody on the ground trying to press buttons.
im trying to learn how to play mags but i dont know how to do magnetic blast and the Rom
i see rayray doing it a lot and not only does it help him get across the screen but he gets to the ground so he can do more blasts… seems like a really useful technique so i wanna figure it out
I’ve been working on the blast dashing the last few days (and generally learning Mags as a new character) and obviously I’m still inconsistent, but I’m trying to get an ADDF+M.Blast. Should I be? Or should I be using another dash direction?
I’m finding that :u::uf::f::df:, :h:~:l: seems to produce the blast much more often for me than :h:~:m:~:l:.
I guess that’s just me making mistakes with the double plink input? Does it even have to be a perfect double plink input, or is there a little leniency?
To get an ADDF Magnetic Blast you have to super jump first, get to a certain height then airdash D/F + PP and input the magnetic blast, if you do it on a normal jump Magneto will land before doing releasing the blast. L version of magnetic blast is the one that has the least startup, so you will use that mainly, M version also works, H is too slow on startup to be used from an air dash except on very high super jump heights. But your primary tool to move around with magnetic blasts especially with a horizontal assist is normal jump f + PP box dash then input magnetic blasts, it has the most momentum and with a horizontal assist you can get in really easily, and you can also cross the opponent up with the boxdash + the blast, Boxdash backwards M.Blast is also a great gtfo off me move and very strong in keepaway. I personally prefer boxdash blasts, and the input for those is even easier. Doing raw blasts(U U/F F P) without an air dash is a bad idea because his jump will be floaty and will leave him susceptible to chars with very quick low to the ground wavedashes like wesker who can punish magneto easily.
The timing is very lenient, you just have to get used to the input and input the U U/F F motion before your button input.