There is no need to plink anything. Just put inputs on on training mode and see what you are doing wrong, the error you are doing most likely is 89L6 which will give you a jL, go to training mode and see what you are doing wrong, 896L will always get the magnetic blast out, and always use L version of magnetic blast in while boxdashing and addf magnetic blasts. The timing is very lenient, but if you dont do 896 + P the blast won’t come out, so the input is stricter.
To do a box dash blast:
Jump --> Leave yourself in neutral --> PP --> 896L
The timing is very lenient, you are probably not getting it out because you are rushing the motion, there is no need at all for plinking lol. Just put inputs on in training mode.
Okay, got it once in 23456545676545678965 tries. Gonna keep practicing! Thanks.
Also, I should note that in practically every attempt that I fail, I’m getting the heavy version of mag blast without a dash. Maybe that will shed some light on exactly what I’m doing wrong.
Unless someone shows me that it’s possible to do plink L+M and get H magnetic blast off a IAD boxdash I dont buy plink Boxdashes being more optimal than the normal input method. If it doesn’t reduce the startup by less than 4f before grounded I don’t see the advantage over the easier more precise input.
I been thinking about picking up magneto for my team since sentinel becomes a liability against aggressive players, where would yall place magneto on a team with vergil and wesker?
so best bet is to run mag as anchor basically, he probably wouldnt be a good fit to run point for my team since, I dont really have a good assit to cover the screen.
Ok I buy that as a very useful pro, as I do the inputs manually after the crossup, and chances are that if the opponent is mobile that would be pretty hard to do. Will a blast come out if you are right on top of your opponent head though since that’s not achievable by manual input?
But if blasts autocorrect manually I’ll work on it for crossup blasts.
yeahhh, theres no denying the fact plink mblasts are way faster… its kinda hard to get the plink down at first but its pretty free once you do and very much worth it. worth noting though, even without plinking you can still link a trijump fierce afterwards.
I’m starting to believe that I was hallucinating when I thought I pulled it off once and you all are messing with me. I just can’t do it, no matter how many times I try.
any tips for me how to deal with jumping opponents?
light punch is an nice anti air jump against an other jumping charachter doesnt seem to do magneto good.
Oh yeah for the guy trying the hyper grav loop in the corner. Here a tip hope it helps. as soon as the grav hit press u buffer a lil of your jump. In other words as soon as the grav hit you need to hit up at the exact same time. last but not least is getting the height under control which is tricky good luck :).
You on pad? I’m trying it on pad and it is hard as hell. I used to do it the way Leaf described, and although its still effective its clear its not on the same level as plinking it. Oh well I’m just gonna keep practicing it. If I can ROM on a pad, I’m sure I can figure this shit out
:l: is a gdlk anti air because 99.9% of the time it will beat out whatever is coming at you and you can rapid fire. Another good anti-air is probably standing fierce because it will either trade in your favor being able to combo afterwards or if they try to go or a safe jump in and they are blocking, it will give you enough space to call an assist to do any sort of mix up afterwards. :l: can do this as well but the range isn’t as far.
Yeah since I made the transition from pad to stick since i’m an arcade baby (lol), I found that since I have large thumbs i couldn’t normally do on a 360 pad that I could do on a stick since i have better dexterity in this case. My finger’s have gotten a lot bonier since then lol
Thanks for the tips Kanta, i’ll definitely try working at it tomorrow, when I tried it in training mode with your input I would get either neutral jump blast or boxdash jL, so it’s going to take some work to practice, although I only think it’s worth it for the guaranteed crossup setups.
Generally you only want to anti air without divekicks or stupid swords, do not eve attempt to anti air Dr Doom or Vergil or Wolverine, they are mashing helm/breaker footdive and it will beat everything, and your magneto will die, so block vs those instead or stay away.
Your Best anti airs are
-stA, very easy hit confirm and very nice anti air hitbox
-S, also great hitbox + lowers your hurtbox
-jM, very fast air normal with a very nice hitbox on it, I like to use jMH xx Magnetic blast for the easy confirm
-Air throw, this is marvel 3, where throws are 1f, and Magneto’s confirm off his throws lasts 5 hours. Once again avoid this vs Dooms/Vergils.
-Shockwave is a very good get off me move and destroys airdashes in this game, you might need a dhc to cover it safely in certain situations though.
-Magnetic Blast also does well air to air.