MvC3: Magneto: Questions (and Answers) Thread

Speaking of the midscreen EMP loop, is it cr. LMHS, sj. H, add j.S, S, [super-jump forward sj. H, ADD j.S, S] x N?

I’ve been searching for a video of it in action since people mentioned it a lot. Is there a video that shows how it would look?

[media=youtube]3bvg3F2VmkQ[/media]

He didn’t go because Joker wanted to add more rules to what Fanatiq agreed on. And then other nonsense about Joker’s not sure if his backers will actually back him at the future Montreal tournament.

One thing to note, Joker got bodied 2-10 by JWong. Last time Fanatiq played Justin was at some random cali tournament where Fanatiq beat Justin in GF 3-2. I know it doesn’t really mean anything, but if we used transitive property…

JWong wasn’t using his main team against Fanatiq during that Valentine’s Day Massacre tournament. I won’t deny that Joker’s play was pretty ass this weekend though, maybe all that pressure got to him. I only saw him finish like 2 combos with Mags the entire time and his Iron Man was doing most of the work.

So, the :s: into :h: is done at plink-speed?

I dont plink it, I use the same speed as if I would Dash to H while doing the flight combo. I made this video awhile back maybe itll help you… watch at the speed I do the S into H…it should be very similar in timing as my air dashes to H

[details=Spoiler][media=youtube]3KkuMnH0uAE[/media]

[media=youtube]Yqlj5izgtAE[/media]

Finally got it. Thanks a lot! :slight_smile:

For those running anchor Magneto, how is it best to approach the opponent?

I was thinking of throwing out Magnetic Blasts, EM Disruptor L, tiger-knee EM Disruptor H, and do some flying around to frustrate someone.

What about incoming mixups?

I was thinking j. MH xx Magnetic Blast L and throwing off a Hyper Grav H.

Why tiger-knee EM Disruptor H?

Hyper Grav H isn’t going to catch anyone who knows what they’re doing (It’ll work online though).

I do:

  1. Attraction tech into j:h::s: addf j:l: st.:l::s: into combo
  2. j:h: xxMagnetic Blast into combo or tridash mixup if they block since its +22 on block or something
  3. j:h::s: addf j:l: st.:l::s: into combo
  4. cross under st:s: into combo (will give you funky hit confirms so knowing how to ROM a bit is useful)

Just a durable way to control people from jumping to a certain degree.

So, still going on about this Magnus vs Hulk thing, Fanatiq just said in his “running sets” with mike (part 2 to be exact) that Hulk kind of a counters Magnus.

I felt a bit better, lol

I don’t think you can play rushdown magneto against that mofo.

As a Hulk player I can tell you that a Magneto rushing me down doesn’t scare me much unless I’m already blocking drones or somehting similar. I don’t think Hulk is a counter for Magneto though since you have the advantage anywhere on the screen expect for the immediate vicinity of Hulk. Keep in mind that Hulk can blow through L Disruptors with Gamma Charge. You just have to play patient and you’ll be fine.

Now for my questions. I just started playing Magneto and I’m having a few basic problems:

What kind of blockstrings do you guys use? I was doing the basic c.ABC xx Disruptor and c.ABC xx fly but got blown no matter which one I used.

How am I supposed to be using Magnetic Blast? I’m already using it in combos but I have no idea on how to use it in neutral other than for basic zoning which isn’t too good when people consider that the best move Mags has.

Noob Mags Questions:

  1. How to TriJump L Mixup? How Do I do this?
  2. What is the Baseline Magneto loop to learn? Like, Something swag for beginners?
  3. Mags on Anchor in my team, yay or nay?

after you commit to c.H those are your only options. i guess if youre midscreen you could try a repulsion to stay safe. thanks to magnetic blast being HUGELY plus, you use it to setup mixups and to move around the screen in your neutral game. stuff like box dash mblast cross up or box dash mblast then trijump l. you just need to be careful using it at a super jump height if youre not doing a 8963 plinked mblast towards the ground for less recovery because it can be punished or completely avoided if youre not precise.

  1. you plink H~M~L
  2. simple fly combos and magnetic blast stuff are the easiest
  3. very much yay if you have teleporters who can abuse the beam

if i answered anything wrong (as i’ve only been here for a month) correct me my fellow mutants

When I try to do the second rep of the hyper grav loop, the opponent is never high enough for the hyper grav to hit. What is the problem?

Try sj the 2nd rep earlier.

So what is the most consistent way to jump neutral, forward, or back. (in hyper grav loop).
After hitting both :h:s in the loop after the initial rep what is the timing on them to get the hyper grav.

I find up forward easy but I think Up is easier but thats just me. I’m more consistent with Up forward though.

After the second H, instantly do the hyper grav. You almost want to cancel the second H.

Damn. I don’t think its that I’m not canceling. The second :h: isn’t popping them high enough.