MvC3: Magneto: Questions (and Answers) Thread

Ohh…gotta super jump higher then.

Heres what I do:

S, sj.H, addf.H, st.H xx hyper grav L, sj.uf, add.H (Do this part as fast as you can very important), st.H xx hyper grav L repeat.

I think your air dash down H part needs to be faster.

Ok. Ill try that.

Nope, didn’t work.
Now I’m upset :frowning:

Just keep trying it, you’ll eventually figure out what you’re doing wrong. The two problems I encountered when learning this was super jump time and height then not pressing H fast enough after add.

Has any of the veteran Magneto forum poster decided to make a thread for Magneto using Karsticle’s format? I feel that thread can definitely bring all Veteran and Newbie Magneto player’s together.

have you ever been to my ultimate magnus thread yet?

Woops! I didn’t even checked the first page of that, my bad.

When exactly is the point should I start super-jumping? I am trying to super-jump around the time he releases the hyper grav and you see the four circles.

I too am having all the same problems as TimTim and Rykendawg. I’ve spent the last 2 afternoons giving it a shot, and have had no luck figuring out what my problem is. I can do the fraudulent ass version with the ADF, M, H, s.H, hyper grav L. repeat. I can do that one until they fall out and it can’t be done anymore, or into magnetic tempest or whatever, no problem, but I would really like to learn the “real” version. Seems like the other version would net more damage in the end, and stun wouldn’t deteriorate as quickly?

Also curious, can the “real” version (or whatever you want to call it, just my non fraud version) be started from just a standing hyper grav? I can do the first part starting with the c.H usually no problem, but sometimes will drop it, so I was trying from just a hypergrav standing (basically just trying to learn the combo in 2 parts), but I don’t want to keep doing this, if it is just impossible to make work.

Also very confused on when to SJ out of the hypergrav like Ryken, seems when canceling s.H, that your window to jump out is delayed? am I wrong on this? feels different than when I do just hyper grav and then jump out.

Also any pad players got some good tips on getting SJUF or SJUB consistently on their pad? I seem to have to rotate the stick often, to make sure I hit the right spot (I feel like going straight for the corner on the pad is like a guessing game almost), so sometimes I will get things like EM Disrupt or something, because I am moving from down, in almost a quarter circle fashion to hit my SJUF. Really just hoping to upgrade to a stick soon (for a number or reasons), but I don’t know when that will be so I gotta make do with this for now.

I found out the problem that I was having. My problem wasn’t exactly that I was super jumping too late (but I did play around with the timing a little). The problem was that I wasn’t super jumping high enough sometimes and I wasn’t doing air dash down H fast enough. So if you were having the same problem as me, try to play around with those solutions. Also check out the videos I posted in the other thread for extra help (it helped me out alot).

Right on, I checked those out before, but I will give them another try now that I have progressed a little bit past when I initially saw them. Maybe it will make more sense. I also just randomly decided to switch to my d-pad, and that solved a bunch of input problems I was having. I just need to figure out a way to make it not feel like ass now.

when i do the fly H loop, i get like 3 reps, then magneto stops doing H’s. what is the right timing on this?

also im having the same problems with the hyper grav. loop, after the first hyper grav, they are too low for the second hyper grav. this is fucking pissing me off.

Ok so I got the hyper grave loop and Magneto flight combos down finally but I need help with Magnetic Blast combos and ROM can anyone explain these 2 things for me?

Do you hit them consistently on opponents? do you have hit confirms into those combos in ANY situation?

I don’t mean to be an ass, but that’s my current situation and I’ve decided to let them mloops on standby until I put my “basic shit” on tune. It’s just some friendly advice so that you don’t end up losing money like me, lol.

Can someone give me a list of all the BnB’s (I see so many variants that I don’t know which one to pick…) … all the combo’s in the Ultimate Magus Thread/Mag Forum are either day -1 combos, or swag combos… I’m just looking for the generic combos you would do in a tournament not crazy Magnetic Blast combos or anything. So far I’m just doing:

cr. L, cr. M, cr H. S, air H, addf, air H, dash H, S -> flight combo… should I be doing a ROM combo instead? (if so what’s the best one to do?)

Also, can someone give me the notation of how I would combo/transition into Hypergrav loop after carrying my opponent into the corner with the flight combo?

and is there a post/thread/video that shows all the different hit confirmations off random hits with mags?

Sorry if these questions get asked all the time, there’s just so much stuff in the mag forums compared to others and i’ve been looking everywhere and can’t find anything…

Is there a way to make fly loop into hypergrav loop more consistent using unfly fall down h, st h? Half the time it whiffs and half the time it works.
I do fly loop into the corner, then l, h, unfly, fall h, st. h xx hypergrav l.

Stick to flight cancel S. Its more consistent from my experience.

Is that h, addf h, s, land, st. h?

I play Magneto/Ironman/C.Viper…
I have 4 Zero players in my circle…
Zero/Missiles/Phoenix
Zero/Dormammu/Missiles
Zero/Dante/Vajra
Zero/Modok/Sentinel

What The Fuck do I do???
Mainly against Zero himself…
and what sort of tactics should i employ vs the separate teams?

Yes. Its quicker and more accurate in my opinion.