MvC3: Magneto: Questions (and Answers) Thread

A lot of these are actually really hard to confirm Jam Session with since you want to hit them as they drop out of the 10 hits and there is quite a bit of pushback with not much time to confirm with Magneto’s normals. Normal jump height confirming is even harder than super jump height and is pretty inconsistent. Grounded you can use easier confirms, you can dash them out of the jam session and do a grounded chain or S, you can hit them at the end with boxdash L blast into crH, or boxdash jM jH. If you cross them up with it you can simply use S as a confirm. I haven’t really found a good normal jump height confirm for Jam with Magneto.

What? I play Magneto+Jam in an all team and j.M j.H Blast works perfectly. also, j.H-j.S xx addf j.H and sj.H xx addf j.H

I never said jM/JH xx Blast does not work. I said it’s not consistent. There isnt a consistent confirm for a normal jump hit period, if you think I’m wrong go to training mode and try it out and see if you can get it 5-10 times in a row with randomly timed jam sessions, sometimes you’ll be too low for the blast to hit, sometimes you wont reach them for the jump loop, sometimes jam will push them too far for the blast to hit, sometimes you can hit them with S, sometimes they are too high for S to hit. Unlike a grounded jam session which will work for the most part the same unless you move into it, the aerial confirm for jam session is inconsistent. Also I never said super jump height was really inconsistent, it was the normal jump height, the jH jS addf jH confirm works fine.

Edit:I’ve been trying to find something universal and I couldn’t find one outside the corner, so if you can find one please tell me please, although I don’t think there is one outside hypergrav which isn’t ideal. The reason characters like Zero and Taskmaster can convert so easily is that their normals have dumbass hitboxes and hitstun and can convert any hit into a combo.

normal jump j.HS xx addf j.H always worked for me, out of all the normal jump heights. Super jump is a bit harder.

you guys are silly:rofl:

I’m currently using :l::m:::h::s: [j.:h: addf j.:h:]x3 then fly combo into hyper grav. I notice that sometimes they are too low for the 6th hit of the H loop misses cause they are too low. I’m trying to figure out why but i can’t tell if it’s cause im pausing too much or not enough or what is really wrong. Anytips?

Also sometimes when i launch into the fly combo :h: adf :h: xx fly :l::h: they’re too far for the :l: and other times they aren’t (midscreen, in corner it always works). I have no idea what is making it work or not.

lastly when I get to the end of the combo and i finish the fly loop i know i can ADDF :h: and then go right into the hyper grav ender but, during the ADDF my :h: whiffs. I know this is probably answered in the combo thread but, since im asking other stuff I figure why not.

In the comprehensive japanese magneto combo video he does the H loop for a ton of reps without any DB before the jump H. What’s going on there? the inputs look like [:uf::h::df::l:+:m::h::f:]

#1 just speed up your input, especially against characters smaller/bigger than average size

#2 again you need more speed in your input. also another thing that may be a factor is placement of the opponent in the combo. make sure that when you do this, that they are as close to you as possible. tutorials are around here in case you want to search

#3 for that ADDF :h: you’re going to need them be a little below magneto so that you can catch them with the unfly heavy xx hyper grav etc

#4 you talking about this? [media=youtube]C9LqiU2btL0[/media]

it’s right after combo 18. it starts about 3:42, that’s the one i’m talking about.

For questions 1 and 2 am i speeding up everything? am i hitting them sooner on the way up? am i dash canceling the H sooner and hitting them sooner after the dash?

for 3 i know you can do :h: unfly falling :h: stand :h: xx hyper grav. for the ADDF am i doing :h: unfly addf :h: stand :h: xx hyper grav?

Flight cancel S feels better for me, you should give that a try

yes you need to hit them as soon as you’re in the air with the target after launch and yes you also need to cancel the :h: faster with a set speed in dashing between heavies. i think there’s a video explaining this exact situation

and yeah that should work too with the right timing

How do I do the following combo? My opponent keeps falling out:

S, j.H fly, j.L, j.H

This one: (http://www.youtube.com/watch?feature=player_detailpage&v=-oCBwHpEl5o#t=309s)

I’ve been doing S, j.H, M+H, j.M fly, j.L, j.H but it doesn’t seem to work with every combo.

The opponent has to be really high and you want j.H to smack their legs so delay your super jump.

Why does FChamp use M+H dash in flight loop but the L+M dash in the hyper grav loop?

i believe it’s just a preference since you can perform either loop using any combination of buttons to dash.

I think I remember reading someone post that H comes out faster when L+M is used oppose to H+M. Same goes with the other dashes with other inputs. If I’m wrong someone please correct me.

You are correct, BM.

That’s why champ was all mindfucked when marlin pie was doing the up dash :h:s . You dont even need to dash on the joystick.

What is the best way to get to combo from the corner to the corner (reversing back midcombo)?

Theres a lot of Combos. Once you become familiar with Magneto you can almost freestyle and figure out which combo you can do. As an example you can start out with Mag blast to Flight ( Launch, Sj.H ADF H xx Mag Blast L, Relaunch Flight).

But if you want something easier to get them back at the corner then try out ‘The Fanatiq’

**1. The Fanatiq: **cr. :l::m::h::s: sj j.:h: pause addf j.:h: land sjuf j.:h: addf j.:h: dash cross over st.:s: sjxx j.:h:adf j.:h: xx :qcb::s: :l::h:[adf:h:x3]:m::m::h::s:

Thanks the first one was just what i needed! :slight_smile:

this thread needs to be stickied for importance.