Its not that I haven’t tried. Its that I can’t do them. I can do rom almost consistently but I can’t do hyper grav at all whatsoever. Took so many peoples advice and watched every tut lol. I’m a failure :(. I’m just gonna go play wolverine,sent,hulk.
Rom is all you need man. Replace HG loops with corner Rom and call it a day.
I mean one day you will get it, I can only do 2-3 reps of rom because I dont know how people keep the opponent in the same height, mind slowly fall
start with the ADF M, H,land, s. H xx L hyper grav variant. hyper grav loop is too important
Is there any reason to use M or H magnetic blast in the neutral game? They take too long to come out and basically do the same thing as L blast so I was wondering if there were any specific uses for them?
They have lower recovery time than L Magnetic blast. So Super Jump H Magnetic Blast is probably safer and harder to punish than SJ L Blast into another L Blast while landing, SJ blast into dash Blasts, fly into more Blasts or simply movement etc. But L blast comes out faster than H Blast so the recovery really doesnt matter as much. So their only possible use is at superjump height really, when karaing them or doing them at normal jump height L Blast is always better.
I can and do but I feel inadequate in the pants when I do that against someone who can do the actual hg loop.
Nice!
LOL Funny you bring that up because thats how I felt too back when I only knew how to do the MHH HG Loop and played against a Magneto that could do the H HG loops. I thought I was the only Magnus around my area so I was satisfied with my MHH loops until I played that guy. But all it did was give me the determination to learn the H HG loops so I didnt look like a scrub the next time I saw/played him and now I can do em.
I dont know why you guys care too much about whatever version of the hypergrav loop you are doing. Here’s the thing, if you do the hypergrav loop off a optimized starter( Magnetic Blasts or ROM or EMP or even fly), by the time you start doing the hypergrav loops, your normals will be near or at max scaling, ie your jS 9k, jH 8.3k, jM 6.8k. The difference is absolutely minimal between a addf jM stH loop and a jH stH loop late in a combo think 5-10k at most, mashing harder on tempest will probably add more damage than whatever version you are doing. I personally use sjuf add jM stH outside XFactor and jS in XFactor1, it feels most comfortable to me as jM seems to prop them higher and the macro is ingrained to my muscle memory ( I use it for other parts in my team, Plinking Dante jMs and Task super). Just do whatever combo you feel comfortable with since it doesnt really matter at that damage scaling, there is nothing wrong with doing one loop or the other as long as you can max out that hitstun scaling before assist extensions.
I’ve been playing Mags for awhile and i still can’t get his movedown.
How do you approach this shit? (I play him in anchor spot).
When I first started playing Mags, I had him on anchor too to replace Hawkeye. Just like you, I wanted to get his movement down so I figure the best way to do that was to get him on point and make him a team.
I guess get in the lab and practice:
Wave dash forward
Wave dash backwards
Spacing of tridash L
Spacing of tridash H
Spacing of tridash S
Spacing of ADDF mag blast
Flight movements (tridashes forward, backwards, agitation.ect)
Then make a team for him that would aid in his movements like Sent drones/ Doom missiles …ect and gain experience.
This is what I did.
just gotta do whatever version of hyper grav that you can. hyper grav loops is super important for magneto as it builds him LOTS of meter, which is what makes magneto an exceptional battery
A
Anchor mags here, nd like I said I do use the training wheels hg loop.
what should i be doing mid-screen after this?
c.LMHS - super jump - H - adf - H - L.magnetic blast…
sometimes I can get s.H, launcher, MMHS - ultra but it is very inconsistent.
Well there are a bunch of combos on the 1st page of the combo thread but an easy follow up is dash launcher h fly l,h dash h dash h etc.
Does it really? I keep hearing that but my M.Blast/Fly loop hybrid builds nearly as much meter as a hyper grav loop. Maybe I’m not getting enough reps but I can only build about 1.3 bars with HG loop while my corner carry builds about 1.1.
Question on Hyper Grab, is it better if i delay the 5H? It seems that if i do it later they go higher up from the J.H and making the hyper grab easier to connect
don’t delay it unless it’s needed
Having Trouble with Hyper Grav loop, I’m sure I’m not the first person to ask for help with this but I need someone to tell what it is I am doing wrong. I can’t seem to get the second hyper grav to connect reliably to truly start the loop. I have footage of my attempts to show. [media=youtube]E5tW96QY32M[/media]
learn to plink(pressing H right after pressing L+M) to dash and also try super jumping up forward and airdashing straight down