MvC3: Magneto: Questions (and Answers) Thread

Working on movement. I’ve noticed some players, like Master CJ and Alucard, Champ, they have a tendency hover at normal jump height, just outside of trijump range of their opponent. It seems to be, in CJ’s case especially, their default position. CJ is always on offense, so I think he uses it as a jump off point for fast tridash attacks when the opportunity arrises. Also seems to throw off the opponent, since when Magneto jumps at an incoming upward angle, it’s usually followed by a scary downward incoming dash attack. CJ, goes to it habitually, and moments later dashes in with S.

I can tell it’s a useful tactic, but how and under what circumstances should I employ it. As of now, I don’t have a clear understanding of this tactic’s merits, so when I practice it in matches it looks pretty random and fraudulent. Thanks in advance.

Edit. Last one for today, promise. When I finish a combo in the corner, i time missile assist just before the last launch and do a slow magic series in the air so that the missiles will OTG. But I do this because I never got the hang of finishing the combo on the ground, and then back dash, attraction into Doom’s missile assist coming up from the ground. Either I was too slow in execution, or somehow I’d attract the body past the missiles. It rarely worked properly. Is there something I’m missing?

The maziodyne loop is just practice. It’s a lot easier than it looks, for sure for sure. Easier than EMP imo. And a lot more worth it.

About the magneto/Doom combo ender, you can either do

st.:h: + Doom > :s: > j.:m::m::h::s: > [land] hyper grav > tempest (the simple variation most people use)

or

:s: > j.:m::m::h::s: > [land] Call doom > backdash > Attraction > H Grav.

The second one has to be done relatively fast.You have time for the hyper grav, but the Call > backdash > attraction has to be fast.

Yeah, that’s how I do it. I even, finish the magic series with j.MMHS ADDFwhiff with j.M. so I can land faster. On longer combos, say the full Aliouene (sp?) mag blast combo for instance, i’ve noticed the window of time in which I can still okizeme opponents character is really tight. Not real important, I guess. Just bugs me that I don’t have the option yet.

Thanks for the feedback, d00d

try this, instead of doing j.:m::m::h::s: do an add j.:s: , just like in the EMP loop. THis makes you land faster and gives you more time to set it up.

Might help you.

fucking good idea! That worked amazingly well. I assume you meant j.M M H ADD j. S. I didn’t understand at first, but the Empire loop finish made it clear. Dude i have sooooo much time down there now!!

thanks man, i’ll give hou a shoutout when I take EVO with this tech next yr. :wink:

haha, no problem.

Just be careful because on some characters you might whiff the j.S, if your spacing is wrong. It’s good to learn the regular, “harder” version too.

yeah, i actually ran into that pretty quick. where the combo gets away from you, or too high so ur barely able to reach for the final magic series. all good tho, if you can get one j.H after the final launch in the corner, then just ADF, j.H, ADD, j. S. for the Empire loop effect.

good shit on getting that adept. once you get a bit of emp loop down then you can work on the raw tag setups afterwards.

…Am I the only one who still does SJ up back, addf for Hyper Grav loops? lmao.

You’re actually making things harder on yourself since ADD is faster than ADDF in Ultimate, but it doesnt really matter since Hypergrav loops are a muscle memory memorized rythym, but for anyone new learning them it’s better to learn ADD.

Regarding Magnetic Blast verions in combos. H Magnetic Blast does not work in combos. M Magnetic Blast works early on in a combo but will not link as hitstun decay piles up, so in the majority of combos you’ll pretty much use L Blast only.

what’s the best option after

side switch combo using drones and centurion rush?

ROM > HG Loop as soon as you can> assist enders.

gonna record an attempt of this to see if i’m doing it correctly.

EDIT:
[media=youtube]H-8HqgH9w5A[/media]

So Kanta you mean to do a full rep of rom to the corner?

You have to think about the situation where you’d use a side switch. You’ll probably be coming straight out of the corner, in which case you’ll be able to do like… 2 reps into hg loop instead of trying to carry 100% of the screen. In that vid you were doing it midscreen, in which case you should just do a reg combo since youd end up doing more damage and corner carry anyways.

Btw, with that team: Character kill > sentinel tag in > fly j.S. If they pushblock, go in for throw attempt, if tey dont, cr.M+Nova for the unblockable.

I noticed you werent plink dashing the mag blast…would that work also?

You don’t need to do plink dash (its actually harder to do so, in this situation, imo), but it is possible.

I have absolutely no idea how people can do long ass combos and then still manage to end with the simple fly combo

i.e., long combo, then… S (launch), H xx M xx fly cancel L, (H xx dash H)*x amount of times, S.

I feel like the only time I can get that fly combo to work is very early in a combo. Any help?

I’ve tried to get the ROM down in Vanilla and can’t do it, so all my midscreen combos all rely on the combo above or a simple launch, H addf H, relaunch, H, addf H (land) H, L disruptor. Hella ghetto, I know :sweat:

The combo that I’m doing now after that side switch is a fly combo into x2 hg for midscreen.

You can’t do :m:xxfly :l: after a long string since they’ll flip out.you can do raw st.:s: sjxx j.:h: adf j.:h: xx fly :l: though but you need to adjust your positioning ie. delay your jump or be wary of when your second j:h: extended too far and you have to backwards fly

don’t forget you can do just one heavy into fly works too