MvC3: Magneto: Questions (and Answers) Thread

I’m having trouble doing magnetic blast. Any tips?

you have no idea how hard i am laughing right now

Yeah. Prepare for people to hate you though, it’s pretty much considered Team Scrub.

the combo fchamp does, where he airdashes straight down after the adf. H’s . does he manually unfly?

Im just messing around with different characters and i dont really like wesker.
I might just focus on one character at a time. Starting with magneto.

Also i cant understand why thats team scrub but oh well.

How are Magnus’s doing airdash into Magnetic blast so consistently? Specifically air dash down forward into magnetic blast.

Sorry if this gets asked a lot

It’s team scrub because Vergil/Wesker are pretty derpy especially with Disruptor assist, and Magneto despite him being less derpy is still top tier and really damn good, you are playing the two easiest top tier characters with one of their best assists, and Wesker/Vergil/Strider can be considered team scrub too. It’s an easy team to learn while being extremely effective/potent.

The answer to every single Magnetic Blast question is the same, practice, practice practice and you’ll get it down.

P.S I don’t recommend sj addf Magnetic blasts or any super jump Magnetic Blasts anymore, you can seriously get blown up by characters wavedashing or teleporting under you and getting free grabs or punishes/mixups. I do recommend well spaced IAD boxdash Magnetic Blasts in combination with horizontal assists though.

i love this. gonna do it to mindfuck people.

It’s funny, cause it’s true.

:frowning:

It’s really bc it’s the easiest of the top tier teams to use and XF2 Vergil with Disruptor assist is pretty much the cheapest thing in the game.

Can anyone explain the not so often used hyper grav loop?
The hyper grav jump back h addf h,h, grav jump back h addf h,h,grav.
Is it easier and if it is does is it still useful because I don’t think it allows you to loop as much.

I dont think that loops work in all characters? Probably why you dont see it too often. I’d rather do HG loop that works in all sized characters opposed to a specific size character.

It also takes much longer per rep so you end up getting less damage and meter :confused:

I have a question concerning guard breaks on incoming characters… trying to get to that next level.

By a question, I mean I don’t understand them at all. Could someone spell this out for me? I’m running mag verg doom with rapid slash/missiles respectively. If it is at all possible to do a guard break on an incoming character (with mags) utilizing doom assist (or no assist at all), notations or a video would be INCREDIBLE, as I have a pretty dirty repulsion reset with rapid slash, and would prefer to avoid using my vergil assist early to guard break the opponent so I am able to use it for the reset instead.

Alternatively, if the aforementioned can’t be done, can the guard break be performed using vergil’s rapid slash assist? I can always set up a repulsion reset with missles, but the rapid slash reset even catches raw tags, so I’d really prefer to be able to use that one…

Again, I really don’t have much comprehension on guard breaking at all, so no detail is too insignificant. Any help that can be offered here is highly appreciated :slight_smile:

for an incoming guard break with rapid slash, have you tried doing calling RS sj addf mag blast or gravitation into rapid slash?

Sorry blooda, I have no comprehension of precisely what a guard break is, so I’m incapable of testing that as I don’t know what result I’m trying to achieve. Rather, I know it is an untechable throw, but I don’t understand the mechanics of what makes it untechable.

As far as the incoming setups I use right now, they’re all great. Confirm off of hits, grounded blockstun if they block, or I can opt to cross them up. I just like the idea of untechable throw—> dirty repulsion reset.

I suppose the best way to help answer my question would be to help me understand the precise mechanics behind how to create a guard break, and from there I can play around with it myself. Again, any help is appreciated!

a guard break is just getting your opponent in blockstun, and then grabbing them as they leave it. when an incoming character blocks an attack and push block it, the advancing guard leaves them in the air for a brief period of time. this lets you grab the as they leave blockstun, with precise timing, it can be untechable. mags can do a solo guard break by super jumping, ADDF j. H, (opponent push blocks it), ground dash, jump into grab. if you are playing someone who doesnt pushblock on incoming, you can do j. L ADD, jump grab.

here are some good examples of guard breaks with magnus to get you started

[media=youtube]7pUGRVCihrI[/media]

Yeah I saw that video earlier briefly, but still couldn’t pick apart exactly how they work. Thanks Blooda

@Luis Thanks so much, that explained everything. I might find good situational applications for it, but since the opponent has to advancing guard to set it up, it’s not practical enough to replace my current incoming mixups. Regarding the j. L ADD air throw, I assume this one can be teched?

So messing about with Mag/Sent I’m trying to do the Drones extension after Hyper Grav loop but I’m struggling to consistently land them on the Drones just right to get the last Hyper Grav.

Is there a super consistent way you guys use to get them to hit properly?