MvC3: Magneto: Questions (and Answers) Thread

I just call Sentinel at the same time I press st.H and then the rest is just standard st.S j.HS. No timing or anything. What Hyper Grav are you using? I find dash down Hyper Grav M the most consistent

Can anyone here hook me up with Disruptor’s frame data, particularly the amount of active frames on each version (assuming it differs)? Thanks!

no. use search function instead

http://imageshack.us/a/img69/2678/hm04.png

He’s looking for anti-tech! SHUN THE NONBELIEVER!

#Kappa

I have been trying to pick up Magneto for a while now, but I can’t get any damage out of him. This is because I am having a hard time ending his combos with hyper-grav -> magnetic tempest. For example, if I do “The Japan” combo from combo thread, I can combo the opponent from corner to corner. However, when I try to end the combo with flying H -> unfly -> falling air H -> standing H -> hyper grav L -> magentic tempest, the opponent always falls out as I am trying to hit them with the falling air H. I also tried flying H -> addf -> air H … but they fall out here also. Does anyone have any tips, or know something I don’t?

I’m not sure what “The Japan” is, but if it’s what I think it is, you just need to work on the timing.

On the last air H, cancel out of flight with the last air H, not after it. If that’s not your problem, then start going for the falling H faster. If your timing on the falling H is off, one of two things will happen:

  1. Your falling H will not hit (late)
  2. You will get an accidental hyper grav instead of the falling H (hit H too quickly after inputting the motion to cancel flight)

Hope this helps.

What should I be using to confirm a combo from super jump height? Right now I’m using j.HS, ADDF, j.S, S but that seems to be a bit inconsistent and I often can’t get the launch. Also, what do you guys use for incoming mixups? I use Mags/Morri/Doom and I’m having trouble because I’m used to having either Dark Hole or Cold Star to help with my mixup game.

My mags has been feeling a bit fraudulent, but I usually use j.HS ADDF either j. m/h xx flight and go for flight combos. That’s been pretty consistent for me.
As far as mixups go, there isn’t much available to you… theres the fchamp attraction/missiles mixup, but I’m not fond of that one. Honestly with that team I’d be going for guard breaks if your opponent is willing to advancing guard, otherwise j.L ADD and then air throw for a quick, tricky (techable) throw

So last night me and my sparring partner played a shitload of matches. My question to SRK is how do you effectively punish helmbreaker? I can block vergil mixups all day, but the second I try to punish vergil (for almost anything really) I get a face full of helmbreaker.

Specifically, how do you punish helmbreaker after blocking one?

If it helps at all, 90% of the time this is what happens:
1.I block helmbreaker
2. I go for cr. L punish
3. I get punished by a helmbreaker from two inches off the ground during the recovery for my light.

Helm breaker is either -1 or 0 (no devil trigger or devil mode on). You can’t punish with c.L (6 frames).

I spent a lot of time on this. If you chicken guard very close to the ground you can sneak in a throw. If you are about normal jump height and block, forget it. He can cancel into stand S H whatever for safety. Same on ground block.

If you absolutely must punish you can burn two bars for block cancel magnetic tempest dhc.

If you want to punish him you make him whiff, then go in.

You can’t punish Helm Breaker, it’s 0 on block and is special cancelable and he can call assists while doing it. Your only good options for punishing it is predicting it and chicken blocking it or whiff punishing the move. If you don’t chickenblock you can’t really punish it without XF Guard Cancel.

Mind elaborating a touch on chicken blocking? I did notice he (sparring partner) was able to punish my helmbreaker (this happened twice in like… 100 matches), but both times he was in the air when he blocked helmbreaker.

Pardon the "noob"ishness, but does chicken blocking seriously reduce the number of frames you’re in block stun?

Edit: and by whiff punish I assume you mean dash out and trijump L?

What happens in this game if you block things in the air you stay in blockstun until you land or the blockstun of the move ends(exception is pushblocking which keeps you stationary in the air and adds a set amount of blockstun which is 22 to 25f). So if you block a helm breaker when you are jumping you’ll have a lot less frames of blockstun since you’ll recover to neutral immediately upon landing, making it possible to punish certain attacks that are normally not punishable like Helm Breaker or reduce frame advantage on Jumping attacks. For example punishing Vajra assist is impossible after blocking it on the ground without Xfactor guard canceling, but if you chicken block Vajra assist you can punish the assist, you can also utilize it to reduce frame advantage on Divekicks like Wolverines or Trish’s and there was a thread regarding it.

chicken block= jumping upback to block there was a good thread about exactly how it works vs divekicks and its the same principle herel

Block xx Gravitation xx Shockwave

have I ever done this in a match? fuck no nigga, but I know it works :slight_smile:

Not no, but HELL no. I wouldn’t even attempt that on a read I know is good… lol

Yeah, if you have Magneto Dante though, it’s an amazing punish. Block Cancel xx Devil trigger is very good.

Really any good second can make a yomi shockwave a super legit punish (love vergil as 2nd), but that’s still incredible scary. hehe

That tech with Vergil second should lead to a dead character.

Every time. Magnus combo with tempest ender and sword dhc is ~ 1 mil (sometimes more/less depending on the starter). Oh. And it’s basically meter neutral.

Vergil is fair.