MvC3: Magneto: Questions (and Answers) Thread

Not quite sure, I haven’t really done the air dash one in a while but I think it has less corner carry? That and well, it’s sorta ugly lol.

I don’t care much for swag combos if they don’t do much to help me win. So besides the increased corner carry there’s nothing else that the fly/unfly loop offers compared to the airdash loop? If you were to make a list of the combos I should learn in order what would they be? In terms of effectiveness and usefulness? Right now all I have is the airdash loop, I’m guessing the hyper grav loop would be next?

do the fly loops since they also do more damage. normal jump loops are harder to do and al the M’s scale your combo a lot. after learning flight, you should move on to hyper grav loops :slight_smile:

[media=youtube]f-69rk4GINg[/media]: at 2:27 Fanatiq touches the ground incredibly fast after unfly, any tips on how he does it?

Airdash downforward.

In flight mode, after you input S, you do your air S attack and flight mode ends. But what happens if you are very low to the ground,
you do your air S while falling, and because you are so low to the ground, it basically instantly grounds you. That’s what’s happening here.
He addf to get close to the ground, inputs S and continues with H.

Cam and Sizar are correct. More specifically, once you’re in the corner you ADDF j. HS (Special doesn’t actually come out, just instantly grounds you, just as sizar said) st. H xx hyper grav. From there you can do grav loops, assist enders, resets, whatever catches your fancy.

so when I’m in flight mode hitting the opponent with H, when I’m done I should press QCB+S for unfly then I should press S+H and down forward for an air dash? I’ve tried this and S usually comes out as an attack which doesn’t allow me to hit H into hyper grav, I hope I’m making sense, I really wanna learn this.

plus when I’m in the corner, shall I just press air dash down? instead of air dash forward down?

I see alot of people do ADDF then Magnetic Blast. How do you do it? Do they plink it or do they do it really fast? Does anybody mind typing down the inputs of it?

Two ways to do it

Superjump first then:

:u::uf::f::df: :h: +:m: ~:l: aka the plink method. You probably get this sometimes yourself if you use sj ub addf version of hypergrav loops and end up with a plinked H Mangetic Blast by mistake.
Or :df: :h: +:m: then just do :u::uf::f:+ :l: really fast.

Personally I would recommend against sj addf blasts since they are much easier to wave dash cross under and punish the whiff or even air throw. Well spaced Boxdash Magnetic blasts are way stronger.

you do your air dash loops then you do ADD HS. the H will hit them on the way down and the S you will not see at all it will simply end your flight because you’re already so close to the ground then you immediately do stand H xx L hyper grav or whatever you’re looking to do.

Generally the ADDF H will only be used when you need that last little bit to get them in the corner and the ADD H will be used when you’re already in the corner. It all has to do with whatever height the opponent is at, you’ll get used to the timing and situations over time. In fact it takes a good long time too because the timing has so much to do with how fast you do the earlier part of the combo, how you started the first hit, which character youre doing it on and not to mention other things like how many hits came before it(Hit stun decay).

Generally if I do 3 reps of H after the fly, I’ll do ADD, if I do any more than that, I’ll do ADDF.

if I were to do it with that as a rule I would run into a ton of problems with my combos dropping. i wonder what we’re doing differently.

i ALWAYS do the full fly loop and i ALWAYS ADD. it has been dropping on vergil and zero though. hmm.

i think it might be that you just need a break if you think you’re dropping it on vergil and zero. all versions of the fly loop can be done on those two but the timing seems a little stricter on zero because of his size =/

Mark Matrix, those are two different methods of unflying. If you cancel into flight from a j. M, then basic unfly loops will work. If you cancel into flight off of a heavy, you’ll have to use ADDF j. HS.

When you do ADDF j. HS, the heavy hits, always, and then the special whiffs always. What it does is ground you instantly. So while you input ADDF j. HS st. H, all you’ll see is ADDF j. H st. H

Hmm well when I do 3 reps of H, they’re still relatively high in the air so I don’t need any forward momentum to catch them. If I do 4-6 reps they fall down quite a bit to the bottom to the jH hitbox and thus I have to go ADDF so that I can ensure that Magneto is right below them in order to catch them with a st.H high enough so that I can connect a Hyper Grav.

Any tips on doing IAD Magnetic Blast after J.H adf J.H xx Magnetic Blast?

Did anyone else catch fchamp airdashing around?
He wasn’t plink dashing, but it looked like he was.

Do jH adf jH xx Magnetic Blast as fast you can with the first jH being under the opponent.

Buffer the normal jump by holding up after the Magnetic blast, do a dash and L Magnetic Blast as fast as you can. It takes some practice at first, but then it will be ingrained into muscle memory, the best part about this combo is that it teaches you how to use IAD Boxdash Magnetic Blasts which are a very important part of Magneto’s game.

It’s the BnB I use, but I would not recommend using it versus heavies, since they drop very quickly and the combo is very hard vs them, versus heavies you can go for jMHxx L blast post jH adf JH xx Blast, since they are pretty fat they’ll get hit by that combo(jMHxx L blast normally doesn’t work midscreen vs smaller/medium sized characters).

On another note, what do you guys go for as a happy birthday combo?

I personally use: cLMHS sj jH addf jH , nj jH adf jM jH dash stS jMMHS. It builds 2 bar so if I hit it at the start of the round I get 2 DHCs, it’s basically one rep of the airdash loop, are there are better combos, or anything that’s better but just as consistent.