MvC3: Magneto: Questions (and Answers) Thread

Is a Dante/Mag/Akuma team still viable? Only I don’t see anyone use it in UMVC3?? Any notable players who still use this team?

You’re not going to go wrong with 2 a/s-tier characters and an a/s-tier anchor… that team will work fine.

There are a lot of Dante/Akuma and still a few Magneto/Dante(yipes, kbeast) and Magneto/Akuma(sanford)

Jam session works real well with magneto just like it does for zero. Check out videos of kbeast he goes nuts with it. People have even been saying that it combats morri/doom well however, i’m not so sure on that myself. Dante/disruptor is just straight retarded it brings dante up in tiers with that alone. Akuma is all around a great assist for pressure and even on defense.

Dante/Mag/Sent is also one of the best optimized dante teams if you’re going for max dante.

I’m trying to get serious in this game coming from MvC2, what combos should I learn first? There are so many. Also, I’ve been doing the flight combo in training mode. I’ve notice I see Magneto players able to do combos before going into flight heavyx4-5. Is it just my execution or do I need to do something special?

To start i would recommend the standard fly combo then ending in hyper grav loops when you get to the corner. that will give you the basis for pretty much everything else whether you decide to go for magnetic blasts, rom, normal jump Hs or always going right into fly. All of the combos that have prefly hits are generally set up in a way to put you into a good position to transition to the fly combo, you’ll have to just learn those over time. hyper grav loops are the most important thing to start with IMO. most combos can go into it as soon as you get to the corner and it’ll generally get you most damage and meter

Tutorials another poster made for basic fly
[media=youtube]E4qBSbBgGKc[/media]

and hyper grav
[media=youtube]RhbOjQs2xTw[/media]

in the long run: the majority of the BnBs out there end up with similar damage as long as you end in tempest so it’s really up to you to decide which you like best.

Hey guys, just wondering if anyone has any info on comboing after hypergrav -> Hard tag. I keep testing this out and getting really varied results. I’m not sure if its character specific or not but sometimes i can land a cr.l and sometimes I can’t (timing is stritct thats for sure). The main reason this interests me is going from hypergrav hardtag into FoF loops with dr. strange. I’ve sometimes been able to do this but I have no idea why it works sometimes (i can feel a window where hitting the link is possible) and othertimes it dosn’t (they have already hit the ground before i can even contemplate hitting cr.l)

I know hypergrav hardtag zero > lightnig loops works.
I’ve occasionally been able to do hardtag akuma DP xx air super, but can’t really find anythig wworthwhile.
I’m sure its def possible everytime with some gross ass setup tho :stuck_out_tongue:
I mean c’mon, we figured out how to hypergrav loop midscreen.

I can do it with Taskmaster, but it’s really tight and doesn’t really add much damage to be worth it. Linking Shield Skills seems like a 1f link??? It’s 6f so I assume that’s the case, it feels like a 1 or 2 f link. It seems variable too, as you need to time it so the opponent gets attracted to the hard tag.

I really don’t have much of anything to contribute here, but I was playing around with hard tags a while back. Best way to get the most air time is mags combo, use an extender (I was using missiles) neutral jump ADUB, H hyper grav, hard tag. Not sure if this will help you at all, but it could. It’s worth noting that using the exact same setup, I can feel different timings as you mentioned. I could usually hit a L pretty easily, but there were times where it didn’t seem possible at all. Good luck

Copy/Pastad from the BnB thread, but might be relevant to this one too as I cover many of Mangus’ BnB’s.:

My first attempt at a guide (for lack of a better word) video. I’ve labeled it as an advanced BnB guide; however, I do not cover all of Magneto’s MAX damage (EMP) stuff. I made this video more as a reference tool to be used by Magneto players looking for an optimal BnB that suits their level of execution. I would say most of these combos are very BnB-able with little chance of dropping. Even the harder combos in this video are very manageable with enough practice and familiarity with Magnus’ properties.

I apologize for the crappy quality, but I think it gets the point across effectively enough.

[media=youtube]YToKERnQ6O8[/media]

I’m just about to seriously start putting in some effort with Sent/Drones, but I’ve no idea where I’m going with it so I have a few questions for experienced Mag/Sent users if they’d be so kind;

  1. What situations do you recognise in your mind where you have called Drones from a long distance and know you are going to get a mixup from it? Like, are there setups you have for getting them stuck under Drones at certain ranges from a neutral position?

  2. Is it worth looking at using Drones in conjunction with Attraction/Repulsion/Gravitation?

  3. I’m at work right now so I can’t test it, but when Drones hit at normal jump height, what would be the go to conversion and how much would the Drones increase HSD/reduce your combo options (ie. with assists like Dorm’s Dark Hole generally you have to take off 1 or 2 Hyper Grav loops at the end, and/or you can’t get launch to j.H adf j.M xx Fly, j.L to work mid-screen, is that a big factor with Drone confirms?)

  4. In terms of risk/reward, are you more concerned with getting Drones on screen to create a good mixups or getting them out safely and worrying about how strong your mixup options are after that?

Cheers :slight_smile:

Do you guys prefer to manually do unfly after flight loops or do the ADD j.HS st.H version? I used to do the latter, but after months of not playing I keep dropping it and I’m finding the other way to be easier for some reason. I’d like to be able to the second version so I can ADDF if I need to push into the corner, but right now I just keep fucking it up, either I start thinking ahead and fuck up the easy ass flight loop and get airthrown, or I mess up the air dash down somehow and the last air H misses.

It’s weird because after months away I’m actually waaay better at doing the magnetic blast motion for some reason, but can’t do the combos I had spent hours practicing. Magneto is not kind to those who take time off, I need to practice a lot.

Flight Cancel S. Its also great if you’re doing flight from almost full screen and want that extra dash st.H after flight cancelling to get to the corner HG.

Magneto/Nova/Doom, Nova/Magneto/Doom or Magneto/Doom/Sent?

Obviously this is somewhat down to preference/opinion, but any thoughts? IMO the best out of those 3 is Nova/Mag/Doom (ridiculous corner combos/nice midscreen extender with mags HG), but I’m not sure.

play all three. the more options you have the better.

idk if it’s been asked here yet but I just wanna know if anybody knows that stalking flare mixup that champ does?

I’m not really sure what you’re talking about. I know sometimes he’ll kill with shockwave/tempest > stalking flare. Hard tag Magneto in, and do Attraction twice. It pulls them away from the flare and gives you 1 mixup opportunity if you do it correctly.

yeah that’s what I’m talking about. thanks .

hey y’all , got 2 questions bout magnetic blast. first one is I heard its punishable so idk if I should do it in games. second one is if you guys do do magnetic blast, which version is the best to use?

It is punishable in select situations, but it’s VERY obvious when it is. Most of the time, you can throw them out smartly and in rapid succession without worry.

Use the L version (for the most part).