MvC3: Magneto: Questions (and Answers) Thread

Like Robotic said the :l: version is preferred, it comes out the fastest and is the one to use in conjuction with airdashes. Super Jump Height you can also use :h: but it doesn’t really matter.

Magnetic Blasts being punishable is completely matchup dependent and dependent on how you execute them in the matchups, it also depends on the opponents assists. You have to learn the matchups and based on that choose which Magnetic Blast variation to choose, it’s a essential part of Magneto play and is a very important poke/zoning tool/movement tool.

There are many variations like Super Jump Blast into airdash blast or airdash uf/ub then another Magnetic Blast while landing, or airdashing after the superjump blast into flight to do 2 more Magnetic Blasts in flight or simply dashing away. There is also kara canceling the end of your flight mode with j:s: xx :l: blast. And normal jump blasts after canceling them from jH as a safe throw OS and a hitbox canceled into another hitbox. And finally airdash blasts, which can be done super jump addf/addb :l: blast or IAD boxdash :l: blast forward or backward.

The safety of the Magnetic Blasts depends on the spacing and the character you are facing. For example if you use a super jump Magnetic Blast vs Wesker or Dante or someone with a quick wavedash, they can simply dash under your Magnetic Blasts, and air throw you in the recovery or put you in a mixup situation while landing by dash unders, Berserker Slash can also do this, and the same punish applies to the unfly kara cancel. Normal jump Blasts can be anti aired if poorly spaced by a Wolverine stL for example or Berserker slash, both normal jump and boxdash blasts also get hit by beam assists. Boxdash Blast foward can get bopped by Armored attacks like Hulk st:h: or Sent :m:, or simply murdered by Shield Skills or Charging Star. All versions can be sniped by beams or beam hypers + Gimlet/SoV while recovering or during startup

That being said Magnetic Blast is an important tool in many of these matchups, but you have to learn the matchup and see your options against the opponent. Generally there are safe ways to call it out in most matchups and more often than not it will go unpunished, it’s very hard to actually punish boxdash blasts or normal jump blasts unless you are playing characters that have quick reactive buttons to stuff it like Task/Cap/Wolverine. Some matchups your opponent will have very little options to punish certain versions, like Iron Fist will have no options against boxdash backward blasts, nor Doom to Super Jump Magnetic Blasts.

hey I pretty much have the 1st combo in the combo thread down pact.I chose that one cuz I just picked up Magneto like 2 days ago. I hit it about 95% of the time in actual matches so I’m looking for another combo to learn since that doesn’t do that much damage. which combo should I take up next? I also saw the movement vid that just came out but I still can’t wave dash backwards…any tips?

Tips for wavedashing backwards? Practice lol. Find a position of your hand on the stick to go from back to down-back without hitting down. Then its just a rhythmic back+atk+atk, down-back

I recommend plinkdashing backwards, as its much faster. Also at least for me it has the added bonus of just being easier to execute.

I recommend plinkdashing backwards, as its much faster. Also for me it has the added bonus of just being easier to execute.

I was wondering if any of you guys play/like doom rocks w/ Mag? I’ve been running a ton of Mag Doom Sent lately, with missiles. But last night I was goofing around with plasma and rocks vs a buddy and actually really dig both. I’ve used plenty of plasma Mag, and obviously missiles Mag, but rocks was virgin territory and surprisingly fun/effective.

It gave me the ‘you blocked my drones/missiles mixups, but now here’s some more lockdown’ factor I used to enjoy from weasel shot. Anyway, its probably not optimal, but wondered if anyone else messed around with it. I think CJ showstoppa runs it now too, but usually when he’s on fgtv he’s getting kinda blown up (not to say he isn’t very good, he just spars with some of the world’s best)

you just gave me some good ideas. time to hit up the lab

Was it the mention of virgins? That always gives people ideas.

Seriously, though, I’m not sure if the rock lockdown comes out quick enough to do what weasel shot does, but before I realized jam session is strictly better, weasel basically acted as drones 4 and 5, and missiles 7-10. Would be neat if da roxez could serve that same function.

i think they could but you never know. some of my ideas would be trijump :l:blast and sj addf :m:blast while calling the assist. once i get home i’ll see if this could be used anywhere or just the corner

Rocks are good.

I would never run it over Missiles or Plasma Beam.

I tend to mostly agree. There’s something to be said for a slower lock, like task arrows over hawk arrows (I actually prefer tasks). The killer for me is that rocks pop them up like plasma does. That’s disappointing. If rocks kept them on the ground on hit I think there could be a serious case for them in a lot of contexts.

definitely wouldn’t run it over his other two assists in certain match ups. considering the start up of rocks, i think it would be good against vajra assist

Task arrows startup is completely dirty. It comes out behind you and covers your setups slowly. It gives you plenty of time to dash up, set up throws etc. Better left/rights

Something positive can definitely be said for slow projectiles like Arthur’s Daggars, Spitfire Twice, Task Arrows. I personally prefer Task Arrows over Hawkeye’s for Magneto/Dante/Wesker etc.

I think Rocks would be a lot more useful if it had more durability. But it’s still a very good assist as it is and has pretty good startup. But as Dino said you are probably making a mistake when you can choose missiles or plasma instead.

I honestly don’t think Jam Session is the better assist in all Magneto/Dante shells. Weasel Shot is really really really good when you’re not running drones and I’d prefer a horizontal assist on most occasions.

rocks goes under some projectiles, hitting and knocking down characters.(eg doom plasma beam). do with that information as you please

is there any difference between doing hyper grav loop sj, j.h, addf, h vs sj, adf m, j. h, h?

I’m new to Magneto and I wanted to know something: I saw two types of midscreen combos, one using the flight and H dashing and the other using H dash H magnetic blast. Which one is easier to get started? Sorry I’m totally new to Magneto but I really want to play him because I play Dr. Strange too and I think Bolts of Balthakk is a great assist for him . Disruptor is also great for Strange.
PS: I play on pad with the default type alpha layout (only changing the right trigger to L+M instead of L+M+H). Should I change something on that layout to play Magneto? I saw a video where Fanatiq shows his button layout but I found it too complicated.

the main difference between the two is that the addf allows more reps in after most combos while the adf method ***I think ***gets you slightly more damage but less meter gain. both of them are easy compared to other variants.

it’d be a bit easier if you could provide an exact link of what you saw. That way we’d be able to give you a clearer answer, but i’ll still try to the best of my ability.

The flight is the obvious one for ease of use but the midscreen magblast you mentioned is also relatively easy to perform. Another thing is that I recommend you visit the Magnus BNB thread which showcases almost every Magneto combo available. Hope that helps bro!

Thanks bloodabeast, what I saw was that Japanese Magneto combo video and the top players who use Magneto! I’ll put some effort on him for sure.

New magneto player here. I hate to sound like a broken record just because I’m sure this has been asked before, but I can’t seem to get the timing for the hyper grav loop down. Is plink dashing necessary? and are their easier hyper grav loops for new players? [media=youtube]Q_-ILWufov0[/media]