MvC3: Magneto: Questions (and Answers) Thread

Input the super jump during the last few frames of the hyper grav. Aim for their feet when you come down with the ADD or ADDF H. And… practice!

If you’re having a hard time doing the normal hyper grav loop, you can try this easier version:
Because its slower you cannot do as many reps but its much easier and will help you finish combos until you can learn the real way.
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^^Isnt that version character size specific? If you want an easier version then do the sju, adf mhh xx HG

@1:45

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Thanks a lot. Im starting to get a hang of the easy loop. Do you know how many reps are possible?

Yes, the version I posted will whiff on small characters, HOWEVER, you can hold up forward instead of up back during it and then it will work (I believe) on everyone

Hi. So I’m trying to get these guard break set ups to work, and I can’t for the life of me get the “untechable grab”

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I’m able to mimick the setups exactly up until the point of the throw that’s supposed to be untechable, but whenever I grab I just get tech’d (set the dummy to all block (high mid only) and to tech throws).

I’m also trying these setups without the use of drones. I remember when Alioune posted the guard break video in Vanilla using Dr. Doom’s plasma beam that speculated that the startup of the blocking animations caused by the plasma beam allowed the untechable throw to happen (correct me if I’m wrong).

So my question is are these setups possible to do raw? (unassisted) Or do I just suck? And if it is the latter, are there any pointers anyone can give? THX.

I’ve always wondered that myself since I’ve never tried it

Yes! yes they can!

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I believe Ika’s 1st few setups do show it, these are some breakdowns, the assists are just for backup in case shit goes wrong! as for tips on incoming characters, you have to hit them extremly meaty, try doing snapback, 1 full dash back, sj up then ADDF “S” meaty, land, dash forward, normal jump, grab! i hit that pretty consistently, give it a try!

you dont need any assist. you also don’t need to have the throw be untechable for it to work in a match. the throw will work most of the time untechable or not.

Thanks for the clarification :3

The easier option (1) is to:

  • superjump, immediately ADF and j.M J.H H hypergrab

That can’t be looped as many times as the other version (2), which is:

  • superjump, (not immediately) ADD/ADDF j.H, H hypergrab

The second version is considerably harder, I’m just learning it after some months of already playing Magneto. Some say you should think of it as plinking, so when you go d+L+M or d/f+L+M (for the airdash), you almost piano-like input the H there. I couldn’t find a really good tutorial on YouTube, so I might try to make one as soon as I get consistent with it.

**Hypergrav **

:smiley:

I need some help vs Nova Spencer Bolts with Mags Doom (missiles).

What should my neutral game be?

And, what are my best options to deal with Nova box dash with bolts behind him?

If you have any other tips please post them in this match up. :frowning:

As much as possible, try and cover doom calls from bolts since he is so vulnerable to punishment from Strange. Try to make space for him by punishing Strange calls before calling your own. Or rely on your 2nd assist. If you can time it right, hit with normal jump confirms or j.HxxMag Blast L to start comboing on Nova if you can’t call doom.

My two cents: Air throw box dash dolphin kicks all day.

Honestly though, Icyie gave you good input. You’ll find that in lots of matchups where the opponent uses a projectile beam assist, you’re going to have to work to cover missiles. Best way to do this is sniping their assist with disruptah and calling missiles simultaneously when possible, with a close second being wait for them to call bolts, create space/block, and immediately call missiles as they won’t be able to use bolts to counter call your missiles.

I noticed you didn’t list your second assist, but I feel having a good close range neutral/lockdown assist is as vital for mags as long range/vertical coverage assists. Icyie mentioned this too… good shit.

I use Dorm Liberation 2nd. Though, I’m honestly thinking of dropping dorm for Akuma. So, Mags Doom Akuma.

I was actually going to recommend tatsu. It’s godlike, and afaik should eat through bolts no problem. Definitely don’t quote me on that one, I’ve never seen them clash. Additionally, at the mid-level of gameplay with anchor akuma you can get happy birthday hyper xf hypers pretty free and take out two characters, leaving you with xf 3 activated, and all of the sudden a clear loss is looking a lot more like a fair fight. Ways to convert off of a decent overhead, air throw conversions, and the ability to link 2 hypers solo pretty much anywhere on the screen make Akuma - Tatsu in the anchor slot a great choice, and tatsu wins neutral free. If not free, it should at least prevent you from getting easily scummed out by dolphin kick + bolts.

Hope that helps.

The funny thing is that I use Magneto/Strange/Doom with bolts and missiles and I still have problems with people who use bolts and missiles XD

I think that super jump magnetic blasts are a safe poke and at jump height can lead you into a combo, just beware because Nova can air throw you anytime. Flying across the screen is good to get rid of bolts too.

Nova can dash under super jump magnetic blasts and then punish you. Super jump magnetic blasts are unsafe in general unless they’re the plink dash variation.

What are some good openings for magneto before the round starts? Like as soon as it says “FIGHT”, what are some good moves to start the match with and gain momentum from the beginning? <br>