That is all going to depend on the matchup and who your opponent is frew. Sometimes you back off, sometimes you chest bump, and sometimes you go for gimmicks. <br><br>If there are certain matchups you’re having trouble with I’d be glad to help, but if it’s a MU you’re unfamiliar with, your best bet is pretty much always going to be back off and start the round with a box dash back mag blast, call an assist, and throw out a disruptah.<br>
I’ve always wanted to start learning magnus but I haven’t really yet and he’s just so gdlike for my team. Also got a new stick so I feel this is the right time. I wanna use him when Twins/Strider won’t win the matchup, and when his beam is just so much more handy.<br><br>I apologize if these questions/answers have already been asked but:<br><br>For starting out as Magneto, what are some recommended things? Also for movement:<br><br>- His Tridash L<br>- His Tridash C. <br><br>What are the best ways to execute and open people up with those? I see that for Tridash L’s you don’t actually need to superjump anymore but you do for Tridash C’s I believe. Is this the best way? And I see most Diagonal dash d/f after the diagonal up/back. I’ll most likely start with basic fly loops once I get those down. Once I get a little movement down I can start putting him as anchor on my team then build him up. Any more general tips?<br>
Magneto is going to be one of the more execution/neutral heavy characters, so working on mobility and getting the right moves out at the right time is where your focus should be with magneto. Sure, combos blah blah blah, but his strength lies in his mobility, pressuring neutral, and aggressive mixup game, and if you don’t take advantage of that, you aren’t going to have a chance to execute a combo.<br><br>Tridash L - tap up forward, hold down forward, and plink M+H ~ L. These can be done much lower to the ground than you think, and most magnus players will not abuse these to their full potential. The lower your tridash mixups are to the ground, the better.<br>Tridash H - From the apex of a normal jump, plink L+M ~ H. This is great for closing space and getting you into the kill zone where you are in range to go ham with tridash mixups. With proper plinking, his H has tons of hitstun, allowing you more than ample time to confirm/convert off of many different situations.<br>Tridash H (slightly above normal jump height) - I threw this one in there because it’s important. When you do dash, superjump up forward to slightly above normal height, and then immediately air dash down forward heavy, it adds a ton of range and gives you more options on your spacing. I would say the edge of this heavy is where neutral ends, and rushdown begins. There is a certain spacing I will bait the opponent into throwing a projectile, and use this method to close well over half a screen and land a hit for a super easy conversion.<br><br>For right now just work on learning the character’s mobility and neutral. After that work on mixups, making sure you incorporate fake highs (low) and throws. Once you start to get all of that down, opening people up will start to come naturally. More than any other character in the game, I believe magneto is a “feel” character, equipped with the tools and mobility to handle every matchup, even when it’s not in his favor. He is a dynamic character who practically changes tiers depending on who is playing him, and requires a creative mind to play him effectively because he isn’t a “cookie cutter” teleport+ assist char. How you play him is also going to depend pretty heavily on where you are playing him on your team and what assists you have, but I think this is more than enough information for you to digest right now. Good luck!<br>
Okay, I know there’s a Magneto combo thread but I don’t know which of those are important. What are the combos that all good Magneto players need to know…such as the ones that Fanatiq or Fchamp does
Magneto does lots of combos on the fly (no pun intended), so learning as many as possible is important. If I was being very very very very vague, you’re going to want to do combos that corner carry, end in tempest, and are consistent for you.<br><br>http://youtu.be/hwxYp2876z4 - my go to bread and butters. <br>
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<div class=“QuoteAuthor”><a href="/profile/79076/Donavan%20Barrrett">Donavan Barrrett</a> said:</div>
<div class=“QuoteText”>Okay, I know there’s a Magneto combo thread but I don’t know which of those are important. What are the combos that all good Magneto players need to know…such as the ones that Fanatiq or Fchamp does :P</div>
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Learn:<br></p><p>-1 Mid Screen combo</p><p>-1 Corner combo</p><p>-1 Corner to Corner or Side Switch combo.</p><p>-You can also use a universal combo that works anywhere on the screen, like the “Tokido” which is the combo that FChamp uses, jH adf jH xx L blast, dash stS, jH xx Fly, into the fly combo. This is a great confirm that works anywhere on the screen.</p><p>As said before damage doesn’t really matter that much, so just learn your hitconfirms in neutral and off assists and learn 1 combo for those 3 sets.</p><p><br></p><p>Oh I forgot to mention the biggest thing, damage doesn’t matter much as long as you confirm into tempest! It doesn’t matter how fancy your previous combo is if you are ending it in a corner shockwave that does minimal damage.</p>
Another question about Magneto (just picked him up)<br><br>For his combos that involve flight, how do you activate flight mode fast enough to continue the combo? Do you need to press L as soon as you do fly to keep the combo going?<br>
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>H or M xx fly then you basically just link the flying L after it. if you’re having trouble you have to adjust your timing as you would with any link: if the normal doesn’t come out you’re doing it too early, if it doesn’t combo you’re doing it too late.</span></font>
Quick question, can anyone recommend a good combo that carries all the way to the corner? I currently use the standard H fly/unfly combo to get to the corner and do some hyper grav reps and it works most of the time from a little beyond the middle of the screen, but farther away it doesn’t carry all the way to the corner sometimes. Anyone have an answer?<br>
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<div class=“QuoteAuthor”><a href="/profile/69013/thevuvu">thevuvu</a> said:</div>
<div class=“QuoteText”>Quick question, can anyone recommend a good combo that carries all the way to the corner? I currently use the standard H fly/unfly combo to get to the corner and do some hyper grav reps and it works most of the time from a little beyond the middle of the screen, but farther away it doesn’t carry all the way to the corner sometimes. Anyone have an answer?<br></div>
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research the tokido formula<span class=“Apple-tab-span” style=“white-space:pre”> </span>
Hello guys, I have two questions that I’m not being able to answer by myself.<div><br></div><div>I’m trying to develop something for Strange, and I needed to know if there are any setups of hard-tag combos with Magneto without having to knock the other guy down.</div><div><br></div><div>Also could any of you guys tell me what’s the secret to do FChamp’s tech with hard-tagging Doom to do corner loops?</div><div><br></div><div><br></div><div>Thanks a lot since now :)</div>
Do you mean tagging into Strange or into Magneto? <br><br>As for the hard tag loop into Doom, after launch, you use j.H and then dash down and use j.S at the last possible moment that it will connect (it should look like it’s connecting with their legs). As soon as you do, hold A1/A2 to tag in Doom as soon as you land. Look up how to do the EMP loop, it’s an application of that.<br>
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<div class=“QuoteAuthor”><a href="/profile/18464/Newtypeseed">Newtypeseed</a> said:</div>
<div class=“QuoteText”>Do you mean tagging into Strange or into Magneto? <br><br>As for the hard tag loop into Doom, after launch, you use j.H and then dash down and use j.S at the last possible moment that it will connect (it should look like it’s connecting with their legs). As soon as you do, hold A1/A2 to tag in Doom as soon as you land. Look up how to do the EMP loop, it’s an application of that.<br></div>
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Great, thanks for the help! I am searching to tag Strange in. If I find a way to do it, I can have a ToD option out of any confirm with flame-loops for my team without needing a TAC or meter stored or anything like that. I have a way to do it but I need to do a ‘dhc glitch-esque’ tech, so it’s not worth it. I was looking for a way to do it with raw-tagging, if there is one
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<div class=“QuoteText”><a href="/profile/44993/tortonon">tortonon</a> said: <br>Great, thanks for the help! I am searching to tag Strange in. If I find a way to do it, I can have a ToD option out of any confirm with flame-loops for my team without needing a TAC or meter stored or anything like that. I have a way to do it but I need to do a ‘dhc glitch-esque’ tech, so it’s not worth it. I was looking for a way to do it with raw-tagging, if there is one :/</div>
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In that case…no, I don’t think there is. Magneto doesn’t have a way to inflict crumple status the same way Nova can. The closest I can think of is hard tagging after a Hyper Grav, but I doubt that would work.<br><br>Anyways, now to ask a question of my own, which is match up related, but the last match up thread hasn’t been updated and is closed. <br><br>I have a problem with two characters: Hulk and Skrull. Hulk + assist (usually Sentinel) completely fucks me up, I remember Fanatiq mentioning that everytime he fights Hulk, he feels like he’s taking a risk, which I completely believe. Honestly, I don’t know how you get by Gamma Charge pressure aside from push blocking at the last minute in a horizontal one to have the follow up whiff, and of course there’s the whole St. H thing. <br><br>As for Skrull, I feel like Skrull is safe on absolutely everything he does and he’s just waiting for you to make a mistake while either constantly using jump AD Charge j.S or j.2H or waiting for you to get obvious in movement to command grab you. Skrulls won’t Meteor Smash unless they can cancel into Inferno and DHC into another character anyway, and if it’s Level 3 XF Skrull, they get free chip damage. Is there anything I can do? <br><br>I’m using Mag/Doom/Ammy (Team X-Ray) by the way. <br>
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<div class=“QuoteAuthor”><a href="/profile/44993/tortonon">tortonon</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/18464/Newtypeseed">Newtypeseed</a> said:</div>
<div class=“QuoteText”>Do you mean tagging into Strange or into Magneto? <br><br>As for the hard tag loop into Doom, after launch, you use j.H and then dash down and use j.S at the last possible moment that it will connect (it should look like it’s connecting with their legs). As soon as you do, hold A1/A2 to tag in Doom as soon as you land. Look up how to do the EMP loop, it’s an application of that.<br></div>
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Great, thanks for the help! I am searching to tag Strange in. If I find a way to do it, I can have a ToD option out of any confirm with flame-loops for my team without needing a TAC or meter stored or anything like that. I have a way to do it but I need to do a ‘dhc glitch-esque’ tech, so it’s not worth it. I was looking for a way to do it with raw-tagging, if there is one :/</div>
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I don’t understand too much about raw tagging, specifically how each characters is different. What I can tell you is that to get the most height possible out of the hard tag hit, you’re going to want to end your mag combo with an aerial hyper grav (normal jump height, preferably higher, don’t know what you can cook up with your team) and hold the assist button on the way down. I was playing around with raw tagging into Vergil swords loops, but his raw tag is too slow. I did manage to connect a light after the tag with the doom missiles setup I was using, so depending on how good strange’s raw tag is you might be able to get away with a similar setup. Sorry I don’t have anything more specific for you, I don’t have any experience with cold star really. Good luck<br>
Vergil connects the cr.L even from the L grav…<div><br></div><div>I will try this setup you said about the height later today, I’ll be back here if it works. Thanks a lot :D</div>
Everybody here knows that pianoing h-m-l for a tri.jump L OS’s air grab, right?<br>
I should hope so.<br>
The M+H macro or input alone works as OS , there is no need to piano it.
Now that I’m more familiar with Magneto, I want to ask: what Dr. Strange assist you think works better for Magneto? Eye of Agamotto or Bolts of Balthakk?<div>I use Magneto/Strange/Doom so I already have Missiles. Eye of Agamotto provides lockdown for high-low mixups (like Ammy Cold Star) but it scales a lot. You can also pull the opponent into the Eye or create incoming mixups. Bolts allows rushdown, zoning and mixups on the air (using Mag’s flight then calling Strange while dancing in the air confusing the opponent). I’m currently using Bolts but I’m really thinking about the Eye.</div>