MvC3: Magneto: Questions (and Answers) Thread

Much appreciated for the information. I was simply working my way through combo listings just to get a feel for Magneto’s movement options and how certain combos work. I plan on working on my way up haha.

It seemed like I was messing up the first sj.UF H. I messed up the combo right at the beginning and the subsequent attack became pointless. Much obliged for the help, I can do it kind of consistently but I hardly see the point. Onwards and upwards.

What combo would you recommend? I don’t mind grinding out a somewhat difficult combo but Y’know. I’m not Magnus expert yet.

I’ve just been doing the typical j.H x4 Fly combo tonight. Should I just do that into Hyper Grav?

I think you’re on the right track. The bread and butters I can’t live without include:

For midscreen:
cr. lmhs, sj. H ADF M xx fly, j. LH into fly loops, ADDF j. HS, st. H xx hyper grav (simple, but doesn’t quite carry full screen)
cr. lmhs sj. H ADF magnetic blast M, st. S, sj. H xx fly, j. LH into fly loops, ADDF j.HS, st. Hxx hyper grav (a little more strict on positioning/timing, but does a bit more damage and carries a little bit farther)
Rom. Though it does have a high execution barrier, it’s a universal confirm that guarantees max damage, and corner carries too. I wouldn’t learn this first, but as you further your magnus you will learn it at some point.

For corner:
It’s really hard to go wrong in the corner. Most magnus players will tell you to just do grav loops if you’re in the corner since they net more damage and meter, but it’s really not significant (usually 20k~ difference at most), so if grav loops are still uncomfortable go for something more consistent. I tend to switch it up, but I’d say I most often do lmhs, sj. H, addf j. H, sj. H addf j.H (like a mini rom) st. H xx L hyper grav, S sj. H addf j. H, sj. H addf j. H, st. H xx L grav, 1x grav loop xx tempest, or assist extensions if you have them available.

Above all, right now you should go for combos that you feel comfortable with and can consistently land. As your magneto improves, you’ll find that the combo you do doesn’t matter all that much, as long as you A) get to the corner, and B) finish your combo with a magnetic tempest ender.

Good luck! :slight_smile:

I’ve got a matchup question. Mag w/ missiles against Mag w/ drones.
I ran missiles against a guy with drones and the ground pressure was oppresive. I could disruptor Sent calls to some extent, but half screen or closer it would be unsafe from tri dash L’s. From full screen, they can disruptor back to protect Sent. I also have to protect Doom. I think in the early collision, drones gives them the cover to win the matchup, but they have to watch out for incoming missiles, but if they get a hit, they can shockwave through the missiles. How do you guys deal with this matchup. Viewpoints from both drone/missile assists would be appreciated!

I really havn’t played against many good magneto/drones players in real life so it’s going to be hard for me to answer this one, but there are lots of good mag/drones players on these forums who might have the answer. Best advice I can offer would be try to avoid drones entirely and establish air superiority i.e. plink dash around calling assists offscreen and chunking mag blasts. Even theoretically, that’s a rough matchup because you can’t really snipe sent if they are counter sniping, and for you to chunk out disruptahs you have to be grounded, and I think drones win when you can keep your opponent grounded. Aside from that, you might consider snapping in sent if you can get a hit, but magneto is fragile enough that if you get a hit on him you should probably be killing him off anyways.

Sorry, that’s all I got D:

Yea, I figured my only hope was dash around in the air until the drones cleared and get in before they’re on screen again. Except I do the regular zig zag dash instead of the plink…which I definitely need to learn. It was first hit kill on Mags for either of us. Except if they lost their Mag, they most likely lost the game cause Sent was free, and if I lost Mag, I still had a chance cause Vergil/Doom is strong enough on its own.

That’s another one of mag verg dooms strong points. Just because you lose your mags doesn’t mean the game is over, I like that. But yeah, highly recommend learning plink dashing. Zig zag is alright, but it means you’re traveling along a set path, and a good player will notice that it’s your only form of mobility and scoop/air-to-air you. Plink dash mobility on the ground is useful, but I would consider plink dash mobility in the air to be vital. Good luck with your magnetic mirror match :slight_smile:

Hey guys, pretty new just some basic questions.

How important is plinking with magnus? (it’s L then M+H right?)

whenever I do H adf h mag blast S h fly l h h h I try to unfly into the grav loop but it never seems to work. do I unfly addf or is there something easier?

How many grav loops should I do after that combo? I try to watch a lot of other good magnetos and they normally do one or two

Doesn’t matter how you plink as long as it’s a normal first then a a dash.

As for FGTV’s BnB, you want the body to be about below your waist during the fly loop then you ADD H. As you’re coming down hitting them with H, press S to get out of flight mode. You usually only get 1 hypergrav rep solo unless you have some assist for extension.

When Im in the air flying around should I plink that also?

Question for the anchor Magneto players since I play him anchor in my 2nd formation:

How do you deal with Solo Super Jumping Doom who has a life lead as anchor Magneto? Other than your incoming mixups what are your best options against that? Magneto’s chip game vs superjumping opponents is not that great, and I find it risky sometimes to approach Doom and to get footdived.

Same applies with fighting Vergil with Swords + assist vs a solo Magneto, that matchup seems very rough and pretty difficult for me. Any tips there?

If you’re talking about Doom being lame and doing multiple photons in the air, Chris Schmidt punishes that by plinkdashing over while flying and doing S xx mag blast confirm into a combo or something.

Photons are a free Shockwave or Gravity Squeeze. My Friend actually just superjumps, adub, presses fly with Doom and waits there in the corner without shooting photons. It’s fairly risky to approach due to Footdive and I end up wasting a lot of my XFactor time.

You can’t really confirm off jS xx Magnetic Blast in flight, and it’s mainly used as a mobility tool. And Chris Shmidt plays Mag on point with an assist. I’m talking about what do you do as Magneto anchor vs that kind of Doom play. Going for grabs works but it is also fairly risky due to footdive. Maybe mix in some hypergravs?

actually you can confirm off j. S xx mag blast, factor or not. you could dash under him. if hes just sitting there, go for the H hyper grav, it will either hit, or he will block it and his ass will come back down to the ground.

You are right, jS does work very well, and jS addf jH is the easier confirm, but jS xx Blast works too. H Hypergrav should work too. I’ll try incorporating it into my game. I should have less fear of footdive and just go ham when I have XFactor.

If xf is not on, then if you are at the top back of the screen at sj height. L disruptors will keep Doom out of the air spamming photons as he has no horizontal beam aside from H which loses to L disruptor easily.

Super high risk, just theoretical but…
What happens when you attraction a footdive? Can Doom get pulled behind Mag and you get a crossup shockwave? What about when you attraction Doom in the middle of his photon animation - will his body move but the beams keep coming down? Again I’m thinking, you can pull him over you and shockwave could clear the photon rays coming down on you.

There’d be no point in risking an attraction on a footdive just to throw a shockwave. Crossup or not, they’re going to be able to visually confirm during the flash and block. Now if you did attraction straight into a ground series, theoretically it could work, provided that your opponent doesn’t react in time, but that sounds a bit risky to me. Same thing with the second suggestion, if you’re able to punish finger lasers with a shockwave and DHC into Vergil or MODOK or some other similar dirty DHC tech, it would be best to do that instead of doing an attraction beforehand, because Doom will have likely already recovered and will simply block.

As far as a turtling Doom goes I havn’t really been in the situations you’ve mentioned often, but I think in general careful air-to-airs and air throws are going to be your best option. Snipe with disruptahs to frustrate them and try to make them make the first mistake. Incorporating hyper gravs is a good idea as well, but their only flaw is they won’t travel behind Magneto, and they’re not at all safe, so use them sparcely and with caution.

I thought Doom can’t block during a S Footdive, and a Shockwave is always guaranteed if they don’t XFactor, same applies with Photons. So there is no point using attraction when you can Shockwave on reaction(sometimes you can get caught during the 4 frame gap between invincibility and startup, and that’s where I go fml).

Attraction overall isn’t really that good in neutral unless you have Hidden Missiles or Jam Session, and even then you have to watch out for Random buttons. It’s also not really good solo in the scenario I mentioned above. I don’t use aerial Disruptor’s as much as I should(the recovery on it is super ass), but aerial hypergrav is also a really good tool that I see Alioune use a lot, and it can help you approach from some nice angles, H hypergrav has a lot of startup, but I thought it was safe from far away?

I think aerial hyper grav H is safe from far away. I was more referring to mid to close range, but additionally the guy I’ve been playing against the most lately is a zero player, so I don’t use gravs in neutral like… ever. Yeah the recovery on aerial disruptah is ass, but for the situation you mentioned it’s the best option for trying to ground/frustrate the opponent into coming to you. Still a rough situation though, magneto benefits too much from having an assist to make his pressure safe and fluid.

Being blunt, I think an air to air is your best option, hitting them with the tip of the j. H, particularly when doom doesn’t have a height advantage, with air throw being a close second.

Also, attraction is ass in neutral. If anything a mags/missiles player should be using repulsion, sometimes gravitation in neutral, if at all.

many things need to be answered before someone can give they’re opinion on the situation.

who has the health lead?

about how much meter do you normally have in said situation?

do you still have xfc?

Mag is behind the point character so who do you have at the 3rd spot and what assist are you using?

is Doom in the corner? <-- you already answer this one.

I’m not sure if this would actually help/work, but if he is superjumping and air dashing up-back then going into flight, can’t you go up there and try to bait out the foot dive? If he used his airdash already, then he can’t cancel S foot dive into an air dash, so he would be open for an attack. Only thing is, I’m not sure how you would get up there without airdashing yourself and I think there would be too much blockstun on S footdive for you to do anything about it after you block it.