MvC3: Magneto: Questions (and Answers) Thread

Health Lead- Normally he does, Solo Magneto vs Doom/Vergil. I have no problem in the Doom matchup when I have the health lead or assists since the situation is reversed and it’s very hard for Doom to actually catch Magneto

Meter-Usually a lot

XFC-Not usually , he normally uses this tactic to stall out XFactor Cancels

As I mentioned it’s anchor Magneto. I feel comfortable with the matchup vs Doom otherwise.

I think it’s a flaw overall with anchor Magneto as his chip game isn’t that scary and no herp derp solo projectile + safe XF3 teleport, and he has to respect turtle buttons or take risks to approach vs certain characters if they are assisted and have the health lead.

near the corner…

when doom does fingers, if you do a shockwave right before they hit you can confirm off that into a combo if he gets hit by shockwave, this is a trade, not xfc cancelling and it’s pretty easy. not sure why you all don’t know this. :-?

something to know with Dante If he ever ends up in the last spot and Mag is on point now

near the corner, you can do disruptor at superjumb height, full screen tempest into devil trigger and confirm off that, no bs. and for the lulz… his brother can kill off of that with swords.

moving on

hmm… well since you have a lot of meter the first thing you need to do is play with is magnetic movement when he’s above you. that’ll give you a better window to take risk (assuming this person is smart enough to change their habits when he/she gets punish for making a bad decision). I’m pretty sure you know how to punish Vergil assist so that’s not a problem. you should also learn some mixups on his way down, there’s a lot of stuff Magneto can do when he’s off screen. it sounds like you are just being impatient and you don’t know all your options because Doom can’t beat Magneto(with tons of meter) by just floating in the air and doing nothing, that’s impossible. also, little things like doing a force field can save you from getting hit in the face by a footdive since shockwave has some startup. Doom players like to air dash down with buttons after a footdive and Magneto is hella safe after activation of Force Field. this is a gimmick and shouldn’t be used a lot, but it’s a gimmick that is guaranteed to work against footdive spam, lol.

And honestly, you just have to adapt to whatever the player is doing. that’s why you keep getting beat by the same shit. get in the lab!

Im trying to do lmh, into 1 blast loop into fly combo into the unfly hypergrav, I cant every seem to get H to connect after the unfly. Im pretty sure ive seen it done, any tips?

Actually, you can’t unfly there if you do a blast loop into fly loops, you have to do ADD/ADDF into HS

Hey everyone I have a quick question. At the end of hyper grav loops, when I cancel the last one into Tempest, every once and awhile a standing fierce will come out, even though I did a perfect quarter circle + MH. Any ideas as to why tempest isn’t coming out sometimes? (I’ts rare, but its cost me some matches with my friends).

lol happens to me sometimes also though it is probably just execution, react st.s (wait) , j.h xx light distruptah xx tempest for a second attempt!

Normally I’d blame execution as well, but I can recreate it in training mode often, and the final inputs are a perfect down, down back, back, Medium + Heavy, so super SHOULD come out, there is no execution error there. So I’m asking if anyone knows what it could be. Could it be that I’m inputing the super on the same frame that hyper grav hits and that isn’t allowed in the game engine for some reason?? IDK, but man its it frustrating.

Pretty much that.

You have to delay it slightly after it connects. I still get done over by this every now and then, usually when it matters most :confused:

Okay Thanks a bunch, I’ll be sure to practice delaying the hyper a bit and hopefully that will solve all of the issues.

Question(s) about a specific scenario: normal jump height blocked air to air, either solo or drones or missiles or some assist is blocked along with jumping mag (like if, say, they chicken block drones as we rush in). So I don’t get a throw, but they’re blocking.

Is there a good sequence that brings them down to the ground and keeps the initiative/advantage enough that upon landing we can attempt a mixup (high-low or hit-throw)? Or should we be backing off when we land so as to not get randomed out by a button or invincible whatever?

I’ve BEEN using jH xx L blast for normal jump air to air to OS throw or confirm. But is there a better way to be approaching this scenario? When they block is it to our adv? I assume yes, but can’t prove it with a line of play. Thoughts? (Let’s assume mag solo, unless assist is critical to the answer, then feel free to include whatever assists you use or best illustrate your idea)

Using L blast is fine, but I wouldn’t arbitrarily be using L blast. Try playing around with some of his other normal jump height hit confirms. A few I use:

  1. j. HS addf j. S, st. LM cr. HS
  2. j. HS addf j. H, st. S (or st. HS if you’re in the corner)
  3. j. HS addf j. L, st. LS (st. LM cr. HS also works here)
  4. Learn to convert with ROM like movements. It’s a universal confirm

Side note: j. M works well as a substitute if you need a slightly different hitbox, or a little more float on your normals. i. e. j. MS addf j. M, or even sj. M, slight delay, add j. S.

So yeah. Try some of those out and get the feel for his normals and you can pretty much just freestyle. His normals are air dash cancellable, take advantage of that. As far as the scenario you gave, be aware when your opponent has invincibility frames available, but aside from that you shouldn’t get hit by random buttons.

Let’s look for example at the pressure you have available. First we’ll start with dash+ drones, j. H xx L blast. So the thing about this is it’s not really a “hit confirm”. If your opponent blocks one of two things happens - they’ll advancing guard you off, or just block. Either way, your positioning is dictated by what they decide to do. This is a problem. Now let’s look at a different hit confirm.

For this example we’ll use the same start, dash + drones, but instead we’ll use j. HS addf j. L etc, it’s a good starter because it doesn’t require a tight plink like the addf H and S variations do.

Again we’re going to assume the opponent blocks your air to air, but in this case, you have far more mobility and options available. Use the j. HS to confirm. I can’t stress this enough. If it hits, just finish your confirm. But on block is where mag shines. Worst case scenario, they advancing guard the first j. H and you whiff a j. S, which isn’t a problem really. In fact, I’m somewhat sure you are still above the air dash threshold after you recover from the whiffed j. S. For now, we’ll assume that you picked the correct time for an air to air, so even if the opponent blocks they don’t really react until the j. S hits. Again, because mags normals are air dash cancellable, this opens up an assload of options. If your opponent blocks and advancing guards the j. S, you can addf to negate the pushblock (and dash under for a nasty cross up if you so choose), alternatively, you can choose to air dash any other way. A few quick examples because I need to wrap this up.

  1. (j. S blocked) adb mag blast, dash up with your mag blast and drones covering you and go ham
  2. (j. S blocked) addb, sj. mag blast, plink dash mag blast (addf variation), convert into pressure under cover of mag blasts and drones.
  3. (j. S blocked) adub, adu, aduf - You can use these to adjust your positioning and go into flight. Plink dash around, throw a mag blast, and go in with the j. S when drones cover you, and convert into mixup attempts
  4. (j. S blocked) addf, ground throw.

Sorry gotta cut this short, but hopefully that helps you see the advantage of confirming your air to airs. GL

How to open/punish Amaterasu with Magneto? She is so safe and small, I usually have problems with her. I can’t get too crazy with blasts or call my assists too much because she can use the elements hyper to punish me. Also my Strange Bolts assist is too high to hit her…

tridash pattern to condition the opponent, then go for the throw instead.

Thanks, I’ll try it. I think I’ll change for Eye of Agamotto assist against teams with her too, the same I do for teams with Strider. They’re low health so even after a confirm with the Eye (pulling them with Attraction, I love to do this) I can kill them (even with the scaling).

Hey gents,

Looking into getting me a better point character to back up an X23 team. Right now, I’m leaning towards Mags(Hypergrav)/X23(CS)/IM(RB) and had a few questions for the people here. (Would like to make CS work since I like having a damaging invincible alpha counter option on hand, but LowTG is always the fall back for unblockables/extensions as a last resort.)This is still a theory team atm, but it’s a basic TAC > Double dirt nap team. I need Mags on hypergrav to allow double dirt naps when the 2nd character has lower max health (since you have to build the extra meter and still kill meterless.) I feel like of all the character than can handle not having a hori. assist on deck Mags is one of the best in the game but I would like to get some feedback before I get too far into the lab with this team.

Is Mags able to replicate MVC2-ish pressure at all with DP assists? (looking into Helix since he seems to run a similar team…though morridoom is def. a stronger option…)

Does anyone know off hand if mags can TAC past X23 with either assist?

RB + gravitation seems like it would be pretty useful defensively/offensively, in resets, and for basic lockdown options. I was also hoping it might be possible to do forcefield + RB and get situational pickups. (As well as the other way around with RB + Hypergrav if IM ends up on point.) I know joker runs the pairing but he has drones to fall back on so I’m not sure how well he can manage. Thoughts? (have been looking into Joker and MasaBlade’s vids on this and it seems like it shouldn’t be terrible.)

Is Mags able to build 2+ bars off XF1 reliably?

I’m reading through the boards now (been a while since I messed with mags) and I’m sure these have all been answered at some point, but I thought I’d take a shot and ask here while I’m reading through.

Thanks in advance.

Magneto can get some incoming guardbreak setups with a DP assist and you can convert stray DP hits into ROM if you anticipate it hitting.

So, after watching FR16 and looking at that struggle between Magneto teams vs Morridoom turned out, what do you guys think?

I thought FChamp was going to use Mag Dorm Doom but anyways. I kinda hate when he uses Dorm Doom Phoenix, that just plain wrong IMO 'cause you NEED to spend metter with Dorm if you want to kill, plus he lacks movement…idk that team is just wrong or it might work against low tiers only :confused: RayRay vs ChrisG was GDLK, I wish he could win, was so close at some point!

I think that a possible & very viable answer against MorriDoom would be Mag Strange (bolts) Doom (missiles/beam). You can blow her up + assist if you DHC into spell XF H teleport for a quick riddance. After that you can pretty much control space with missiles & bolts with Mag normal jump, adu xx fly. I will give this team a good try and see what happens.

Supposedly Frutsy ran a set against Chris G and beat him something like 5-1 with Modok/Strange and Chris G didn’t even play his Moridoom against him the next time he had to play him. Apparently modok can be oppressive enough to keep her from ever starting up.

Wolvie/Dante/Mags.

@Merkyl999x:

For the TAC past x-23 into iron-man: Hyper-grav > st.H~Crescent Scythe xx H.Hyper grav > super jump > addf j.S > st.HS > j.H xx TAC

In order for this to work at maximum scaling, you need to piano the st.H into Crescent Scythe, and release the assist button** IMMEDIATELY** (because assist only activate on negative edge). You don’t need to do this if your combos don’t extend a lot past the regular, but if you’re doing the optimal Magnetic blast combo (the one RayRay and Ika developed) you’ll be at max scaling and you’ll need to end it like this. There’s probably something with the other assist too.

EDIT: For the AnkleSlice extension into 3rd slot TAC: st.H+AS xx L.HyperGrav > (kinda tight here, it’s like a cancel of the hypergrav) st.HS > j:MMH TAC
So you can only do it on a combo that allows you to j.MMH