I’m picking up Mag/Doom/Vergil as a secondary squad. I wanted to ask other Mag/Doom players about what matchups you guys use Missiles on. I primarily use Beam with this team, so I am unsure as to what shells/characters to make the switch.
This question applies to the game in general, but especially in regards to characters like Magneto that don’t have high priority normals. How do you guys deal with opponents who constantly press buttons while they use characters with great normals? I’ve watched a lot of high level Marvel matches and I actually think that they are really unhelpful in this regard because most top players don’t use that type of play style. They mainly wait to attack behind the cover of assists or look for an opening to punish etc. Nemo and PR Balrog are some of the only players I’ve seen that are high level and play the game that way (especially Nemo). And to be honest, it seems like they blow up most people who use characters like Magneto for free (characters that cannot rely on mashing normals to get things going). What should I be doing against someone who is, say, mashing H/S with Vergil while calling plasma beam non stop? Or a Nova boxdash Hing constantly while calling an assist? If you block and wait for an opening you just get mixed up; if you try to go in and attack they stuff your average priority normals with their buttons. And many of these characters highest priority normals are either safe on block or the assist keeps them safe. It’s really frustrating.
I just picked Mags up yesterday to experiment with a team, so I’ve only read through about page 15 of this thread…forgive me if this has already been addressed
I’m seeing that a lot of people have trouble (or at least were before) with the plink Mag blasts…but as far as I can tell, the input isn’t actually a plink, and I was thinking maybe that was part of what was throwing people off (I see Tim Tim asking about ADDF Mag Blasts as late as this page as well). Does anyone understand exactly what the mechanic is?
What I mean is, if I plink 896 M+H~L, it simply doesn’t work for me. If I just do 896 M+H L with the timing for, for example, a fast tri-jump j.L, it works consistently. (Obviously the inputs on the screen look the same though.) The same goes for the sj ADDF version. So to me it kind of seems like the motion of Magnetic blast is being buffered, you’re dashing, and you’re hitting the L fast enough that the motion is still buffered… If that’s possible. That kind of makes sense, too, because a plinked H+M~L is usually just registered as a 3 button dash…which isn’t to say that that would definitely happen (I don’t understand the engine well enough to say that’s universally true with motions involved), but only to try to explain why plinking really doesn’t seem to work for me. I’ve never heard of that before, but I also don’t play any characters who could do it without getting a hyper, so it might be only applicable for a weird input like 896.
What seems to be easiest for me is to kind of piano H~M L so that I’m plinking just the H~M but still retaining enough momentum to naturally hit the L in time for the input to be active. At least that’s what it feels/sounds like
Again, I haven’t gotten through this whole thread yet, so maybe the distinction’s been addressed, but if I’m right, it might help people who are struggling with the inputs to emphasize that it’s not a plink and that the timing relies more on dashing the instant you’ve input the 6 than on closing the gap between M+H and L.
If anyone is actually plinking M+H~L I’d be really interested to hear it because I’m pretty sure (based on on-screen inputs and button sounds) I was nailing it. Since I’m just learning Mags, I’m trying to get a better conceptual handle on his mechanics to speed up the process. I could definitely be wrong, I just want to know what’s right so I don’t develop bad habits, even if what I’m doing seems to work atm
EDIT: Yeah, messing with it more, you at least definitely don’t have to plink it. If you focus on inputting the M+H the moment you finish the 896, you actually have a pretty large window for inputting the L. It’s at least as lenient has the ADD H’s in hypergrav loops and maybe slightly moreso (just in reference to timing, obviously the conditions are really different lol).
So many questions!
If they have a strong horizontal assist (Plasma Beam, Unibeam, Disruptor, any kind of arrow) Missiles are useless and you’re better going with Plasma Beam to match-up and beat their assists.
If they have a very strong, but easily reactable assist that dictates most of their gameplan (Missiles, Drones maybe Jam Session) you’re better off with Plasma Beam.
If it’s a character with poor ground movement, that’s reliant on being airborne AND the character isn’t coupled with a strong horizontal assist, you’d use missiles.
It’s good to learn both and to be able to identify when your assist really isn’t doing jack shit for you
Oh! This actually has a very simple answer! I curl my hand into a fist, raise it up in the air, and slam it down on my stick repeatedly.
Seriously though, you just have to NOT give them credit and do dumbshit to catch them mashing. Stagger your blockstrings between cr.L and cr.M (you can hit confirm cr.M into cr.H) or occasionally do risky dumb stuff like cr.H [wait] Disruptor/Force Field. Do Blockstrings, pause, then Snap. You need to really convince them to stay still for one fucking second, no matter how many times you have to counter hit their buttons. If they’re physically next to you, make sure to tell them how much of a scrub they are for pressing buttons all the time, even if you’re losing.
Also, make sure you MEATY their wake-up, with actually meaty attacks. believe me, it’s way harder than it seems for some reason. Great moves for meaties are j.S, cr.M and boxdash Magblast (harder timing). Never give them credit like “Oh, he won’t press a button now that my drones are clearly over his body”. Don’t do that. They will press buttons, they will hit you (maybe your assist) and they will kill you (both).
As for the two examples you gave, it really just comes down to having good movement and being able to avoid getting put in the position where nova does Centurion Rush + Plasma Beam and gets 2 safe mixups from it… As for Vergil, i’d say it’s about the same, except it’s incredibly hard trying to avoid st.L, st.H and S while also not getting by an assist and random teleports. Just make sure you have a good beam with you.
When you do the 896+MH, do you see his hands light up above his head as if he was going to MagBlast, but then it gets cancelled into a dash? That’s the timing to press L. Before the hands disappear. So yes, it’s very similar to a regular tri jump, the timing on the button presses. Some people call it plink blast, others kara blast, the second would be the more correct one.
Can someone help me understand why can’t I execute this.
Pushblock at the right times and then call plasma beam to keep them away, that should put you bac
The only way I can get addf kara mag blast is to plink it. 8963 then M+H~L
I’ve seen you post on the Frank forum. Is the team Mag/Frank/Dante? Cos I’m labbing with that team and I really like it. I just don’t like Dante though.
In my case I end up doing kara Magnetic Blasts when I try to tri jump l. because I press l. too early and the motion that I use to tri dash is similar to the Magnetic Blast motion.
Hey thanks for the response, man! Good to know I’m not going a little crazy lol. My point wasn’t to nit-pick, but just to say that if you get someone asking about it, maybe clarify that it’s not exactly a plink. I was trying it for a while with inputs on wondering why it was working ~5% of the time until I realized I was only getting it when I screwed up the plink, haha You guys do a fantastic job in this thread btw, it’s really rich. Also, I had no idea how much fun movement could be in this game until I selected Mags a couple days ago, holy god.
That’s fair. I agree the timing’s a little tighter on the addf version at least, but maybe I’m doing something weird. Either way, as long as we both get the desired result.
Haha yeah you pretty much nailed it. Actually the team I’m going for is Mag/Dante/Frank using that add S hard tag tech. I don’t know if you saw Rampage’s post the other day on the Frank forums of the levels with that team (heres his channel), but they’re ridiculous and actually seem consistent. As far as the order goes, that’s a tough call and you kind of have me reconsidering Mag/Frank/Dante. Basically the advantage of your order is that it’s snap proof as far as leveling Frank goes: Frank snap means a slightly modified BnB with Jam Session double picture for lvl 4 and Dante snap means you have the best point character in the game for leveling Frank. The disadvantage is that you can’t tag Frank in and do Pic, ST, DHC to Devil Trigger, Pic because your order becomes Frank/Mag Dante…so it’s harder for you to level without running the risk of killing low-health characters. In that situation do you use the hypergrav xx Tempest DHC for the capture state? That’s nice low damage, but it won’t get you past level 3 if you’ve used Jam Session in neutral. Obviously the huge disadvantage of Mag/Dante/Frank is that you’re pretty screwed if they snap Dante in unless you can get to the corner for a reliable Skydance hard tag, but otherwise I prefer that order. I already have an anchor Dante Frank team (Nova/Dante/Frank), and I kind of want to have some fun playing Dante with an assist behind him What’re your thoughts?
And yeah unfortunately there just isn’t a better character to pair with Frank than Dante. Just Jam Session + Snapshot zoning moves Frank up a tier IMO. There are other characters you could use here, though…I just don’t personally know how they’d pair with Magnus. Does Ammy work with him? Backing up Frank with Disrupter + Cold Star isn’t 100% redundant…but Frank doesn’t really need much help with his horizontal game…And I guess Mags would have Shopping Cart + Cold Star, which would be too similar to make sense there anyway, even if I could see Mags going to town with Cold Star. You could use Deadpool with Quick Work for the high/low troll lol
And finally, yeah I was getting that accidental kara Blast some as well, but at least it makes for a stylish empty jump
Yeah, I saw his post. The combos look pretty consistent, and when you combine that with the video by SuperScience, Frank + Mag/Dante seems like a really strong Frank team. But I’ve just started to learn Dante, and I’m hating it so much. His normals are so slow. But his assist and his support options in general are so good. I can’t even get the Cold Shower extension off of the add S raw tag. Anyway, since I’m really new to Dante, I can’t really comment on or answer questions about his point capabilities and combos (unless it has to do with Jam Session assist
).
As for the order, I’m not sure which one to run. Mag/Dante/Frank doesn’t use much meter to level up Frank and is overall more meter efficient, as demonstrated in Rampage’s videos. But Mag/Frank/Dante has a more reliable anchor, but the combos needed to level up Frank are much harder, as demonstrated in the video below.
Yeah, I’m beginning to realise that Dante is Frank’s BFF, no matter which way you look at it. You’d think that given I play level up characters (Wright and Frank) I’d have Dante on my teams because both characters have tons of synergy with him (not Wright/Frank/Dante, but x/Wright/Dante and x/Frank/Dante). Unfortunately, that’s not the case.
I don’t really see anyone run Mag/Ammy, unless they play Mag/Doom/Ammy like X-Ray. I’d just stick with Dante tbh. He offers much more meter efficient and practical combos to get Frank into Level 4 and he’s not a bad anchor should your Frank plan go down the drain.
Check the inputs.
Jump over them > :u::ub::db::d: + :atk::atk: > :atk:
You basically do the special’s motion and press dash instead of one button, and then attack.
Last post on this team. Sorry, I’m not trying to derail the thread.
I hear you on the Dante frustration, but I promise, it’s veryyy likely you’ll start to like him more as you get more experience. When I picked him up he was honestly a pure assist character, but once I really put lab time in I just couldn’t get enough haha. He has a lot of tools to get your head around though.
Ya know, watching that Superscience video again, I’m really starting to think that Mag/Frank/Dante is a better order. You get the option of choosing to anchor either Mags or Dante when you level Frank, you can still tag Frank in and THC with Dante because Mags is in cooldown from the tag (at least it worked when I tested it a couple times), and, as you said, you get a better anchor if things go south. The big thing is really the snap-proofing, though.
Dante’s damage is attrocious at max scaling, but at the very least you get some good fixed-state moves for meter-building. The follow-ups in that video aren’t that bad once you get some practice, and I think you could actually just do Cold Shower (x4) Stinger into Skydance to make it really easy. If you skip the hypergrav loops, you might be able to do signifcantly more than he does as well for a bunch of meter.
I’m really glad you posted that video again, it’s really making me rethink things. Thanks!
Thanks, it made it much clearer.
I was doing it just like you said, but I really thought I had to buffer motion before the side switch.
I’ll get on the lab to check it.
Havent checked forums in a minute.
Switched to Zero(A), Morrigan(A), Mags(A). (fun stuff, optimized zero is 650 before hyper, builds 2)
As far as new tech, all I’ve got since the dash window after disruptor is corpse hop incoming mixups.
Gravity Squeeze is a GUARANTEED corpse hop mixup. Easy setup, tons of variations.
2nd best is aerial kill via normals or air disruptor near corner, as the body doesnt start to fade until they land, except in the case of zero.
3rd and not very optimized is from aerial disruptor xx tempest. Its very strict and doesnt work if they die earlier than later during tempest.
Morrigan’s level 3, on kill, allows mag to tag in and get a corpse hop.
Sougenmou Ryuinjin (spelling whatever) is AMAZINGLY good for magnus, imho. It actually allows staircase with morrigan as well.
corpse hop + anti air assist = marvel 2.
I’ll try my best to get a video out.
Good finds Helix! Can’t wait to see what you’ve cooked up with this team brother
My execution is pretty ass but after thinking over it I’ve decided to give magneto a try. Right now I play Zero(badly) and doom. Would Zero first and mags second or the other way around be optimal? I’m hoping a character like magneto will overall make me better at this game.
To answer your question you should check out the footage of chris schmidt versus shadyk and fchamp as he uses the magneto/zero shell in those sets. Afterwards try and practice that shell and see which variation fits your play style the most.
Zero/Mag is going to optimal in more matches. Mag/Zero is very dangerous and has great tech. In matchups that magneto plays better, you lose very little putting Mags on point.
Mags can setup DHC’s into Lightning loop( tempest whiff being the easiest).
You can also set up an unblockable/mixup reset on corner knockdown(options are hard tag or die) with repulsionXXShockwave DHC.This depends on your assist though. Missiles too slow for the setup.
Mags on point has one advantage which is access to invincible crossover Zero assist. This makes the Vergil matchup more playable for Magneto, over Zero, because it helps with sword blockstring mixups, and can be made safe with by spending a second bar.
I would give the still give Zero the first spot because of how meter efficient he is. One bar, maybe two to kill a character and building most of it in a combo. If you spend two bars you have left over sogenmu for the incoming setups. Mags needs to spend at least 2, and my mags doesn’t build 2 bars in one combo. The exception being when you get to use the hard tag Zero combo to kill people. This depends on location and how you hit confirm. Not going to be the most common way to kill.
the meter efficiency is what makes Zero better to start the match off with in most games. If Zero has trouble though Mags with reversals might be better. Against Viper I’d rather have Zero, Vergil I’d rather Mags.
So what’s the main reason to do magnetic blast in corner instead of straight hyper grav loops? Meter gain? Also, should I be doing rom from midscreen or optimized magnetic blast?
Oh and I’m using vergil with rapid slash assist and I’m wondering what you guys think is the best way to handle it. I have some combos that always involve me plink dashing in, but I was hoping you guys might have an optimal confirm that’s simpler than what I’ve been doing.
hyper grav is best in the corner
Hey guys, quick question. When doing the H loop corner carry combo, how do you end it with a Hyper Grav? Is it just H, unfly, H, land, H, Hyper Grav or is there a dash down in there somewhere? Thanks