MvC3: Magneto: Questions (and Answers) Thread

If you are talking about the flight loop, then you can do j.:h: airdash down j.:h: :s:, then you are on the ground so you can do s.:h: xx :l: hyper grav.

Hey, it looked like the team thread has been out of commission for a while, so I decided to post here. I’m an extremely new Magnus, about day 2, just figured out how to do grav loops but can’t get them consistently. At the moment I don’t care, because even non-optimized combos from Mags/Dorm/Strange can still kill Thor, the DHC is too good.

But I have yet to figure out how to really neutral as Magnus. That comes first. Bolts will be my primary assist, and Dark Hole seems to be mostly locking down from a blocked slide into high/lows. 2 quick questions on that front.

1.) Has anyone experimented with Mag/Bolts? Any quick tips and flowchart stuff I could use?

2.) His instant overhead neutraljump stuff, does he input that like Nova, superjumping up and coming down quickly, or is it just a regular jump? I can do his tridashing overheads kinda quickly, but his neutral jump overheads I keep messing up. Input tips? I’m on pad, but that doesn’t matter too much I think.

And one more question. So, there are actually 3 questions.

3.) How exactly does anchor Mags work? From what I can see, the idea is, recklessly tridash/airdash j.S/magnetic blast in, then do j.L, cr.L, slide, and flight j.S, in no particular order as soon you get them next to you on the ground, and for the most part they can’t really block because it’s fast, then bring to the corner with something simple and get an easy XF3 infinite, repeat? Anything I’m missing?

Thanks to anyone who responds.

I don’t know about the rest, but basically, once you activate XF3 with magneto, you get marvel 2 magneto with TODs and you get to play your regular game at the speed of light. He doesn’t have silly teleport shit or weird cross-up moves so you have to rely on how fast you can be, on how well you can move and on fully utilizing your moveset (even H.Hyper Grav becomes viable in XF3).

But yeah, I guess if you’re playing against someone who’s not used to it, you can just derp it out with random tri jumps and shit.

Also, an instant overhead is much different from a trijump. Which one are you talking about? IOHs hit on the way up, usually, while tri.jumps hit on the way down.

Okay, so just be fast. I need more practice, but that sounds doable.

I meant can he neutral jump up and come down with a j.L like Nova, or is that kinda awkward compared to his tridash overheads?

Instant overhead was the wrong term, yup.

Yes, he can do it. It’s really similar to the way Nova does it. This and the tri dash aren’t that different.

yeah, that’s considered a “tri-dash” too, even if it doesn’t go in a triangle motion xD.

Anyway, it’s a bit harder to do than novas, thing is that if you superjump you get to comedown earlier, if you normal jump you have to wait a little bit so that magneto reaches the airdash threshold and then you can come back down.

Always do M+H>L for your tri.j.L needs.

Hey guys can someone tell me how does the EM disruptor into magnetism super work? when I cancel into super he flips out

What do you mean by magnetism super? If you mean Tempest (the one with a lot of rocks), you have to land Disruptor on the feet of the opponent after a launch. Magneto has to be quite a bit below the opponent for that to happen. If you mean Shockwave (the one with the purple pillars), you can’t combo into it from too far away. If you mean Squeeze (level 3), just try to input the super before the opponent drops to the ground.

Sorry I meant tempest the timing is a little tight I’ll work at it thanks a lot!

Make sure you’re using medium disruptor

If you are just learning it now then starting with :m: disruptor is probably a good idea but in long combos I don’t think :m: disruptor connects so you will have to learn the timing for the :l: version. Unless I am wrong and I have been using the wrong disruptor the whole time.

Check it out in training mode. As DeskLamp said, in very long combos they’ll fall out before the m disruptor connects. I’ve found that sometimes l disruptor gives you a little bit more damage. One thing to keep in mind is the cancel to tempest has to be done much sooner with :l: disruptor but it’s not hard by any means.

Fellas I’ve somewhat asked this question before but I’m just not getting it. How in the hell does Magneto deal with derp? I mean seriously derp just eats him alive. I feel like people heavily overrate Magneto. All you have to do to beat him is play dumb and mash with any of Wolverine, Nova, Vergil, Zero,Frank West, Taskmaster, and Captain America. In other words, any character with strong fast high priority normals. Yeah he’s awesome if you get someone stuck blocking under drones or missiles. But against anyone who doesn’t block and just chooses to mash good buttons he loses hard. The really frustrating thing is that when you watch high level play, the only person who really plays a button mash style is PR Balrog. And guess what, homeboy almost never loses to Magneto players. Seriously, look up videos of him vs. Magneto players–he bodies them 80% of the time. In general most high level players block a lot and only attack under the cover of assists. That’s GREAT for Magneto because he can light your ass up if you try to play an intellectual calculated game. You give him time and space to call his assists to cover his mediocre low priority normals. But what do you do against a Frank West sliding non stop and mashing jump m, a Wolverine dive kicking and berserker slashing behind plasma beam, a Nova box dash h-ing behind bolts non-stop like a moron, or a Zero lightning XXX buster like a maniac? I’ll tell you what you usually do–you lose. Magneto has a lot of great mind games and tech. But this game is more about derp than it is thinking a lot of the time. And he loses to derp plain and simple.

Another top player that plays a derp city style game just came to my mind–Nemo. As far as how Magneto players do vs. him, well just youtube his matches vs. Filipino Champ and Tokido and you’ll see what I’m talking about. It’s downright free.

Frank West - derping with knee drop, slides, and launch. Zone him out and play the neutral game, you have all the tools in the world to keep him out. The only way Frank West is going to beat you is if you give him the opportunity to go in. Don’t give him that opportunity and you won’t have to deal with all that mess. Eventually you’ll get an opening.

Nova - Plink mag blasts to cover the area in front of you safely. Don’t challenge his box j.H and you usually don’t want to ever be below him when he’s in the air.

Zero - fuck that nigga, I have trouble with him too. Just recognize setups so you can block them and learn to throw him out of lightning.

Wolverine - Plink mag blasts and use tiger knee upforward mag blast going up and then a falling mag blast on the way down when you cross over. This appeases some of the guessing game you’d have to deal with when you need to get away in the air (to avoid the beam + berserker slash) and continue your neutral game. Just treat fighting him as I described with Frank West.

That mag blast tech sounds really helpful. I’m going to have to practice that. Basically it seems like you have to rely on straight zoning against Frank and Logan. That’s a bit boring for me with Mags since he only has two projectiles (as helpful as they maybe) but if that’s what I have to do then so be it.

I’d really like to see Champ rematch Nemo to see what he’s come up with for fighting Nova + bolts. I genuinely believe that Nova is Magneto’s absolute worst match up. At least, like you said, you can zone the crap out of Frank and to a lesser extent Logan, but with high speed tackles, box dash H, javelins, and pulse Nova can just totally ignore your zoning. And extended air time against him = death from air throw into hard tag combo.

Double post see next

Also, against Nova, TK or jump Disruptor when he jumps around half- to 3/4-screen range to stuff the box dash and the assist call (although you have to time the Disruptor off the assist call instead of the jump if you want a guaranteed hit on the assist). Don’t do plink blast forward at less than half screen range, you could get hit out of the dash with s.:l: or jump back :h:. SJ upback plink blast downforward is a bit safer, but can get airgrabbed if he catches on. Plink blast backward is also good.

Against Wolverine, you can occasionally throw out a c.:m: right at the very tip of its range when he’s grounded to check for a Berserker Slash or a dash-in c.:l:, although be very wary of Doom beam. If he uses physical assists like Shopping Cart or Tatsu, you’ll win and possibly get a happy birthday (although you have to time it right, you can read the opponent or you can maybe react off the assist call in the HUD; I don’t use the second method against Wolverine players because I’m usually scared of divekick, I might mess up if I’m too focused on the HUD but if it works for you go ahead).

I don’t think Magneto deals with derp very well if it’s right there in his face. But he does have the tools to keep out of derp distance so he shouldn’t get into particularly hairy situations too much.

There any videos showing how to do this?

Another question while I’m here:

What tips do you guys have for playing against good Zeros? I try so hard to keep them out, but lightning is such a bitch to deal with.

Any match videos you could recommend me watching would be helpful as well.

I play one of the best zeros here in toronto and with magneto I just rush. Keep distance, throw mag blasts for distance, rush during his buster charge pre-levels, plink in the air to get away and avoid. Know your air confirms and be patient and dont get too hasty.

What also helps is playing zero. You get to know what is punishable and how to block.