Thanks for the tips!
Could you expand on this?
Also, is there anything I should know about Zero’s incoming mix-ups? Like, situations where I can grab him, etc.
Thanks for the tips!
Could you expand on this?
Also, is there anything I should know about Zero’s incoming mix-ups? Like, situations where I can grab him, etc.
week old magnus here, I’m pretty sure this question has been answered many times but I dont want to go forum hopping… how do you consistently do mags flight loop? I’m having particular trouble with the h adf m (the timing). Is there a specific timing or technique to make this easier? I’m gettin more and more frustrated with this game… its so difficult compared to my other main game (tekken)
Don’t rush the attack after the air dash. There’s a rhythm to it; try to get the rhythm off Youtube videos. Dash with the two attack buttons you’re not going to use next (for example, if you need to do adf , dash with :l:+:h:).
This may be kinda 101, but Ive been messing with a team lately that goes back to the classic Drones-Mag. And Im trying to watch the best Drones-Mags (namely RayRay and Joker, but if Im forgetting one please remind me. Fanatiq I guess but he needs to use Blasts). I was wondering if anyone might be able to break down some of the more common lines of play to open fools up after backing off to the far side and calling drones. (tip for newer Drones-Mags: that’s how they do the ‘invisible’ drones calls. Notice they almost always touch the far side of the screen and call. On incoming they’ll even back off, do that, then come back. I digress…)
Sometimes when I wave dash in I feel like I get there too soon and am unprotected, or am not sure how close to get before hoppin around. But then if I hold off to let the drones’ presense establish a lil, they get a chance to jump outta there. Likewise, Im never sure at which distance(s) to start attacking, whether to triangle, up down, go behind for left/right, etc. I know varies by situation, but that’s why I said, “common lines of play.”
Ive used drones-Mag plenty in the past, but feel like I need a refresher course on how to really make it effective once drones are called. (assume theyre called safely for this, I know to protect em and how. It’s what next I wanna improve)
Gravitation H (pull down). When they see drones coming they’re going to up back like you said, time it so you pull them under the drones onto the floor. Triangle (high/low)
Ha, that’s a cute idea. From what range, though? Also I shoulda mentioned in my post as an option a box jump’d L-Blast is good too, though I cant do that every time. I just find I can get the drones off w/ no problem, but feel like what I do with it could be much more oppresive. It’s easy to say, “go nuts with trijumps,” but it ignores the stuff in between far side of screen and in your face going nuts.
Once you’ve safely called drones, there’s not much they can do other than get out, super through everything. I personally don’t like approaching from the ground so I don’t get blown up by super into birthday. So fly over as fast as you can and lockdown with blasts and pull down any attempt to escape. Better if they push any attack buttons, they’ll get thrown into the drones and you can confirm off that. If they are far away, you could even attraction them into the drones.
How exactly are the imputs for plink magnetic blast?
I think it´s: Up, diagonal up forward, H+M, front, diagonal down forward + L?
Do you guys can do it consistently?
I can do it pretty consistently and I think it is actually :u: :uf: :f: :df: + (:h: + )~:l:
You should be hitting :h: + as soon as you do :df: and make sure you are hitting the buttons together so you are getting a dash instead of a magnetic blast.
Hey so I was testing out Iron Man today in the lab, one of my top 5 favorite characters in the game (or in the Marvel world in general) and lo and behold Mr. Stark plays like a bad (lol) version of Magneto. It got me thinking. I feel like anyone who invests a lot of time into Mags just ends up meshing well with tri dash archetype characters. What other characters play similarly?
I know of the following: Doom, Iron Man, Thor, and Viper. Oh yeah there’s that Nova guy too(lol). Honestly I feel like Viper is extremely similar to Magneto; she’s just the opposite in certain key respects. Where Mags has great aerial movement, hers is terrible. But where his ground dominance is mediocre hers is brutal. While he’s basically helpless against derp and just medicore defensively in general, she has some of the best anti derp tools in the game in her ex moves and focus. Any other notables tri dash style characters?
I wouldn’t say Tony plays like a bad version of Magneto. The biggest similarity I see is that they both like to control airspace from around midrange (Magneto with plink Mag Blast, Disruptor, and j.:h:, Tony with SJ Smart Bomb, TK Unibeam, j., and j.:h: at different angles), but from there Magneto goes for more air-based offense, Tony goes for more ground-based defense.
I’d say go with Storm. She has the same stuff for mixups, plus extra because of float. Same goes for her runaway; similar to Magneto, plus extra because of float. Damage and meter build are ass, though.
Yes, you´re right… this is hard… too hard… If you don´t hit the 2 buttons at exactly same frame (I think) you´ll get nothing or a H magnetic blast instead… I figured out I cant hit both attacks properly (it shows in the inputs M them H… not one above other)… In normal situations it still dashes due to some “dash lenience”… but in this case it doesn’t work.
You could try changing your button layout so you can have a one button dash. It might be uncomfortable or just weird, but it’s something to consider. With a one button dash you can also plink dash a little easier.
Yeah
… Thanks very much… I tryed L M S A1 M+H A2 so I was able to do it whenever I want… But I have some kind of pride or anything stupid like this… and can´t afford to use
Macros… Unfortunatelly…
I think I´ll try some ridiculous stuff instead… Thing that I named “fat finger”… which consists in using two fingers together as a fat finger and press two buttons on the boards…
practice just doing regular airdashing (forward, back, downback, downforward) into mag blast first. You want to rear your fingers so you can push M+H at the same time more consistently. Eventually try to go back to learning plink mag blast to see if it gets easier.
I apologise if this has been asked before. I was watching RayRay in training mode and I saw that him do a Magnetic Blast combo directly into Hyper Grav l. No st.H xx Hyper Grav.l, just Hyper Grav l. So the combo would be something like tri dash l., cr.l, cr.m, cr.h, s, j.h, adf, j.h xx magnetic blast, hyper grav l, rest of combo. What’s the trick to this?
Anyone mind explaining Magneto + jam session beginning of the round options as in what important things it beats and what important things it loses to?
Tips for addf H, S fly cancel, H at the end of flight loops would be helpful. Do you always have to do addf or can you do add H before the S fly cancel?
You can do addf or add
Face-to-face:
:f:+:h:, c :l: techs the initial grab then goes for a low if your opponent tries to grab as soon as the fight starts (the low can hit them out of any :f:+:h: or s :h: moves that they throw out if they keep mashing grab, or catch them for trying to chicken block right after) or grabs the opponent if he’s within range and isn’t teching. If he isn’t within range, he can get hit by s :h:, but you have to be ready to hit confirm with :s:. You can lose to a second grab attempt if you’re still within grab range after the initial tech or a faster c :l: if your opponent tries to go for a similar option. Also something I noticed with Haggar, if he does the :f:+:h:+:s: grab/Lariat option select, he will always Lariat through your s :h:, and the grab never comes out. (Haven’t tested any other :f:+:h:+:s: OS) You will also lose to instead overhead attempts and a tech + Plasma Beam setup (only if you keep mashing c :l:, you can react to this but you can’t do anything but block).
Instant jump :h: xx Mag Blast OS will most likely beat or trade with the opponent if he jumps as soon as the fight starts; you will grab him out of instant overhead attempts, you will throw out a high priority hitbox that you can convert from if you’re out of grab range, and you will tech an instant jump :h: if your opponent does that, too. You can lose if the opponent is out of grab range for some reason and throws out a fast air normal. If the opponent doesn’t jump, you’re in a dangerous position, although Mag Blast will cover you if the opponent isn’t fast enough to dash under.
These can work, but are risky. Note that these options do not include Jam Session. This is because I feel that if you’re face-to-face with the opponent at round start, the win:loss situation ratio of calling Jam is less than 1 so I don’t bother. But I usually just stay at max c range before the round starts (as opposed to meeting your opponent head on) so you don’t have to worry about the risk of round start and just go into offense/defense from there, depending on what your opponent does.
Edit: I’d like to change my statement about the win:loss ratio of calling Jam. If you’re fairly sure that the opponent’s gonna go for something, you can call Jam while you go for the best counter-option to cover the worst-case scenario of that counter-option. (like jump forward/back Jam + instant :h: xx Mag Blast, never loses if opponent jumps, pretty safe if he doesn’t) Also, calling Jam is safer when the opponent is less likely to rush at you. When answering the question, I had certain matchups in mind (mainly Firebrand and Wolverine) where I rely on Jam the most and in those matchups, it’s dangerous to call Jam at round start.
Sorry for my noobiness and apologise in advance if this has been asked before. Been grinding a lot with mags recently and I feel like I’m doing everything right most of the time (for my skill level) except for one thing:hyper grav loops. All I seem to do is mash h and I get really inconsistent results. I know this pretty much comes down to more practice but are there any tips or visual cues to help me master the timing?