MvC3: Magneto: Questions (and Answers) Thread

Really quick question that’s been answered before but I can’t find the old answer anywhere.
When doing the optimized midscreen magblast combo
:s: sj :h: ad :h: magblast box jump magblast etc.
I used to be very consistent with it but I lost my execution.
Can anyone tell me the ins and outs of what I should be doing?
The h ad h into magblast should be minimum height and max speed right?
Also for the box dash should I sj or normal jump.

Yup, the first sj.:h: ad :h: xx magblast should be as fast as possible so the opponent falls on the magblast.
For the box dash mag blast you should do normal jump. Like this: :u: :uf: :f: :m:+:h:~:l: as soon as you land.

Thanks mang.

No problem, I’m glad I could help.

Whoops.
I was wrong lmfao.
I’m not having much luck doing the box dash mag blast the same way I do with addf mag blast, it’s difficult as hell.

Yeah the timing is a bit different, you need to hit :l: just a tiny bit later than you do with addf mag blast. I think its because you are only doing :u: :uf: :f: before the :m:+:h: instead of :u: :uf: :f: :df: so when you plink it like you do for addf its too fast or some shit.

Can anyone fill me in on how to cancel S into magnetic shockwave as in this vid?

I can’t get it to work with or without the hypergrav.

It’s a tiger knee motion. So do S xx d, df, f, uf, + AtkAtk

Sweet, got it to work. Thanks man!

Are you actually doing this for Frank? If so, definitely don’t use the meter. If you do a hard tag combo into Frank, you actually already have time to call an assist into Snapshot for the double picture. If you have Jam Session, it’s essentially impossible not to get level 4 from this (takes 18 hits). If you have a single-hitting hitting double picture assist (like Spencer’s), then Mags has to do 23 hits. That’s easy enough generally, but launching into a hard tag actually gives 2 more hits than launching into TK Shockwave.

What’s your team?

This character is capable of so much its overwhelming. Where would one start with him?
Movement or Combos? Any other advice people would have for someone trying to break him in?

Id like a few opinions from different people.

Movement and practicing how to put your hitboxes on the screen. Plink dash is very important; practice it on the ground and in flight. In flight, you’re gonna need to learn plinking in all directions, not just forward and back. Also practice plink patterns that you will use often, like jump ADU, fly, ADB x n, ADDB x 2, ADB x n (you have to practice this because it helps you get away from grounded stuff but you go low enough to see what the other guy’s doing before you land, the ADDB to ADB has to be done right otherwise you get Tempest).

Practice tridash patterns first, like your generic tridash mixup with j :l: / c :l: / throw, crossup tridash :m: and :h:, and tridashes you use in neutral like sj tridash :h: and :s: (the ADDF, ADD, ADDB versions are all important, practice them all off forward and straight up sj). Next, your basic Mag Blast patterns like j :h: xx Mag Blast, sj Mag Blast fly, sj Mag Blast air dash Mag Blast, and flight :s: xx Mag Blast just so you grasp how Mag Blast generally works for Magneto. Once you understand that in the neutral, start practicing plink Blast because this is your go-to way of throwing Mag Blast out for a lot of situations. Jump ADF plink Blast, jump ADB Blast, sj ADDF plink Blast, sj ADD plink Blast, and sj ADDB plink Blast are all important.

Disruptor usage is important but very intuitive, you don’t need practice for this, just experience. :l: Disruptor is for quickly sniping the opponent, :h: Disruptor is for cancelling out projectiles (because of larger durability). You’re gonna use sj Disruptor in quite a lot of matchups, so learn the window for air dashing after sj Disruptor (it’s not hard to get it, but it’s very useful).

Once you feel comfortable doing all that, you can start stringing multiple techniques together (for example, sj Mag Blast, ADF fly, plink ADF to cross over, ADDF, ADF xx :s: xx Mag Blast in opposite direction).

You can worry about your max damage combos later, just go with basic Mag Blast BnBs for now. Practice flight loop and Hyper Grav loop, even if you’re not using them yet for your basic Mag Blast BnBs cuz they’re gonna come up sooner or later for higher damage and better utility stuff.

TL;DR: First practice ground and fly plink, then practice tridash and sj tridash with all your normals, then Mag Blast patterns, then plink Blast, then stringing multiple techniques together. Combos: learn a basic Mag Blast BnB, learn flight loop, and learn Hyper Grav loop.

Everything I said is just solo Magneto basics; after learning all this, you can now look for different ways to use assists and compound their utility with Magneto’s own tools; this is where you’ll start to see gravitation powers (and Force Field to a much lesser extent) get used.

This post is so good and so accurate. I think it needs it’s on thread. This really is the way that one should learn to play Magneto. As had as all his combos can be for a newcomer–getting down his movement and learning how to use air H, air S, and mag blasts to space your opponent in neutral/poke are the key to getting your Magneto game going.

Forte is one of the most helpful and knowledgeable posters on this board.

Man i’m confused.

You guys (in the combo thread) have flight/unfly loop listed as jh dash h xx fly with mags striking the lower end of their hitbox

but in a bunch of tutorial vids i’ve seen them using jh dash m xxfly where mags just immediately super jumps instead and hits them towards the top of their hitbox.

Which one should i be learning?

As far as I know, in the corner you can do sj.h adf.H (fly), and outside the corner you have to do sj.H adf.M (fly). You can get rid of the M by doing what’s listed as the “FChamp” fly loop, which starts with sj.H adf.H, L Bast to set up spacing for a relaunch that lets you just do sj.H (fly) LH, etc. The L Blast loop comes at the cost of not being able to tack an extra hypergrav onto the end of the combo (often but not always). If you’re closer to the corner you can just do sj.M (fly) LH, etc., and actually get 2 hgrav loops after you bring them down (so 3 hgravs all together), but I’m not confident that does more damage because of the altered scaling. It probably builds more meter, though.

I could be wrong about the sj.H adf.H starter though, because I know there’s a spacing that lets you do that and then reverse the direction of your fly input (you’ll have crossed under them) to eliminate the Medium. I forget whether you have to do something specific to set that up, though.

:h: adf :h: is better because it works later in a combo. :h: adf :m: xx fly loop doesn’t always connect if you combo into it from an air confirm. :h: adf :h: is consistent as long as you delay the sj after the launch, so you strike the lower end of their hitbox like you said. You control whether Mags crosses under with :h: adf :h: or not by varying the spacing and the timing. Practice it after different confirms so you always get the one you want (crossunder or same side). Crossunder is easier to link into :l: :h:, :h: x 4 midscreen; same side you have to be very close to the opponent when you cancel into fly so :l: :h:, :h: x4 connects.

[quote=“Bill, post:1313, topic:124762”]

Yeah, that was very helpful. Thanks again forte. There doesnt seem to be an easy way around with this character. Just gotta go right in.
I’m planning on playing Magnet/Zero/Doom with plasma beam.

So far the most confusing part is magnetic blast. What kind of motion is that. :confused:

Does anyone know how to do a downforward airdash magnetic blast from a fly and fall to the floor?
I’m trying fly, air dash downforward s, magnetic blast but i land before it comes out

Do a plink dash starting from S, or air dash into S canceling into blast.

Thanks man, this should help a lot with converting off of Jam Session (where HSD’s sometimes too high to allow a medium).
Incidentally, what combo do people usually convert Jam Session into?