MvC3: Magneto: Questions (and Answers) Thread

Hey guys, I have a question for all the Mags/Drones players. How do you convert off Drones that hit opponent at the height of their jump midscreen? In the corner it’s pretty easy, I do J.H -> Dash Forward -> J.H -> J.S. -> Land - > S.L -> Launcher -> Air Series. I’m just clueless on how to convert midscreen. Thanks in advance

I just do what I can to get to the corner then Grav loop a few times if possible. I have Flare DHC behind me, anyway, which adds damage and sets Dorm up with 3 hands which is a big goal with my team. If I’m in the exact middle of the stage or closer to the corner, I’ll do a Mag Blast combo (I prefer the :h: adf :h: xx Mag Blast sj addf :h: dash launch one); if I’m farther than that I go for a side switch (I prefer the :h: adf :h: plink dash x2 cross under launch one).

Jump :h: addf :l: land :l: :s:
Jump :m: :h: xx Mag Blast land dash launch
sj addf :h: land dash launch

These are some typical normal jump height conversions; they should work.

That’s great man, thanks a lot. And yeah your team is beastly. I’ve been watching Spiral play it as much as possible to help me think about Mags/Dante and it’s a lot of fun to watch. I’d love to hear your thoughts on Mags/Jam Session btw. I’m trying to use it with Disruptor for that confirmable poke and things like that (whiffed normal -> forcefield is pretty cool). I need to work a lot more on maximizing Mags’ use of it though.

And I’m in a similar-ish situation because I have Frank in the back. Goal is more to build meter than add damage, because the tag --> Million Dollars THC and the (significant) followup Frank gets bump the scaling up to 20%. I’ll definitely steal those. If I need a little extra push to get 2 bars, engineering HGrav loops basically always does the trick.

Offensive: Yeah, Jam is anti-air in the sense that you get to hit people trying to get away in the air while you’re on the floor, and it seems like it’s such a cheap assist cause of how fast it comes out and snipes you out of nowhere, but when people start blocking Jam, that’s when you really start to appreciate how suffocating Mag/Jam is. I think of it this way: when someone blocks Jam, I imagine that Dante leaves behind an invisible demarcation line when he leaves the screen. What I then do is push the opponent slowly and safely further into his side of the line. I usually do this with straight up jumping normal xx Mag Blast, sj add plink Blast, adf plink Blast, TK Disruptor, far-reaching grounded normals, etc (mostly stuff that extend hitboxes out that threaten the opponent without actually needing Magneto to get in close; I see a similarity in chess where you threaten your opponent by placing your pieces so that their “eat” range reaches into the opponent’s squares rather than outright placing your pieces on those squares). Then I make him block Jam again, then Dante leaves behind a new demarcation line, then I push him again. I think of this as my macroscopic plan, since what I ultimately want to do is push him all the way into the corner, and I don’t necessarily want to open him up when he blocks Jam midscreen. I think of that as a micro plan, and I weigh its gain/risk against that of the macro plan before I actually go through with it.

I think of the corner as a main goal for a pretty simple reason: it’s harder to get out of continuous strings of mixups, because the only way out is in my direction. It’s not just a physical limitation; it’s pretty psychological, too, since if you’ve been keeping his every move in check with a hitbox, he’s gonna be especially hesitant to move towards you. Add to this the pretty obnoxious corner lockdown with Jam (especially powerful because it can catch attempts to sj out of there) and you can pretty much just keep this going until he breaks, as long as you stay sharp and watch out for possible answers to your mixups that get you dead or at least get him out of there.

Defensive: I don’t have much to add; Jam’s defensive uses are pretty well known: anti-air, wall of durability, quick “get-off-me” assist near close range. One thing I’ve kinda picked up is that when you’re retreating and the opponent is trying to catch you but is a good distance away from you, you can drop Jam while plink dashing back kinda like the way one would leave behind a Carpet with Dorm. Overall, yeah I’ve come to think of Jam as an extra high-priority limb for Magneto that I use for pokes, punishes, counters, and such.

TL;DR: I like Jam offensively because it helps push people to the corner and keep them there; I like it defensively because it walls people out pretty quick.

Man this is wonderful, no TL;DR necessary. Thanks so much for writing that out; lovin your thinking and I’m def gonna start visualizing the spacing that way. Cheers!

Hey guys. Team is coming along in training mode. Definitely making some progress.

Have some new questions:

Do we know the exact block advantage of Mag blast? Don’t see it in the guide. From what I can tell it looks like enough for a free mixup if timed correctly but I was just wondering the exact number.

dash down forward/ down backward H/S can only be done from super jump right? I can do dash down forward/ backward L’s from the peak of regular jump hight but if I do H or S I land before the active frames. Just double checking there and making sure it’s not something wrong with how i’m executing.

do we have a thread I can gather MU specific info here in the mag forum? Its getting towards that time to start learning matchups and a cheat sheet I can steal quick matchup info from would make things a bit faster.

Here’s a start. Nova is probably his worst. Wolverine isn’t too great either if they know how to move. I’ve heard some people say they think Morrigan is bad, but I don’t think it is as long as you stay mobile. I think it’s actually favorable if you have jam session. Speaking of which; I think jam session makes almost every match up in the game easier for him. It’s crazy that you never see it in tournaments–but the neutral control that jam session gives Magneto is incredible. It’s priceless in the Zero match up.

Learning mag doom sent first just to learn the game. But I couldn’t help but check out some of dantes stuff on the side, I love the versatility the character has and I think I might be using him in the future after I have the game down. His execution diffuculty imo is overrated I think mags stuff is way weirder to get the hang of than the straightforward cancel stuff.

I’ve seen yipes do some pretty cool stuff with Mag Dante too.

I’m with you on the overrating Dante’s execution requirements. To be honest I don’t consider him a high execution character period. He’s pretty average in that regard. Magneto (especially on stick) is a lot harder. Frankly I think people really underrate how difficult he is. The constant plinking, air dashing, and the timing sensitive/rhythm focused nature of his combos really forces you to grind it out in training mode with him. It also makes it difficult to put him down for a while and then come back. I’ve decided to switch to stick; and to be honest I’m dropping him for Viper. Partly because relearning him on stick is a serious pain in the ass. Air dash/plinking/very timing sensitive combos without one button dashing? Yeah I do have other things to do than play this game lol.

Hey guys got some new questions.

So I can do hyper grav loops without much issue but have just been doing basic grav, sju add H stHxx grav repeat.
I’ve seen people superjumping up back or up forward and dashing down forward etc. I’m assuming this allows more reps? Which way should I be doing these?

And also uh… Since Nemisis has apparently just decided to say No to Hyper Grav loops, what do you guys recomend in the corner against him?

You can still do sju adf :m: :h: land s.:h: xx :l: hypergrav on nemesis in the corner.
I don’t think the different directions of your superjump will affect the HSD that much and you won’t get more reps just by changing the direction that you superjump in. I think it just has do with how fast you do the loops. You can sometimes squeeze in one more loop if you do all them quickly, but that depends on the combo it self of course. For example, this combo:
cr.:l: cr.:m: cr.:h: :s: super jump, j.:h: adf j.:h: xx :l: mag blast, land, jump adf :l: mag blast, :s: jump, j.:h: adf j.:h: xx :l: mag blast, land, s.:h: xx :l: hypergrav -> hyper grav loop x2.
If you do the first hyper grav loop too slow then the second one will drop.

Maybe I can shed some insight into playing Mags with Jam Session because ever since Ultimate dropped I’ve been playing Magneto / Doom / Dante all because I love Dante.

Forte did a great job explaining an important nuance of playing with Jam Session offensively; whereby this assist places a boundary similar to how beams work on a horizontal plane. However there are also two more important factors regarding this assist offensively that help create mix-ups that are on a level close to Zero / Dante. These two factors are the knock back and the block stun, the block stun is very important or the lack thereof because this allows you to create setups and the knock pack aspect is very important because this allows you to push them further into the corner just as forte said.

The mix-ups you can create because of this in midscreen is similar to Zero where you air dash magnetic blast across and get behind them while the Jam Session places them in block stun and jump back before the knock back happens then you can either air dash down early and do a cross up or air dash down later and end up on the same side Jam Session was, or you can air dash backward and do an a.H for a high and depending on what direction you jumped you jumped in it will be same of cross up relative to the Jam Session. If you decide to go for the air dash down mix-up you can apply another high / low layer by either doing fly > S or straight raw low.

From all of these layers you can add another layer because of the lack of block stun. After conditioning them to try to block the different layers then you can just simply throw them because of the fact that Jam Session has virtually no block stun. When you get to the corner the high / low becomes the same as any lockdown assist for Magneto but the ending becomes totally different where you can immediately throw them. After all these layers you can start meta gaming your opponent by punishing their whiffs from mashing to hit you or baiting invincible supers to get out of there and stuff.

How come it seems like everyone that plays Magneto May Cry plays Dante/Vergil/Mags instead of Mags/Dante/Vergil or even Mags/Vergil/Dante?

Jam Session seems like it would be very good for Magneto’s neutral game.

Because one of Dante’s best assists is disruptor and if you don’t play that order, he’s "just an assist."
Disruptor also greatly benefits Vergil. So both of them get to enjoy the wonders of Magneto.

After first magnetic blast can I buffer jump?

What if I were to swap Vergil out and do something like Magneto/Dante/Ammy? Coldstar would benefit both Magneto and Dante while still letting me keep Magneto on point, the only sacrifice is a weaker anchor than Vergil.

Is the Mags > Dante hard tag setup worth it? It doesnt reset hitstun scaling…sooo…is there any reason I should tag to dante instead of just finishing the combo with mags?

Also, are there any cool extensions with Jam Session? Right now im just doing confirm > mag blast stuff > 3 reps of ROM > 2 reps of hyper grav > launch + jam session > j.mmhs > shockwave. Is there anything better?

You build a lot of meter with the hard tag. Mag > Dante hard tag can also help level up Frank (if you want to play him).

I don’t play Dante but the only combo I can think of is : confirm > mag blast loop/flight combo > 4-5 reps of Hyper Grav > box dash j.h, j.s, st.h, s + jam session, j.h xx hyper grav h xx magnetic tempest > (optional) DHC into next character.

Someone in this thread will provide a better answer, but I hope I’ve helped somehow.

Where the fuck did Ika go? ;_;

My Dante extension is either post hyper grav SJ ADF, a.HS, s.HS + Jam Session, a.MMH xx M Disruptor xx Tempest but that makes him super high and DHCs are limited, but I have Doom next so it’s not a problem.

However you can do a different way if your hitsun scaling is pushed to the limit after a hyper grav like in my corner with hidden missiles. Which is s.H + Jam Session, S, a.H xx H Disruptor xx Tempest. This puts you really low and should allow for most DHCs.

And Yes the Dante hard tag extension is worth it.