There is a second reason to use the dante hard tag. Dante’s gun super does lots of damage and can DHC into supers more easily or usefully than mags. The Zero DHC from Dante lets you get lightning loops. Without the hard tag the mags/zero DHC is difficult or requires specific assists. You also might have used that assist to setup your mixup so having the hard tag gets around the problem of needing the assist. So on certain teams (mags/zero/dante) the hard tag is nearly required to make it work.
EightSixtyFour’s link to video had some cool setups into the hard tag. I’ll have to watch that closely myself.
Kef put out a video a while ago demonstrating what you can do with a hard tag on a Zero team.
Anyone have a corner to corner confirm off of akuma tatsu?
I’m doing either tri jump :l: or cr :l: (tatsu hits) >
dash j :h: magblast dash :s: sj :h: dash :h: mablast then dash into 3 reps of hyper grav or j.mh magblast two reps hypergrav.
Definitely. I have a fairly new Mags so I don’t do anything ridiculous, but the Fchamp BnB, MBlast BnBs and HGrav loops work well. His neutral stuff is fine also, and I play Frank, so hard tag combos are a go. Don’t play anything less than 5 bar matches though… But I guess there’s no reason to do that anyway.
To add to that, while you might not be able to pull off combos with kara mag blasts all the time, his tridash mixups are probably really hard to block with a tiny bit of lag too. It seems like nobody online can block that lol. I’ve been able to do diagonal kara mag blasts and forward airdash kara mag blasts pretty consistently and I’ve done kara mag blast combos online too, so as long as the connection is fine you should be able to use him online.
I have a question for you guys, when exactly should I be doing the super jump diagonal kara magnetic blasts? I am afraid to do it when they are on the ground because I don’t have a beam assist so they can just plink dash under me and hit me before I hit the ground. Should I be doing it when they are at normal jump height between mid to full screen?
I think his fly loops are impossible while his mag blast combos are easy.
Normally you can do it to a rythm, dash :h: dash :h: dash :h:
Online it’s dash :h: dash wait half a million years :h: dash oh shit you were too slow.
Thanks to all of you for your answers. This is greatly reassuring because I haven’t gone online yet and was worried pretty bad that the net-code might make Magneto a completely impractical option and it’s good to know that that’s not the case unless I’m in a poor connection or something.
Does anybody know the specifics of the Alioune mag blast set-up? (where you spike them down at the end of the combo with j.S bring them to the ground and the camera follows them, and then off-screen, you air dash backwards, and throw a Mag blast). I’m just wondering if he does it a specific way (just j.S or j.H j.S before the back dash, how it’s timed, etc.) that covers more than one tech roll option or something. I’ve been doing j.H j.S, back dash, light mag blast, which hits meaty if they neutral or back tech, but whiffs completely on forward tech. What should I be doing here?
As in, going through the character’s hitbox, meaning you throw it too early? You’re probably coming down too fast if the Mag Blast whiffs completely. adjust your timing to match recovery. I remember they’re being a sweet spot when that set up was first discovered, but I haven’t played in quite some time.
No- what I meant (should’ve been more clear), is that if you do a reset like that, they have to block the meaty blast, but what do you really get off it? I can go for stuff if they choose to roll forward, but if they neutral or back tech, they can just push block the blast, no? It seems like I still have to guess their tech, unless there’s something I’m missing (I was hoping it would lead to mix-ups regardless of which way they tech). If I predict a forward tech and they stay in the corner, they can escape before me/my assist reach them (super jump out, etc.).
like I said, If I remember it correctly, there’s a sweet spot that’ll allow you to cover both forward and back roll tech. I believe it was Alioune who has a video demonstration of this. The options you have after successfully landing that reset depend on your team setup, ofc. You can negate push block with well timed dashes + assist and buffer your got to option while all of this is happening.
I really wasn’t sure where to put this because its sort of a technical problem, but what should I have my button layout(xbox), mainly my triggers. I play Task dante mags and have my LT set to :l: + :h: and my RT set to :l: + . It works great for dantes box dashes and magnetos movement. I sometimes have trouble when playing a team like dante vergil mags, I want my LT set to :l: + :h: and my RT set to :l: + (the layout I have for my main team) but I have to account for vergil and his charge sword, which I then I have to change my triggers to :l: for LT and :l: :h: for RT even though I favor the other one. I also see some people dash with :h: but i dont see how i can use that effectively on pad. Sooooo what im asking is what is a layout that works for characters with charge moves but not wanting have that :l: for LT and :l: :h: for RT layout
I will get this my plinked mag blasts down.
All I need to achieve max magneto are midscreen roms and plinked magblasts.
Wish me luck guys.
But shit that wasn’t a question.
Ok so when doing addf magblasts what’s the tempo?
Should the entire motion be quick or slow?
Should the df part be very smooth with the magblast input or delayed?
How fast should I hit :l: after + :h:
Are there any visual tutorials?
Verbal answer, motion should be smooth, MH~L should be about the same speed as a tridash L. (This is the part that got me, I was always expected it to be max speed plink and it’s def. way slower than you’d expect.)
So still working towards finding a consistent way to hard tag to Dante and TAC back to mags and on that front, what’s the best way to ramp the crap out of damage scaling asap with Magneto without completely blowing HSD? If I have to use DT to get the TAC with Dante, I’ll need to cut ~120 off the mag combo on smaller health characters for meter gain during the infinite.
Do the input smoothly; think of it as an inverted Tigerknee. When you do a boxdash Mag Blast you have a pretty long time to input the L after H+M. Here you’re going to have to input L a little faster because you’re still trying to capitalize on the same input (896), but it’s now separated from L by an extra direction (3); so not speeding up your L could mean it (896) is now no longer in the buffer. Obviously it can’t be so fast that you accidentally plink a dash, so leave a little separation between H+M and L.
IMO it’s less about hitting L correctly and more about hitting your dash immediately after you’ve finished the directional input. The timing isn’t about the relationship between H+M and L, it’s about the relationship between 896 and L, so compressing the intermediary stuff lets you be more relaxed about the L input.
So I hear a lot about how Magneto has tricky movement that’s essential to his game-plan. The problem is, I have no idea what the fuck that means. My tiny, uninformed scrub brain doesn’t really understand why his movement would be any more difficult than that of any other character with flight and 8 way air-dashes because I’m stupid. In fact the most complex movement maneuver I am even aware of is just plink-dashing or tri-dash L.
Someone please relieve me of the private hell that is my ignorance and tell me what it is that’s difficult about Magneto’s movement and what his “tricky” movement entails.