Yeah, that’s a pretty old glitch. It’s not specific to Magneto so beware. Dorm players hate that a lot, cause his solo pickup off sj height back throw requires a pretty quick ADDF.
You should be plinking essentially any time you’re moving. Also you should learn the turn around glitch. It will keep you safe when coming down from superjump height. The reason this stuff is tricky is because it’s easy as hell to miss inputs and since you’re doing this a lot that means there are going to be a lot of instances where you aren’t capable of blocking.
Let me put on my comic book nerd hat neckbeard and tell you that he can control more than just magnetism - he can control gravity (to a lesser extent than he can control magnetism) and has some kind of psychic or psionic powers that let him shoot the energy blasts and help him resist psychic attacks and whatnot. If you care enough to poke around some wikis you’ll find tons of info on how truly badass mags is
In other news, I am having problems with FChamp’s Magneto BNB/Corner-to-corner carry (The LMHS/whatever into low j.H ADF j.H xx L Mag Blast, land dash s.S, j.H xx Fly j.L [j.H ADF] x5 one). The problems I keep having are:
a) I launch the character too high and whiff my j.H before flight (this is after the H ADF H Mag Blast part)
b) I connect the j.H but they are too far away after flight to land the j.L
c) I connect the whole thing, but can’t bring them low enough after the j.H ADF x5 to do an ADD j.H S xx s.H xx L Hyper Grav into assist extensions and super finishers. All I can do is try to TAC to Doom and try to adjust the height with him.
I’ve gotten better at trying to keep them as low as possible/watching for the crossup flight but having people fall out right above me so they can land a Nova s.H/Zero Pizza Cutter/Helm Breaker is getting pretty fkin’ annoying. When I’m midscreen I keep it simple and do LMHS j.H ADF j.M xx fly j.L j.H, but if I need to corner carry someone I can’t figure out what I need to do to make it consistent.
RayRay’s Mag Blast loop bnbs are still too hard for me. In the corner I can do LMHS, j.H ADD j.H, jump uf j.MH xx L Mag Blast, falling j.H, s.H xx L Hyper Grav into loops->extensions->finishers
Also, what do you guys prefer for Hidden Missiles & Rapid Slash Magneto extensions?
That and the stuff you get using Blast motions (u, u/f, f and variations). Plink Blast is your bread and butter, both nj and sj versions at different directions. Also, turnaround glitch + normal into unfly for sneaky extra overheads. Also useful is splinking (Blast motion + plink s, c, b, a) for a quicker Blast-covered landing from flight than just s xx Blast.
It’s also possible that the “tricky” movement that you hear from people is not learning the actual motions but learning when and where to apply them. There are a lot of abusive hitboxes that actually have ways around them, but you have to execute the dodge very precisely (Log Trap, lightning xx buster, Bon Voyage, divekicks, etc).
How the hell am I supposed to deal with Wesker? Every second I’m on the ground I am at risk of a 50/50 port + beam mixup. If I try to attack him his crouching a and b beat every last one of Magneto’s normals. If I’m in the air I’m getting air thrown into an absurd reset or I’m risking getting 50/50’d as soon as I hit the ground. Zoning him is a joke with his 1 mil health + magnetic blasts are free airthrows for him. Tri dahsing him doesn’t work because of air throws and you have very few chances to make him block missiles because his normals just thrash Doom and then he supers for massive damage. I just don’t know what to do vs. this character.
You play cautious. Duck gunshot > L EMD usually punishes it before he can teleport. You can also dash at least twice here. Now if you factor in assists, Mags still wins slightly. Wesker has no real way to deal with tridash mag blast and certain angles because Mag’s recover in time to punish most of his options. Obviously, a good wesker will pick his battles. Once you’re in Wesker’s face, it’s relatively free. If you’re getting hit by buttons, then you’re not doing well with your positioning. Wesker has no real answer to Mag’s normals outside of cr. M and thats because that move is godlike. Fact: Most weskers JUMP when Mags is in their face because they KNOW what’s up, and that may/may not make their position worse because of the st.L/jump grab option. Also, cr. A from wesker < tri dash L. If you time your tri dash right, you will break the throw and reset your situation. If he supers, you can L Disruptor far away, if he does it below you, mag blast him, if you’re close to him, snapback. Mag blasts are difficult to throw unless you’re being repetitive in your patterns.
Best advice: air dash Mag blast a lot in that matchup, you can do a back air dash mag blast a little after plasma beam is called and wesker will have issues getting in especially when you call your assists. If you have to block, just block. Don’t fear the command grab initially because a Wesker player would be out of his mind to go for it too early. Stand your ground and show no fear. Mag blast when you have a reason to, crouch when you have a reason to. If you play defense against a true Wesker, he’ll blow you up each time. I play both characters and it’s about a 5-5 matchup, but 6-4 with assists in Mag’s favor.
Thanks a lot man. A lot of what you’re saying is making me think that I just ground block too much. I just instinctually like to block and then assess what my opponent is doing. But with 850K health and the nature/speed of this game I guess that’s not a good approach in a lot of match ups. I need to break that habit.
This game rewards having your gameplan in mind way before you start thinking about your opponent. Play the matchup as you understand it. If you are getting blown up it is more likely you should learn the matchup more than you need to get inside your opponent’s head. Earliest you should be trying to make hard reads that could lose you the match is game 3.
If you walk away losing just remember what the guy did and recreate it in training mode so you can reevaluate the matchup.
I was wondering if anyone had some fun techniques for forcing a Cold Star lock with which to go nuts during. Whether for incoming or just neutral. I’m gonna post 4 decent ones, but am always happy to learn more. And I’m havin’ more fun w/ Mag Doom-a Ammy than I’ve had with a team in, maybe ever? I ran the team a little bit yrs ago w/ Missiles, but have recently come back to it, w/ Plasma, and don’t really feel like playing anything else anymore.
In neutral, at the proper range, jump, ADF+ call Ammy, L Blast.
At the end of a combo (like at the end of a Grav loop), as a reset, sH + call Ammy xx M gravitation (or whatever it’s called, the repel) so they can’t tech roll forward.
On incoming, in theory calling Cold Star then doing H gravitation to pull them down should work. But my opponents can sometimes upback out of this. not sure if I’m mis-timing it, or if it’s escapable. Either way,…
On incoming, call Cold Star then M Hyper Grav. If it hits, it combos directly into Cold Star. On block, it prevents them from flying or double jumping away so they fall into the Cold Star lock.
These are certainly doing work for me, but I imagine there are plenty others I haven’t seen or thought of. Anyone else play a Cold Star Mag w/ some tactics to share? It’s hard to recommend against running Vergil, theoretically, but for anyone looking to not succumb to the MDV, Mag Doom Ammy is just awesome and a blast to play. TAC infinites are fully in tact (in fact from 1 to 2 AND 2 to 1!), and of course Doom’s Follow My Lead antics w/ Ammy are pretty damn powerful, as is well known. Mag makes a great battery for it, while getting great utility from Plasma/Missiles and Cold Star.
So here’s a weird issue I’m experiencing, was wondering if anyone had a clue how/why this is happening and if there’s maybe a way to prevent it:
OK, we all know the motion for Mag Blast is u, uf, f. But a lot of the time (like more than half!) when I jump uf, then trijump df for trijump L, I get an L Blast! I mean, how is this even possible when I never even go UP!? I assume the game ‘leniency’ allows for any qc in the ball park to work, but this is just dumb. lol If a Blast actually shot down, it could be kinda cool for some cover. But instead I just miss my attack, have recovery upon landing, and am basically a sitting duck.
Main advice I can think of, go neutral before the DF, is a no-go on pad and seems like it would slow anyone diwn, pad or not. Do you guys tridash with uf, neutral, df??
you might be pressing :u: during the startup of your jump, which in turn is cancelled into :uf: if you do it fast enough. And yes, this is a built-in leniency of the system to make jumping forward not as hard. Every game has it, I believe.
Figured. Just mad irritating how often I get that when I jump fwd and trijump. Jump back trijump it almost never happens, jump up trijump it happens sometimes but not nearly as much as uf.
The combos aren’t that hard. It’s more about knowing which confirms to use when to convert off all the situations. Once you start getting into his completely optimized stuff the difficulty starts to ramp up, but his mid range combos aren’t terrible.