What is the best way to transition from the fly loop (the MH adf one) to some way of hitting Grav Tempest? I can do the loop itself easily, and I assume it’s to unfly off an H, land, then H xx Grav. But this never seems to work, like, ever. Didn’t know if I should be unflying at a different point, or if there was another way to go into it, or if there was a trick to timing the unfly, I dunno. Any ideas? Thanks!
unfly on the second/third rep
Hey that was actually quite helpful, blooda, thanks! Though learning that the games buffer window is so large that doing qcb+S for unfly then hitting H quickly for jH can actually make a grav come out is both annoying and surprising. Ill have to work on delaying the H ever so slightly. Anyway, new question:
For anyone with experience playing magneto backed by akuma tatsu, I’m a long time tron assist player transitioning to tatsu. And of course such a switch comes with the rude awakening that you can’t quite call tatsu at the times you might call gustaff. Anyhow, I was wondering if there were some good specific situations in which you like to call a tatsu during your mag fighting. Thus far, calling it at the same time as a dash in cL seems like an obvious choice. But I wanted to ask about any less obvious times, or even other obvious ones you’d consider “good to know?” I’m sure akuma will have to die a few more times before I get used to the new weapon, but if you guys have any suggestions or specific goals (like, “whenever magneto does this, or connects with that, etc”) that could be really helpful in not calling him stupidly as ill be saving him for the smart call situations.
Thanks, all! Team context is magneto wolverine akuma, for what its worth. Great fuckin team when I’m not going kamikaze with akuma expecting him to giggle then say “thanks for playing!”
Tip: When you unfly, don’t hit :h: right away. Instead do :qcb:+:s: ~ :h: ("~" meaning give a slight delay hitting heavy. hit them on the way down. also watching the height helps too because it whiffs if they are too high or too low they have to be right next to him.)
Awesome, thanks. Fly loop is pretty much the only good mag combo I can do 99%, but as long as I can get to grav with it, that’s all I need also found out on any tac to mag can cancel immediately to addf and hit a free grav. So frickin sweet! Down version is easy, up version is pretty easy, side version is tricky, but I think u have to grav backwards due to side switch. Just have to master the fly loop into grav and solve the above akuma issue, and ill be all set! Quite excited to be maining magneto, he’s such a bad. Ass.
Oh, simple question… if tri-jumping with super jump S or H, is there a benefit of one over the other? They both seem really good. Just wondering if I should stick to one, or if its situation dependant, just wondering what dictates which is best. Thx again!
H - more horizontal hitbox
S - more vertical hitbox
Hold a direction and do H to option select grab. For this reason alone I always use H, sometimes you get grabs you didn’t even expect to do and you get a free combo. You can get grabbed out of addf S and get angry, and you’ll know it’s a fluke because who grabs magnetos tri dash on reaction lol
ROM is frustrating me so hard. After the launcher, If i H as fast as i can and then ADDF right after, then pause H the second H never connects. Only if I wait till the lauch hitstun is almost gone will it connect. Then when I super jump the H will just never connect and i cant figure out why. If i normal jump it will but super is no dice. Ive also used H right away, paused then ADDF H, and the H will still not connect after the super jump. its making me so mad I cant get any progress on it whatsoever.
The “Ghetto ROM” is all about timing. As soon as you launch, super jump & immediately hit H then wait until Magneto head goes rises above your opponent. Then air dash down/forward & H (use your index finger for L, middle finger for M & ring finger for H) Try to hit the H immediately after you dash down/forward, it should almost feel like your hitting all three buttons at the same time. You do have to super jump after every rep, this just takes practice. If you’re still having problems, I recommend turning on X-factor and practicing with either Lv3 or 2 and working your way down until you don’t need X-factor at all. This won’t help with timing, because timing changes a little with different levels of X-factor but it will help train your hands to do the motions you want them to do. This video should help you visually
I have a match up question for Magneto and probably just in general anyways.
Mag vs Dormamu and Phoenix. If you have any tactics that work please share. Thanks.
EDIT: fighting each of these characters separately.
Against Dormington, if they’re being dicks and throwing out flame carpet every chance they get, I just disruptor + assist, disruptor, disruptor, disruptor, rinse and repeat. Most Dormammus fullscreen will just start to do shit, most of which will be beat on startup by disruptor (including chaotic flame).
Against Phoenix, I just go play super street fighter 4.
I dont have problems with scrubs that play keep away. Its the keep away and telport mix ups. I usually do okay but never seem to have the edge ad I dont think I will in this match up. I might have to wait until he gets nerfed hard in ultimate.
Just one tip for Phoenix. Stay right underneath her and If as soon as she does the sj homing ball, catch her with shockwave, then DHC into another hyper, or XF, sj.H, fly loop for the kill. The risk is staying grounded and having to deal with a possible teleport. But odds are, they always cover their teleport with a homing ball so just stay right under her and wait for the inevitable. I’m not sure if she’s able to react by cancelling ball into super then dhcing out.
With teleport mixups and jump ins, your best anti air is s.:l:. The hitbox on that bastard extends way beyond his hand, it comes out in 5? frames, can be rapid fire, and chained into :s: for full combo. Upon teleport, if you’re holding back, which you probably are, and Dormammu teleports behind you, which he probably will, you can just s.:l: :s: on reaction and get the full combo before his :h: or :s: even comes out. If you allow them to come out, they beat any of Magneto’s normals clean but he’s vulnerable for a bit before he can attack post teleport, that’s when you wanna get at him.
On a side note, playing Marvel 3 naked is very liberating. I feel as if my trijumps have gotten faster.
okay ty.
Hey you guys, quick question. I’m trying to learn Mags and what I need to know is when I’m rushing down with triangle jumps am I supposed to be super jumping or just regular jumping?
regular jump for L, super jump for H, plink for either way for best results
Oh, cool. Ty. So it’s basically regular triangle jumps with L, and square jumps with SJ and H.
I’m kinda at a lost with the Magneto vs Taskmaster matchup.
When 1 on 1, I’ve adjusted to kiting over Task’s poke reach and then swoop down when he makes a mistake. This seems to work well in general.
But, when Task has a good anti-air assist (like Doom missile), I feel limited. My aerial game is shortened, I generally wouldn’t dare approach Taskmaster head-on (learned this the hard way early on), and I can’t really snipe Doom reliably without a random super (something I’d prefer to save for the rest of my team anyway).
So, what to do? My team composition is Mag (Hyper Grav), Zero (Ryuenjin), and Sentinel (Sentinel Force). I was thinking of changing Sentinel Force for air raid, since that seems to work well in enabling mobility rather than mixup. My final solution would be to move Zero up to lead, but I really don’t want it t get to that; I know by experience that Zero does well against Task + Hidden Missles, but the way I see it, Magneto isn’t a character that could be so easily countered.
are you punishing Doom assist? shockwave eats hidden missiles for free
I know. I already stated that I could super mash against the assist. But this will only work when I have super to spend, and doesn’t seem to frighten anyone otherwise.