fly HHHH stuff is easy. MagBlast combos are harder. Hypergrav loop harder even. EMP loop comes after that, followed by midscreen ROM and then midscreen ROM facing right.
So I finally put in the effort to ingrain the timing for back, down-back, and down Kara Magnetic Blasts and it’s definitely worthwhile to add those to the easy versions IMO. I was wondering…has anyone found a use for 8967 or 8969 Kara Blasts? Seems to put me too low to fly effectively, otherwise the up-back version might be a nice way to protect airdash up, fly, call assist. Forgot to try 8968, but I assume it’s roughly the same. I can execute them ok, but not consistently enough to use in a match atm…but I’m assuming they’re not worth labbing?
EDIT: Is it just me or does nobody visible really use or talk about the 8964 and 8961 versions? I hadn’t even thought to learn them until Mixup said something about them in general discussion, but it seems like something every Magnus might as well have…watching that Rayray vs Coach Steve set, it seemed like Rayray was just doing manual dash xx Blast for those.
That’s the worst thing about playing on a Hitbox…Magblast and plink magblast are so bullshit with button directionals. You can do manual dash magblast much faster/cleaner than if you were doing it on stick but the 9 in 896 is so freaking finicky.
That’s interesting…I would have thought weird inputs like 8967 were easier on a hitbox. I’ve never used one though, maybe I’m confused about the diagonals.
Jump ADB plink blast is really important for the rushdown matchups like Wolverine or Nova. Manual dash xx Blast is serviceable, but you can actually hear the delay between dash and Blast so there really is a speed difference between manual and plinked. I’ve always used ADB plink blast, but I didn’t really see that big of a difference in matchups up until I saw Mixup’s post. When Mixup talked about it in the stream thread (or tier thread? idk) he said in certain situations the difference in speed is enough to win or lose you the game. So yeah, point is, just use ADB plink blast to be safe.
8961 blast, it’s kinda weird, lol. The final position of both Mags and the Blast are more or less the same as with ADB plink blast. The sj might get you out of the way of something, but I haven’t really thought about situations like that too much. Besides, the different angles of attack from sj ADDF plink blast and j ADF plink blast have uses, so I guess the backward-going ones should also have similar differentiation (angles of defense lol). I don’t have too much experience with needing to do 8961 blast, since most of the time I can just do 8964, but its utility is most likely evasion.
The plink blasts going up, I’m just as clueless; I’d like to learn developments on this.
I can’t do any of the Plinked Back Blasts. I’ll do 1 in like 20.
I’ll let you know if I find anything on the upward ones, but they don’t seem to contribute at all to his neutral game lol. I looked at 8964 vs. 8961 again and you’re right that the spacing ends up just about the same. I like the down-back version just because Mags lands more quickly and it seems safer to do as a kind of feint/movement option out of sj up-forward, but you’re right that the extra frames you get off the 8964 version are more important in general. I think we’re talking about getting converted off of the same Mixup post as well (tier thread IIRC) haha. Also might try to mix the straight down one in…seems kind of interesting just to throw out, but since it lands so close to Magneto it may not be really useful. Could be an interesting way to trap rushdown if you plink back, sjub and do it though. It comes out reallyyy fast, but it might be a little risky. I’ll try it and see if I get bodied for it
Yeah they’re kinda tight, but it’s just a matter of hitting dash at essentially the same time as the last directional input. If you do that, you can hit L with pretty standard timing.
EDIT: Also something kinda cool for my team (Mag/Dante/Frank)…Magneto can hard tag out of his infinite really easily. You can basically do anything into j.S and, if they’re above you the tag works, or you can do whatever reps into j.LMH adf.HS --> tag. Obviously you can’t use Hypergrav in the starter or j.S won’t hard knockdown though. I’ll put the most basic example off the most basic reps below.
Spoiler
It’s always seemed like I have to do the L plinked super tight after the dash. I’ll have to check it again and focus a bit more on the dash timing instead.
Mixup was excited about the 8961 magblast because it’s much harder for people to plink dash under you and punish (X23 plinking has a hard time getting behind it.)
Does anyone happen to know what the optimal ender off the Mags/Dante THC is (either as a combo ender or after starting a combo with it on hit.)
Has anyone experimented with follow-ups to a Mag/Dante THC punish? HSD gets jacked up real high, so it seems kinda tough to get something really productive out of it.
For reference this was where I maxed out HSD-wise in the corner: THC, L Disruptor (while Dante hits), sj.addf.H s.H xx Hypergrav, 1 HGrav loop, sj.add.S s.HS (and then I hard tagged Frank with sj.MH add.S).
Anyone tested this? Looks rough midscreen, but I just looked at it for a second.
EDIT: Actually got a little more than that after another look, but either way it’s more or less the amount of hitstun left to work with.
Maybe it’s worth looking into Dante hard tag followups after the THC for max damage/meter (going into XF thunderbolt stuff to kill on HBDs)?
Might be something where you can install the superjump during the gun hits and then combo into a neutral jump loop to get an easier hard tag? (Just spitballing here so I can remember stuff when I finally get a chance to check it in the lab.) I def. need a better followup off it. It’s such a good THC as far as screen coverage goes, the damage just isn’t very impressive.
On the topic of Mags/Dante. Does anyone here know the trick to picking up off Dante’s air throws reliably with EMD? I can get it to work maybe 25% of the time…
That superjump idea is really interesting, definitely post what you find if you get a chance. I should be able to look at it a little more later as well.
For some reason I haven’t labbed Dante’s throw pickups with EMD yet…just kind of wing it and get it some of the time as you said. What I had to do with Shopping Cart assist, though, was standardize the hit (H input) of Rainstorm that I called the assist on. If I get to the lab later I’ll try to check it out for you.
Well, fuck, i finally figured out how plinked Backdash blast works.
This helped a lot, but actually:
I found that you can input which direction you want for the dash during that little “feint Blast” that Magneto does. So my inputs turned into
89, 6+MH (feint blast)> back+L
Personally i find it much easier to think of/do this way, as the same technique can be used to plink blast in any direction.
Magneto starting to play like a Mishima with all of this frame-perfect stuff.
I didn’t spend a whole lot of time looking into it, but in neutral, it’s not that easy getting from full screen to the character before the end of the rapid shot portion of million dollars. Might still be some reasonable possibilities in using the SJ install for the corner THC ender, though.
Quick follow on to the Dante + emd. The most reliable one I’ve found was throw H H+EMD H H (so 4 H’s total with the assist call paired with the second H. Anyone know what the best follow-up combo is to that?
I messed around really quick with Mag/Dante THC, I tried what you suggested Merk, where you try to get sj install, it’s a bitch midscreen, I don’t think you can do it from full screen range cause by the time you plink over the opponent flies up from the second to the last shot. Mayyybe if you’re close enough you can plink and try to push them into a corner then launch off the last hit into H add S to hard tag to Dante, then fuck around with extenders. I didn’t try it yet though, and I don’t even think you can push them while the bullets are hitting lol, but I’ll try it when I get to test again.
I don’t know any Dante + emd pickups from air throw lol, cause I use Dark Hole, but what you can usually do off it is pickup with guns into Killer Bee, off that you can get a back dash launch into max shots. From here you can technically relaunch for a second max shot loop rep but I feel it’s harder than shot loops off my regular starter (volcano jc M H airplay H leaves them pretty high off the ground, killer bee after a dark hole seems like it’s a bit too low). Either way from the max shots you can go into stinger into regular followups.
If you use emd to pick up then you have an extra extension with Dark Hole, you can use this to call Dorm + df otg guns xx prop for a bit of extra damage after hard knockdown, if you’re daring you can time a Skydance after the prop to get a ground bounce reset for a bunch of extra dmg/meter before super.
EDIT: lol what, derp, I forgot this was about just Mag/Dante not Mag/Dorm/Dante. Basically if you use emd and you can go into killer bee, just do 1 or 2 max shot loop reps into stinger. I’m not sure exactly but emd is a lot faster than Dark Hole so you can maybe get 3 max shot loops before stinger, but idk, 2 is pretty pushing it already imo. Instead of Dark Hole, just use whatever assist you have left for a good extension, idk about X-23 though, can you get volcano + dp assist, jc Skydance? Cause that would tack on a good amount of meter.
Nah, unfortunately her DP is cool for start of combo stuff (gives you easy iad C double volcano starters) but after scaling has kicked in it’s hard to use it for much. volcano + CS jc. Skydance flips out after like 10~15 hits.
I was messing around with late combo Mags/Dante THC stuff and I don’t know if it’s feasible to get much after it. In the corner, you can sj install but I don’t know if there’s much you can get off it. Dante hangs around for a long while, so you have to drag the combo out for a while (way longer than just a jump loop would give you.) I tried to see if there was any wierd thing where you could get into a fly loop to waste time but no luck there, either. Maybe using the Late combo HG extenders would give you enough time to get a sj.H add S hard tag ender? (Though with scaling that high, what can dante get without having HSD-ignoring extensions?)
On the wasteful 4 meters side of things, there’s always the option of doing sj. HG H xx tempest xx DHC Glitch DT (no part of me believes you could get more damage than just doing some kind of side switch > shockwave or HG > tempest into million dollars…but worth mentioning?)
For anyone interested in how Mags/X23/Dante is going, here’s what I’m trying to use atm for Dante+CS starters.
[details=Spoiler]
Another quick thought on corner thc follow-ups so I don’t forget it later. Maybe launch installing and ending with sj height HG H so you only have to stall a few hits and land an add S?
Another option I don’t think I’ve seen people try, Dante combo > sky dance hard tag mags thc extension? (No idea if it would be significantly better than just super super, though.)
Yo y’all are beasts thanks for looking into that with me. Traveling so I can’t lab it for another week or so, but I’ll definitely post up what I find when I do.
One other thing…so about dash canceling the recovery on air EMD…first, this is only off of low sj-height+ EMD’s, right? I can’t mash it out from normal jump state (and definitely not TK’d). Is that me or is the window late enough that he falls below the airdash threshold if you normal jump and do it?
My real question, though, is whether people have tried doing kara blasts to cancel the recovery of EMD. I haven’t labbed it so I don’t know how big that airdash cancel window is, but I do like the idea of being able to do an air EMD and cancel it into 8-way ADxxBlast…might also be a situation in which the airdash-up Blasts would be useful because you could SJ, EMD, up-back blast, fly, etc.
From when I’ve messed with it, it looked like you would fall below the dash threshold if you weren’t at sj height.
idk, doesn’t Grav take away launch install though? I’ll try to mess with it later or tomorrow cause I got some free time.
Yeah I haven’t been able to do normal jump emd dash cancel, it kinda feels like you don’t recovery til you touch the ground so you don’t have time to dash cancel. So yeah I think it has more to do with the dash threshold than the fact that it’s normal jump not superjump.
Kara blast to cancel emd is definitely doable, I use it all the time against certain matchups like Firebrand and Deadpool where they just want to sj a lot and chuck stuff. The window isn’t that tight, at least imo, just air dash right after the “recovery” frames of the emd as if you did it on the ground. I’ve only used emd dash cancel to do forward, back, and downward kara blasts tho, and forward/back dash xx fly, using the upward kara blasts might be useful in this situation. That’s definitely interesting, I’ll try to test it out.