if you do it a little bit above sentinel’s standing height (as in your feet are a bit than sentinel’s head) you can still dash cancel, but yes, if you fall below the dash threshold, it’s not coming out. That’s the one of the few rules of this game that hasn’t been broken in some way.
It does for sure during TACs, but I messed around with some normal jump height stuff the other day and it wasn’t in normal combos. (Could be just remembering things wrong?)
That’s weird. It also takes away launch install from combos like launch h addf h xx grav into addf s Grav loops iirc. Maybe it has something to do with normal jump s?
No, it’s definitely hyper grav. Hyper grav removes the “launched” property.
I’ll check it tonight, but I could have sworn THC s.S j.HG L j.S (during spin/launch part of Million Dollars) still spiked down. Does the game treat ground HG different than airborne HG?
No, it’s pretty much the same, I believe.
I swear I saw someone somewhere use the word “plink” in association with j.S xx L Blast to cancel flight (say after dashing around)… Can’t find it right now, but is there a way to unfly xx Blast thats faster than manually inputting j.S 236 L?
At least I cant seem to do like 236 S~L and get a Blast… But I’m asking since you can obviously cancel j.S into L Blast… Seems contradictory.
It’d be really dirty if there were a way to change direction, unfly, and Blast in one input even if it’d be ridiculously strict in some directions (like 2367 M+H~S~L lol).
I read the name from Mixup’s post, he calls it “splink”, basically its Blast motion plink s, h, m, l
for example splink down is 89632 s~h~m~l
I don’t know if that works, I can’t really do it on pad
But it seems 89632 s~m+h~l works, but I’m not sure what exactly plinks into what, I also don’t get it consistently
Holyyyy shit that actually works lol…Wow not sure how I didn’t realize that before, but I had tried the usual idea with S after dash (to cancel flight) and then L to Blast while the direction was still in the buffer. Not sure why that doesn’t work, but your version definitely does…
So this feels as if it’s a real plink to me though…there’s some input leniency in the sense that you can try for S~M+H and it still works if you get S+M~H or S+H~M (just by finger error) into L. It’s not actually that bad, but it is fairly easy to input S+M+H accidentally, which doesn’t work.
After figuring out the right input and doing it for like 5 minutes I was 4/10 of 8963 unfly Blast, which means it might be totally practical if you practice it a lot. I know it took me weeks to be truly confident doing down-back blasts facing right, so maybe in a few weeks I can actually do this lol.
Seems like it’d be pretty easy to mess up the plink if you’re going for it after mashing flight, though. Does anyone actually use this “splink” in match conditions? Does anyone practice it? I’d like to hear how consistent people have gotten it.
EDIT: Sorry if this is old news btw lol…just has me pretty psyched to add a new neutral tool for Mags Still getting used to this character and his repertoire is just huge hah.
EDIT2: Looked at it again and the window is actually big enough to 8961 unfly+Blast, which means you can fly over, and then use that to turn around, ADDB, blast, and unfly/fast-land in one hand motion. It also lets you ADDB (etc.) Blast from a pretty low height, which you can’t normally do with ADDB j.S, manual L Blast…or at least I can’t do.
EDIT3: What’s really weird is that it only seems to work in a superjump state…I can’t get it to work if I normal jump and airdash up. You see that there’s a difference by just hitting S+M+H while flying. If you’re in a normal jump state you get j.S…if you’re in a superjump state you get a dash and Magneto isn’t flying anymore once the dash animation finishes. Man that’s weird lol…
Yeah I can imagine on stick I’d probably be consistent with it, since the plinks run across the buttons as a smooth piano in my right hand’s natural piano direction, but yeah on pad it’s kinda convoluted so it never came to me to plink h,m,l
also I only got s~m+h~l from Kanta, I think he posted somewhere here about it, before that what I did was some variant of plink dash with S then manual Blast at the end or something, anyway it shoots out the Blast too slow so s~m+h~l is better
I’m not too consistent with the tech, even with Kanta’s method, but it’s not actually too bad trying to go for it after plinking around in flight. If you plink around in flight enough you no longer think of the input method as “h into l+m, h into l+m” but you start to think of the technique as a whole like “plink dash, plink dash, plink dash” so your brain doesn’t get messed up when you go for something right after plink dashing because it feels almost like you’re just pressing 1 button over and over then switching over to another button
lol I realize I can’t really explain it that well, but basically by plink dashing around so much, the actual plink dash input just goes on in your background thought so it doesn’t mess up anything you do after it like turnaround glitch or maybe splink
at least IMO
so tl;dr what I’m saying is it’s most likely doable after plink dashing around in flight
I also have a question: has anyone here achieved reasonable consistency with the air guard cancel? Because back when sjohn first posted about it, I worked on it like crazy and I was semi-consistently pulling it out in casuals (there were days when I just couldn’t get it out, but also days when I could get it out multiple times in a row) but I’ve been really disconnected from the game these past few months so my execution is most likely shit-level by now.
So yeah how is everyone else doing? It would be really great if people are getting consistent with it now
First yeah, I’ve messed with the Hgrav cancel a little bit, and I’ve gotten so I can dash pretty consistently with meter in the bank. My approach is essentially what I suggested before…input both “214” and “H~L+M” at the same speed every time, but treat them as a separate units. Delay the “H~L+M” unit as long as possible after the “214” unit and you should be able to find the rhythm pretty quickly. My problem is that it messes up my rhythm when I try to dash in different directions, so even if I can hit 214 and dash back/OS 7/10 times, I’m gonna mess up 2147 if I try that next. I still haven’t spent a lot of time with it though, so I have a feeling it’s possible to actually be comfortable with it. No doubt at all that it’s possible to be comfortable with at least the backdash version if you do the same thing every time.
And I know what you mean about treating plinks as a “thing,” but my problem is more that when my hand goes from inputting H~L+M to trying to plink S~M+H as an actual plink (like 1 frame), I have a little trouble keeping it clean. Gotten better in the last half an hour though, so you’re totally right.
Here’s the weird thing:
The Splinks seem to stop working once you’ve side switched in flight mode lol… I’m testing it with just unfly addf.H (so df S~L+M~H) to keep the input easy and make sure it’s not my error…and for some reason once you’ve side switched all roads lead to j.S. I tried: 1) crossing over in flight and just doing that input 2) crossing over and doing 8741 S~L+M~H to turn around and do it 3) crossing over a good distance, inputting 874 dash to turn Magneto around and then inputting 1 S~L+M~H separately.
None of them work…it’s as if once you’ve switched sides the Splink becomes impossible. I tried airdashing over and back without changing directions and it no longer works on the original side as well lol. That shit makes no sense to me…
On the other hand, you can do some pretty cool stuff like superjump, L disruptor, dash cancel kara blast up-back, L Blast, unfly kara blast down-back to throw a bunch of shit out. It’s definitely interesting. Or Fchamp’s little “reverse tigerknee” thing with 369896 L (sjuf Blast), kara Blast up-back, fly, etc. Pretty interesting movement/hitbox options.
>> On the other hand, you can do some pretty cool stuff like superjump, L disruptor, dash cancel kara blast up-back, L Blast, unfly kara blast down-back to throw a bunch of shit out.
Don’t you lose your air dash at this point? After dashing while in fly you can’t dash out of flight, right? What are you kara’ing out of?
Yeah I messed around a little more, and you’re totally right that doesn’t work.
You also answered my question as to why you can’t do it from normal jump height and why it doesn’t work once you cross over. It’s just because of the dashes.
So when Mixup orginally posted this he was talking about using it in conjunction with movement and assists from normal jump adu.Fly, but actually it’s just a means of changing direction and adding delay to make Magneto unpredictable.
That’s really interesting…it’s really too bad you can’t hit the S after the dash.
I managed to get a kara blast by doing fly, 8963 M+H~S~L, but whatever j.S startup is there doesn’t cancel flight unfortunately. Mangeto does the kara Blast down-forward and then hovers for a second before unflying because of the timer.
Thanks for clarifying that man, I don’t know why I didn’t think about that.
So I guess we’re stuck doing it manually after airdashing around?
wouldn’t 8963 S~M+H~L do it? S to cancel flight kara’d into dash into blast?
technically S~M~H~L might be cleaner to the game.
S cancel flight, cancel into blast M, kara’d into dash, canceled into a second blast L.
shit, same problem coming out of flight. haha.
Haya yeah your first suggestion was what i was trying before you set me straight.
It’s weird… There must be a window during the startup of j.S where you can’t cancel it into L Blast… So no input, dash, S (cancel flight), L. Even though it is definely cancellable if you do it manually… I guess?
Thanks for looking at it again though, I was really hoping for a smoother way to dismount from flight movement.
If the inputs are exactly M+H~S~L maybe
M+H is a blast input not the dash
~S triggers the dash, not a j.S
~L triggers a second blast?
lot of speculating
I played with this a bunch last night and I’m very confused.
Like slippaz, I can’t get M+H~S~L to cancel flight.
M+H ~S wasn’t even triggering j.S, which is weird to me. My only idea right now is that the input system converts that internally to
Blast, DashCancel + S, ignoring the S because it is on the same frame as the dash.
But I know mags can do M+H+S and get a dash that ends flight, due to the S being in there.
I don’t know why the S is ignored on a plink. I can get S to come out by delaying slightly but then I miss my window for L Blast.
I tried using 896 M+H+S to get a dash blast but this ignores the S and doesn’t cancel flight like it would if the blast weren’t involved.
Yeah you’re finding the same thing I am I think. From what I can tell, you can see that it treats M+H+S as a j.S first canceled into a dash, because any dashing before or during flights makes M+H+S give a j.S. If you just fly and input it you get the dash which ends in automatic unfly. I wanna keep messing with it, but I think it really may not be possible to unfly Blast after air movement.
I said that 896 M+H~S~L gives you j.S, and that it made me think there was a window where the early frames of j.S couldn’t be canceled into L Blast…the even weirder thing is that if you do M+H~S very quickly (say tridash L speed) and just manual 896 L, you still get a j.S and no Blast. I was attempting this with no prior air movement so I know I wasn’t plinking (literally) the M+H~S (would have then given me dash/unfly).
So the system really seems interested in limiting how fast you can cancel into dash xx Blast out of flight movement. Not sure if there’s a way around that, but I hope someone can think of something.
Also weird that the Splink works, but, as sjohn was saying, 896 M+H+S~L doesn’t give a Blast (even though M+H+S can “dash cancel” flight). Who knows lol.
From our discussion here these are the mechanics at play and how I understand them. Much of this is gonna be speculation.
896 M+H . We know this gives 1 frame of blast canceled into a dash by the kara dashing rules.
M+H+S . Similar to how H+S is just j.S the game gives priority to the highest normal so you get 1 frame of S.
Then it immediately does DashCancel.
From kara blast we know the game seems to give pure dashing a lower priority than specials. I guess the rule is NonDash inputs get higher priority than dashes. This would explain the behavior here though. We are seeing a high priority move kara canceled by the dash leniency system.
Not sure if this is different from M+H. If M+H is always a dash with no frames of j.H I imagine the reason is that it reads it as purely a dash input, but non-dash inputs take priority over dashes. Since S can’t be a dash input you get j.S then dash canceled by the input system much like blast kara dashes.
From this here’s how I interpret 896 M+H+S
M+H+S : Frame 1 find the highest priority of [Dash, S, Blast] : Pick blast
Frame 2 notice the dash input, KaraDash. We aren’t even looking at S right now that input is gone. At no point was S performed so flight can not be canceled. So we see mags so a dash, still retaining flight.
Contrast to no 5 M+H+S
Frame 1 pick from [Dash, S] : Pick j.S
Frame 2 notice the dash input, KaraDash. Flight is canceled because of j.S
896 M+H~S~L
Frame 1 Pick from [Dash, blast] : Pick blast
Frame 2 notice the dash input decide to karaDash. Fuck all inputs, so the game never sees ~S.
Later see L would complete a blast. Result in dash Blast L, flight remains because game never started a j.S.
That last one, input dropping, might explain how 896 M+H+S~L doesn’t give a blast. We are inputing on the Blast L on the frame that it is karadashing and ignoring us.
I think this leaves 896 M~H~S~L as the only workable form.
Frame 1 sees Blast M. Do it.
Frame 2 sees a completed dash input. Dash cancel.
Frame 3 sees S. Perform j.S
Frame 4 sees Blast L. Do it.
No opportunity to drop inputs on frames because everything is on a different frame.
The only problem is I never could get a blast L out of the 896 M~H~S~L . Likely input error on my part.
The part that doesn’t jive with all this is what slippaz wrote :
>>the even weirder thing is that if you do M+H~S very quickly (say tridash L speed) and just manual 896 L, you still get a j.S and no Blast.
So to chime in, I’m fairly certain I use [H~M+H]xn~S 896 L to leave flight as my go to option out of plink flights. I guess it’s possible I don’t do it at tridash speeds with the M+H~S on the last plink, but I def. don’t make any effort to slow it down. It is a M+H macro, though, not raw inputs.
To be fair, my in-depth knowledge of Mag’s plink blast mechanics is severely lacking so I may be completely misunderstanding portions of this conversation.