I did a lot of mag blasts today.
The short of it is I don’t think magneto can do what we want : a flight canceled mag blast in one motion after he used a dash already.
H+M, S 896 L : I find I can get a MBlast L at the end of this. This doesn’t agree with Slippaz and agrees with Merkyl. If I go too fast (H+M~S ) the S isn’t registered like we noted earlier. If I push the buttons at a speed more like piano’ing and not a slide then it works fine, and I can put in the 896 any time after H+M.
So my inputs end up looking more like H+M 8 S 9 6 L .
(Option1) 896 M+H,S~L versus (Option2) 89 M+H 6, S~L
As before I can’t get (1) to end with mag blast.
I tried option(2) to verify my speed and was able to get mag blast pretty often.
Granted 6 input comes in later in option 2 but I believe the start of the 8 input determines the start of our input window. In theory both inputs give the same amount of time to input Mblast L. They should be fairly close anyway.
- I can’t blast, and in 2) I can . I think the lesson to take here is that Plink Blasts do not like having non blast inputs between the Blast-DashCancel Second Blast sequence. Shoving the S between Dashcancel and Second Blast seems to cause the game to consider the special input done with. We do know you can’t do anything like 896 M+H , H and get a Second Blast. The game says that H was already part of a used input and won’t reuse it. So the game is doing some decision making on input. Recall that this system is in place as a leniency system. I suppose that because the game already did a special cancel using 896 it is only going to look for legal inputs directly in the chain. Once it finds an illegal special input for the Second Special, it considers the matter closed.
So we can’t interrupt the Search For Second Special routine with other moves or the game will consider that special satisfied. Put another way, the game is still considering what to do with our first special. It first decided to Blast, then decided to dash instead. It wants to give us a special though so it is searching to see if there is a still an legal input. If it finds L it will do a blast and consider it resolution for the first special. If it finds S, it considers that input done with and moves on.
So if we have S ~ L , it sees the L, but doesn’t see a direction input to trigger a special. So j.S comes out.
Basically, it is looking to quit using the motion inputs as soon as possible but wants to get a special out.
I’m actually more surprised that 896 M+H ~ L trigger the Mblast L at all.
If there were a way to Kara the blast with S and have j.S come out it could work. In Imagination Land if 896 M~S+H gave you BlastM, kara dash maybe. Even then with the rules we know I can’t see it work. S would be a dash input and not trigger a j.S. Having any non blast input after the dash isn’t going to let us blast at the end.
Again the game is happy if we put 89 M+H 6 , S~L . This lets there be no KaraDash and no first Mblast. So we use the regular cancel rules to get Dash, j.S ~ MBlast L. As soon as we get into KaraBlasts the inputs are very restricted if we want to carry them all the way to MBlast L.
Sad news, I know. So cheer yourself with this.
Spoiler
https://www.youtube.com/watch?v=BQAKRw6mToA
If there was an input 896 Super I bet we would still see it come out with 896 M+H, S~M+H . That is, if there were a way to not trigger it with the dash input but still have the motions trigger the second.
Maybe with Nova, and have a Meter Build assist trigger after the first M+H. A bit too involved for me at the moment for that tidbit of info.