MvC3: Magneto: Questions (and Answers) Thread

So I’ve been playing a lot of Magneto recently and I kind of sort of have hyper grav loops now? But I feel like I’m floating a little higher than usual in my super jump than normal before I air dash down, so I just wanted to know if tightening up that part of the loops will make any significant difference.

There are situations where tighter Grav Loops net you an extra loop, but they’re not necessary. For example, in the corner off of sj.H add.H sj.H xx L Grav, you get 5 reps vs 4, but you’re not losing a lot of damage/meter really, and nailing 5 fast Loops shouldn’t be high on your list of priorities in tournament conditions honestly.

You kind of have to lab your different confirms/combos by screen position and assist conversion to see how many you can do with fast vs loose loops. In general…what’s probably a RayRay BnB but I’m not sure…the midscreen Blast combo with the kara Blast in the middle sees some difference (sj.H adf.H xx L Blast [land], kara Blast forward, s.S sj.H adf.H xx L Blast [land] s.H xx L Grav). If you start with a j.L you can only get 2 Loops at the end with the fast version. If you start with a cr.L you can get two loops even with fairly lax superjump float, but if you find your spacing’s off and decide to cr.HS in the middle there to continue after the kara Blast, you’re doing 1 regular speed or 2 fast (IIRC you can do 2 fast there at least…regular def drops to one).

Other than that particular situation I don’t think it enters into my combo decision-making. I guess if you convert off of Jam Session with Mag Blasts it can be the difference between 1 Loop and 0 Loops though…say you convert with j.HS xx L Blast cr.HS sj.H adf.H xx L Blast, j.MH xx L Blast, s.H xx L Grav…then you either do your ender or 1 fast loop with no middle area. I can’t speak to other assists, so I’d just lab it and establish the various maximums for your different combos using regular speed for now. If you wanna re-test later and see where you can tack on an extra loop via the fast version go for it, but it’s a low priority.

Just to clarify, I don’t remember any instances where doing particularly slow Loops actually lost me a rep in comparison to regular speed (which I’m defining as halfway between fastest possible and slowest possible I guess lol…like FChamp speed probably).

EDIT: Are you doing this for Mag/Dante/Frank? Cause I can give you more specific advice on the different combos I use by situation.

Yeah, that and Mag/Dorm/Dante are the two teams I’m trying out. More specific advice would be much appreciated!

I’m gonna spoiler a post I did over in the Dante thread and it’s really not relevant for this board, but I know so many people here are lab monsters and Dante mains and I’m in desperate need of another pair of eyes on optimizing Mags/X23/Dante combos when Dante is on point.

If anyone here could take a look at my notes and see if they can help to get a bit more damage/meter I would appreciate it so freaking much. It’s super frustrating finding so many options that don’t lead to much…

Again, sorry for posting this here, just getting desperate for a better solution.

[details=Spoiler]I’ve been digging pretty hard into Dante + CS and have a few options. Having a hard time finding something that’s the clear winner on damage/meter/practicality, though. Here some of the really early stuff I found.


This one is super plain and probably isn’t much better than a fully optimized shot loop.


This one seems promising but it’s pretty tight spacing/timing-wise, plus if you don’t reach the corner, you have to use VolcanoxxTK Revolver since Killer Bee won’t reach properly.

I’ve got 2 more options with potential but I’m having trouble locking them down. (I’ll try to have get some vid of them and drop them in here for illustrative purposes.)

s.MHfHxxVolcano j.H + X23 j.S…

I was messing around with this one and it has some potential. Found some more optimized options that I didn’t know about for comboing of midscreen hard knockdowns, too. I get some decent meter gain from this, but it’s not like the OMG 2+ bars and I think the best I’ve ever manage on damage was ~750 after super. I think the biggest issue on this combo is Dante not having a good option to OTG after a HKD without murdering his damage scaling.

OTG (2 shots)xxProp shredder > adic rain s.SxxMC s.S clay pigeon wall bounce, etc.

OTG (4 shots)xxProp shredder > MC (slight delay), MC > short shot loop etc. (the MC seems to be a bit late in the combo, though, so damage scaling has already taken away it’s bite.)

The other one I started looking into last night might only work on big bodies, but it has some promise.

s.MHfHxxVolcanoxxJC Airplay, IADF+X23 j.H, land, dash MC, MC, shot loop.

I’m at my wits’ end here guys. Can anyone take some time to look at this in the lab and help me out? X23 has really great HSD early on in a combo, but she pushes so far out that you have to do lots of weird stuff to get stuff to combo cleanly. I’m not sure why she’s one of the only DPs in the game that got hit with the HSD timer… (It’s too good as an alpha counter to not use, though.)[/details]

On topic with Mags stuff. I finally got all the components I need to make that programmable controller. Hopefully I’ll get some time to sit down and write the code pieces I need to make it happen soon.

Is that the raspberry pi? I thought that couldn’t do USB out to the Xbox?

Controlling a ps360+ externally (using a small chip based radio that my company makes. Comparable to an rf-based arduino nano?) I may have to use something else, but I think our radios are fast enough to do reliable 60fps timing.

You might be able to go from RPi directly to a ps3, though. IIRC, ps3 is just a standard usb interface with a driver over the top of it.

@Merkyl999x

Man I always enjoy watching your team :slight_smile: As far as the Magneto stuff goes, I think you’re right on with this: “I need not to rely on slide + JSxxEMD as much and start setting up pressure with tridash/c.L/Magblast pressure + JS.” I’m still learning the character too, so this is less me saying “fix something” than me thinking through similar problems…I get the feeling watching that set that you were kind of hesitant to commit to playing neutral with Magneto.

[details=Spoiler]I realize that’s easier to say than execute against Zero/Jam Session/Vajra, but there were definitely moments when you were moving in when you didn’t really have the proper scenario for switching to rushdown. Kara Blast forward is dangerously seductive, because it seems so safe, but you really can’t just do it from mid range without an assist call and suddenly be up in that ass. It’s really easy to whiff, and, at the end of the day, 75% of the autocorrect Blasts Magneto gets against live opponents are luck (IMO), because the spacing window for actually getting an autocorrect is pretty small. On a similar note, it’s really hard to approach with raw tridash L and actually catch someone. We lab to do tridash L as low as possible, and the result is that it’s essentially never going to force a block vs. an up-backing opponent because we’re focusing on a low/fast hitbox. You’re much better off doing dash up s.LLL+Assist when you think you have a chance to move in, and OS s.H+Assist is also really good if your’e worried about s.L whiffing on a crouching opponent. If you’re in a situation where you feel tridash L is going to do a better job covering space than an unprotected ground dash, you can do tridash L s.H+Jam Session xx L Disruptor. Basically you’re option selecting against up-back. If the tridash L whiffs, Mags’ fast s.H will probably have time to come out and force a blocked Jam Session. If tridash L actually hits (not blocked), the L Disruptor gives you the time to convert off of Jam Session. Incidentally, really nice use of the post Jam Session throw on that neutral jump ADD (Zero passes under you) cr.L.

The rushdown mentality might also be part of the reason you weren’t as comfortable punishing Vajra with Mags. I feel Magneto punishes Vajra best when he has some space…room to superjump, s.S, or Forcefield. Believe in Forcefield! It doesn’t care about Buster, and if you do the input the moment you see Vajra on the screen, you’ll be safe from projectiles from that moment until the punish’s invincibility kicks in.

But really my point is more that I think you and I are in similar boats…our objective, even more than a lot of teams in this crazy-ass game, is to get one hit and steamroll. One of the things I’m constantly having to force myself to remember is that once I get a hit I have a tremendous advantage, and it’s that hit that I need to play for only. I can take all the time in the world to get that hit, and Magneto’s movement is really what enables that. Sometimes my dashing’s on and sometimes it’s off, but I’ve found consistent plinks are less about my fingers moving at 100% and more about me just doing them without thinking. I think the movement thing is even more true for your team than it is for mine, because whatever uses CS has, you’re working with a single-assist team to a larger extent than I am. Backing off when JS is in cooldown becomes pretty important there.

Finally, I know you’re building meter for the 300%, but use Shockwave more! Even Zero has to commit when he uses his air options, and Shockwave is amazing for dealing with this. You’re playing an infinite-based team, so I’m sure you can get your meter back. I have the same problem though…I didn’t start learning Magneto with Shockwave in mind because I wanted all that meter for my Frank combos. I’ve started trying to use it a little more, and it makes a big difference. Nice snipes with the Mags/Dante THC by the way.[/details]

Anyway just wanted to give you some feedback because I appreciate you posting your matches and I hope you’ll keep doing it. Take or leave what I said because I’m sure as hell not a Magneto expert, let alone one on the Mag vs Zero matchup. Still, hope there’s at least something that gets you thinking about things from a different angle :slight_smile:

In that spirit, here’s a set I recorded vs that X23 player here in Boston. It’s really sloppy, and we’d been labbing/discussing over beers for a while beforehand, but allllll the errors aside it does represent my approach. Except for Dante…he did basically nothing and I had this weird urge to Reverb Shock constantly. It was a terrible idea lol. We should record some again soon, so I’ll post it up.

Spoiler

http://youtu.be/E8EOV_Ql_Vo

@<Insert Name Here> Doin a few things ftm, but I’ll def write that up for you! Think I did it once on the subreddit actually…might be able to find it. Either way, hit ya up :slight_smile:

EDIT: Rewatched some of that and jesus my execution :stuck_out_tongue: I need to work on using s.S vs X23 more since it beats like 75% of those frame trap fake overhead setups. Also need to follow my own advice (above) in a lot of places haha.

Thanks for the tips and nice set from you too. Since I’ve actually played every character on both of your teams at some point, hopefully I can offer some insight for you.

I always like seeing smart X23 players and he’s pretty good, though a bit special/jump happy. Every time you drop from SJ height, he should have been under you forcing you to guess on a dash under S, rather than go for those sj.H/Throw OS. Mags doesn’t have a button that can stop her from fuckign him when he’s falling from SJ height. Just make sure your plink fake game is on point and try to avoid being at SJ height against her as much as possible. There were a lot of time where he could have used s.M or s.H to really screw with your attempts to advance on him but he was grounded so little that I don’t think you have to worry about that yet.

As far as your play, though, you need to stop respecting his X-23 so much. He’s waaaay too dive happy. Every single one of those has recovery on them and is a free punish if he whiffs it (unless he’s willing to cancel into super on reaction and pop XF to combo.) Even on the things he makes you block, just every once in a while, XF Cancel the dive, kill X23 and level up frank. He needs to learn to be more thoughtful about how he’s down H’ing and talon diving. One of the reasons he was able to be so dive happy is because you don’t stay grounded in the MU as much as you should. You want to think about where the dives can end and be ready to force a whiff and punish with either c.M or c.H. Every time he goes for a TA M (horizontal dive) jump into it, pushblock once and grab it for free. In general, he was making you block a lot, but he really wasn’t making you block very many mixups at all (you understand how to pushblock her strings and negate her basic mixup game) and he was so overzealous with his mixups that he wasn’t confirming very many hits when he got them.

Every time he does a neck slicer (the grounded charge dash move) he’s right in your throw range and -1 on block. Grab his ass. If he fully charges it, he’s at 0. Grab his ass and make him tech. Once he starts tech those, if he still uses that move, start c.L to stuff his s.H tech attempt. That move isn’t a threat to magneto.

With Magneto, I think you have your assist calls backwards in neutral. When he calls JS, you should be countering with shopping cart then calling JS right after unibeam to force him to respect your space. Since he’s so dive happy (and he was really bad about doing Unibeam > dive pressure > dash forward > dive with no assist. That second dive should be a dead X23.) JS would absolutely destroy him, it’s really hard for X23 to stuff JS after startup and if she’s in the air diving, you get a free confirm/death.

You were way too cart heavy and you can see how often he was just hopping over it or ignoring it completely. X23 lives mostly at normal jump height (from either wall jumps or spacing herself for dive pressure) so a lot of the ground level assists don’t do much to affect her gameplay. Also, the same advice you gave me for Zero applies doubly for X23, Every dive is a free shockwave > jackpot > XF leveled up frank. You have so many tools that he has to respect and you just aren’t showing him that you’re willing to use them.

Also, with the Frank v Iron Man MU, don’t waste your time with the charge zombies, he does a great job of showing why c.H is useful and plays a pretty safe zone game. What you need to do is just bunny hop at him, force him to commit to a jump button and shopping cart him once he’s off the floor. (This only applies when you are in those solo frank with XF situations, of course.) You were letting him stay grounded way too much and control way more space that you had to. Frank can either crouch under UB for free (or slide if not) unless you block a missile, which makes your blocking hitbox tall enough to force you to block it. Just bunny hop that, respect JS, and start making him rely on RB and fly H walls more. If he’s grounded, you have literally no options to force anything when he has 3 meters.

On the Dante side of things, you have 2 assists that are a free mixup everytime you’re in s.M/s.H range. Stand button + Cart/EMD xx teleport is too good to not abuse the mess out of. Also, don’t forget to abuse his chip game when you’re down to him with XF3 and meter. Thunderbolt is super broken.

Sorry for the wall of text, hope at least some of it is useful. I really like your team. 100% feel it’s the best F.West team possible.

Fantastic write-up man, I really appreciate all the advice!

You’re spot on about my assist calls. My favoring Cart is partly a carryover from playing Nova (yuck), and partly my desire to flowchart too hard and level up with my super optimal Thor-killing shit lol. There are pretty much no matchups where I need a Jam Session extension to kill, but I haven’t quite burned that into my brain yet and only lead with it against characters like Mags/Zero/Morrigan out of sheer necessity. Shockwave is basically the same situation, and since we played that set (a couple weeks ago) I’ve been working hard on using Shockwave a lot more liberally.

Also I’m gonna really focus on punishing X23 next time I play him. I was way too easily choosing to block because the mixups he was using were sub par and I was rarely getting hit outside of bad pushblocks vs frame traps. He kept telling me “just jab out of that garbage,” etc., but I didn’t internalize it fast enough for it to make a difference in the set. XFactoring the point matchup is one of those things I always mean to draw on going into a set, but for some reason I’m really bad about actually implementing it. Thanks for reinforcing that tool–I think it’ll help me ingrain it as a reaction. The play’s usually a lot cleaner, so hopefully it’ll be a better one in that respect too. I’ll definitely approach it from a different angle (and lower to the ground) next time post up a fresh set.

Gonna return my focus to Dante for a while as well. I basically stopped paying attention to both him and Frank in an attempt to binge-learn Magneto over the last few months, but now that I’m more comfortable with Mags I need to re-orient pretty badly. I play a plink-heavy Dante and was kind of psyched out by how bad my movement was with Magneto…might have contributed to me autopiloting a lot of bad decisions, but rewatching that I’m pretty shocked by some of my decisions lol.

INH as long as it doesn’t drop, you can float a smidge higher. It won’t make enough of a difference HSD-wise.

What will make a difference is if you do it extra low. Off some confirms you get an extra HG loop rep, but the thing is you’re missing out on the second hit of Grav (it has two hits right? one when it hits and one when it pops them up, like when it wears off). You lose a bit of damage because of that, and I don’t think there’s a combo that warrants an extra HG loop rep over lower damage per rep.

TL;DR as long as you get two hits out of HG when you do HG loop, you’re good

For Mag/Dorm/Dante:

Off clean hits on a grounded opponent, FChamp BnB is mostly ok for the guaranteed corner carry. Assist extension doesn’t make too much of a difference damage-wise: FChamp BnB into Dark Hole extension/Jam extension both net the about the same damage after Tempest, but the Jam extension builds more meter.

EDIT: Fchamp BnB means no HG loops

Off air-to-air H, I usually do HS addf L, land LS because it’s kinda versatile (you can do more stuff if HS gets blocked), but you can also use H xx delayed Blast. After that sort of conversion I go with a Mag Blast BnB, most of the time Quandizzle but sometimes the one with H adf H blast, land, nj H xx delayed Blast, relaunch because that deals more damage. You’ll get 2 HGrav loops by the end, before your assist extension.

Off sj-height air H, you will always start with HS addf H or HS addf S. If you do HS addf S you can go straight into launch then a Mag Blast BnB, but the height of the opponent right before you launch will sometimes mess up your positioning.

For HS addf H, you can do one ROM-style rep then dash launch, H adf H blast, land [filler], relaunch, then a tight ROM-style rep into HG. [filler] is usual stuff like IAD Blast, or sj addf H, or H xx delayed Blast.

This is easier after HS addf H, but doesn’t go as far (for corner carry): one ROM-style rep, dash launch, H adf H blast, launch, ROM-style rep into HG then assist extension. I think you can still do one HG loop rep before the assist extension but I cannot get that rep for the life of me.

EDIT: fuck up

All of these are ok damage; you’ll mostly get lower damage from the sj-height confirms.

Flare DHC is what usually kills them off. They will fall as air Tempest hits; to get the good Flare DHC combo, you can’t let the absolute full Tempest rip. Just make sure they don’t fall lower than Mag’s feet and you should get it consistently.

Off throws, what I just do is Mag Blast BnB into TAC/TAC bait lol

Dorm TAC is pretty ok anyway. Off regular confirms, you hit 900k after 2 reps. Off throw, I have no idea lol. But your problem isn’t really the number of reps (because the reps are really easy, like Dante or IM-level easy) but the initial glitch hit, because you kinda eyeball the float.

You might get some good stuff using the emc hard tag. I’ve never tried. Probably best is hard tag into Dorm but I don’t even know if he can do it off emc hard tag. If he can, just do crouch L stand H xx f+H xx teleport into usual string (probably no jump loop) then TAC to Mags lol

wasnt sure where to ask this, but this thread seems like the best fit…who are the best magneto players to watch right now (like currently main him)?? I try and learn a lot from watching and it just seems like I haven’t come across many new mags’ the last several months. Besides the obvious titans, anyone have any pointers of who to look out for? Mags/Dante and Mags/Zero or Mags + screen-eating assist that isn’t sentinel is of high interest! Also i want to see magneto played, not Em disruptor assist lol

Remy is probably the best of the new blood magnetos. If you check my YouTube channel, I have a playlist full of older mags/Dante matches (and a separate one for Dante/mags play.)

I think this is the go to combo:

Champ bnb -> raw tag dante -> beehive -> backdash -> S H -> stinger BC million carrots -> beehive -> million dollars -> Flare DHC -> teleport S -> flame carpet + jam session (you can call it even if it has been used before since dante is second now) -> dark hole -> super.

990k of a throw.

Champ BnB but end it with S > j.MH > ADD > j.S > tag Dante after the Hyper grav?

Also, is the idea to leave Dorm on point backed by Jam/Disruptor? I know you can just leave Magneto in and get the Flare DHC followup with Tempest but is Dorm/Dante/Mags for the remaining character(s) more optimal?

I’ve never done that specific combo, but I have a lot of experience tagging Dante and you do need to be careful about using Beehive into s.S~H Stinger after a hard tag because HSD gets really high. You can do it off of a regular FChamp BnB starting with cr.L, but screen position (say actually doing it corner to corner) or a different starter (j.L into cr.LMH or s.LLMcr.H S) may push HSD high enough for the opponent to drop between Dante’s launcher and the Clay Pigeon shot.

Also on most characters you have to tag Dante and dash before you beehive, which means you’re best served ending the Magneto combo with Hypergrav s.HS into sj.MH add.S to get extra time for the dash. It’s possible without it, but it becomes tighter and more difficult for no reason. Adding that s.H can also make the difference between a drop and no drop (during the Clay Pigeon phase) depending on your starter, so you have to decide how to learn it. You can always do Beehive xx Million Dollars without dashing, but you won’t actually ground bounce the opponent. They’ll just do a kind of slow fall after the first couple kicks as the later ones start whiffing.

That being said, you can always tag Dante and do Cold Shower + EMD into Stinger to wall bounce. Without an assist, Cold Shower into Stinger always drops after a full Magneto combo, but with it’s fine. Then you can use your ground bounce after and DHC. I’m not positive your best bet is to let Dante use the wall bounce, but I also don’t know how you could go about letting Dorm use it post-DHC. Worth experimenting with.

Then, for those Grav Loop numbers I said I’d give ya…sorry about the delay :stuck_out_tongue:

There are two possible ways to set up the tag, and to organize it I’ll number them.

#1 Hypergrav into s.HS sj.MH add S.

#2 Hypergrav into superjump add.S s.HS sj.MH add.S

Regular Combos:

a) Flight Loops starting with sj.M xx Fly sj.LH…2 Hypergrav Loops for all confirms except those using Jam Session (safest bet is 0 there)…use ender #2 unless you confirmed off of Cart

b) Flight Loops starting with sj.H adf.M xx Fly sj.LH…1 Hypergrav Loop for all confirms except Jam Session (this combo essentially never works off of Jam Session)…use ender #2 IIRC even if you confirmed off of Cart.

c) FChamp BnB…0 Loops unless you had a really short confirm (raw S or cr.HS), in which case you can get 1…use ender #2 for confirms off of cr.L or Mag Blast into cr.L, and use ender #1 for confirms off of air normals or Cart (this combo doesn’t work after Jam Session)

d) Midscreen Blast BnB…starter, sj.H adf.H xx L Blast (land) kara Blast forward (cr.H optional) s.S sj.H adf.H xx L Blast (land) s.H xx Grav…stick to 1 Loop at first, but you can get 2 regular off of a cr.L and 2 fast off of a j.L if you omit the optional cr.H…use ender #2 for 1 Loop and (this combo doesn’t work off of Jam Session)

e) Corner Grav Loops…starter, sj.H add.H s.H xx Grav…stick to 4 loops (can get 5 fast)…use ender #2

Jam Session Confirms:

Essentially you’re going to avoid Grav Loops off of Jam Session confirms unless you start at or near the corner. Favoring 0 Loops almost always lets you do ender #2

a) Midscreen Blast…j.HS xx L Blast (land) cr.HS sj.H adf.H xx L Blast (land) j.MH xx L Blast…0 Loops (1 fast), use ender #2

b) Near-Corner Blast…j.HS xx L Blast (land) cr.HS sj.H adf.H xx L Blast (land) s.H xx Grav…2 regular Loops IIRC, but test that…use ender #2

c) Corner with opponent above jump height…sj.H (optional sj.S) add.H s.H xx Grav…3 Loops…use ender #2 (maybe ender #1 if you were really high during the starter and added the sj.S)

Other midscreen combos are probably going to loosely be some version of one of these starters into Fly Loops…for all of the below use 0 Grav Loops, and pay close attention to your opponent’s height during the Loops to make sure that you can actually bring them do for a grounded Hypergrav. If you’re not sure, just end the combo with addf.H and tag Frank.

a) Superjump Height…sj.HS addf.S (land) s.S into Fly Loops

b) j.H addf.L s.LS into Fly Loops

c) j.H addf.H s.LS into Fly Loops

d) Between normal and superjump height…sj.HS addf.H into s.LS or just s.S (have to eyeball the height)

The Fly Loops in all of those are most likely to be started with sj.H adf.H (reverse direction of your input) Fly into sj.LH, Loops. You have to gauge whether or not you need to reverse the direction, though. If you think the opponent is a little low when you launcher, delay your superjump slightly to correct the height. Here you probably just want to do sj.H xx Fly sj.LH into Loops. In fact, starting with just sj.H xx Fly (instead of sj.H adf.H xx Fly) can be the difference between being able to bring the opponent down or not at the end of the combo. If you do bring the opponent down, you need to do some testing on the tag, because there are times when you have to just s.S after Hypergrav (no s.H even) into the non-wallbounce THC follow-up.

This thread is pretty godlike. Thanks so much!

The magneto forums in general have remained very active with good posters.

Yes I think the idea is to have Dormammu on point (dhc into him or do this combo) , he has retarded combo damage with dante behind him and very good zoning.

About the combo, hopefully this video will make more clear what I was talking about before:

Ahh ok I thought you meant a full FChamp with a Hypergrav into relaunch. Forget what I said about HSD then.

I like those combos. It’s too bad Dante needs to be on anchor at the start, cause you could probably get something cool with tag into Flame Carpet + Jam Session into stuff into Million Dollars THC into more stuff.

Gonna start putting together a tech vid for my team soon.

Was working on optimizing Mag combos last night. Found a reasonable 950~1000k @ -.2 meter using both assists (into WXP so you get the full 4-seconds to hard tag back to Mags and get a full incoming mixup, too). Unfortunately HSD is a bit hard to push super super hard on this team.

I was trying to work on optimizing into Dante hard tag enders, but I almost always had to sacrifice the last Dante JS extension and the damage came out roughly the same. I wasn’t using the OTG+EMDxxStinger option so I might be able to make up the damage there. Also missed your note about adjusting the pre-launch portion to hit the volcano pickup so I’ll have to try that again tonight.

Found a cool looking combo path I’ve been trying to optimize and figure someone here knows if it’s worth the time. (I’m shit at consistently hitting the instant plink blast after the first H dash HxxMB so this option was a middle ground on optimizing into that.)
starter > s.H iad HxxMB, land, dash sj.M iaddf sj.H [j.MHxxMB]x2 > Hypergrav x2 > assist extenders.

On big bodies you don’t have to dash and it’s super lenient, on smaller character the dash > sj.M is a bit of a tight link and you have to rush it to hit 2 mag blast reps. Still looks pretty cool IMO and gets the MB in there early for damage purposes with decent corner carry.