MvC3: Magneto: Questions (and Answers) Thread

Aright so double postin. Sry bout that :stuck_out_tongue:

I really enjoyed the set man. I thought there was some solid improvement over what I remember of the last one, and that’s pretty badass. You were doing a particularly good job of feigning the dash-in to bait an RB call and then backing off just to take that assist off the table. These are just some thoughts. Hopefully there’s something useful in there.

Magneto:
–Mags/JS usage at 18:04… That’s what I’m talkin about!!!
–Man, I know Ram keeps telling me to AA X23 with s.L, but honestly you and I both need to work on counterhitting with s.S. It’s something I’m afraid to commit to, but it really wrecks her. Saying this because I saw you get blown up trying to mash s.L against the downward claw move when you had a free s.S. I would have gotten hit there too. Let’s both fix that shit!
–Could use more Mag Blast again. That move is stupid against X23’s patterns. I say that knowing that you didn’t really need it the way the match went, but you had some leeway to play a little more aggressively because you didn’t have to worry much about opponent neutral assists. In general…I’d make that a more fundamental part of how you think of the transition between spacing and pressure, but your approach was working, so good stuff.
–One of the things I’ve just started working on is varying my flight and the way I get into flight. You, like me, have somewhat static movement patterns when it comes to that last. Something Mixup brought to my attention was how good neutral jump adb.S+JS xx Fly can be for getting Mags in the air with an assist ready. RayRay also does things like superjump addf.S xx Fly to kind of fake a high tridash motion and fly before that happens. Call JS as you superjump and you get it coming out below the camera to help catch people trying to jump at Mags. The hit/lockdown will let you either move in or get away to full screen to reset spacing and deal a little EMD chip as JS recovers.
–Yo you do the same thing I do in this situation lol: Opponent blocks JS, but it’s pretty far away…you dash forward and tridash L twice, but end up whiffing both of them as the opponent is pushed back by Jam Session. Here, I think we both need to visually identify that spacing and dash into boxdash Blast to force frame advantage at a better range. Dash sj tridash H would probably clip as well, but it’s not likely to hit with how telegraphed that’s gonna end up being. I’d forego the JS mixup for Blast blockstun. Trynna keep that in mind myself.

Dante:
–Needs more Plink Dashing! Out of all of Wandles’ characters, the only one who can do anything about Dante dashing away to space himself is IM with Unibeam, and that’s easily reactable with up-back.
–I probably wouldn’t do s.M+EMD xx Teleport on Hulk if it’s not forcing him to block (like the s.M is just masking the teabag for Air Trick). He can win that with various things. I didn’t see you get punished for it, though, so game on.
–You don’t need to just boxdash to pressure from the air. Saw you do boxdash H and get hard-read by Wandles’ RB. In situations where an opponent can deal with boxdash + normal so easily (and really in most situations where you want to switch to pressure but the opponent isn’t blocking), do up-back j.M to OS air-to-air xx Airplay into boxdash M/H. The Airplay will help you either react to what otherwise would have been a hard read so you can boxdash back and start the spacing game…or let you box dash in with the opponent blocking so you’re safe. I know you know this…but it’s something I’ve made a habit in the last week-ish and it makes a big difference. I reserve raw boxdashes for moments when I have been pressuring and I think the opponent’s reeling and focusing too much on pushblocks or escaping to counter.
–Acid Rain is awesome, but if you do it a half screen away from a grounded opponent you should get thrown. You didn’t, but make sure you respect how easy that move is to punish that way.

X23:
–Similar to what you said to me before…there were some times when you were pressuring IM in ways that really should have gotten you raw PC’d or RB’d. I don’t think you got hit by this, and you doing up back into diagonal claw (I need to learn her move names :P) raw might have been just a product of you mistiming assist alternations, but just pointing it out.
–Don’t Alpha Counter into Lara against a lockdown assist when you’re in an X23 Mirror. The opponent’s X23 is too likely to do (force block)+assist into side switch, and you’re gonna whiff. I saw you get punished for doing that out of RB blockstun at some point. This happens to me allllll the time vs Ram when I try to Alpha with Cart out of Jam Session to catch X23…almost never works, but Cart’s a little safer than Crescent Scythe on whiff in that particular situation (cause Frank runs away to almost full screen). In general…I think that approach is amazing. When it comes down to executing, though, be very wary of Alpha’ing an assist vs point characters who side switch a lot. (As I continue watching, just saw you do this a second time, but you didn’t get punished exactly…you whiffed on his X23 and then he didn’t punish fast enough so u both traded after CS recovered).

EDIT: Meant to come back and clean that up…cause words.

Yeah, I made a bunch of questionable choices in those matches. My alpha counter game was soooooo off that set, lol. The rule is if you don’t hit and they’re not actively doing something, use her M or H dives (hori and up) to just make it safe. I kept diving into situations where I absolutely knew I shouldn’t and he was just getting bad luck on trades or spacings messing with conversions when I should have been dead.

As far as Mags, yeah, s.L doesn’t work against X-23. I definitely agree I need to get more comfortable throwing out raw S’s when I get the free punishes.

As far as the X-23 MU, I think you really can’t play aggressively against her with Mags unless they’re actively blocking something. There were more than a few times where he was beating out my tri-dash pokes with raw c.Ms and he was doing a great job of getting under mag blasts. Especially against me, where I don’t have an assist to really string into my gaps safely. I could probably stand to be a bit more open about XFing him when he plays point X23 because the rest of the team isn’t a huge threat (though XF3 hulk is a pain in the ass if he has meter and your characters aren’t at full health.) It’s a hard call because I want to keep XF so I can set up double dirt naps, but when he has anchor hulk I don’t have a way to kill post dirt nap without XF or 2 meters post dirt nap…

With Dante, We’ve played a lot of that MU so him letting me get away with s.H+EMD teleport is because I spent weeks worth of games baiting teleport punishes so he stopped going for those (guarantee I’m gonna get fucked for doing it the first time I do it against a new player, though. :/) I feel like I need to work Weasel Shot pressure back into my game, too.

On Dante plinks, I agree but I feel like X23 could be enough of a hassle to keep him from doing it free, also. My Dante is probably my weakest character at this point, I need to spend some more time with him soon and get him back up to snuff.

Thanks for all the feedback. Hope to have it worked into my next set.

Also, something for Ram: 14:40, 19:00, 20:10 - Beam + MF MxxTA M. Give’s X23 either a full conversion off a full screen beam hit, is relatively safe on whiff (especially with doom Beam or Unibeam), on block sets up a single/double overhead into low mixup. I think everyone with a beam should try to work it into their game plan. You can mix it up with full screen beam assist + MF H to bait out attempts to punish with a super or some other option. (You can see me use that at 22:40.)

Nice I’ll let Ram know about that!

And yeah I’m always surprised about how hard it is to play aggressively against X23 with Magneto. Last time Ram and I played, he was trying to reaction anti-air me a lot, and it was actually reallyyyy effective. I didn’t post it up because we were both fairly drunk and at some point it kinda turned into him using a lot of raw S to troll (lolol), but it was surprisingly working for him. The way her air movement works is also pretty frustrating because it can be really hard to throw her. Since they’re all cancels and not dashes or something, she’s constantly throwing out air normals before moving around, and the difficulty of air throwing her makes it kind of frustrating because she doesn’t spend a lot of time on the ground where you can lock her down lol. Jam Session is pretty necessary there.

Yo for real, though, I think the most important thing I’ve found for dealing with Lara (as Mags) is j.S. It beats everyyyything she does, and you can just kind of throw it out without worrying much. I have a habit of using j.H to OS a lot, but it’s really unlikely that I’m gonna get a random throw against her. J.S eliminates the trade issue and doesn’t tempt you to be in a range where you can get stuffed (because you’re trying to throw during the normal startup).

I would give some advice specifically except I didn’t really get to see much of your Magneto or Dante do much from a neutral standpoint, you kinda just went in like 90% of the time. For Magneto the only things specifically that I’m going to say is the same thing I said to Slippaz and that is that ADF Magnetic Blast sucks unless you’re punishing something, and that using his Force Field isn’t very good unless you commit to confirming with Magnetic Shockwave because it doesn’t really get you anywhere.

Now as for Dante, his neutral game is quite hard and quite dynamic depending on what type of assists you have, I have never played with X-23 so I’ll just try to give my experience with Dante and Disruptor. Basically super jump Air Play is like what you should be doing for the neutral game. Drive is also good as long as you can’t get bodied by a Hyper or a fullscreen move, and Hysteric is like okay you mainly use it to force them to come down from super jump height or if you have DT you can try to nail them with Voxtex. If they try to approach then you have Crystal, super jump a.M xx Air Play or Acid Rain for when they Fly or try to use a horizontal move to get in from the air. Weasel Shot and Scat Shot are good if you can perform them on whiff consistently, they let you call assists afterwards for mix-ups or just general pressure. Stinger should only be used if the opponent blocks something or you’re punishing something, and random Reverb Shocks aren’t very good either. I personally find it better to activate DT only when I get them to block something so I at least have something to try and open them up with to begin with, all of you neutral options, and Jam Session work well. DT neutral is mostly the same except you have like Fly > Air Play or Thunderbolt or Vortex. Vortex also nullifies pushblock so it’s amazing for opening people up.

The way you use Jam Session with X-23 offensively is how it should be used for the most part, and you should apply everything that isn’t cross-up based to your Magneto game as well. The only thing I saw you do that wasn’t a good idea is if they block a Jam Session from the air do not attempt to force them to land on an attack, you will get destroyed by something and you did.

I’ll just write my thoughts on the match-ups that you can face;

Magneto vs X-23: X-23 has a slight advantage because of her pressure and mix-ups because Magnetos defensive options aren’t very good to say the least. You have to approach this the same way you approach the Wolverine match-up and that is a lot of avoiding their assist, counter calling with your assist to lock them down or stop their approach and then trying to open them up. The rest of the neutral game is basically being lame as lame as possible and correctly placing Magnetic Blasts or Disruptors to force her to slow her approach, hit her for being too antsy, or flat out bait / read her. Also being able to safely come down from flight or super jump height is very important but that needs like an entire post itself so just try to watch how FChamp comes down from super jump height.

Magneto vs Hulk: Abuse the shit out of movement and never approach him unless you bait out an armor move and he’s in recovery or you force him to block an assist, that’s the best tl:dr I can give. Counter call assists correctly if necessary.

Magneto vs Iron-Man: You basically just bait Repulsor Blasts and run away his movement isn’t exactly good, and don’t try to contest his Unibeam.

Dante vs X-23: You kinda just get bodied because you can’t really get her off you, but if you do manage to escape Air Play and Crystals are your like neutral moves and occasionally Drive if you manage to get fullscreen from her. Acid Rain is decent if you know they’re going to approach in the air with a dive, obviously avoid assists, and if she doesn’t respect you enough and try to force you to land on a mix-up then just use Helm Breaker or Hammer. But the match-up is quite unfavorable and I would suggest you get rid of her or get Dante out of there.

Dante vs Hulk: Again Air Play, however be careful of Gamma Quakes when using Crystal or Drive because that still hurts. Helm Breaker and Hammer is bad because of armor.

Dante vs Iron Man: It’s similar to the Doom match-up it’s just you need to watch out for Smart Bomb and Repulsor Blast. This is just basically whoever has better decision making in the neutral position.

I disagree almost entirely about the ‘going in 90% comment.’ Wandles plays super super aggressive with point X23 and I feel like Mags has to respect that. When he has Hulk on the screen the it’s almost nothing but poke game to keep from running into armor or RB.

Go watch the match at 14:00 again and tell me that’s me going in. That’s my whole game plan against his team. I zone until he hits poke range, then I make him block JS and do a mixup or get space. If he gets inside of that range or makes me block RB, I just sit there and block until I can get a good pushblock and get space again.

With Dante I try to put stuff on the screen and poke to fish for an XF situation get his game started, my incoming game with him is super shit atm so once that fucks up I’m looking to thunderbolt chip or going in. Especially if I have 3 whole characters to run through (which happens a lot against Wandles’ team since the first touch is usually XF point dirt nap 2nd or snap dante, XF down, Dirt nap X23.) I fully agree that my Dante is by and far my worst character and I air dash into RB or Hulk’s s.H waaaay too often.

I actually don’t feel like the Dante > X23 MU is that awful as long as you know how to block X23 (e.g. learning to read dashover dHs and being able to pushblock to negate mirage feints.) The angles she comes in from the air with are pretty easy to anti-air and if you get her to back up she’s pretty easy to bait into stingers at ground level.

Sorry that comment was for X-23, I should have elaborated. What I meant was that basically you just went in with X-23 and then if she died Magneto / Dante would probably get mixed up or get Dirt Napped, so I wouldn’t really get to see them play.

Your Dante isn’t bad either it’s just you’re not doing too much with him? I don’t know how to word it, but your Dante is like lacking in the tools necessary. Also it’s not as bad as the Wolverine match-up but Dante just has a bad time dealing with high aggression characters (this is assuming without XFactor) because he doesn’t have the movement to get him out or the stupidity to make them respect him to back off.

A couple of things I saw:

18:42 : nice X-23 throw convertion, I always chicken out in fear of missing the otg and dying.
min 19: you do a nice combo on hulk with x-23 , get 4 and a half bars and don’t kill. I don’t know if you fucked up the inputs but you could have done rage trigger -> gravity squeeze -> tag dante build the half bar remaining with a simple beehive -> beehive combo and kill with million dollars.

@Merkyl999x‌

Spent a lot of time last night talking with Ram about areas we both need to work on, and thought you might be interested in this. It was at the end of the night when we finally really tried to just play a set and we were both kinda drunk at that point…but it does represent the turn my Magneto’s taking as I learn him.

I was trying to spend as much time in neutral as possible, so I missed a number of opportunities and my combo execution was pretty bad, but the hit confirmation is something I want to work on after the neutral. I think Ram was struggling with execution because I just switched to an Evo monitor and he didn’t get enough of a chance to recalibrate there. Was my first real set on it too (obviously we’ve both played on them before, but never labbed or used them daily), and the shit feels amazing obviously lol. Adjustment’s about done, so the next set should be cleaner for both of us.

Nice, I’ll check it out later and post some feedback.

I’ve spent a good chunk of time in the lab this last week working on stuff. Can actually do mags’ corner S loops (drawing a blank on what they’re called) not ready for real matches yet, though. Still working out the optimal mags > hard tag Dante combo…by the time I’ve got the corner, I can’t squeeze in X23’s assist without hitting hsd cap for the sj.MH addS tag. I’ve started working a bit more heavily on MB zoning patterns (still a wip) and muscle memory has finally started setting in for manual addb MB (shoutouts to hitbox)and addf plink MB.

Finally found a pretty easy dante bnb on my team that gives ~550 mid to corner without any shot loops (~525 if it doesn’t push to corner.) Turns out X23’s dp is good for squeezing in extra volcano’s where hsd’s normally too high to bring them back down early in a combo. Also gives an easy way for Dante to squeeze emd early into a combo.

Stinger + emd xx teleport, falling j.H, land s.MHxxVolcano, j.H + X23 j.S otg wallbounce etc.

That same combo works off and grounded Dante string, too. I could probably work out a way to use DT after the S to really optimize it. Pretty brainless for the amount a damage it gives, but it’s definitely optimized for damage and meter is pretty lackluster, but they’re tourney easy for the damage they give.

Slightly less reliable because of spacing problems (sometimes the teleport falls on the wrong side) , but you can do stinger + EMD xx teleport, falling j.M xx air play j.M, land s.MHxx Volcano to get a bit more damage.

Also, not really mags related, but Dante starter ~ stinger xx volcano j.S volcano j.H+ X23 j.S is probably the most reliable midscreen damage combo for X23’s dp.

Gonna start messing around with a tick command grab mixup with X23. If you do c.L + emd xx uncharged NS or command grab you can confirm off the NS (into almost max damage for the team ~810k for one meter), the command grab will hit right before emd hits, I’m pretty sure it’s safe if the pushblock the c.L and if they start pushblocking too much they can get opened up by dashover dH. On blocked NS, you’re left at advantage and can either ground throw or block string into a JS mixup. I don’t think it’s going to be that abusable, but I think it might be a nice tool to add in, at least. The same string works with JS, too, it just scales the crap out of the combo on hit.

@Slippaz‌: Sorry for the accidental post earlier, lol, tried to be specific and help with timestamps.

So I got a chance to watch the set. Please please please tell ram to stop poking with only s.H. s/c.MHxxMFC or MF H is probably the best damage to confirm time opener. There were so many times where he got the hit but already committed to going for a crossup (which was negated by you getting hit by the s.H in the first place.) If he feels like he’s in a situation where he has to poke with s.H he needs to MFC it so he can confirm reliably off it. Also, there were times when he was giving up his pressure too early. One on the matches that stood out to me was him going in and making you block, then catching Mags and Frank with a talon, not converting, and then dashing out to full screen. He had the advantage and the assist priority there but went back to neutral for no reason.

I like Ram poking at JS on recovery (you even gave him a hbd once or twice off it) but mags has so many options to keep Dante safe that there’s no reason to go in. Just throw out another EMD or MB instead of rushing forward and putting Mags at risk, too. Start of the video and 20:12 for examples here. (If Ram hadn’t OTG’d with Unibeam, you probably would have lost the match right there.)

Stop letting Ram use TA M raw. Every single one he throws out full screen should be a free grab.

Be careful about doing raw tridash j.L against X-23. Ram should be anti-airing those on reaction with c.M.

I feel like you’re uncomfortable standing still…There were so many times where you were almost full screen and you get up to SJ height and flit around for no reason. If you need to get off the horizontal from full screen, go ahead and do some MB zoning patterns. I can understand SJ flight stuff when you’re running out the clock with the lead, but that seems to be your go-to option in every situation. Go ahead and do some MB zoning while Ram is giving you the full screen to play with, then use the flight options when you actually need to (X23 has good options to keep Mags from getting back down to the ground.) Both of you seemed so dead set on poke games that you weren’t confirming of the majority of your hits, too (especially Ram, but you were so set on being evasive that you missed out on a lot of clean hits.) What Ram needs to use JS against you more in the air or dash under you and call Unibeam to stuff your assist call on the way down and just make you guess if he’s doing raw S or dash under S. Mags doesn’t have a way to deal with it. (Check the situation at 18:20 and imagine X-23 doing that every time but making you react to a mixup in her favor.) He was too okay with plinking full screen for no reason so there wasn’t a reason for you to not flit around. Also, you did sj flight stuff against Dante a whoooole lot and even ran into an acid rain or two for no reason (You might have lost the match at 11:10 if he went for a JS instead of Acid Rain there.) Just stay grounded and react to what he’s doing and go for grabs when he does air plays at the wrong ranges.

Check out 11:50 for a prime example of the above situation. Ram accidentally put himself into the corner and you poked a bit, then plinked back and put yourself practically full screen into the other corner. If Ram had stayed grounded and S’d you, you probably would have gotten hit. Pretty much the entire neutral gameplan for us is to push to corner and then rape them with 50-50s/tick throws that they can’t react to.

Keep an eye out for situations like 9:15 where you missed the chance to chip out X-23. (Same thing at 9:55 when you dropped the frank combo you could have had him wake up into meaty chainsaws and probably chipped him out, though that dH may have been an attempt to go for j.H…so…)

I’m glad Ram finally punished your raw S at 10:10 (almost cost you the match.) I think he should have hard tagged to Dante after the dirt nap since he runs a much safer incoming game than X23. (Or at least made you block JS so you didn’t get out of the corner for free.)

You missed out on guard break situations, too. If you’re going to go in and make him block addf sj.S you get free pressure after the fact and you would poke and then dip right back out. Ram was pushblocking them pretty often for you and you weren’t taking the free grabs. 5:08 for an example of this. Even if you missed the grab, he was going to be blocking JS anyways so you may as well go for it.

Also, he’s doing a ton of late pushblocks on JS, take the free grabs until he stops that shit. (Especially in the corner, Mags isn’t going to run a left/right, there’s no reason for him to pushblock there.) Check 2:03 for an example of this.

As much as I hate it, when you’re going for corner grabs, I’m fairly certain Mags can almost mash it on tech without much to worry about. Check 2:15 for this. For whatever reason, my muscle memory is dead set on doing S’s on reaction to tech (god knows why that ever started) and I feel like the scrubbiest scrub in the world when I mash throw there, but I haven’t been blown up for it yet, so if that’s the game…what’re gonna do?

Stop putting yourself into the corners, there were a few times where you had Ram’s back to a wall and you go for some dashunder crossup or plink under him when he jumped when you just need to poke him back into the corner and make him block an assist. 15:00 is a great example of this. You manage to inch Ram into the corner, then at the last second for a dashunder s.L and then have to waste time getting mags back out of the corner.

Still the old note about looking for raw TA L’s from Ram to XF throw or XF punish. At 18:15, you easily could have XF’d and throw X23 into the corner, killed his primary threat while getting leveled up frank. Don’t get so carried away with playing Mags that you forget what the main point of your team is. It just so happens that that same match had you running it back with XF3 level 1 Frank and losing the match.

For situations like 20:20, focus on the point character and go for addf j.L’s while your juggling the assist. Most times the assist will come with you on hit and it adds even more shit to obscure the mixups.

At 25:15, I would have gone for the hail mary gravity squeeze. Ram pressing any buttons in that situation was really bad for him, you just didn’t capitalize on it.

Yesssssss?

@Slippaz‌

Damnit, lol. Check the last post. Accidently posted early and was in the middle of editing it when you saw it.

Lol no worries dude, thanks a ton for that! That particular match was kind of experimental for me in that I was focusing almost exclusively on upping my evasive game. Definitely cost me a lot of confirms, but my idea was to take what I learned there about movement patterns vs assist calls and apply it to a calmer, less flight-heavy game in the future. I’m gonna look at your post in relation to the time stamps to help me think about how to integrate what I was doing there with my ground/normal jump height game.

I’ll post a set next time we play, and the approach won’t be like this one, but hopefully more complete in the sense that it makes use of the broader variety of tools that I want to utilize.

EDIT: @Merkyl999x‌ Btw one thing I did learn is that j.S is a ridiculous normal and I wasn’t using it enough. Especially since X-23 has a solid air-to-air game, it is muchhhh easier to space than that j.H, and I really recommend it. Also, in response to your comment about cornering myself, I agree 100% in theory. But I do think that in an actual match where you have a feel for spacing and what the opponent’s going to do, the seemingly “random” idea behind the self-corner can be a good way to keep throw off your opponent’s expectations…which are clearly not going to be that you’re gonna corner yourself. A lot of my movement was pretty random/chaotic in that match, but that was actually something I was actively experimenting with, lol. I played CS for a long time and used to treat clutch situations that way…self-positioning in relation to what your opponent thinks you’re least likely to do…and it was often pretty useful for controlling matches. Doing that’s obviously very contextual and can get you blown up, but I don’t think it should be taken off the table entirely.

EDIT2: That last only applies to the couple of times where I switched from spacing myself to quickly dashing underneath from like full screen. It doesn’t apply at all to the scramble situations in which I accidentally cornered myself lol. Those are just plain bad.

EDIT3: Just as a better example of the cornering thing, Doom superjump fingerlasers is 100% free to a full screen plink across side switch into superjump throw…on reaction to seeing that he’s actually doing finger lasers and not just to the superjump Even if he hyper cancels there he still loses. Obviously not applicable to my matchup with Ram, but it’s maybe a better example of profiting from cornering yourself…he’s only thinking about your approach from the front because that’s your optimal angle. Good Dooms don’t sj finger lasers either, but it’s still way too common :stuck_out_tongue:

Why does my L whiff after doing L,M,H,S U+F H xx fly L? :confused:

You can’t do sjH xx fly sjLH unless you do something to put Magnrto underneath the opponent (delay your superjump or use a combo like the FChamp BnB). The regular fly combo is either sjH adfM xx fly or just sjM xx fly sjLH into loops. That Medium keeps the opponent spaced correctly when Magnetos parallel.

My bad I didn’t mean j.H xx

I do adf M xx fly L but sometimes the L whiffs. Should I still delay the SJ? As in launcher, keep holding down for a second then up? Whats FChamps BNB? Thanks Bro!!!

Sorry for all the questions ;/

Are you using the combo from the wiki’s Magneto page? Don’t use that one.

This is the FChamp BnB:

Nice on the vid. The s.S.spacing in that video (second s.S) is what it looks like when you can do sjH xx fly or sjH adfH xx fly into sjLH.

As far as the Mediums go… What does it look like exactly when it whiffs? Is the opponent too low? Is jL coming out too late? My suggestion if you’re just trying to get a serviceable BnB that leads to HGrav loops is to skip the sjH adfM part and go straight to cr.LMHS sjM xx fly sjLH adf H, etc. You can’t really mess up the spacing on that, so if you have an issue it’s just because you’re not doing the fly cancel or the sjL fast enough. Then once you can see what that spacing looks like you can sjH adfM to keep the same heights.

In general for the version you’re trying to do I’d recommend dashing with L+H so that you can cancel into M as quickly as possible. You don’t need to delay the superjump for fly loops involving sjM, so don’t worry about that.

If you could post a quick video of you whiffing it we could be more specific.

Ahhh I wish I could upload a vid but no capture card. Let someone have it. Basically they start to flip out of the combo so the L misses them

I thought it was because I wasn’t dashing fast enough

@Slippaz‌, you have any idea if/how Mags can set up a hard tag into Dante after a THC? I was thinking about a new combo path with my team order (Mags/X23/Dante) where from start of match, I combo to corner, X23 extension, Mags/Dante THC then (probably wishful thinking at this part since HG takes out the SJ install and don’t know if you could even link j.HS by then…) set up Dante hard tag > blah blah (would probably build the remaining meter to super.)

Also, does anyone know what the optimal option for Mags is during the THC? With the unfly stuff, would doing something like THC, s.HS xx fly f.H unfly j.H s.HSxxHG be more damage than s.HxxHG x2 or s.HxxEMDx2? I haven’t looked at damage scaling at that point.