MvC3: Magneto: Questions (and Answers) Thread

Snap in doom when you get a hit on AssMaster.

Punish blocked spidey swings, that shit may not look negative on block but you can air throw their recovery.

:h: disruptah eats legion arrows but doesn’t hit. :l: disruptah has more of a tendency to trade I’ve found. You can just :l: disruptah him all day and hit him out of legion arrows startup.

You’re probably gonna have to vary between H Disruptor and L Disruptor. L Disruptor will trade but one arrow will slip through and hit Magneto.

I don’t have problems doing damage on this team when I’m in, and I could handle Task Masher’s lockdown. The problem for me is to get in safely.

Normally, I would throw out a couple of disruptors to force Taskmaster in the air at times. I’d then mix up between disruptor, ground dashes, air dashes, and flight.

But, that doesn’t seem to work so well anymore. He’ll just jump up, throw an air-heavy, buffer in an air S, and kara-cancel into arrow spam while sending Doom assist. If I disruptor, I’ll get tagged by arrows. If I dash in, I have to block eventually or I could get hit by arrows or by the air heavy - air special. Jumping back is pointless, and neither flight, jumping forward, nor magnetic blasts seem to work very well.

This is a team game so quit playing magneto on his own. Pick your spot to disruptor so you can cover sentinel drones coming out and once they’re established on the screen you rush in. Taskmasters keepaway isn’t that amazing to keep someone like magneto locked down at fullscreen, even with hidden missiles. Its his normals and shieldscale(?) that making him so good because he can easily interrupt your trijump pressure with them and proceed to ohko you.

Anyway my question was how do you H > magnetic blast someone on resets or coming in properly? I can combo into weasel shot assist the way marlinpie does with cold star assist but I’m more concerned about when its blocked. What purpose does it serve and what mixups can you run off it? I figure it must be super useful since thats all I ever see marlinpie do on incoming character with his magneto.

you can hit confirm off j:h: >magnetic blast then c.:h::s: and continue your BnB.

if blocked, the magnetic blast will keep them honest and give you more than enough time to pushblock confirm and dash in for further mixups

I’m a pad Zero/Magneto/Ammy player and I was wondering what control scheme you guys use. I’m wondering if a different layout would make flight combos any easier. Mine is (XBox 360 Pad):

Left Trigger = Light Attack
Right Trigger = Medium + Heavy Attack
Left Bumper = Assist 1
Right Bumper = Assist 2
X = Light Attack
Y = Medium Attack
B = Heavy Attack
A = Launcher

I use PS3 pad Magneto/Zero/Akuma and my configuration is like this:

Left Trigger = Assist 1
Right Trigger = Assist 2
Left Bumper = Light
Right Bumper = Medium + Heavy
X = Special
Square = Light
Triangle = Medium
Circle = Heavy

Flight combos are simple on pad once you get the hang of it, usually i just mash forward and H after a fly -> light attack.

Any tips on getting TAC to Mag into Grav to hit consistently from each TAC direction? Down tag is pretty straight forward (pun half intended), but up and left/right both seem to vary a lot, from what direction mag comes in on, to which side he’ll be on after an addf, and seems sometimes he’ll switch sides between the grav and the tempest, etc etc. Anyone able to do this consistently from all 3 TAC directions that wouldn’t mind explaining how, particularly up and l/r? Thanks!

Hey, I just can’t get that hyper grab loop done, even after watching the excellent video from the combo thread (for vanilla, i play ultimate).
I’ve added a video of me trying it a couple of times, would be very grateful if someone could point if there is a fatal thing i’m doing wrong.

(please ignore all the miss input such as 3C, 236C etc…)

[media=youtube]JsmlLlykKaI[/media]

Hey, I just can’t get that hyper grab loop done, even after watching the excellent video from the combo thread (for vanilla, i play ultimate).
I’ve added a video of me trying it a couple of times, would be very grateful if someone could point if there is a fatal thing i’m doing wrong.

(please ignore all the miss input such as 3C, 236C etc…)

[media=youtube]JsmlLlykKaI[/media]

Alright I know an easier way to get the hyper swag loops down; try to superjump straight up and then just plain air dash down j.:h: s.:h:

I actually did tried all those variation, seems like the same problem in all of them, i do get the feeling that straight up is a little bit easier, but again, i still feel like i’m missing something.

i bet you it just feels weird altogether

1- never practice this setting it up off of naked hyper grav. it almost never happens in a match. Do launcher j.H > adf j.MH /land) st.H xx L.hyper grav.
2- doing it off that setup, or any setup really, makes it infinitely easier than doing it off a naked hyper grav, since your oponent is a bit higher, giving you more leniency
3- dont do 1 rep and pause. even if you think it’s going to fail, always do the following rep. Or else you’ll never get past the first hyper grav.

I’m not an expert on the Hypergrav loop but two things that really helped me are:

  1. sj. pretty much right when he says “hypergrav”. Ignore what it looks like on the screen. You can sj. much earlier than it seems like.
  2. cancel st. h immediately into l hypergrav. If you wait, you’ll drop it.

Oh and one other thing that I personally recommend. You don’t HAVE to do it and I imagine it’s frowned upon by the more technical players, but make your fourth button (if you have an 8 button layout) a L + M macro. Then you can just plink that button and h as you hit down-forward when you super jump. It takes a little while to get used to, but it makes hypergrav loop easier as well as fly loop. Just my personal opinion.

first, thanks all for the help.

1 + 2. I prefer it the more spartan way, if i will be able to get the harder version (of naked, which i’m aware that will never happen in a real match), i will get it in any other way.
3. I prefer practicing like that, i do it for all combos in all game, it pretty much work for me.

  1. as you could see, i get some times 2C =\

i prefer not to macro it, i’m pretty comfort with doing the dash pressing to buttons (L+M) and plinking to H.

I think my #1 was the most important part. The earlier you SJ, the higher you’ll pop up the character so you can addf. h, st. h and have time to cancel to hypergrav before they hit the ground.

Fine,but I’m telling you it’s a lot harder to practice it like that and a lot less useful.

If you’re starting it with a hyper grab it has to be an H one and then all of the ones after is a L. It looks like he is popping up above you fine so I think your timing is fine.

Usually you end your combo in it so you’ll never use an H grav but just for practice sakes you start it with that. You seem to be doing it solid though, I think the problem is your starting grav.

For an actual combo set up if you can’t do the rom start up do a j.h, adf, j.m, j.h xx fly, l, add, h xx unfly, s.h xx light grav into loop. It takes a few times to practice but once you get the air dash down it looks pretty fancy. When you unfly you can just hit S with out the stick motion because you’re so close to the ground it doesn’t come out so you just land.

EDIT: Also, try super jumping straight up or up forward instead of up back until you get the hang of it.

I’m having trouble connecting the crouch H after a magnetic blast in the corner. The character4 is either recovering too fast or he is in the ground before I get there to hit crouch H.

i’m starting off with: l,m,h,s, Sj H, adf H, Magnetic blast L (combo drops here about 50% of the time) any suggestions?