Sly, you can extend the combo a lot actually. After the adf H you’ll want to land then do a j.H, adf, j.M, j.H, land, j.M, j.H, M Mag blast, land, c.H, s.S, j.M, j.M, j.H. j.S. You can probably do more but it’s usually what I do and it puts them in corner from full screen and does 490k + depending on how you started the combo.
If you’re unable to do that then just land and relaunch them instead of doing a c.H.
The problem on the vid with failed hyper grav lops is that you dash down towards too quickly.Hyper grav attracts the opponent towards magneto, so you must let magneto stay high in the air a bit longer, so the opponent gets lifted up more,and dash down later.
I’m running now a team of Mag Trish Wesker, seems pretty fun but not optimal for some stuff like zonning Wolverine + drones, I have a problem with that matchup: If I start with Trish I can zone & punish them “ok”, if I try to XF a blocked dive kick and go for the kill I can’t, cause max damage from that is 800k sth with just 1 bar, and with Mag I can kill if i go for the XF solution, but I can’t zone him properly 'cause of the drones. Any tips?
This is good if they’re a little too low for Fanatiq’s conversion. There’s a little dead zone between Fanatiq’s conversion and s.:l: x2 :s: anti airs, j.:h: adf j. j.:h: fills the dead zone rather nicely
What is mag’s best corner carry combo usings Sent drones?
right now I use (any hit confirm)S, J.H, Air Dash, J.H, L Mag Blast, delayed dash c,H, S, J.H, Air Dash, L Mag Blast, s.H, L Hyper Grab(grab loopx3), c.H, S + Assist, J.M, J.H, S, Drones hit(all 3), Hyper Grab, Magnetic Tempest
i’m about to start using a stick after using a pad since vanilla. do you stick players use the two-button dash or just dash with the stick for magneto’s fly loops/tri-dash?
Just picked up Magnus, in hopes of not only strengthening my execution, but of adding a permanent member to the team.
My first question revolves around the fly loop. After canceling into fly, I often miss the a.L or if I do connect i often cannot connect the subsequent a.H thereafter. Are there any timing specifics to said loop ? Furthermore, is it possible to exclude the a.L altogether for say a.M instead ?
As far as a reliable BNB’s goes, I’m assuming the ROM into magnetic blast loop is the one generally advised ? Thanks in advance fellas.
Kanta-Kun: If you’re on PSN we should run some sets, very few euro’s left apparently.
Truth is j.:h: xx Fly > j.:l: is no longer a consistent conversion, because of air :h:'s new increased pushback. Right now you need to do j:m: xx Fly > j.:l: because of this change. There are work-arounds to this, but they’re kind of situational/impractical to most.
As for the BnB, Alioune’s Magnetic Blast loop is the best option right now, as it nets you around 800k dmg when coupled with an otg assist. But there are some variations of it possible.
Fly H loop into HyperGrav loop is still viable damage and meter gain too.
Add me up on PSN: Garuda-kun We’ll get some games in, for sure, though the connection from Portugal-Greece might not be optimal. (might be on later today)
I’ve been able to get :s: sj :u: :h: air dash :f::h: :u::uf::f::l:, land, dash, :s: sj :uf::h: xx :qcb::s: :l: :h: [ad xx :h: x4] to work consistently midscreen on all characters. Doesn’t do as much as Magnetic Blast combos though
I can see why, the j:h: before fly is right under them, so the effects of pushback aren’t so messed up. Good shit. That’s a solid setup for the reverse flight thing too.
:s: sj :u: :h: air dash :f::h: :u::uf::f::l:, land, dash, :s: sj :uf::h: air dash :r: :h: xx :qcf::s: