how many triangle jumps can you do from full screen before you reach the opponent? i get like 2 which doesnt seem like a lot =/

Well my question was about point blank range. You cant tri-jump L at point blank. You’;ll fly over them too far to mixup. So will you jump back then addf? Even jump straight up puts you behind them

double post, sorry

magneto flight combos are so popular i hit the lab too see what his most damaging one was am sure you could push it up to 600,000 but i managed 550,000

[media=youtube]IJ8x5c5Gmn8[/media]

There seems to be a lack of video tutorials for magneto, I have an HD capture card and wouldn’t mind at all to make some 720p Hd video tutorials for some of magnetos more advanced stuff. Slow-motion and stuff of course.

If someone could give me a few answers:

I notice some magnetos like Yipes or Nersis, doing a Tri-jump L, or even a Tri-jump H.

Wondering how they’re getting that to come out because I know if you’re too low most of that stuff wont even come out, but if you’re too high it makes it kinda obvious. The players I saw doing them were doing it at some really hard to see heights/speeds. Any tips on that?

And the Hyper grav loop, I can’t seem to find a vid or some help for it. I do the DHC trick into zero so my combos already 100%, but the hyperrav loop builds 2 bars, so It wouldn’t be terrible to learn.

If I can get these consistently I’ll capture the HD footage and edit it so I can help other people out aswell.

Thanks.

EDit: an example of a quick tri-jump L

[media=youtube]ub59YYdnHAU&feature=related&t=9m02s[/media]

He also does the ROM + hypergrav loop, damn.

The way I practiced the tri jump is to do :m:+:h: -> :df::l: so doing the down forward motion as you hit the :l: instead of the :m:+:h:. Maybe this’ll help.

ATTN: Bad Mag Players

If you won’t take the time to make yourself better why should anyone take the time to make you better?

Hmm watch some videos, combo videos and stuff but if u wana learn a character u got put the work in especially with magneto.

dude , trying to learn mags while playing online is like trying to sprint in a swimming pool .
learn your bnb’s all offline before trying to hit them online which will only make your offline game worse .

online bad .

Nominated for an article. :rofl:

@ThisGuileKillYa
Can’t you just call Tron preemptively if you’re reading all his button presses? Dante’s moves cover a lot of area (his A and C are about 2-2.5 cubes in length), so you’re probably going to be better off using disruptor outside of his poke range. Once you get in his face, though, there’s really not much he can do because all his moves have relatively slow startup.

Another thing is, I find with launchers in this game is they’re all pretty good AA and aren’t really punishable on block (e.g., Wesker and Storm are at -1 on block for their launchers; Trish is -5, I think).

What is a good general Magneto strategy from the very start, at “FIGHT!” What do you guys like to do, in particular to get a nice aggressive start? Im guessing it may be opposing-character-specific, but if so, I’d like to hear about that too. Thanks!

walk up throw and press assist, if you get the throw you got a combo or a reset or if they tech the throw my akuma assist comes out and i usually go for a triangle jump mix up

I do go for that, but often they jump around. I’ll usually go for an air throw as well if I can. <shrug>

Another question I’ve been thinking about… Magneto trijumps move him forward quite a bit horizontally. So are you usually trying to get to a quarter-to-half screen away to trijump? Im so used to trying to get point blank, last night I was trying to get to half screen-ish(lil closer) instead of overlapping sprites, hit Tron assist, then tri jump or dash. The idea being even if Tron is blocked, I can do a mixup of some sort. Is this a solid strategy? how do you guys like to set up your mixups w/ ur assists? (like how FROG mentioned w/ Akuma above)

I usually just sj l before touching the ground makes it easier to me. I think its a little complicated trying tri jump in to light attack. i usually tri jump with m instead since its much faster

I need major help with my Magneto. I love the character, his combos are incredibly fun and satisfying to pull off, but I have a hard time approaching with him. Specially against my friend’s Spiderman… How do you train someone to not jump like crazy? I really want to put fear into his heart when it comes to being extremely mobile. He is ALWAYS mashing on throw so it’s incredibly rare for me to actually throw him in the air or any other time. Any help against Spiderman(and maybe even Ammy) would be appreciated. :slight_smile:

EDIT: Oh my team is Mag/ Wesker/ Akuma

I’m not sure if I will stick with Akuma, but I am definitely sticking with Mag and Wesker… That DHC glitch is just too easy and good to not want to abuse.

st.A great anti air

Don´t know if its popular known but if u tk fly in corner you can get 3 overheads by doing M,M,S making it very very hard to block if you mix it up.

OK, can somebody please explain what the tk fly is and what the notation is for it?

ProtoIno - i run Magneto, Wesker and Dormmamu. Please can you explain how you take advantage of the DHC with Mag and Wesker? I must be missing something big here.

Finally, how do you deal with Sent and Hulk and their super armor moves? I played against a Hulk on point last night and at the start of the match he would push right into me and i then carry on smashing C until i eventually got caught with it. I couldnt grab as he would grab me first with his longer ranged grab, i couldnt hit back (possibly due to lag as he was in France and i am in the UK) with any of his moves to put a dent in him very often.

There must be a simple way to beat this shit and i know somebody here can help me…

Two things, one technical and one general.

The technical question is simple. What is the advantage of stronger versions of Force Field? As far as I can tell, the only difference between the different versions of Force Field is that the :m: and :h: versions are slower and therefore strictly inferior to the :l: version. This doesn’t make design sense for Magneto to have two literally worthless moves since, in any situation Force Field :m: or :h: might work, :l: would do exactly as well. Is there something good about the :m: and :h: versions I’m not seeing?

The style question is more about how I’ve seen most other players use Magneto. Everyone I see rushes down a lot with him with lots of mix-up and such. Magneto is obviously pretty decent at this, but I play my Magneto as a hardcore run-away character, and he seems really good at it. I’m convinced EM Disruptor :l: is the best projectile in the game and that further he wins a straightforward grounded projectile war with any character just by throwing it at max speed (any projectile that has higher priority than it has enough slower start-up to be easily beaten out; MODOK’s shield is the only long term grounded threat in a zoning battle as far as I can tell). It’s pretty easy to take advantage of strategic jumps and whatnot to get past EM Disruptor :l:, but normal jump Magnetic Blast is ridiculously efficient at stuffing normal jumps and upon success easily leads into a blockstring/combo with landing and then doing an EM Disruptor (which also gives you a chance to call an assist for additional chip damage; Doom-a seems the best at this). Magneto also has one of the best flight modes in the game that he can use to fly around chucking Magnetic Blasts and calling assists to do chip and run from grounded monsters (in particular, I think Wesker has a very hard time dealing with this which is good since he doesn’t seem to have a hard time at all dealing with anything else). Magnetic Shockwave is also very, very good at beating other projectile hypers and, while it usually doesn’t do much damage when used in a projectile war, it hits in a way very favorable to a lot of high damage DHCs (my personal favorite is Hyper Mystic Smash). Even if they do get in on your zoning character Magneto, he’s so mobile that he can get really far away really fast at even the smallest gap in the opponent’s offense, and unlike something like Dormammu’s teleport, it’s dynamic movement that is much harder to predict and punish (since he could go any number of directions with any number of subtly different options!).

I’m just kinda asking why it seems so uncommon for Magneto to be played the way I play him and if there’s some big problem in zoning and run-away character Magneto that makes him less awesome than he seems. From my perspective, he’s in contention for Dormammu and MODOK as best “lame” character in the game who also happens to have the ability to do other awesome things because he’s just that good, but I don’t see other players doing anything remotely similarly to what I’m doing so I’m a bit confused. Is it that I’m ahead of the curve on some things (like realizing that Magnetic Blast is really good) or that I’m just missing some elephant in the room?

As per the very start of the fight, I find walking into them until close before it starts and then jumping back with Magnetic Blast covers about every possible option the opponent could select. If they try to hit you, they probably get hit, and if they don’t attack, they eat a little chip and you start with momentum. Landing a throw or something is obviously better, but they are going to want to do it too which probably leads to a break-away so I prefer to do something that Magneto can do and the other character can’t.