MvC3: You are Defeated: The Magneto Combo Thread

We need a generic combo thread because sifting through the general discussion thread is a pain for new comers.

Here is a quick guide for people who are new or unfamiliar with the button notation or terminology for Marvel vs Capcom 3:

:l:=:snka:
:m:=:snkb:
:h:=:snkc:
:s:=:snkd:

:u:=u, up, 8
:uf:=uf, up forward, 9
:f:=f, forward, 6
:df:=df, down forward, 3
:d:=d, down, 2
:db:=db, down back, 1
:b:=b, back, 4
:ub:=ub, up back, 7

c=Crouch
s=Stand
j=Jump
sj=Super Jump
dj=Double Jump
jc=Jump Cancel
AD=Air Dash
IAD=Instant Air Dash
xx=Cancel
OTG=Off the Ground
XFC=X-Factor Cancel
Reps=Repetitions
~=Damage is Variable

Rules:

  1. Please refer to the following thread for notation http://shoryuken.com/f340/notation-should-we-use-mvc3-256191/
  2. Include what distance the combo works eg. Midscreen, Corner, etc…
  3. Include the damage if possible. If the combo damage is variable due to how a Super works then just put a note that it’s variable.
  4. If your combo includes an assist please state what character and what type of assist you have choosen. Please avoid using the A, B, Y assist notation and just type out which assist it is.
  5. Please note any important information needed to perform the combo such as delays or timing.

Combos highlighted in blue are the current BnB combos.
Keep in mind these are just basic outlines for the combos. The beauty of Magneto is that you can extroplate from the combos and start/end them in numerous ways. A lot of his combos can transition into one another so you’ll have to experiment and see what works. To get an idea of how they can transition to each review the combos and then view this video.

[media=youtube]nuwmr3y2QD8[/media]

Credit goes to Hedgeshot for this video.

If you have any damage calculation contributions or videos of the combos feel free to PM me and I’ll add it up.

Midscreen Combos - No Assist:

Air Dash Loop - Midscreen - No Assist Required - 456,800 Damage~
c.L, c.M, c.H, S, sj.H, air dash forward, j.M, j.H, land, [j.H, air dash forward, j.M, j.H, land] x 3, s.HxxEM Disruptor

Note 1 This combo is capable of pushing people into the corner from midscreen
Note 2 This combo can transition into the Rom Loop or Hyper Gravitation Loop

Fly Loop - Midscreen - No Assist Required - 445,000 Damage~
c.L, c.M, c.H, S, sj.H, air dash forward, j.M, j.H, Fly, [j.H, air dash forward] x7, j.S

Note 1 This combo is capable of pushing people into the corner from midscreen
Note 2 This combo can transition into the Rom Loop or Hyper Gravitation Loop.

Rom Loop - Midscreen - No Assist Required - 500,400 Damage~
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, land, [super jump up back, j.H, air dash down forward, j.H] x7

Slow Mo overview of the combo and button sounds for timing by MegamanDS
[media=youtube]-5_56MHDUlQ[/media]
Video with hands overview
[media=youtube]wyJw1x4ZZ9U[/media]

Note 1 The damage value is the raw value of the full 8 reps before hit stun decay kicks in. Damage will be variable depending on what lead into the combo and how many reps are done and what’s done to end the combo.
Note 2 This combo is capable of pushing people into the corner from midscreen and lead into the Hyper Gravitation Loop. It can be started from the Air Dash Loop or Fly Loop.

Hyper Gravitation Midscreen Loop - Midscreen - No Assist Required - 512, 300 Damage~
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation

Note 1 Unsure how many repetitions you can get of the loop but based on the video in the practical combo video section of this thread it looks like you can get 3

Magnetic Blast Loop - Midscreen - No Assist Required - 608,900 Damage
j.S, c.H, S, sj.H, air dash forward, j.HxxL Magnetic Blast, j.HxxH Magnetic Blast, c.H, S, sj.H, air dash forward, j.HxxL Magnetic Blast, j.M, j.HxxL Magnetic Blast, S, sj.M, j.M, j.H, j.S

Ailoune Combo:
[media=youtube]GoplcBwLqhk[/media]

Step-by-Step Walkthrough of the combo and it’s variations by Ailoune:
eLive - Magneto midscreen bnb tutorial

Note 1 This combo is capable of pushing people into the corner from midscreen
Note 2 You can transition this combo into the Rom loop or Hyper Gravitation Loop.

Midscreen Combos with Assists:

Midscreen - Sentinel Drone Assist - 647,200 Damage~
c.L, c.M+Sentinel Drone Assist, c.H, S, neutral sj.H, air dash down forward, j.H, (2 Drones Assist hits), land, s.HxxH Hyper Gravitation (3rd Drone hits just as Hyper Gravitation comes out), Magnetic Tempest

Note 1 Try to add a slight delay on the air dash down forward j.H otherwise you’ll have the Sentinel Drones whiff.
Note 2 If the opponent ends up in the corner during the combo you have to use L Hyper Gravitation instead of the H version.
Note 3 This combo can transition into the Rom Loop or Hyper Gravitation Loop

Midscreen - Sentinel Rocket Punch Assist - Damage is Variable (Angelic’s Combo)
S, sj.M, j.H, forward air dash, j.M, j.H, land, j.M, j.H, forward air dash, j.H, j.S, land, Sentinel Rocket Punch Assist (OTG), H Hyper GravitationxxMagnetic Tempest

Midscreen - Sentinel Rocket Punch Assist - Damage is Variable (MegamanDS Combo)
S, sj.H, air dash forward, j.H, Fly, j.L, j.M, air dash forward, j.M, j.H, air dash forward, j.M, j.H, j.S, land, Sentinel Rocket Punch Assist (OTG), Magnetic Shockwave

Midscreen - Sentinel Rocket Punch Assist - Damage is Variable (MegamanDS Combo)
S, sj.H, air dash forward, j.H, Fly, j.L, j.H, air dash forward, j.M, j.H, air dash forward, j.M, j.H, j.S, Sentinel Rocket Punch Assist (OTG), Fly, j.H, j.S, land, Magnetic Shockwave or Gravity Squeeze

Midscreen to Corner Combos with Assists:

Midscreen to Corner Combos with Assists - Wesker Samurai Edge Assist - 989, 500 Damage~([COLOR=#ff0000]BlooDaBeast Combo[/COLOR]

S, sj.H, air dash forward, j.H, L Magnetic Blast, land, j.H, M Magnetic Blast, land, c.H, S, sj.H, air dash forward, j.H, S, Wesker Samurai Edge Assist (OTG), [L Hyper Gravitation, super jump up back, air dash down forward, j.H, land, s.H] xN, s.H, Gravity Squeeze.

[media=youtube]SpfB23fO9b4[/media]
Video of the combo

Note 1 Requires 3 meters for Gravity Squeeze but builds 1.75 meters in the process. You can alter the ending of the combo with either Hyper GravitationxxMagnetic Tempest or Magnetic Shockwave
Note 2 The last part of the combo involving Hyper Gravitation must be done in the corner.
Note 3 In theory any OTG assist should be able to replace Wesker Samurai Edge Assist.
Note 4 This combo is a mix of the Magnetic Blast Loop and Hyper Gravitation Loop

Corner Combos - No Assist:

Corner - No Assist Required - 659,200 Damage~
S, sj.H, air dash forward, j.M, j.H, [land, j.H, s.H, air dash forward, j.M, j.H] x3, land, s.HxxL Hyper GravitationxxMagnetic Tempest

Corner - No Assist Required - 893,700 Damage
c.L, c.M, c.H, S, sj.H, air dash forward, j.M, j.H, land, [j.H, air dash forward, j.M, j.H, land] x 3, s.H, L Hyper Gravitation, S, j.M, j.M, j.H, j.S, land, Gravity Squeeze

Hyper Gravitation Loop - Corner - No Assist Required - 596,100 Damage~
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, [super jump up/up back/up forward, air dash down forward, sj.H, land, s.H xx L Hyper Gravitation] x13

Thanks to Detrimantix for providing damage value and max number of reps

[media=youtube]CuB0yKaMeQw[/media]

Tutorial video on how to perform the Hyper Gravitation Loop.

Note 1 The damage value is the raw value of the full 13 reps before hit stun decay kicks in. Damage will be variable depending on what lead into the combo and how many reps are done and what’s done to end the combo.

Empire Loop - Corner - No Assist Required - 608,100 Damage~
c.L, c.M, c.H, S, [sj.H, air dash down, j.S, land, S] x9

[media=youtube]5Yz2QY5ZViE[/media]

Credit goes to EMP Mugetsu/Rogue Yoshi for posting the combo and video.

Note 1 The damage is based off of the video which started off with a trijump j.H into trijump j.L which I’ve omitted from the notation.
Note 2 The air dash down j.S causes fly screen because it was landed after a launch but you will land before your opponent does allowing you to relaunch with S. You will notice in the video everytime j.S hits the screen stutters slightly for the fly screen.
Note 3 This combo can transition into one of Magneto’s key loops more importantly the Rom or Hyper Gravitation Loop.

Corner Combos with Assist:

Corner - OTG Assist - 692,000 Damage~
c.L, c.M, c.H, S, sj.H, air dash forward, j.M, j.H, land, [j.H, air dash forward, j.M, j.H, land] x 3, s.HxxL Hyper Gravitation, S, sj.M, j.M, j.H, j.S, land, OTG Assist, L Hyper GravitationxxMagentic Tempest

Note 1 This combo can transition into the Rom Loop or Hyper Gravitation Loop
Note 2 The theory of this assist combo is to do any combo and end it with j.S after a launch, land, then OTG assist into a L Hyper Gravitation.

Corner DHC Glitch Combo - Magento (EM Disruptor Assist)/Modok/Dormammu (Dark Hole Assist) - 1,306,000 Damage~
Combo into Hyper Gravitation xx Magnetic Tempest, DHC to MODOK Killer Illumination, c.M, Fly Cancel, j.S, L Analyze Cube, c.H, L Analyze Cube, Magneto EM Disruptor Assist, L Analyze Cube, c.H, fw+H, L Analyze Cube, Dormmamu Dark Hole Assist, M Analyze Cube, TK M Analyze Cube, Hyper Psionic Blaster

Thanks to Ailoune for creating, transcribing, and posting the combo
[media=youtube]o25q5r3Pgq4[/media]

Corner DHC Glitch Combo - Dr.Doom & Magento EM Disruptor Assist - Damage is Variable
Combo into L Hyper Gravitation in the corner, back dash, Magnetic Tempest, DHC to Dr.Doom’s Sphere Flame, wait until Sphere flame OTG’s, s.H (2 hits), S, sj.M (2 hits), Foot Dive (j.F+H), j.S, land, OTG s.H (2 hits), S, sj.M (2 hits), dj.M (2 hits), Foot Dive (j.F+H), air dash forward, j.M (2 hits), j.S, land, Magento EM Disruptor Assist, OTG s.H (2 htis) xx H Plasma Beam xx Sphere Flame

Video of the combo created and posted by Ailoune
[media=youtube]8W8w0M9UsZI[/media]

Aerial Exchange into Magneto Combos:

Aerial exchanges cause a weird state where either an unknown amount of hit stun decay is reset or hitstun decay is suspended until you touch the ground. This allow characters with “Fly” to perform flight specific combos that appear to ignore a certain amount of hit stun decay until they land. Magento in particular has a means to combo the opponent back to the ground into Hyper Gravitation but cannot transition into the Hyper Gravitation loop as hit stun decay kicks in again.

Aerial Exchange into Magneto - Midscreen-to-Corner - No Assist - Damage is variable~
On point character aerial exchange down into Magento, j.H, air dash down forward, j.H, Fly, [j.H, air dash forward] x4, Unfly, j.H, land, s.H, L Hyper Gravitation

Note 1 Damage is going to vary depending on the combo that led into the aerial exchange
Note 2 Depending on your team you can hard tag in after the Hyper Gravitation and continue the combo or end in Magnetic Tempest or use the DHC glitch

Aerial Exchange into Magneto - Midscreen - No Assist - Damage is variable~
On point character aerial exchange Up into Magento, j.H, air dash down forward, j.H, Fly, j.H, air dash down, j.H, air dash forward, j.H, air dash down forward, j.H, Unfly, j.H, land, s.H

Note 1 Damage is going to vary depending on the combo that led into the aerial exchange
Note 2 Depending on your team you can hard tag in after the Hyper Gravitation and continue the combo or end in Magnetic Tempest or use the DHC glitch

Aerial Exchange into Magneto and Corner - Midscreen - No Assist - Damage is variable~
On point character aerial exchange Left/Right into Magento, j.H, air dash down forward, j.H, Fly, j.H, air dash down, j.H, air dash forward, j.H, Unfly, j.H, land, s.H

Note 1 Damage is going to vary depending on the combo that led into the aerial exchange
Note 2 Depending on your team you can hard tag in after the Hyper Gravitation and continue the combo or end in Magnetic Tempest or use the DHC glitch

Aerial Exchange into Magneto - Corner - No Assist - Damage is variable~
On point character aerial exchange up into Magneto, j.H, air dash down forward, j.H, Fly, [j.H, air dash down forward, j.H, air dash forward] x2, Unfly, j.H, land, s.H, L Hyper Gravitation

Note 1 Damage is going to vary depending on the combo that led into the aerial exchange
Note 2 Depending on your team you can hard tag in after the Hyper Gravitation and continue the combo or end in Magnetic Tempest or use the DHC glitch

Aerial Exchange into Magneto - Corner - No Assist - Damage is variable~
On point character aerial exchange up into Magneto, j.H, air dash down forward, j.H, Fly, j.H, air dash down, j.H, air dash forward, j.H, air dash down, j.H, Unfly, j.H, land, s.HxxL Hyper Gravitation

Note 1 Damage is going to vary depending on the combo that led into the aerial exchange
Note 2 Depending on your team you can hard tag in after the Hyper Gravitation and continue the combo or end in Magnetic Tempest or use the DHC glitch

Video tutorial by True Masamune for Aerial Exchange combos
[media=youtube]qEKkV9uIv84[/media]

X-Factor Combos:

Level 3 X-Factor - Corner - No Assist - 1,253,300 Damage~
[s.HxxL Hyper Gravitation]xN

Video showing the loop and extra details about it
[media=youtube]yXsk-pGiusQ[/media]

Thanks to scumbag for posting the video link.

Note 1 You have to walk forward slightly in between the reps otherwise you get pushed back too far.
Note 2 Does not work on Arthur or may require a different set up on Arthur
Note 3 On Amaterasu you will need to launch her first before going into the loop

Practical Combo Videos

The following combo video covers all of Magneto’s key loops, different permutations of the loops, how each loop leads into each other, button&direction inputs, and damage output. There is a transcript of the combos at the end of the video but I have posted it below for easier access.

Thanks to kreativeking for posting the video.

[media=youtube]lAdPM_tCSq4[/media]

Combo 1 - Midscreen - No Assists - 387,300 Damage
c.L, c.M, c.H, S, sj.HxxFly, j.L, j.M, j.H, air dash forward, j.M, j.M, j.H, air dash forward, j.M, j.M, j.H, j.S

Combo 2 - Midscreen - No Assists - 413,700 Damage
c.L, c.M, c.H, S, sj.H, air dash forward, j.HxxFly, j.L, j.M, j.M, j.H, air dash forward, j.M, j.M, j.H, air dash up forward, j.L, j.M, j.M, j.H, j.S

Combo 3 - Midscreen - No Assists - 403,100 Damage
c.L, c.M, c.H, S, sj.L, j.L, j.M, j.M, j.H, air dash up forward, j.L, j.M, j.M, j.HxxFly, j.L, j.M, j.H, air dash forward, j.M, j.M, j.H, air dash forward, j.M, j.M, j.H, j.S

Combo 4 - Midscreen - No Assists - 499,000 Damage
c.L, c.M, c.H, S, sj.H, air dash forward, j.HxxM Magnetic Blast, land, c.H, S, sj, j.HxxFly, j.L, j.M, [j.H, air dash forward]x4, air dash forward, j.M, j.M, j.H, j.S

Combo 5 - Midscreen - No Assists - 500,800 Damage
c.L, c.M, c.H, S, sj.HxxFly, j.L, j.H, air dash down forward, j.HxxUnfly, land, j.H, S, sj.H, air dash forward, j.HxxFly, j.L, [j.H, air dash forward]x4, air dash forward, j.M, j.M, j.H, j.S

Combo 6 - Midscreen - No Assists - 489,500 Damage
c.L, c.M, c.H, S, sj.H, air dash down forward, j.HxxFly, [j.H, air dash forward]x6, Unfly, j.H, land, c.H, S, sj.M, j.M, j.H, j.S

Combo 7 - Midscreen - No Assists - 515,000 Damage
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, neutral jump, j.H, air dash down forward, j.H, land, s.H, S, sj.H, air dash forward, j.HxxFly, j.L, [j.H, air dash forward]x4, air dash forward, j.M, j.M, j.H, j.S

Combo 8 - Midscreen - No Assists - 669,100 Damage
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, [super jump up back, sj.H, air dash down forward, j.H]x6, super jump up back, sj.H, air dash down forward, j.S, land, dash forward, trijump behind opponent, Magnetic Shockwave

Note 1 The trijump behind your opponent at the end is to maximize the damage output from Magnetic Shockwave

Combo 9 - Midscreen - No Assists - 520,800 Damage
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, land, s.HxxL HYper Gravitation, s.H, S, sj.H, air dash forward, j.HxxFly, j.L, [j.H, air dash forward]x5, air dash forward, j.M, j.M, j.H, j.S

Combo 10 - Midscreen - No Assists - 549,900 Damage
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, land, s.HxxL HYper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, S, sj.M, j.H, j.S

Combo 11 - Midscreen - No Assists - 710,200 Damage
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, land, s.HxxL HYper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper GravitationxxMagnetic Tempest

Combo 12 - Midscreen - No Assists - 724,800 Damage
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, s.H, S, sj.M, j.H, j.S, land, Magnetic Shockwave.

Combo 13 - Midscreen to Corner - No Assists - 1,062,900 Damage
c.L, c.M, c.H, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, S, sj.H, air dash down forward, j.H, land, s.HxxL Hyper Gravitation, [super jump, air dash down forward, j.H, land, s.HxxL Hyper Gravitation]x5, s.HxxH EM DisruptorxxGravity Squeeze, dash forward, s.HxxL Hyper Gravitation, s.HxxH EM Disruptor

Note 1 Opponent must be in the corner when you do “[super jump, air dash down forward, j.H, land, s.HxxL Hyper Gravitation]x5”

Combo 14 - Midscreen to Corner - No Assists - 1,123,300 Damage
j.S, s.H, S, sj.H, air dash down forward, j.H, [super jump up back, j.H, air dash down forward, j.H]x5, s.HxxL Hyper Gravtiation, [super jump, air dash down forward, j.H, land, s.HxxL Hyper Gravitation]x5, s.HxxH EM DisruptorxxGravity Squeeze, dash forward, s.HxxH EM Disruptor

Note 1 Opponent must be in the corner when you do “[super jump, air dash down forward, j.H, land, s.HxxL Hyper Gravitation]x5”

Combo 15 - Corner - No Assists - 1,547,000 Damage
c.L, c.M, c.H, SxxSuper Jump Cancel Gravity Squeeze, dash forward, s.HxxL Hyper Gravitation, [Super Jump, air dash down forward, j.H, land, s.HxxL Hyper Gravitation]x8, s.H, H EM DisruptorxxGravity Squeeze, dash forward, s.H, L Hyper GravitationxxMagnetic Tempest

maybe you could add this one:

This is my magneto midscreen combo, the longest combo I could think of:

A, B, cr.C, S, j.C, fwd dash, j.B, j.C, land, dash cr.C, S, j.B, j.C, qcb + S, j.A, j.B, j.C. fwd airdash, j.C, j.S.

you can magnetic shockwave/gravity squeeze when you land

Here’s what I have found so far with Magneto:

j.D, 2A, 2B, 2C, 2S, sj., B, B, C, fwd dash, B, C, fly, A, B, B, C, dash, A, B, B, C, dash, A, B, C, S, OTG super-XFC-tempest

j.D, 2A, 2B, 2C, 2S, sj., B, B, C, fwd dash, B, C, fly, A, B, B, C, dash, A, B, B, C, dash, A, B, C, S, OTG lvl3 super

2A, 2B, 2C, 2S, sj, C, fwd air dash, B, C, land, j+C, fwd air dash, B, C, land, C, hyper grav, 2S, sj, B, B, C, S, OTG lvl3 (or shockwave to DHC, or xfc to tempest, etc.)

Just having fun with the combo/reset possibilities with fly mode (adding in assists should make it even more fun.)

Might wanna fix the thread, it says Magento.

I think the game engine is designed for no infinite combos,
It stops the combo rep after 9-10 hits. I made a video of it.

[media=youtube]rknv-sWQ5_M[/media]

let me know if you guys find another way.

There might be no infinite combos but there’s 100% combos (especially with X-Factor, lvl3’s, and DHC’s).

The hit-stun in the game has scaling so your opponent recovers faster after each hit the longer the combo goes. It’s better to just finish the combo to get in position for another or create a scenario for a reset.

yeah i figured i’ll just mix it up with some resets.
i managed to put an airthrow in there as a reset.
will mess around some more and see what i can come up with.

there’s a better combo than the one you posted, a small variation using hyper grav. I think iloveujoe posted it somewhere

Thanks it’s been fixed now.

Are those midscreen or corner only combos? I’m surprised hit stun decay didn’t kick in sooner in those combos.

You can’t do loops of the same thing in the corner, like ROm. But you can vary your air juggle after each relaunch using the HyperGrav to continue your combo. If you watch Joe’s 1020 dmg corner combo every time he relaunches he does a different juggle.

You need to figure out which juggles work on which characters after which relaunches. st.H > S launches the opponent completely differently to just S and completely differently to cr.H > S.

So to get Magneto’s 100% corner combos working you need to remember a LONG ass string of commands, not just the timing of j.L j.M j.H re-jump…

I was able to do those combos in mid-screen (danger room stage) and carry the opponent to the corner or at least near it. I’m sure it’s situational and might not work on all characters unless you change a few of the moves though (eg. Arthur and maybe Sentinel).

After the initial super jump of the first two combos I posted, you can replace “B, B, C” with “A, C” into fed air dash or up-forward air dash depending on how high your opponent is.

The third combo can also be done mid-screen and carry your opponent towards the corner.

A slight variation of the combo can be done when you’re in the corner and carry your opponent to the middle of the screen where you can finish with shockwave xx XFC xx shockwave. DHC if you want just to look flashy or do more damage to end the combo. :sweat:

been doing

blah blah > S (launch) > M > H > dash > M > H > land > Jump > M > H > dash > H > S > Sentinel Rocket punch > hyper grav > magnetic tempest

mid screen, does about 70% basic bnb for me

also for a better corner combo with assist than the one in the first topic

Fly XX S > c.M > c.H > S > H > dash > M > H > land > HP XX Hyper Grav > c.M > cH > S > M > M > H > Dash > H > S > Sentinel Rocket punch otg > hypergrav > magnetic tempest

OR can end with
Sentinel rocket punch > hypergrav > H > S > H > dash > H > S

Both of you need to stop using ABC and numbers

seriously, i cant read that shit. I use 1,2,3,E,A1,A2

Do you guys prefer the L, M, H, S icons are do you prefer just writing them out? I can see the icons getting annoying for people so if you want them change I will change it. Once we agree on a format then I’ll start adding the other combos in the first post.

Also people who are posting combos please follow the format I have in the first post like Midscreen - No Assist etc… and post damage numbers. You’re telling me 70% but that 70% could be on a 800, 000 health character.

This is in the magneto video thread but I can post it here too

[media=youtube]47ja6V_I77c[/media]

Combo 1 in video
E sj 3 adf 3 fly 1,3 adf 2,3 adf 2,3 E, land A2 + shockwave dash up after doom keeps them in block stun…

The ending I need to work on.

Combo 2 in video
E sj 3 adf 3 fly 1,3 adf 2,3 adf 2,3 E, A2 (sent rp) fly 3, grab (3), E, E, sj 3 adf 3 fly 1,3 adf 2,3 adf 2,3 E, A2 (sent rp) tempest

we already have

Okay, so everyone please use the A, B, C, D notation from now on and use c, s, and j for crouch, standing, and jumping states instead of keyboard notation.

D, [j.C, air dash forward, j.B, j.C, land] x 3-4, s.C, EM Disruptor

I’m having problems doing this combo, i can start it up but whenever i try jumping c, after the first rep it never connects, any advice?

Been waiting for this thread to pop up, good stuff thanks.