MvC3: You are Defeated: The Magneto Combo Thread

do you have to time it each time or just for the launch?

As in the other two buttons you mean dash?

yeah

i still cant even get the first part done…like i cant even addf right ughh

Okay so the better overall bnb as of right now is
[media=youtube]XkYkSTJhQ9c[/media]
over
[media=youtube]fd8hLZpbLp0[/media]
correct?

[quote=“GodOfG_mblers”]

This is amazing, while I’m still trying to practically incorporate getting the j.h, ad, j.m, j.h consistently, I’m sure this will be helpful when I start practicing this. Thanks!

It’s cool man, I think the OP should have an explanation included like our friend GodofGamblers posted to help newer players execute or at least know how to. Going by the strategy guide is kinda frustrating since it doesn’t specify when to execute-sometimes it does have an explanation but it doesn’t go in depth-you can’t just blindly execute :frowning:

for the j.h loop do you just time it after the launch then do it as fast as you can?

uhmmm well, the starter is pretty obvious, cr.L, cr.M, cr.H S., from there to make it easier, do: j.M, j.H addf j.H, it leaves you at the perfect range as well and you can still get 6 reps of the rom.

also remember to hold DF each time you jump, even after the chain into S, it makes the combo a lot easier.

you can use the starter I just posted to get used to the loop first. and for the rom itself, after the j.H addf j.H, S.jump asap and repeat (hold DF everytime you super jump too!! very important, makes the combo easier)

so after the first rep of rom you do it as fast as you can right? cause i find it almost impossible to time it after the first rep.

so after the first rep of rom you do it as fast as you can right? cause i find it almost impossible to time it after the first rep.

yeah pretty much, just super jump j.H addf j.H after every “addf j.H”

So, I thought I would leave this little gem of a bread and butter here. It’s for a pretty common team which I have named ‘Dark Armed Dragon’ (Some well get that).

Magneto(Whatever you want)
Dormammu (Liberation)
Sent(Dem’ Drones).

It uses the Heavy loop to build meter for DHCs into whatever you want. For the fierce loop I recommend doing it twice if you are new, three times core, and four times when you are good.
[FWDD = whatever the syntax is for forward dash]

c.L, c.M, c.H+(Dormammu Liberation Assist 0-2 red orbs), S, j.H, FWDD. j.M, j.H, (Land)j.H, FWDD, j.M, j.H, (Land)j.H, FWDD. j.M, j.H, (Land)j.H, FWDD. j.M, j.H, (Land) H+(Sentinel Drone Assist), 214+L,(Pause and wait till just before drones hit) c.M, c.H 214H, c.M, c.H, S, Super Jump, j.H, j.S, Land, 236+Super, DHC into 214+Super Dormammu.

After doing huge damage the opponent is launced forced to land on Dormammus giant fireball blocking, cant assist, cant X-Factor, and Dormammu plants fire, charges an orb, and calls an assist. The combo builds all the meter required for the Super and DHC. On top of all that, it leaves Dormammu at a huge positional advantage. It uses no X-Factor and requires no meter on start up. Comes of any magneto poke. Very reliable and practical. Or you could always Chaotic Flames for dmg instead of course.

nice combo but i think the phrase "bread and butter"is misunderstood in this whole thread.

Bread and Butter - the normal standard start out to a combo that everyone should be doing.

In magneto’s case, his BnB is c.L c.M c.H S sj H adf M H land. That’s it. everything after that is your own personal combo.

Sorry. It was my understanding of the word that it is the combo you aim to hit in most all situation. Every time Magneto connects, this is the combo I do. As such I named it my bread and butter. Regardless, it is intimidating to look at but not as difficult as it seems. Worth practicing especially if you like team DAD.

[media=youtube]lupoHOwOddk[/media]

Me doing some random stuff with Mags, Sent, and Wesker. Critiques are welcomed.
[media=youtube]rWmmEgNFZBA[/media]

I was fuckin around in training mode and i was trying to create some simple shit.

This is my team by the way: Magneto(a) Task(a) Sent(a).
(upforward usually, but downfoward works just as good in terms of aerial rave)
#1- j.S c. LL ,c.M, c.H, S, j.L, j.M, j.H, j.H, j.S xx Gravity Squeeze[you can kfc before the gravity squeeze for reset]
and this combo without kfc is 956,100 dmg on anybody with a good hitbox.

#2- j.S c. LL, c.M c.H, S, j.L, j.M qcb.S, airdash downforward -> j.H (do this 3 times), j.S , kfc xx Gravity Squeeze.

They’re pretty funny lookin combos that made me laugh when people got caught in the reset loop into [media=youtube]XkYkSTJhQ9c"]this. and then into [URL=“http://www.youtube.com/watch?v=qV0FmxwoEjw”[/media] Getting over 1.5m on anything average height. Save for ammy.

This combo looks as good as 5-6 fierce loops and it’s way easier and more practical then doing that or ROM.
also this combo gains 1.5 meter so it equivalent to ROM/Fierce loop combos.

Your thoughts?

By the way, in the corner I rather do jh adf jb jh loop to magnetic tempest since it does way more dmg for lvl 1 super then any of the combos above (Without any assists that is)

[media=youtube]kG6bNJH4WiI[/media]

I know there are a couple people praising this combo and it seems really good to me. Can I just get confirmation it works on everyone? I have no trouble doing it on medium sized and larger characters (Dante, Doom, Tron, She-Hulk etc) however on the smaller characters like Wolverine or Felicia I can never get the light to connect after flight cancel they seems to be to low or too far. If it’s just stricter that’s fine, but I don’t want to put another ten hours into training mode practicing something that just won’t work.

I was having the same problem but I just figured it out. Delay the jump after the c.H S relaunch so that they get higher before you jump, then the rest should work just fine.

I got it to work on Viewtiful Joe and Wolverine on my first try, so I’m assuming this is universal.