MvC3: You are Defeated: The Magneto Combo Thread

I have a question:

I’m a total newb sort of at these type of games, but I put Maggy on point with Wesker/X-23 low assist, and I did the regular magic series into an M M H S air combo and when they landed I used Weskers low assist to launch them in the air again and then rinse and repeat the combo with X-23, for a total of 17 hits I think? The third time they got launched in the air only move hit them and then they recovered. Why is that and is there a way for the 3rd to continue the combo by grabbing and initiating a Magnetic tempest?

Thanks.

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

For some reason I cant get more 2 than reps on this they get too low after the the .j.C so my next j.C whiffs, any tips?

someone already asked. do it faster, delay the last C. i think 3x is the most you can do

hey, what is a good thing to do when you hit someone with a j.d. I know you can do a magnetic shockwave but it adds only like 40k in damage.

is there any other OTG moves you could do, in the corner or midscreen? I know there are multiple variations but this is what ive been working on

cr.A, cr.C, D, j.C, ad/f, j.c, fly, f.a, f.b, f.c, ad/f, j.a, j.b, j.c, ad/f j.a, j.b, j.c, j.d, land, magnetic shockwave. there’s gotta be something else though that’s bettera

also, is there a trick in landing the fly, f.a, cuz i think that is the hardest part, being at the right hieght, and then also after the air dashing, getting that f.a to hit

also, you can end it with an em distrupter instead of a D but for some reason i can never get it to come out consistently, when i do it comboes, but i cant get it to come out majority of the time, there must be a timming issue because when i do half circle forward i have more luck even thuogh you should be able to do it with a fire ball motion.

nah you can do 4, but it’s hard.

Anyways, midscreen combo into hypergrav without OTG. Assist is Dormammu Dark Hole.

S, [j.C, ADF, j.B, j.C, land] x2, j.C, ADF, j.B, j.C + Assist, land, st.H, (delay) H Hypergrav, Tempest.

or

S, [j.C, ADF, j.B, j.C, land] x2, j.C, ADF, j.B, j.C + Assist, land, st.H, (delay) H Hypergrav, c.C, S, j.M, j.C, j.S, lvl3 Hyper.

is there a special timming to get hyper grav xx magnetic tempest

i tried just doing it in training mode and it wouldn’t combo

Just gotta do it fast. Gotta be A (or L?) Hyper Grab I think.

doesn’t matter which hyper grav.

you cancel after the hypergrav is completely out or it wont come out at all

Very newbish question here – very new to vs games:

in this video here: [media=youtube]x2t8OiQmeX4&feature=player_embedded[/media]

at the 5 minute mark, Yipes is doing a combo where he repeately launches the opponet into the air. What is that combo and how do you do it?

edit: I’m also confused by some of the terminology in this thread. I see terms like ABC and E. But on the wiki it’s L,M,H for the top 3 buttons then S for special. Can someone explain ABC notation or point me to where it’s explained? Thank you!

It’s in the very first post.

A=L
B=M
C=H
D=S

I personally wanted to use LMHS but someone else in the threads said it was agreed upon to use ABCD even though the same itself uses LMHS.

What’s happening is called Hitstun decay. Basically, when you use the same move in the same combo the hitstun from that move decreases with every use. This is to prevent true infinites in this game but it won’t prevent loops of multiple reps. So in your combo if hitstun decay didn’t exist you would have an infinite. What you probably want to test is 2 reps of the relaunch and then do something like launch, j.C, air dash forward, j.B, j.C, land, j.C, Hyper Grav., Tempest. If they are still recovering too soon then you’ll have to cut it down to 1 rep. Experiment around with the combo and see where you can reduce the number of hits in the combo so that hit stun decay doesn’t kick in to prevent the rest of the combo from working.

L = a
m = b
h = c
s = e

Loving the combos but seriously just keep it as LMHS.

Why r people changing everything to other stuff. When I tried reading your combos on the first post I was looking at D and thought dash and A for air then i saw small a’s and d’s for actual air dash. I know its upper case and lower case but why change it to something that people who pick up the game are different to. There’s going to be loads of new players and they’ll have established themselves with LMHS.

Enigma machine stuff.

I like doing this in the corner:

series into launch, jumping C + dash, jumping B, jumping C, land, standing C xx D+A1(wesker low shot)

Then, while in flight and Wesker coming in to attack low and disorient the opponent, do j.D (overhead), series into launch, jumping C + dash, jumping B, jumping C, land, standing C xx A xx Magnetic Tempest DHC into Maximum Wesker.

demoralizing, over 90 % including the ‘reset’, simple and a good way to get in Wesker while doing a lot of damage, using as little meter as possible.

the opponent can just roll forwards I suppose though but it’s nice when they roll backwards. damage num num…if you anticipate them rolling forwards you can just follow them with the same series starting with jumping D (to both hit overhead from flight and to cancel flight so you can land and keep the combo up)

hey what’s the best button layout for magneto? I currently use
LHP1
MSP2

I am also very new to the Marvel scene and would like it if anyone could point me to like a magneto tutorial section. I can do basic air combos but I want to learn the semi rom and other corner combos with him.

The only combo I keep doing: [media=youtube]sR1LPWMy8sM[/media]

just the jH air dash MH loop

i feel like i’m really missing out on potential. gonna be trying everything in this thread.

Theres quiet a few combos in this thread already, all good to see but what combos should a Magnus mainer be focusing on getting down 100% ? I mean which ones from the selection thus far.

I think the most important one right one is the Mag loop of [launch, j.H, air dash forward, j.M, j.H, land]x3-4.

Everything else can be free styled depending on the hit confirm, positioning, and whether you want to go for a reset/mix up/tech trap after. Assist combos are obviously specific to your team so you’ll have to play around with that same with extending anything with DHC’s and continuing with the other character.

[media=youtube]0DauLmm3_AI"[/media] should be listed in the main post.

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

has anybody realized that you can actually put a s.B in before the final s.C? It works on most characters if you do the loop 3 times, not sure about 4 because I can’t do 4 consistently haha. This makes it D, [j.C, air dash forward, j.B, j.C, land] x 3-4, s.B, s.C, EM Disruptor