MvC3: You are Defeated: The Magneto Combo Thread

Hey magneto players, I too have been having a ton of trouble with the “ROM” loop,
the trouble is that the opponet gets too low to do multiple reps, i usually only get 2, sometimes 3. Is there a specific timing for the initial air Hs to keep the opponet as high as possible?

^This is amazing advice, I came for ROM help, but this helped my hyper gravs loops sooo much, thank you

EDIT: nvm, actually, doing the addf h in the rom the same way as i did in the hyper grav loop was the trick all along,
your advice helped me learn two combos today :smiley:

Yeah plinking is pretty much all that loop essentially is . I’m adding it with magnetic blast bnb oh my god…the damage…for only bar…Magneto’s still got “it”.

the thing is im having trouble with is the H after u launch n then u H n u addf i tried to hit H asap but it just makes me stay on the ground n im unable to sj im sure im pressing it fast enough just i think im doing somethign wrong

ok. the problem I’m having with that is, when I return to neutral so mags can LAND, by the time he comes back up to start the actual combo, the dummy has either recovered or landed. how much time should i give Mags before the Sj? and also I see the pros not waiting until they get all the way to the top of the first sj, they will do it like as soon as they launch and then do the addf h, maybe its cus they are pro or what not?

thanks for the feedback though. it is MUCHO appreciated.

i can’t really explain it… you kind of have to feel it lol. I know it sounds corney. The tut does a good job of showing how to do it… but heights really depend on your reflexes because you have to adjust during the combo. At least I do, for now.

BTW, anyone have the transcript or know the move set for the Aerial Exchange Marlinpie did with Mag @ 8:40 in the video above? I keep trying to figure this out and it looks fresh as hell lol. Any help appreciated…

as soon as you addf and hit them with :h: super immediately or you’ll either whiff or you’ll be too close to the ground to get more reps.

@ mossad: to answer your question i think what marlinpie did was this:

[after aerial exchange]
j:h: ADDF j:h: FLY j:h: ADDF j:h: adf j:h: ADDF j:h: adf j:h:.

Take that with a grain of salt though since I’m usually high whenever i’m on srk

H -> Ad/Fd -> H -> Flight -> H -> Ad/Fd -> H -> Ad/F -> H -> Ad/Fd -> H -> Ad/F -> H - > Unfly -> H -> Land

The timing for this combo is pretty tricky, You have to pause a little bit between some of the H’s. It will require some practice to get the timing done.

^^What he said.

magnetic swag - gravity cheese combo (MvC3 Magneto combo) I think it’s a decent combo. Gets 1.75 bars and it’s easy as hell. Hyper grav loop I believe you can get one more rep in, but I have not tested that yet. Works on everybody.

another video of marlinpie’s stylish combos with mags:

[media=youtube]r2FHzyZr4EA&feature=player_detailpage#t=243s]YouTube - The Break Weekly #103 - LF - Pacquiao VS [AG[/media]

i think the notation if the combo is: TAC downward H addf H fly H adf x 4 H addf H (whiffed S to land quicker?) stand H hypergrab loop…if that notation is wrong please correct it…

both aerial tag combos would be a nice addition to the front page…

one thing that helped me with the ROM combo and the grav loop combo is airdashing downforward with LM. This helped me press H quicker and get the timing easier.

Thank you so much! But how do you dash so many times in the combo? I can only dash 3 times after flight? Or do you have 3 per direction or something? or is there a timer or something?

flight mode is on a timer so you need to learn the particular timing to make the combo work

You have unlimited dashes in flight mode so you can definitely squeeze in 4 j.H’s during flight before you have to unfly j.H into hyper gravitation loop.

Also, I’ve updated the front page with some aerial exchange combos. If you find the notation or the combo incorrect please let me know and I’ll correct it. I’m going off of what I’m seeing in the MarlinPie vids.

So with what you’re saying, I dont have to wait until the stick is in the neutral position, don’t have to wait for him to land, just immediately super after hitting the addf+ (delayed)H? When I do that a normal jump comes out. Weird…I’m noticing my super jumps are coming out consistently now, however, all it’s doing is whiffing. so at some point of that combo between the initial launch and the second super jump, there needs to be a screw tightened. agreed?

that flight combo was the last combo i think in the fly tutorial
[media=youtube]3wt7FuT4bMY[/media]

anyone know if the hypergrav loop is still in the game after the patch? i cant check right now

Do all these work regardless of how much hitstun deterioration is in the combo?

Specifically will these work if Mags on point does some loop, tags in Sent rocket punch+fly combo, tags Mags back in and finish with the listed combos.

not to be a dick, but why dont u try and see?

The issue is that nobody knows for sure how much hit stun decay and dmg scaling is reduced from an aerial exchange that doesn’t cause the opponent to hit the ground. It’s something worth looking into but I’m not going to do that kind of leg work. I don’t have the time to test every permutation of a combo that may or may not be practical with a team combination I don’t use.

The issue is that nobody knows for sure how much hit stun decay and dmg scaling is reduced from an aerial exchange that doesn’t cause the opponent to hit the ground. It’s something worth looking into but I’m not going to do that kind of leg work, sorry.

The first page combos are basically the base version of the combo. There’s a lot of permutations of those combos and people can extrapolate from the base combo and have them transition into other combos like Magnetic blast loop, Rom loop, or Hyper Grav. loop. Throw in team composition and there’s a lot that can be listed in the combo thread but I’m not going to bother unless I see it being particularly useful or there’s a specific theory to the combo that can be applied universally like using an OTG assist to get people into Hyper Grav. Tempest.