Its about timing. It was awkward at first, but when i was trying to mash out the H after the air dash nothing worked. Try to get the timing of the hyper grav loop down instead of just “mashing” H after the air dash.
Also, you might not be jumping high enough. Make sure that after you use the L Hyper Grav SUPER JUMP and then air dash. Maybe just go into training mode and try to super jump and then air dash and get the timing down for when the j.H comes out. Thats what helped me get the hyper grav loop down.
I’m looking for any tips to get more consistent with execution. I spend considerable time in the lab. I’ve now gotten to the point where If I’m feeling myself i can do rom to corner > 7 grav loops. But the problem is a lot of the time I’m just not feeling it.
The sad part is I know Magnetos combos really aren’t even hard. Its all piano and super jumping. Maybe because my first fighting game was sf4 i’m just really green?
It’s all about repetition and familiarizing with your character’s timings and move properties. Then applying these combos in real matches.
It’s essential to actually understand the combos and why they work the way they do. That way, you’re not just “pressing buttons in sequence” you’re actually doing thing with a purpose. In sequence, still, but with a purpose other than CAWMBOS.
I’ve been trying to do various fly combos for magneto but have been having trouble pulling them off consistently. Lets say I was doing this combo:
c.L-c.M-c.H-S, sj.H xx QCB+S (fly), fl.L-M-H xx airdash, M-H xx airdash, M-H xx airdash, M-H-S, land, dash, QCF+PP
After the sj.H i do the command to fly. After the fly command, I sometimes can continue the combo into the l-m-h part nearly instantly. Other times there’s a pause after the fly command that causes me to drop the command. Any idea why this occurs?
After hyper grav connects, quickly super jump and do magnetic tempest in the air then DHC. This will cause the hyper grav’d body to get pulled up toward Magneto before DHC-twirling, which will give it the extra hangtime necessary for Task to recover from his counter super.
I don’t think I’ve seen this anywhere else, so I think I found a different hyper grav loop that doesn’t require super jump. Normal jump c, addf, c, land, c, hyper grav repeat. Only thing is you can’t get as many reps as the sj loop but it’s possibly a bit easier and I think after a few reps you could go into the sj loop and get some more damage/meter out of it.
Hmmm, that’s nice actually. But I don’t see it becoming a staple. For me, it just became something to help me style on somebody Regular HG/loop, then the little super jump ad>j.MH variant, and now this.
God dangit, I JUST came to post about this because I could never do the regular one on pad but one day, I I jumped up and hit someone with an H really early after a hyper grav and I figured I could definitely do the loop if I could combo off that. Low and behold, it worked. I think one day I’m gonna try and do the regular one but this one still gives me at least decent meter build for it to be used practically and in my combos. The one problem I have with it is it is rather hard to time on bigger characters(doom, sentinel, etc.) and much easier for mid sized to semi small characters(Skrull, Cpt.America, Chun-li, etc.).
Okay So now i’m maining magneto. I picked him up for 3 weeks I got his ROM and Hyper Grav Loop down. Hyper grav is easy to do but ROm is like u have to be in mood to do it consistently. To get ROm consistently u have to leave it Neutral after addf H and don’t move forward or else you will get the the disrupter. After leaving it neutral for a very small split second, do the sj h. You have to do the H very soon. After like week one you will be able to do it randomly but you’ll want to establish a rhythm. ALso for the first sj H you want to be above the opponents head slightly unless its a big character. I’ve gotten like ROM 8 times? I see like 7 loops but I swear I did 8. Hyper Grav is freakin easy, sometimes you don’t even need to be touching them, just be pretty close I still suggest being close. Just sj H straight up and don’t jump too high. Its almost at the same distance as a normal jump. I did like the max. 35 hits idk? I do l+m for dashing. Just keep practicing BUT know what ur doing wrong and correct it or else ur practicing the wrong way. I don’t think I got much help from ppl saying to just practice so I thought I try playing mag myself to analysizing what i did wrong. He’s like my main now. He’s also my first tri-dash character so getting used to dashing downforward with 2 buttons was a challenge. You want to practice pressing the 2 punches then H instead of doing it piano style bc you might mess up. Slowly you will be able to do it simultaneously. Also Sj alot will take time. Look at Anima vids where he shows his hands and focus on the joystick action. Sometimes I find myself forgetting how to do even a loop but I just keep practing and I get back in the groove. Idk if ROM is a practical combo. Can’t even do 1 online so don’t bother (I actually pulled it off once). It’s great but there are other practical ones like the fly to unfly or you can intigrate ROM, blast, fly and hyper grav into one. Also, I found out that doing Dr. Doom mission 9 was a great gateway combo to Maggy. I was addf m with doom. Idk why but it helped in the beginning. Also, connecting it off a char in the air or after a standing H is hard to do the ROM bc it requires delaying the addf H.
this. ROM is good for practicing SJs from both sides but imo it’s too inconsistent. don’t wanna mess up in tourney play after all. I just use this: http://www.youtube.com/watch?v=iZuMJi7MJCo into 2 reps of the hyper swag loop into DHC glitch with wesker. or just let tempest rock and apply pressure with trijumps + doom rocks assist.
Just saying man. lol. I thought i give my thought learning process to doing it. Its just a paragraph silly. Seriously its just here for ppl who wants an answer than “just practice.” It is inconsistent even for the best players but its freakin stylish like genei gin. Its like during the 1st week I got consistent results in the left side more than the right, next week I forgot to do it, etc. But just do it during after crouching combos.
This and also what helped me with the corner grav loop is that whenever I superjump :ub: then air dash down forward, I just leave the stick in neutral and plink the buttons (this is what it usually looks like; :l::h::h::h: )/ rinse & repeat.