MvC3: You are Defeated: The Magneto Combo Thread

Wait, why is there 3 h’s? Idk if this is easier or just a preference but I just sj straight up.

the timing and number of reps you can get out of the corner grav loop seems to depend on how high you SJ and how fast you addf afterwards… obviously if you do it slower, you get less reps. I think this reinforces the theory that hitstun is based on some invisible timer the game keeps track of when you start your combos. just noticed now while practicing my midscreen BnB with mags- in order to DHC glitch into wesker after the OTG + L hyper grav, I need to do exactly 2 corner grav reps. the opponent falls out if you do them too slow.

I just wait a split second after SJing. it’s similar to when you do a ROM loop- after the first j.H, you have to wait a split second until mags is slightly above the opponent before doing the first addf. the timing for the faster grav loop is similar to that. you kind of want to get the addf j.H part so that the move just barely comes out, like when you’re doing a trijump j.H from a normal jump. just a little tip for players relatively new to mags trying to get the grav loop down.

While that time thing may be true, I usually get a really consistent, up to 34 hits limit on Hyper Grav loop.

Just make sure u sj. It usually comes out. I just went to training mode in started doing sj M. instead of sj H for the ROm and it actually helped me do consistently 6 or 7 loops. I think its just a preference but i do sj M for the first loop so that it speeds up the next loops. reason why u want to speed up the loops is for consistency. I’m pretty sure this is just a preference. I think the faster the easier. I think it helps hit small characters like ammy.

You guys know how to do the blasts loop? I can’t connect the blasts when I want to. It sometimes hit and sometimes whiff. I’m doing this in both the corner and midscreen. Is there a timing difference?

double tap.

the magblast requires a specific timing. pay attention to the height of the other character next to magneto

Isn’t 46 hits the max? I don’t even play Mags and I can do it. Maybe you’re not talking about doing it raw?

I’m trying to get ‘Dat Magnus’ as well, I have got some concistency for the ROM but just from left to right and I have read a lot of thoughts about the ROM execution, like changing the way you hold the stick when you do it form right to left, doing neutral jumps and then addf, delay a bit on the 1st rep, not delaying at all, etc.

While I was doing this custom arcade stick for a friend, which is a bat top stick, I tested it with MvC3 and I said ‘well let’s try some ROM combos’. I noticed that having a bat top stick I didn’t have to change the way I hold the stick at all, and improved my execution a lot. I realized that I had to make an extra effort for holding the stick in another way plus altering the strenght of my imputs hence the random HG or Disruptors while trying to do SJs, or my thumb slides from the ball top.

Since I don’t have the money for ordering (not a single store in my country) a bat top for Sanwa,I found this tutorial for adjusting the spring of the stick. The tutorial showed how to make it stiffer, so I actually did the opposite: Instead of stretching it, I cut a small segment from one of its corners and made it just a little smaller, put all back together and I had to do less efforts for getting SJs form right to left. It feels less stiff.

Just my 2 cents for the ones having the same problem.

That’s what I do after the j.:h: loop. 36 hits tops before tempest/DHC glitch.

46 is if you’re doing it straight from a raw Grav. i think.

Goddamn, I finally got around 4 or so reps of the hyper grav loop down. But then I think I overpracticed it and can barely do 2 now. Gotta take a break. That combo is so tricky because you need the jump high enough for the hyper grav’d opponent to be juggled. Do you guys have more luck super jumping :ub: or :uf:? This is kinda weird, but I do :uf: at the left corner and :ub: at the right. Not sure what’s better yet.

Also, besides the hyper grav loop, what Mag combo would you all say is essential to know? I can do a simple fly loop ( c.:l: c.:m: c.:h: :s:, j.:h: adf j.:m: j.:h: xx fly, :l: :m: :h: adf [:h:]x3 :m: :h: :s:). Would it be worth it do learn ROM? I see its value but I mostly play online, so I don’t know if that shit will even come out half the time even if I master it.

I’m a little bit weird with my hyper grav loops- I do :ub: in both the P1 and P2 side since I just got so accustomed to the motion. also definitely agree with practicing too much. I experience the same thing (losing accuracy after too much practice) whenever I do drills and exercises on guitar, so even if it’s a video game we gotta take breaks once in a while.

in general, I like learning at least 1 wall-carry combo and 1 corner combo with all my characters. I’m pretty sure this combo: http://www.youtube.com/watch?v=iZuMJi7MJCo can wallcarry your opponent from near-corner to corner and you can transition to the hyper grav loop with an OTG assist. with just the basic fly fierce loop from midscreen to corner, you can unfly into the hyper grav loop too. (from the fly fierce loop- :h: xx :qcb:+:s: (unfly), j.:h:, land, s.:h: xx hyper grav).

Ok, makes sense

has anyone tried some shit with a hyper gravs into tempest? no matter what i do i usually whiff the hyper grav and i’d have to use an assist (viper|seismo, doom|rocks/missiles, sent|drones etc).

so is there like, no way to land tempest in the air or what?

In the corner you can combo into tempest from an air M disruptor, you have to activate super when they are as high as possible after they get hit by the beam. Not particularly useful but you can react to how they tech out and reset pretty easily.

That’s interesting. I’ve actually been doing my own variation of the Gravloop myself, that I’ve never seen anywhere period.

nj. adf :m:, :h:, land :h: > l.grav - nj. adf :m:, :h:, land :h: > l.grav - nj. adf :m:, :h:, land :h: > l.grav - nj. adf :m:, :h:, land :h: > l.grav - nj. adf :m:, :h:, land :h: > l.grav - nj. adf :m:, :h:, land :h: > l.grav - nj. adf :m:, :h:, land :h: > l.grav xx tempest

Seems to work just as easy for me, builds the same meter and still does respectable damage. I think with full reps it’s like 35 hits and over 630k before tempest? Something like that. In either case I usually DHC glitch from it regardless of the reps but I find I’ve dropped this ALOT less than the staple version.

okay now i understand because for the longest time i was doing L and H EMD and the heavy would almost work, but they were either too low and couldn’t stay up long enough when tempest came out.

Guys, we have lost the ROM/ Hypergrav loops in UMvC3. and im pissed

shit, for real? so that WASN’T just floe dropping combos? :\

fan fuckin tastic, what a great waste of time it was to learn those combos…gotta love those newschool games that are changing all the time

Wait u guys are kidding right? Just when i mastered the rom and hyper grav loop and now the air dash nerf removed it? Not only that he’s my new best char besides wolvy. wtf. Just my fear about umvc3, which is the game being less mvcish. As long as they have another char the plays similar then I might be in. And great online. lol