MvC3: You are Defeated: The Magneto Combo Thread

Try doing

launch j,M, j.H, airdash down forward, j.H, land, and then [j.H, air dash forward, j.M, j.H, land] x3

it pops them high enough to get at least 3 reps

My reset combo:

Corner - No Assists

c.c, d, sj.c, addf.c, sj.b, b, addf.c, sj.b, b, addf.c [hits the hit stun degradation point (around 13 hits) and they will bounce off the floor and go into Air Recovery.] As soon as you land, WAIT… until they go into Air Recovery, then go for the reset:

j.uf, grab, land, then either a) repeat above combo, b) Magnetic Tempest, c) ECZ’s infinite/loop, d) snap back, e)etc…

**IF **you fuck up and the grab throws them *away *from the corner, wave dash c.c, d, sj.c, addf.c, s.c, Magnetic Shockwave.

This Magneto reset is 50/50… as your opponent can anticipate the reset and adjust their Air Recovery state.

I wasn’t able to get the damage notated as I didn’t have a pen/pencil handy and I’m currently at work.

It is also possible to do a addf.c, c, a hyper grab > aerial combo and etc… but I’m not sure if this hits hit degradation in the air, or near the ground.

-Rotendo

What are some magnetic blast air combos? Any reason to do them over the standard BnB or are they just for flash?

Asking for a lot, but can someone edit the OP with videos of all the combos that actually have been recorded.

my magneto bnb corner combo:

j.S, c.M, [c.H, S, j.H, addf, j.H, s.H, Hyper Grav]x2, c.H, S, j.H, adf, j.H, j.S, Sent or Wesker OTG assist, Hyper Grav, Tempest

does more damage than doing the [j.H, adf, j.M, j.H] loop

hey fellow magneto masters, i am new to magneto and have got his first basic combo down for the most part. However, i am having trouble doing this combo

S, [j.H, air dash forward, j.M, j.H, land] x 3-4, s.H, EM Disruptor

I can see that parts of this combo go into all of his other combos and that this is a must master if i want to learn the other combos. However, i keep messing up after the j.M, J.H
I am not sure but when i jump back up the character recovered already. I know this is a hard combo for a new person to master and I have been trying for about an hour but is there any recommendations to how I can fix it. if i am able to do one rep, then i know i can do more. thanks!

im new to this game so excuse the basic question when during the combos it says land does that mean let go of all buttons or is there a button to make him land? thanx

So I spent a couple of hours in the lab. Found some really interesting things. Mixups, resets, etc. I’m going to see if I can make a video soon to share. Some of the things aren’t new I’m sure but it will at least be compiled into one video. Can’t make any promises though. I’m still testing things anyway:D

Pretty much what [land] means is in order for Magneto to go into ‘super jump’ and then C (Heavy attack), you must return to the ground. You cannot super jump in mid-air. Almost all these combos have Magneto close to the ground where when you are air dashing down forward (addf) then input heavy attack, he pretty much returns to the ground. So if you haven’t noticed, some combos have the [land] omitted as it is common sense (to those who have been playing Magneto for the past 15 years) that it is widely understood you must super jump from a grounded state.

Breaking it down like this:

dash, crouching heavy, launcher, super jump and heavy <–after the launch, holding up makes you super jump automatically–>, then air dash down forward*<–when you are just above them–>* and heavy, [land] <–by the time you finish the last input, Magneto will have landed, thus the [land] --> super jump and heavy <-- this will be a manual super jump–> air dash down forward and heavy, etc…

If you watch a few of the videos carefully, and watch it in slow motion, ^this will make a lot more sense and I will guarantee you that you’ll be knocking out these combos in a matter of time. :tup:

can anyone write down the exact inputs for this combo if you know it;

[media=youtube]0DauLmm3_AI[/media]

he posted it in his other rom vid…
launch C, addf C, [sj C, addf C] < what he posted

for his loop combos, do you have to sj for most of them or regular jump?

for example for this combo
S, [j.H, air dash forward, j.M, j.H, land] x 3-4, s.H, EM Disruptor

do i need to sj back to continue looping?

i guess for this one
launch C, addf C, [sj C, addf C]

you need to sj back up to continue?

yes, super jump ub, u, or uf even.

for both of those combos or just for the second one? Also, any recommendations on which combos I should learn as a beginner. I know the magic series combo that leads to magnetic shockwave/gravity squeeze but idk about others cause there are so many and itd be nice to get a good place to start.

Why does everyone keep posting Air dash forwards in the loops, I thought you had to use airdash down forward?

Arghh so much contradicting information, I don’t know who to believe.

Just follow the notation…for the regular loop:

S, [j.H, air dash forward, j.M, j.H, land] x 3-4

It’s REGULAR JUMP, and AIR DASH FORWARD. You just press H, then any 2 attack buttons (i.e. M+H) to dash forward, then M H, land, repeat.

For the ROM-esque loop eczangief found, it’s:

launch C, addf C, [sj C, addf C]

SUPERJUMP, straight up is probably easiest, but you can do up-back as well, then AIR DASH DOWN FORWARD.

Bulimic: It is addf… someone must have left off the extra (d) but we all know they meant (addf)

Sweeper: yes, both of them. In order to connect the 2nd hit when they bounce up, you’ll need to sj, to land that hit otherwise they’ll go into Air Recovery state.

-Rotendo

another variation that allows for a reset:

j.S, c.L, c.M, [c.H, S, j.H, addf, j.H, s.H, Hyper Grav]x2, j.H, adf, j.M, j.H, land, wait, air throw

or

j.S, c.M, [c.H, S, j.H, addf, j.H, s.H, Hyper Grav]x2, c.H, S, j.H, adf, j.H, j.S, OTG assist, fly, j.M, j.H, wait, air throw

Also, if you want to combo your opponent all the way to the opposite corner(LOL):

(after reset) air back throw, trijump j.S, c.H, S, j.H, adf, j.M, j.H, fly, j.M, j.H, [adf, j.H]x4 or 5, j.S, land, then Gravity Squeeze, or dash up OTG assist, Tempest, OR OTG assist, fly, j.H reset, rinse repeat, or whatever else you can think of.

Alot of corner combos here, and obviously that is where Mags can do the most damage, but has anyone found his best NON-CORNER combo?

I’m just using the loop x3 into st.H->disruptor, but i’m not sure if that is the best option.

Hello All…yup am completely new to this Series! i hate it to be honest but am a MAJOR fan of Magneto! and to be honest, this game is fun somehow.
I started playin with magneto and to be honest he’s simply amazing Char, so i thank all of you for this Beautiful thread cause i started Reading it and it’s VERY VERY interesting lol.
i have couple of questions of anyone can answer them please?

-First, wuts Magneto’s Basic BNB?
i do an air Loop which is ( lets say S, J.H > (Air dash foward) > j.M,J.h (Land), re jump into j.h > (Air Dash forward) > j.H,j.M, (Land) St.H , magnetic Disrupter H XX Shockwave) and end the loop with a simlpe super just so i can either change char, or that i can use X factor to Squeeze if i found a chance (basically at game starters until i Have 3 bars in my hand)
so i just wanna know, are the Air loop are Mag’s basic BNB in that case? like am i in the Right direction lol?

-S***econdly***, for the ROM infinite (the SJ H,j.h and repeat) …the maximum i reached was 20 or 19 hit and then it breaks. Does it break because of the stun limit? or is it a real infinite?
cause in that case if it ends due to stun meter, and that it’s called ROM infinite in refrence to MVC2, then i guess i would rather use a more Damaging as well as LESS and way less stress loop.
the loop could also be done on all the cast as well as anywhere, it also let you reach Corners from full screen;

lets say we start with St.S : Regular jump follow up j.H > (Air dash Forward) > j.M, J.h. quick jump j.H > (Air dash Forward) > j.M,j.H…etc

the loop can be done up to 4 time, 5th can be an ender like Jump j.h, Air S (to knock down for a gravity Squeeze)

so my question…is using this loop any different from the ROM infinite posted in this thread? i mean different as Use wise?

-Thirdly, what assist for magneto u guys frequently Use? any situation as off cross over or pressure…etc? i can only find em usefull wither after Kicking partner out for duel side hit , or just simple pressure…is there’s any other usefull way to use Magnetic disruptor or the other one?
also is Magnetic force feild any useful as assist?

-Lastly, is the MVC2 Triangle jump traps and combos been canceled :(?

here are some combos i made (just to contribute and be a part of this hype lol):

**1-**906,900 Damage, 26 hit (combo can go higher if started with only st.S or Loop shortin…i guess basic scaling system in MVC3)
c.L, c.M, c.H, S, j.h > (Air dash Forward) > j.M,j.h (Land) … re jump j.H > (air dash Forward) > j.M, j.H (Land) x3… (opponent corner by now)(Land)… st.H XX qcb +L , St.H, St.S, Jump.H > (Air dash Forward) > j.H, j.S (knock down)… Land Gravity Squeeze … Run toward Opponent S, Jump follow up.S

**2-*c.L, c.M, c.H, S, j.h > (Air dash Forward) > j.M, j.S (Land) XX Gravity Squeeze… Run toward Opponent S, Jump follow up j.H >(air dash Forward) > j.M, j.H (Land), St.HXX qcb +L XX Magnatic tempest *
** or st.H XX Qcb+L, St.H,St.S, Jump.H , J.s (Land, knock down), Re gravity Sqeeze (double GS combo)
I think double GS is aint that worth it as it eats your Meter anyways

thank you all for reading and for whoever who respond…is there are any tips u wanna say then please feel free.