TB Blacks confirmed that the basic day 1 jH adf jM jH loop doesn’t work anymore. Standard jH adf jH xxfly into loop works but you have to omit the 2nd jH and replace it with a jM from fullscreen.
Mags doesn’t look too bad with his damage imo. only midscreen loop I use is the fly and it shouldn’t be too hard to adjust to j.H adf j.M xx fly instead of j.H adf j.H xx fly. still looks strong in the corner due to having access to hyper grav loop albeit less reps. I’m curious as to what the absolute limit is, as I’ve been able to push it to about 8-9 reps (50 hits give or take).
found something in training mode, and it’s pretty useless other than looking pretty funky-- in the corner to setup the grav loop, you can do j.H adf j.H, normal jump j.H, slight pause, plink addf j.H, s.H xx grav. it’ll appear as if you’re hitting a fast grav rep, like hitting two s.H.
Each rep is 3 hits, 9 reps is 27 hits. I’ll give you L, M, H, S, H, addf H, H, grav before starting your 9 loops. That’s 35 hits. I dunno what else you add in there to get another 15 hits, but hit stun would’ve prevented you from getting to 9 loops for sure…especially in the umvc build.
"normal jump j.H, slight pause, plink addf j.H, s.H"
Do you mean super jump H, slight pause? Try doing normal jump, don’t pause at all and plink addf j.H. The H won’t even come out because you’re too low to the ground, if you add a slight pause after a normal jump…I can’t imagine even j.L coming out.
as a matter of fact, I counted 10 reps off just LMHS j.H addf j.H, s.H into grav loop. the trick is to plink addf as soon as possible (by this I mean at the lowest possible height of course) when you do the sj j.h part. you know how hyper grav is actually two hits if you don’t hit the opponent in time? you’re trying to beat that. [S]each rep, if done fast enough, should be 4 hits. sj j.H- 1 hit. plink addf j.H- 2 hits. standing fierce- 3 hits xx hyper grav- 4 hits.[/S] edit: naw I’m a dummy and apparently can’t count at 11 in the evening lol. my point still stands though
you can go up to 11 but it’ll be an incomplete rep since by 50-ish hits, they’ll drop out. I do 9 at the most with Doom assist as my corner B&B just to be on the safe side. that combo breaks 800k consistently (variable damage but I’ve gotten it up to 886k on one instance).
normal jump j.H addf j.h does work like I said-- the timing is kind of weird, but you can do it. LMHS j.H, plink addf j.H, normal jump j.H, pause (I swear this pause seems like forever lol), plink addf j.H.
Push/Pull moves got nerfed. No longer spammable.
damn. in what way? is there cooldown or something? longer recovery?
Not sure yet, but the EG interview with JWong confirmed something about it will be tweaked to make it unspammable.
Hi, so I’m picking up magneto again after a long break of playing him, and I’m struggling to do the staircase loop. Basically, the problem I have is once I get down to :s::u::h:, :l::df::h::qcb::s::h:,:l:
:d::h:, :l:
:df::h:… they are already an inch above the ground, and I don’t have space to finish it with air dash down h unfly h standing h hypergrav… Is there specific spacing involved, or what am I doing wrong?
I’ve done 16 reps in the corner, but I started out with hyper grab. So no hitconfirm into combos lol.
The faster you do it, the more reps you get.
Damage was like over 700K before the opponent fell out. Now imagine if I stuck a tempest or squeeze at the end lol.
@Din0: I’m going to assume that the cooldown properties of the move have been increased significantly. So I’m thinking his new moves will have cooldown similarly to vanilla dormammu’s darkhole/purification.
That’s my two cents. Also had a session last night with some friends and they made me realize that 3SOE is god like
Okay I just f’d up the combo one day and figured out that you were right. lol
Has anyone seen Chris G’s magneto. Its pretty weird.
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Yeah he has a strange variation of the Grav Loop. Whatever works.
I just turned off the lag simulator for the first time on training mode because I’m retarded and now I can do 4x Grav loops on pad
just a note, I (accidentally?) discovered something with team supers. if one of your characters has a particularly long super (i.e. Viper’s Burst Time, Dante’s Million Dollars, Ammy’s Okami Shuffle, etc.) Mags is free to move around while you wait for said character with long super to finish.
now, if you do the team super early in the combo, for instance LMHS, SJ, jH, addf, jH, H xx hyper grav, team super, there should still be enough hitstun left to do several reps of hyper grav loop (to build back some meter and increase damage) ending in Magnetic Tempest.
experiment with your assists to extend and build extra meter with your grav loops. using Doom assist, I can build back one meter with my grav loops so the meter usage is more or less break even. 4 meters spent, 1 meter built back. something to consider if you’re in the corner and you’re looking to kill with a level 3.
Marlinpie uses the team super thing as a mix-up opportunity. Because you can’t see SHIT during okami shuffle, he just goes in and tri-jumps the heck out of the opponent.
Also, speaking of Marlin, what do you think of his magneto? And who do you think has THE best magneto?
His Magneto is definitely top 3. Best execution, best use of guard breaks and incoming mixups, and meh defense. I think the top 3 are some combination of Marlinpie, ShadyK, and Fanatiq.
Filipino Champ and X-Ray were the only ones who made top 8 at EVO running a Mags, but on both of their teams, Magneto is noticeably the character they are least competent with [not that they’re bad with him at all, but Champ’s Phoenix and X-Ray’s Amaterasu outshine their Mags by alot. Marn and RyRy aren’t bad but they overextend themselves too much and start dropping their ROM combos like flies. Yipes’ Magneto is really good too when he’s not getting raped in the face by Wolverines.
Even though ShadyK hasn’t placed in any majors, his Magneto is ridiculously good and he’s one of the only Magnetos who optimizes every single one of his combo opportunities instead of going for a standard Fly loop BnB. Fanatiq is just solid as fuck even though MSS is meter-inefficient.
my top 3: Marlinpie, Fanatiq, and Yipes.
Can anyone tell me what combo(s) Mag can do off a landed Jam Session? I cant figure it out since they get flung back.
might be a long sure, but for UMVC3… with H pushing further back, can we perhaps do the ROM with - sjuf.H, addf.H repeat?
I’ve seen jM jH adf jM jH into Fly combo work after a Jam Session.