[Newbie] Magneto Thread - Q & A

You can’t cancel into anything after Flying Screen.

Edit: unless you perhaps break it with a late hitting assist or something of that type. Then you can combo as you normally would.

Ok new question, regarding double snaps.

I have managed to get a few in to gameplay, but it seems to be pretty difficult. There are two ways that I see it possible.

  1. If the opponent is trigger happy with their AAA, I can do a fairly slow trijump into a snap. This means that hopefully they have time to call their assist, and the snap will catch both. I only managed to do this once.

  2. I just get randomly lucky with Psylocke AAA which scoops both players, and if I can confirm this fast enough I go for the double snap (which is also difficult since I wasn’t expecting it). Managed to do this a couple of times.

are there any better ways to integrate it into my game plan?

First off, Psy isn’t random. I’d say the most amount of snaps are done off Psy or sent-A. The 2nd most are probably done after slow moving, multi hit projectiles like typhoon or drones, then the fewest kinds of snaps are solo setups.

Develop an intricate Reset game. I used to be more of a solid player and more often would ROM xx DHC to death. Then I realized, if you reset properly, you can pretty much land most of your resets. When I say properly, I mean you need to mind fuck them. Establish the threat that you can attack at any of the 4 block points and he’ll realize he only has a 25% chance of blocking it. Even less if you incorporate throws.

Once you have demoralized him and he believes he simply can’t block your rush down attempt, he is more than likely going to try and call an AAA. So when you reset, get your reaction time fast enough so that you can snap confirm or combo without losing the opening.

Other than that, predict AAA and counter call with PSY and hope they both get hit.

For solo snaps, its easier if you tj with 2 or 3 normals that way you can hit confirm:

  • tj.lk, tj.lk / c.lk

That is a 3 move hit confirm. By the time c.lk hits, you need to realize if you have caught both characters. If you did, then continue with a c.mp xx SNAP. If you didn’t catch him, then go for a s.mp in to rom or any other setup you have.

BTW the “magneto can hit you from 4 different ways so you only have 25% chance of blocking” isn’t true… at least not anymore. It hasn’t been for awhile.

If you do a reset off of ROM, almost every god tier character and assist (except maybe Cable) can mash out of half of the setups Magneto has.

If you reset off of 5 fierce, theoretically you can hit from 4 different angles, but it’s really 3 angles (high, low or other side high)… you could try to do the 4th angle (other side low) but chances are he’ll have mashed out, jumped out, or his assist hit you.

AND that’s not even considering the OTHER way you can get out of Magneto mixups which simplify it to a 50/50 mixup. If you include waking up with a switch out, it’s even more dangerous. If you’re wondering “what is this OTHER way out”, I’ll give you a hint, watch a lot of MSP match videos closely (past 2007) and watch what lots of people do to get out of 5 fierce setup. It’s the best kept current secret in marvel.

Good advice but I’m sure myself and most vets knows that. This is a newbie thread. Im almost sure giving him advanced advice is going to result in him not paying attention to any of it. I find myself giving OLD information to NEW players (09ers who transfer from SF4) who know nothing about it.

Thats why I say if you reset properly. Should have been more specific, it just takes a shit load of explaining to teach someone in the Newbie thread about how certain resets promote jumping, mashing, etc all of which can be countered with a different reset. You need to bait those actions. More often then not, the “masher/jumper” seems more likely to call an assist than somebody who can block. Hence why I say he needs to demoralize him with resets/successful rushdown

Also, escapable or not, my point was to let him know that Resets set you up for Snaps.

At the same time, with an assist (typhoon), you could also turn that cross up in to a 2, 3, maybe even 4 angle opportunity since they are left in guard stun. ie: call storm, cross up tj.lp, c.lk, then another tj or go low again.

Once again, i should have been more clear but all this is kinda hard to explain to someone who didnt know you can’t cancel out of a 5 fierce.

You’re right (but i dont know how random tags is a decent strategy). No need to get absolutely technical. I could probably write a 30 page essay on his strats. I’m just trying to break things down for people trying to learn him at a beginners level.

Thanks man. Yeah, I have started to realise that resets are where its at with magneto… I only really use 2 at the moment though.
First one is off a ROM setup, i.e (c.HP, sj.HK, addf, ad.LK, ad.LK). As soon as I land I dash under and c.Lk x2 --> Psylocke, whatever. I can’t seem to do this straight out of the ROM though, because when I dash I always end up dashing too far.
Second is basically the same but with a tj.Hk on the other side (which sometimes crosses up on smaller characters for added hilarity!), and is much easier to do off the ROM.

Tech, you gotta understand that magneto, of all the god tier characters, in the current meta game has to be played properly from the start. If you don’t you’ll just get owned as you get better.

Key example would be to do short short psylocke (blocked) and then SJ every time. The counter to this repetitive pattern is to do an immediate snapback which will cause MSP to get doublesnapped.

There are actually very few “safe” resets. Dash under short short is not safe, neither is walk forward (but not under) short short safe either.

Certain jump resets are also unsafe. The setup you mentioned with storm does not allow for other side low attack, and actually can result in you getting double snapped if you try for it.

Example: You knock MSP down. You call storm while he is getting up and you get ready to triangle jump. If he called psylocke on wake up and you pressed any attack that’s a double snap waiting for you IN REACTION to his psylocke hitting you. If you air dashed over, that’s semi-predictable, and also vulnerable to switch outs.

You’d be surprised how many people are now resorting to “suck out” strategies that have a low % of working but high % payoff.

The safest mixup is to knock down aka 5 fierce and then mixup from there. However, as previously mentioned, there is a secret way of evading most magneto mixups which is a secret, that severely diminishes the success rate of resets/mixups.

Thats well understood. I agree that he should immediately know top tier tactics. I"m just saying that in order for him to understand the more complicated things, he’s going to need to understand the basics. Thats quite a bit of knowledge for him to take all in at once, pretty overwhelming.

So instead of telling him intricate resets, i tell him to choose a reset. As with all resets, you should always change point of attack, so i told him to attack different angles. I didn’t want to write 2 pages extra when the already given information is good enough for him to make a huge step. If he wanted deeper advice, I’d assume he wouldn’t be posting in the newbie thread.

You can’t give top tier advice to a novice. Its just not that easy otherwise everyone would be good. He needs to work on one thing (or several little things), then in the future he can take what me and you are discussing in to consideration.

Heh, okay. But what does that mean? That often misses if mags doesnt SJ and thats free hit for magz. MSP is pretty much all about taking risks to get that hit. Its all a random game because too many teams are evolving against magneto. So all though that is a risk, its one you’re going to have to take. MSP is probably one of the least safe God teams considering everyone knows magneto is trying to get in on you and can’t play keep away.

I believe its safe if you do it with proper timing and dash Df at the angle so that if they mash, their attack hits while you’re crossing up in a glitchy way. It has to be a low rom, and they have to recover too low to the ground for a normal to hit. I believe magnetro posted a vid with the one on sentinel thats even unblockable?

But it does set you up for cross up tj.LP and storm leaves them im blockstun which typically gives you 2-3 attempts to attack high/low. So although he cannot initiate the mixup with a low attack it still sets him up for another guaranteedd 50/50 (maybe even better odds)

How is that a double snap if you cross up with the tj.lp and are on the opposite side of him? If you do it fast enough, you are crossing up before they are even fully recovered and storm is on the original side.

Safe or not, it doesn’t mean dont use it. Every top player will still use a cross up c.lk. Anyway, this is exactly what I was talking about when it comes to “proper” resetting. As I said, its all about baiting them to defend them selves in a predictable way. You cant play defensive and can’t let them change your game plan. Thats what top players always tell me. Don’t let them play their plan, and stick to yours.

Ok we both agree on this.

We’ve been talking about cross over short short, so I’ll use that as an example. It’s an easy to find reset that’s all over the net, and conversely, it also is a ridiculously unsafe reset. How frustrating would it be as a noob to look up information online, try it, and then see it fail. There are 1000 threads explaining “dash in short short, dash under short short” but 0 threads explaining why that is risky as hell to do against a real player.

I sort of agree with this, but again, I feel that it’s better to give more information than less information. So when he tries to copy what he sees or reads online, he’ll understand the reasons behind it.

Being predictable is one of the worst things in this game. Developing bad habits like that (which one can easily start) will get you killed. And that tactic if done “randomly” will get you killed. You can say MSP is about taking risks to get the hit, but it really isn’t. When I use the word risky, to me it’s implied that it’s a dangerous situation because there are numerous ways to counter what I’m doing. For example, it’s incredibly dangerous to sj and just air dash forward without cover against Sentinel. But if you’re a good MSP player, you seldom do this out of the blue. You try to set up the opponent so it’s difficult for him to react to what you’re doing, so it’s better to say MSP engages in risky behavior, but a good MSP tries to minimize the risky behavior and minimize “randomness”.

This is like arguing about shades of gray at this point, however my point is MSP should be reacting to the opponent, or setting up the opponent to anticipate a certain reaction. Blindly “rushing” an opponent and having them react to you is in my opinion the wrong play style.

You’re talking about two different things. Yes, there is that Sentinel setup, but against other characters it’s still dangerous, and there are really only two safe options: 1. Air dash down forward HK, 2. Call Anti air in anticipation of mashing and block

IF you can set this specific setup right, then it is indeed difficult to escape.

See above.

You’re missing my point. For example, is short a safe opener as magneto? It’s RELATIVELY safe. How about jumping triangle jump? It’s NOT safe. Does that mean I should never jumping triangle jump as an opener? No. However, it should not compose the majority of my openers because it is not safe. It has a time and a place. I think in a way we are arguing the same thing.

For some reason, I don’t do well against people who runs the entire match. Is there any way I can overcome this? For say, he keeps jumping back and block. I tend to get impatient and start attacking his assist but I end up getting punish for it.

This is too vague.

n/m i found my answer in the other thread.

What’s Mag’s bread and butter on Sentinel? I see people doing a different infinite on Sentinel than rom nowadays until sentinel is in the corner.

The first part is rom, then it looks like a normal jump into magic series, than rom, then magic series, then I have no idea in the corner…it looks like an air dash into hyper grav tempest, but I don’t know how they keep sentinel in the combo after the tempest.

What’s mag’s proper guard break? I can’t seem to get the timing down for hitting the opponent when they come in. Supposedly inescapable when done properly.

this thread is good lately with the conversations between shaded wolf and tech master. It’s good stuff to see two different point of views.

hey there guys i’m returning to mvc2 play and i needed a little help. i’m tryin to learn ole mags and i needed to know how you guys learned your infinites(rom or otherwise). we all kno the generic practice ,practice,practice answer but i’m looking for any tips that helped you guys. also i’m tryin to perfect a magneto/ken/spiderman team any other suggestions

what infinites do u want to learn exactly??? Tell me and then i can help you

Sorry I didn’t put enough atention to your question, but ok, I will tell you some stuff that may be will help you.

For the rom (sj.lk, sj.lk, addf, lk, lk, repeat): the timing… the timing it’s a little tricky, for the sj.lk’s before addf you must input them fast, then you make a little pause, until your enemie’s character it’s flying between mag’s legs, then… the most common mistake when learning the rom its on the lk after the addf, some people cancel the addf too late so the lk whiffs, you must input the lk and the addf almost the same time… after first lk make a little pause if you’re against a normal sized character, input the second lk and repeat, easy huh???

Rejump infinite for heavy characters (j.lp, down lk, j.mp ,j.mk, repeat): well this infinite it’s too easy, but you must be careful with your stick, for the lp and down lk, you hold up forward and down forward, and for the j.mp and j.mk just hold your stick up, about timing you should do: j.lp, short pause, d.lk, little pause, j.mp and j.mk with no pauses

There are more infinites, but you don’t need to learn them now… don’t forget to learn the setups, the easiest one it’s: launch, sj.hk, addf lk, mk, then infinite, and that’s all. peace

WAFFLESSSSSSSSSSSSSSSS!!!(im new)

Hey i was wondering how to do the hyper grav/tempest air combo. I can never seem to land the hyper grav after my magic series (LP, LK, LP, LK). Is there a trick to the timing of it, or am I simply not fast enough?

You need to cancel the final LK into hyper grav and hyper grav will not combo unless you super cancel it into tempest since the orbs still move during freeze or some jazz like that.