[Newbie] Magneto Thread - Q & A

I don’t know. Technically, anything with HG in it is mashable, unless something hits them at the exact same frame (maybe the frame immediately after) that HG grabs them.

If something hits really fast after HG grabs them, it’s generally unmashable.

Most MTs are combo enders, so try to soften them up before doing one. After they roll out, you have to rush them again.

Solo MT crossup: ROM in corner, dash forward s.hk (one hit) xx MT - sometimes the s.hk combos, sometimes it doesn’t, but if you do the add ROM instead of addf ROM, the s.hk should be a crossup. Anyway, they’ll recover from the s.hk and land behind you. Does almost 50% on Cable, and it puts them in a bad position (either get OTG or roll back into corner)

the storm unmashable is only unmashable if the opponent is low enough, often times the HK(1hit), HG, tempest hits them before they fall into storm assist. they should be low enough for you to c.HP them (so it combos). if i’m not mistaken, I believe s.LP+storm, s.HK (1-hit), HG, tempest has better timing for the combo to be unmashable. try the 1st combo with s.HP instead in the corner too.

what green said is right, anything with a HG is gonna be mashable (at least in theory). true unmashables don’t include a HG. either way, anything that gives your opponent less chance of escaping is better than a straight up s.HK HG tempest. this is why stuff like HP throw out of air, HG, tempest is harder to mash out of, simply because the time between the HG grabs and the super comes out is shorter

Yeah, you have to do s.lp+storm just before they’re too low for the s.lp to hit. I didn’t mention anything about HG though.

And I did edit for the c.lk one.

little combo i was messing around with…

rom to corner, sj.LP-d+LK addf d+LK, HP, HK, c.HK

this gives you a reset opportunity identical to what you get after a 5-fierce combo.

since you’re facing the corner, after this you’ll be in the corner, but you do have plenty of time to trijump over them and do whatever mixup you want. normal jump forward, addf, whiff HP works best i think.

if you leave out the c.HK, you can dash afterwards and mixup the opponent after the forced roll, or followup with c.LP-s.LP, hold upforward and airdash down with a mixup.

if you leave out the HK on the way down, the opponent is left still in the corner. this combo also works anywhere else on the screen (the followup HK, c.HK only works in the corner).

these are obviously all the same as your post 5-fierce options, but this can be done after a full infinite, possibly including tempests.

a combo i wanna know who else can pull off consistantly, and some tips please…

i got it off once, and haven’t done so again…
s.hk1 [xx sj, addf, lk, lk, land, s.hk1]

s.hk cancelling is hard enough for me. :slight_smile:

Here’s a msp newbie old skewl combo:
(this is how i do it on sent.)

do rom inf. into the corner, launch, s.j., hold down + lp, lk, lp, delay lk, hk throw, lk, lk, dash foward, hp throw, on the way down, lk, lk, normal jump lk + psylocke, lk, fly, hold down + lp, lk, lp, delay lp, lk, lp, keep repeating that fly inf. and before you lose your flight, Dhc into XXhail pigeon shit.

most people will just tech the hk throw. it just look flashy. :wgrin:

do rom inf. into the corner, launch, s.j., hold down + lp, lk, lp, delay lk, hp throw, on the way down, lk, lk, normal jump lk + psylocke, lk, fly, hold down + lp, lk, lp, delay lp, lk, lp, keep repeating that fly inf. and before you lose your flight, Dhc into XXhail pigeon shit.

Q: does this make it better^

So since my execution sucks and since I’m playing on DC pad. I was wondering if I could do a c.HP variation. instead of addf j.lk j.lk I do land c.HP sj.hk addf lk lk instead

i.e. [c.HP sj.HK addf LK LK]xN
instead of c.HP sj.HK addf LK LK [ROM]xN

would this work? or will they get too high? Or should I just stick with Double and quadruple fierces off my setups?

That would cause FS and would only work twice.

you can try and learn the normal jump infinites.

on sent: c.HP /\ sj.HK xx addf, d+LK-LK, land [j(upforward.LP-d+LK-LP-LK, land, j(up).LP-d+LK-LP-LK] xN

on regular sized characters: c.HP /\ sj.HK xx addf, d+LK-LK, land [j(upforward.LP-d+LK-LP, land, j(up).LP-d+LK-LP] xN

^ this is pretty hard, you need to keep them low after the d+LK-LK

this stuff doesn’t work on light characters, you’d need to do one rep of j.LP-d+LK-LP, then a rep of ROM, then repeat on storm, etc

Is there any reason to cancel the c.HK after quadruple fierce combo? Cause I can’t even get the timing to cancel it.

Also, why the hell can I quadruple fierce no problem but can’t get ROM dash->LK timing to work? I’ve been trying it for days, did it once, but haven’t figured out the timing.

I can dash-> LK on the ground without the dash sparks. Then I can get a short air dash -> LK in the air, but every time I try the timing in the combo I just get dash -> nothing. How tight is the dash-> LK timing? I’m using slide input timing like you would to piano tap a link in 3s.

you can’t cancel the c.HK after 5-fierce (4-fierce,w/e), after flying screen (caused by 2nd fierce in the air) the game won’t allow it.

is the short after the first 2 LK whiffing below them? and can you see the dash? if you can’t see the dash, you might have a problem with the timing. try waiting longer after the first 2 LK to dash-> LK. if you aren’t getting anything after the 2 LK, dash… you might have accidentally normal jumped.

actually, that’s probably it. I’m normal jumping instead of s.jumping. Thanks. I’ll try it some more.

Is mag/sent-a/ and capcom a good mag team?Or is mag/sent-a/cyclops better?

both are very good. it depends on perference on which you think is better.

Mag/Sent-r/Cyclops is better

^-----hmm interesting.

As far as a tourney team goes how would this team(mag/sent-a/cyclops) be ranked?

example

Top tier teams:
Santhrax
MSS
SScable

2nd tier
Msp
Rowtron
Matrix
Scrub

3rd tier
Mag/Storm/variants(like cyclops/tron/sent-y)
Sent/Strider/Doom
Combofiend

would it be in the 1 tier list, 2nd tier or 3rd?

Note: tier list was originally posted by Juicy G.

aww, alucard’s so cute :slight_smile:

and as far as what crimson said. yeah, you have clops on the team. putting sent on rocket is a waste of an assist. mag can do so much more with the ground, and you become a lot less prone to being rushed the fuck down.

as far as being ranked… third or fourth tier. there’s many inconsistancies with it. for example, clops is probabaly the one assist that can be beneficial to both sentinel and magneto, but as far as being able to push either of the characters’ potentials, you’re getting about 75% of magneto and about 60% of sentinel (if magneto dies, or about 85% if he stays alive). whereas, in ROW for example, magneto and sentinel benefit each other and you get about 85% magneto and 85% sentinel. Now, you could say why not just put sentinel on projectile? well, cable can use rocket punch… cyclops really can’t. cyclops with the ground assist becomes at about 100% cyclops full potential, which you’d need in a fight like this. cable’s just an overall better character.

Can someone help me with my question?

Die in a fire.

hahahahaha.

He told you everything you needed to know. Although I think RP is a little more useful than he says it is, with that team I’d run drones as well.

Listen and learn kid.