The Ultimate Magnus Thread. The godlike stuff

so after watching kanta’s low rom again i got some setups using vergil and drones so let me know how yall like it

[j.:l::m: addf j:m:/j:h:] x2 after the second rep, dash under then neutral jump j:m: air dash down for another dash under then into a side switch. after the side switch attraction into rapid slash into j:h: disruptor xx tempest if you’re in the corner. if not then the attraction into rapid slash will lead into a guaranteed 50/50 afterwards.

works just as good if i replaced drones with repulsor, missiles, jam session, whirldwind, centurion rush, task/hawkeye arrows, unibeam/ plasma beam, burn kick, cold star, peekaboo and hopscotch are also very effective midscreen to corner pressure and neutral game

gonna work on uploading some of these soon

EDIT: after the last rep of the rom go for this reset into whatever combo gravitation xx assist you’re into (the ^combo itself leads to free pressure on block anyway) j:l: j:h: add/f j:s: j:l: ~ s:l: :s: (tk gravitation here for no tech, and attraction/repulsion for back/forward tech)

Chris G trolling too hard.

[media=youtube]BS-fSrFZf6M[/media]

ROFL! What a fucker.

Yo, the joker vs Rayray was so sick.

Beginning i was like “wtf is ray doing?” but then, man, so sick.

Just wondering why people do the 3 j.H grav loop?

From what I see, it is harder, reduces damage and reduces the amount of loops you can do.
What’s the benefit? might build slightly more meter?
Does it even work on small to average sized characters?

the only nigga that does that j:h: loop is ChrisG lol everybody else is either doin;

  1. add/f j:h: s:h:
  2. adf j:m: j:h: s:h:
  3. add j:s: s:h:

I do 1) on most and 2) on huge characters, is there any reason to do the 3 H loop at all though?

I personally use super jump u/f add j:m: st:h: but I’m a fraud :stuck_out_tongue: and I need the macro for Taskmaster/Dante too. I can do jS stH in training mode but it’s too tight in a real match to actually do(hence why nobody even uses it), but it’s the most efficient and best hypergrav loop at XFactor Level 1.

I remember sp00ky asking chrisG why he did that and he said he just thinks it looks cool

i mean that’s the same reason i do the BnB I do even though i know there are better versions out there to get more damage

yo, I was doing some math in marvel, trying to figure things out to try and optimize magnetos damage…
But I don’t know if i did it right.

I did a combo until i reached the minimum damage for j.H… these are my findings.

Combo I did to test
J.S s.H S J.H ADDF J.H S.H S J.H xx FLY j.L J.H adf H adf H adf H addf H S.H S j.H

Base damage for Normal
J.S = 90,000
s.H = 83,000
S = 90,000
J.H = 83,000
J.L = 48,000

Damage as the combo goes on.
J.S (90,000 / 90,000) 1 (100%)
S.H (83,000 / 70,500) 2 (85%)
S (90,000 / 72,800) 3 (80.8.%)
J.H (83,000 / 50,900) 4 (61.3%)
J.H (83,000 / 43,300) 5 (52.1%)
S.H (83,000 / 36,800) 6 (44%)
S (90,000 / 47,800) 7 (53%)
J.H (83,000 / 26,600) 8 (32%)
J.L (48,000 / 4,800) 9 (10%)
J.H (83,000 / 19,200) 10(23%)
J.H (83,000 / 16,300) 11(19.6%)
J.H (83,000 / 13,800) 12(16.6%)
J.H (83,000 / 11,800) 13(14%)
J.H (83,000 / 10,000) 14(12%)
S.H (83,000 / 8,500) 15(10.2%)
S (90,000 / 18,500) 16(20.5%)
J.H (83,000 / 8,300) 17(10%)

H’s all make sense, but then S has different values for scaling.
at first i thought, “oh, S must count as a special…” then I saw the J.L
Does this mean that different normals have different scaling values?
what would be the best way to calculate the scaling for his specials?

Good shit to rayray to winning his first major tonight!

Shoutouts to my nigga RayRay for being sick as fuck and for trying the double blast TAC. you’ll get it next time xD

Yup, Normals scale differently by their LMHS values, with L normals scaling the quickest, and S normals scaling the least,it’s all on here:
http://wiki.shoryuken.com/Ultimate_Marvel_vs_Capcom_3/Damage_Scaling

Another interesting thing is that specials scale the least quickly, so early on in a combo while jH will do more base damage(83k vs Magnetic Blast’s 70k), around 5 hits or so Magnetic Blasts will do more damage than jH, and at the end of combos it goes back to jH doing more damage due to both of them reaching max scaling(10% for Magneto’s specials+ Normals).

ooooh, so thats why!

specials have different minimal scalings than normals and everything is character to character. not everything is 10% as im pretty sure mag blast minimal scaling is 12,000

Damn I’m happy for RayRay, good shit.

Mag’s Specials are scaled at 10%, Magnetic Blast does 7k at max scaling(ie end of hypergrav loops or off a extended throw or Jam Session confirm for example).

Another interesting thing to note is that Magnetic Blast is the most optimal way to do throw or scaled combos because of it’s scaling unless you can do EMP loops, it’s always optimal to start your throw combo with jS/ Magnetic Blast/ or crH, and the confirms FChamp does with jL crL is terrible and takes out a lot of your damage, so it’s better for you to simply go into jS or Magnetic blast into crHS.

I literally cringe when i see jL into cr series confirms off of throws.

Yeah… sometimes its necessary though. Like, when you throw and still need to block a few missiles and then dont have a lot of time to get the combo, you need that j.L

Go for dash crH instead no? It’s not like you can do tri jL without being grounded off a non corner throw.