The Ultimate Magnus Thread. The godlike stuff

doing j. L is fast and its magneto and a throw. that j. L is not doing much besides getting you meter lol

FChamp ALWAYS does Ls. I was always assuming it was for meter build. Any clue why he does it? He has probably trained more than anyone else in this game so I just assumed he had a reason for it.

He actually does it sometimes to go for a reset, he goes for tridash jL, then tridash jL crL again for a high/low reset I’m guessing. He definitely trained the most in the game, but it doesn’t mean he optimizes his stuff the most for technology/setups/damage, he just grinds out what he already knows. If you are going for meter build adf jMH cMHS probably has the best meter build out of the throw confirms.

fixed

Unsure where to post this but here it goes, I’m a pad player and have been using the default layout on the ps3 controller R2 is the dash button with L+M+H and I’m wondering if I should change this to L+M or M+H

Edit: I could change the L2 to L+M as i use R2=L+M+H and X= Special Attack to XF

L1 ) L’M
L2 ) M’H
L1+L2+X) X-factor.

That’s how i do it, in the rare occasions when I have to play pad.

shudders

Use L+M and M+H as macros and just press the 4 buttons for XF. L+M is more necessary though since it’s basically necessary if you wanna do HG loops. M+H macro is optional though since you can press these two buttons on pad without too much trouble.

What is your guys’ signal to go for an air to air confirm? I’m too scared to get hit by footdives and dive kicks and shit but when I hit the confirm it feels fucking sweet.

opponents aerial bad habits.

It’s just as Ika says Din0. The majority of players, even good players you come across, will have some sort of pattern in their neutral game. Staying unpredictable is incredibly hard, and the more frustrated a player gets, the more predictable they tend to become. Sit back, chill, and stay slippery long enough to see the pattern in their neutral game, and look for an opening. It’s worth adding that as I’ve started doing this more, I’ve been getting a ridiculous amount of happy birthdays.

Remember, your play style and game plan should change depending upon the match up. IMO mags can go for air to airs without too much risk on a majority of the cast, but if you’re up against a footdive/divekick/helmbreaker-er, adjust for their inevitable spam and punish accordingly :slight_smile: If they don’t spam, I’d go for an air to air every once in a while, but not so often that it’s obvious.

against helm, footdive, etc. space yourself so that you can hit them with almost the tip of your j. H. its dangerous to go for it with the top of it as the moves will just obliterate attacks directly beneath it.

What am I supposed to do against Wolverine?

I get fucked in the ass at the beginning of the match, I get kicked in the teeth if I try to throw him and I get punched in the nuts when I try to move around.

What the fuck. Do I. Do.

I’ve been trying to use Akuma assist for matchups where the beginning skirmish is scary.

that’s what i was going to suggest but, i wasnt happy with it as an answer

try looking up matrches between pr rog and fchamp

Yeah, I hate that matchup too and now will counterpick. But FChamp definitely knows how to play that matchup and there was a ton of footage in the FGTV house of that mu between him and rog:

He runs plasma beam instead of missiles since it’s more useful vs Wolverine and harder to get happy birthday’d with it since Dr Doom comes out behind Magneto, he also uses normal jump jH xx Blast which deals nicely with Wolverine incoming pressure if done up back(and will snipe akuma assist if your opponent is running tatsu), he also likes to space himself with boxdash backwards Magnetic Blast. So the key seems to be patient while spacing him and his normals out with jH and blasts and using an assist’s lockdown time to get in.

Really in the mu you have to respect the shit out of Wolverine at any point due to the speed of his normals and his stupid jump arc + divekicks, try to avoid superjumping and doing anything other than running away to full screen with zip dashing because he will bop you with Berserker slash on landing and it will stuff all your buttons/Magnetic Blast. I haven’t seen the T13/Canada Cup Footage yet, but I’m curious to see how the rest of the Magnetos deal with it, there is also the fact that Rog doesn’t run Tatsu which makes Wolverine a x100 more threatening especially at the start of the round.

Leafcolonel has some good advice there. I’d just add that for someone who is a little too anxious to divekick/rushdown, a well timed/spaced hyper grav usually does the trick… I also like the idea of using plasma beam assist instead of missiles.

So it looks like it really comes down to:

Did opponent sj with wolvie? If so, mixups/hyper grav/shockwave (having a dirty dhc to capitalize off of shockwave is very helpful…)

If opponent is on ground with wolvie, he doesn’t have many mobility options. If he tries to b. slash or wave dash in on you, he should be taking face-fulls of plasma/disruptah

That matchup is such a pain in the start of the round lol. All my encounters with Wolvie go like this:

  1. Get out of start of the round gambit
  2. Zone him down to 10% of his health
  3. Get divekicked and die.

I like to play a runaway/lame magneto and walk back H xx disruptor + call missiles works for me. Also jump back H xx mag blast + call missiles seems to work pretty well too.

The match up with Wolverine is just shitty match-up 90% of your stuff will give beat out by his standing normals. The best way to go about this match-up without calling out an assist is…

  • If they are divekick happy you dash under them just before the come down to the ground. If you know the spacing well enough there is a long enough pause for magnetos slide to connect upon wolverines landing. You can always throw out a H.HyperGrav. if you know you aren’t going to be hit by the divekick.
    -You can throw out different disruptors ( personally switch between heavy and light)
    -Mag Blast is always a good tool against him air to air options aren’t that great and you wouldn’t be chuckin mag blast within drill claw range anyways so be mindful of the distances of it.

Overall the best tool in this match up is to zone…I mean I Personally play the lame game against them and have decent results in the match up. I do the usual superjumps ADDF+H and hope it connects if not go straight into crouching ABC fly S or ABC + M.Disruptor to keep a block string going. My personal fav. to do is normal up-back jump call akuma tasu assist then quickly either up dash or upback dash and throw out heavy hypergrav because some times they will try to go in and completely forget about akuma so they either get tastu’d or hypergrab comes in if they try something after it goes away…could chuck mag blast if you wanted as well…anyways enough of me going on about how I would play the match up. Just fill the screen up with useless shit and your bound to hit the guy