The Ultimate Magnus Thread. The godlike stuff

Mag/Doom/Vergil is so dumb it makes me sad. Well specifically Vergil anchor is so dumb. I dropped Ammy and picked up Vergil a little while ago, I don’t even know how to really play Vergil and yet I’m already getting more wins. This will do for now until I find the perfect 3rd character.

I want to try Mag/Dante/Doom but I’m not sure how well Dante and Doom go together.

You already have the superior sparda.

anyone/doom/dante is already a good team, adding Magneto only makes it better.

Vergil is so boring to me though. Dante looks way more fun. But you are right.

Vergil is only boring if you play a cookie cutter vergil. Dante is definitely pretty damn fun though. I still think Vergil 2nd is the optimal spot to have him, but I have considered trading missiles for jam session before. Hell, if I had a good Dante I would be pretty damn tempted to run mag probably won’t cry.

@ alejandrosh - I’d only run that shell with plasma/jam. Missiles/dante synergy is suboptimal, and for a strong neutral you really need a good vertical coverage assist

Is magnetos optimal assist Missiles? Any other assists of note? Jam session perhaps?

Ideally you want a good horizontal coverage assist, and a good vertical coverage assist. These come in two flavors - good utility (ability to lockdown, or hit confirm), and good priority (ala akuma tatsu). That being said, here are what I would consider some of magneto’s stronger assists.

Utility based (horizontal)

  1. Rapid slash (biased :smiley: )
  2. Eye of agamatto
  3. Heavy beams, like doom’s plasma, or iron mans beam (These are particularly versatile as they’ll also do wonders for counter calling assists and priority wars in addition to their hit confirmability/lockdown)

Priority based (horizontal)

  1. Strange bolts
  2. Akuma tatsu

Utility based (vertical)

  1. Missiles
  2. “Get off me” assists (lariat and repulsor blast come to mind)

Technically jam could fit into the vertical utility category, but it also has great priority. That being said, there are some notable pros and cons to jam/missiles.

Missile pros

  1. Excellent screen coverage
  2. Excellent confirm/conversion potential
  3. Great for lockdown
  4. Awesome for extending combos with a majority of the cast
  5. Takes time to learn how to work WITH missiles rather than just going ham
    Bonus: I’ve recently found that if you are playing magneto right, even good Vergil’s will teleport right on top of your missiles, though this requires experience with air to airs to confirm from

Missile cons

  1. Easy counter-called with high priority or fast beams (disruptah, plasma). Just as easily sniped by a point character
  2. It’s a common assist, so many good players are familiar with how they track. This becomes a meta-game where you try to push them into the corner, read their escape attempts, and then go in for mixups under missiles.
  3. This is not a priority assist. It will not win priority wars. Doom is out there for a long time, so he’s easily nuked on reaction. Getting good with missiles takes a long, long time.

Jam pros

  1. Inescapable vertical assist. Called correctly, you either block it, or you don’t. You can bait it out, but there really isn’t a good way to “avoid” jam session.
  2. Still very very hit confirmable, but make certain you have your air to airs DOWN, otherwise you aren’t converting jam session hits.
  3. MUCH better for priority wars than missiles. Short startup, eats projectiles, and dante is off the screen just as quickly as he came on
  4. Has some interesting start of the round shenanigans
  5. Incredibly strong/pressuring mixup potential with much of the cast. iirc, it’s also good for setting up guard breaks

Jam cons… I’m having trouble thinking of any. Jam is a strong assist… if I HAD to list some they’d probably be

  1. Takes some work to learn how to confirm off of hits (as does any assist)
  2. Suboptimal for lockdown and/or fullscreen pressure (take this with a grain of salt, someone who knows what to do with jam can easily pressure you to full screen just because you don’t want to get hit by jam)

So yeah. In conclusion I could’ve just said “jam works”, but this should help give you an idea of why you might prefer one over the other, and there are plenty of other assists that you can make work with mags. Honestly, I’ve considered trading missiles for jam in the past, and if my dante wasn’t total ass, it would still be a completely viable option. Just remember that any two assists you take are going to leave some aspect of your neutral game weak. It is your job to compensate for those weaknesses, which you can do pre-empetively in part by making good assist choices.

Best of luck

in that shell you can run either or depending on your type of playstyles. if you’re trying to rush shit down then you’ll want to go with jam/plasma since jam session covers the vertical so well while having a good start up and then plasma beam to counter the mirror match and bully grounded wolverine

What do incoming mixups look like with Magneto + plasma beam? I guess I should just watch some FGTV matches but figured I’d ask here also. I want cheap setups.

i know that dash under :h: while calling the assist is still pretty good

Nova vs Magneto
6-4

Yay or Nay?

Call assist + Gravitation. If they do anything but block, they get hit and you get a combo. If they do block, obviously you’re at an enormous frame advantage.

Kanta - it depends on what assists nova and mags are running. Solo nova vs solo mags? I’m biased but that’s at least a 5/5. But if you’re talking like, nova/bolts vs. mag/missiles, it’s not going to be pretty. Still doable, but just… not going to be pretty

cheech - plasma isn’t the assist to be running for crazy ambiguous resets/welcome mixups. If spaced right, it’s great for catching buttons on incoming, and is hit confirmable. As far as your mixup game goes, magnus is capable of doing some cheap shit alllllll by himself, but you have to make them scared of the mixup. Why respect your mixups if they aren’t scary?

Learn your meaties. Learn pseudo-guard breaks with j. L. Be aware of what mags is capable with as far as actual guard breaks are concerned. Learn your left rights. Your opponent needs to fear the mixup and be scared to press buttons, otherwise you already lost the incoming hit.

Especially with someone I haven’t played before, and even with people I play often, I like to test the waters. For the first incoming mixup I almost ALWAYS hit them meaty. It lets me know if they’re the kind of player that likes their buttons, or if they are actually going to block. Even if the meaty doesn’t hit, a good setup leaves them in grounded blockstun for a follow-up mixup. If the meaty does hit, kill off the character.

By doing that, your opponent is now genuinely scared of your mixup. You outplayed their point character, and when they attempted air mobility/helmbreaker/whatever it was that they tried on incoming, it cost them another character. Their anchor is now waiting for his welcome mixup, and I can guarantee in this situation, 9 times out of 10, they aren’t going to press SHIT. This is right where you want them, because now you can attempt pseudo-guard breaks, left/rights etc., on incoming without too much fear of getting bopped by buttons.

Moral of the story: Assists are just a tool to assist your mixups. Your mixup potential and meta-game with mags come from you, and you alone. Make your opponent fear the mixup. Then, give them a good reason to be scared.

Triple helix tweeted this:

Sounds useful.

tested and confirmed. shits free as fuck to do.
mags dabes.

So there’s a window where i can airdash after sj Disruptor?

yup just mash airdash after sj disruptah. its free

Yo for real? THAT is hot as fuck. Finally new tech.

Pretty neat. I don’t see it being really useful since unless you take a hit you can’t call assists in tandem with it… still, anything is better than falling defenseless from sj height

i fucked around a bit, and dormammu can’t do it off of his Dark Portals or Charges.