Ho’ fellow Magnus… Magnii?.. Whatever.
There’s a tac combo that uses it
I’ll be toying around with it vs kai and jwong tomorrow, will probs be a full screen neutral game of call doom and sj disruptor.
Ho’ fellow Magnus… Magnii?.. Whatever.
There’s a tac combo that uses it
I’ll be toying around with it vs kai and jwong tomorrow, will probs be a full screen neutral game of call doom and sj disruptor.
Make sure to let us know how it works out. For now I’ll just bite my tongue… gl
Why can’t I do this off of j.H xx Disruptor?
Because regardless of the version you use, magnus falls below the air dash threshold before he can recover to air dash, which is why he can’t call assists in tandem with this tech (unless he takes a hit). That’s the main reason I don’t see this being incredibly useful… but like I said, anything is better than falling defenseless from sj. height, so if nothing else it will make sniping at sj height easier/safer
I’m 100% sure im not falling under the minimum height requirement for dashes.
st.S > j.H xx Disruptor > mash dat dash and nothing comes out.
I messed around with it too Kanta, was trying to do some funky air disruptah combos, but can’t do it.
Seems only to work off raw sj beams.
Yeah seems it must be raw or raw post aerial recovery, situational uses are somewhat rare, but in the overall schema, magneto got a tiny bit better and harder to catch, so I’ll take it. Also off of up TAC, instant H disruptor, addf M, fly, staircase to infinite.so pretty, works even on zero
Good shit on finding it man. This fucking game, seriously xD
“Hitstun kicks in when you land after a TAC”
“What if it didn’t though?”
“You cant do anything after airdisruptor”
“Actually yes you can”
You can counter every single “rule”.
I got to play a few games against a friend that plays zero and I can definitively say that this ups mags zoning game. I was skeptical before because you couldn’t really call assists in tandem with it, but this allows you to snipe at sj height, and plink your way to safety. Aerial disruptor really wasn’t viable before (not at sj height anyways) - one bad read and that’s it. This did wonders for helping to shut down part of zero’s offense. Very nice find.
Has anyone made a general tutorial for Magneto? I can only find combo videos/tutorials on youtube.
BlooDaBeast has been working on maggy guides.
next episode from me: Hitconfirms is coming mid may after I finish my exams.
Im aware of the glitch magneto has where he can cancel out of blockstun into his repulsion but can he also cancel out of blockstun into his hypergrav? Sometimes when Im moving my stick from down back to back whilst blocking and push blocking high/low stuff it will just come out. I couldve sworn Ive seen it happen to a few mags on streams before also.
I don’t think so, cheech.
Ok so can you cancel out of blockstun into magnetic tempest? Something feels glitchy about doing magnetos qcb moves whilst in blockstun:
Check out 11:27:10. Magneto gets put in heavy blockstun by wolvies divekick in the air but cancels it straight into a magnetic tempest?
Edit: thanks bloo and alchemyst
that goes to a tekken match lol
lol it’s 11:27:10 , interesting, I wonder if its all his attacks? distruptor, force field perhaps???
Hey guys, I have been practising that addf MBlast thing, I get it once after 99 attempts, it’s pretty frustrating Any tips for mastering this consistenly? I’m begining to think it’s something mandatory for Magneto’s movement in general (not square jump MBkast, but u, up-fwd, fwd, dwn-fwd MH~L).
I can’t belive how hard it is, so there’s a tip for mastering it…right? Or at least a training regime to get it work always…? Thanks in advance.
tbh it is what it is, if your executing the motion correctly all I can suggest is when plinking try varying the button press of light attack until you get it more consistently and keep practicing! I say this because I can do them with extremely close inputs and delayed and have no problems doing them, try and find what works for you. If all else fails you can instead do dwn-fwd M+H (Dash) then input the Mblast quickly after but it will come out a bit slower.
Cheech, its a back> qcb + atk~ atk~ atk motion. which gives you a reverse dragon punch and a qcb so you basically kara cancel a special into a hyper very quickly
I forot to say, you can air guard cancel into Hyper Grav, my bad. But you have to use the reverse DP motion.