The Ultimate Magnus Thread. The godlike stuff

Problem with sentinel is he has nothing to keep people honest at close range. Doom still has footdive and 4 scary grabs. And yeah footdive is no end all be all, but it’s enough to keep people from just approaching him from below willy-nilly. Sentinel used to be like that, until people realized that all of his air normals are slow and/or have bad hitboxes close range.

If they want to fix this character:
1- Make his flight activate and travel faster. make him marvel 2 speed. Stop being pussies. Sent is huge.
2- Give him 3 frames of armor on j.L OR increase it’s hitbox closer to sentinel’s body (below him)
3- Give him like, 3 frames of armor on the startup of j.H
4- Make st.L and cr.L a bit faster.

Suddenly he’s not as free close-up and he has a slight speed buff to run away in case he needs to. j.Ling away from pressure is now a semi viable escape option and coupled with a faster flight (live every other character in the game) he’ll be a bit less free when being rushed down.
he can still get airgrabbed for free if you don’t use unfly j.L properly, which forces you to actually learn the character.

5- Give him back his old flight SFX from marvel 2. They gave it to morrigan and I don’t understand why.

Yo bloo, just a small thing. I noticed that in your vids where you show setups you throw them, set options to tech throw, snapback, do the setup then deselect tech throw etc. Why
not just go for set dummy to high block and tech throw? That way you can just cr.l xx snapback saving you the hassle of turning tech throw on and off every time.

good looking out bro. unfortunately i can’t really do these now that my arcade stick is fucking up but this is definitely good advice

No prob! Im lookin forward to your set with andre btw

Interesting site I found:

http://www.magnetowasright.com/

Chances are I’m not the first one here to find it, but figured I’d share anyway.

I may have posted this before and its common knowledge but just in case

in the corner do an airthrow, tehy tech it, addf, plink dash, jH.
What the OS does is, they tech the air throw, you airdash and hit hte ground before them, then dash forward which OS’s a ground throw, if they immediately hold upback you get another airthrow attempt. And if you’re slopppy you still get to take advantage of H’s gross hitboxes/blockstun.

then there’s the obvious, go for a crL after you condition them to expect the throw, blah blah.

Magneto/Doom/Vergil here.

I’ve got a problem with aggressive Wesker supported by Sentinel’s assist. As Wesker is almost all safe plus covered by drones, I can’t fish well for Sentinel’s assist (Disruptor doesn’t do much damage, so the assist can be spammed.)

The other prob I have is Spencer who stays safe across the screen, covers himself well with Taskmaster’s assist and it’s hard for me to get any opening since I often get wire-grabbed out of my movement. When I get close, I have hardtime mixing Spencer up because of his invicible Bionic Arm. When I block it, it gets cancelled to Vergil’s swords or Taskmaster’s safe super.

Any ideas?

I play the same team. I can give you some tips:

Stay away from Wesker with drones. If he gets near you, it’s a nightmare. H disruptor eats through all of Sentinel’s drones if done early enough. A tiger knee’d one will cover Wesker’s teleport approaches as well. Only do this from around fullscreen, though. Otherwise it’s pretty unsafe. Remember to cover yourself with missiles as you do this, too. Airdash back magnetic blasts are good whenever Wesker gets closer. This is what I learned after going 1-3 against Unknown in pools at UFGT.

As for Spencer with arrow assist, magnetic blasts are your best friend. Don’t let yourself get mixed up on the ground. If he wire’s over to you without an assist, go for a grab. When you expect a bionic arm, just anticipate it, block, and be ready for the DHC. If you DO get a hit on Spencer, you should be able to kill him off one hit. My BnB builds around 2 meter and can do around 1million dmg after a DHC. Well over that with a Gravity Squeeze. Not to mention you have Doom TAC infinites at your disposal.

Does this help? If not, let me know.

Play plasma beam instead of missiles.

It bodies drones and ground movement.

I’m surprised I forgot this. Good advice.

Thanks for the advice on Doom’s assist and all-around tips. I’m always trying to stay away from the ground for both mentiones matchups. ADB or ADDB kara-blasts are very important, the more I do it, the better results I get.

Will look into confirming from beam assist (dash, jab, S). Too bad I’m so used to Missiles for both extending combos and locking down others but since everyone is getting really good at avoiding Missiles, maybe it’s time to mix things up a bit.

Hey guys just popping for some feedback on the OP. Should I keep it as is or does it look too bland and in need of a make over?

Looks bootiful. Definitely feeling the sprites but still waiting on episode 3.
I feel like it’s been a minute since the second episode.

Understandable. Alchey and I are still working on some sick resets at the moment so be on the lookout for those. Either one of us will post here or in the Video thread, bnb thread or reset thread.

How well does bolts work as a substitute for drones with Magneto? I know that they work similarly in a lot of ways–but with bolts you don’t have to worry as much about losing the assist if the opponent runs plasma beam.

Bolts is really good. Even though they dont provide all the lockdown that the drones will give, they allow you to mix grab and crossups in-between bolts if the opponent doesnt get hit by the first one, besides being really easy to confirm from. I run DocNeto (Mags and the two Doctors), and I switch assists a lot, but I love to play bolts since they also help Doom a lot. Bolts also can give Magneto a great extension after his loops, and a good mid-screen mixup potential. The downside of it is that it hits really high, making it useless against some characters (Wolverine and Zero are the huge problems).

if you want, check my youtube channel (its /tortonon as well), there are 3 videos focusing only on this team - Magneto/Doom/Strange - and using missiles/bolts :slight_smile:

Thanks! That sounds like a really fun team but Strange is so awkward…

haha, he’s different, not awkward… he helps Magnus a lot, and disruptor is a very quick beam to teleport with (you’ll need that to open people up since he only has one low-hit :frowning: and no airdashes or anything similar). I’m also testing on assist-switching since you can do that even if you win a match, cause if you go from bolts to the eye of agamotto, you lose the beam, but you get a very powerful mixup/pressure tool, and a ‘f&ck off’ to plasma beam teams and such. This team actually works with a ton of assist choices, very fun to play :smiley:

Probably already known, but if someone pushes a tridash S, you can dash forward and tridash L before they can upback to keep em grounded.
The timing is really tough unless you’ve figured out someones pushblock habits.
I basically run my mags/wesker unblockable to float through the first couple rounds of locals 'cause of it.
pretty useful knowledge.

probably known forever mayho and has been done by all of us, but its always usefull to actually take note of what we’re doing and you’re pushing it forward with the unblockable.