Using Viper/Mags as my main pairing. Both of my favorite characters sans Phoenix (who I use on alt team since Viper/Mags/Phoenix is borderline troll/sandbagging tier).
I like Mags anchor but I know on 2nd he’s really good. Any advice/tips? I’ve used team KBeast for awhile but honestly starting to max out on Dante getting bored with him. I know Doom is always good but I was thinking maybe Zero/Mags/Viper since Zero is loltiergod and I like playing Viper anchor though her assists are booty.
Just really want both characters to be well optimized if it all possible on same team. After seeing DoFP I’m intent on leveling up my Magnus.
So Champ, the best Magneto, has been giving some invaluable tips about learning this character on his stream. Honestly I wish I’d heard it before I dropped him. Quick summary
Start by learning when and how to shoot disruptors and mag blasts as well as movement. But he actually suggests just using wavedashes for a while and not plinks.
Expect to lose A LOT for quite a while. He said around 3 months or so because there is a lot to the character.
The tip that I found most important: when things get hectic get the hell out of there. Run and reset the neutral. Magneto’s normals will not do well in trade/scramble situations like a Nova or Wolverine and he has low life. You will get blown up if you take that approach.
Bill, I have seen your posts on these boards ever since you were still starting out with Magneto.
There is still hope for you. I say to you now, return to the mutants’ cause. We understand that your faith in our Magnetic Lord may waver but we will accept you once again.
Always remember why you joined the Brotherhood in the first place:
Just a small field report. I’ve been using mags in casuals trying to use a pattern of super jump up forward, addb magblast L .
I don’t know why exactly but people try to go in on mags against it. I guess you look more vulnerable than you are. Very few times can people get behind me.
Combined with fast addf plink blasting I’m getting a lot of free pressure.
Cool, youre talking about S.J, ADDB, l. Magnetic Blast as an incoming mixup? Seems decent, I guess.
Anyone know if straight H ROM’s are his most damaging midscreen option? From corner to corner, you will get about 14 heavies and can smoothly transistion into (1, I believe) grav loop, followed by a s.j S and standing H into final S.
Not sure why RayRay and others do s.j H, addf, s.j H, s.j, ADF, Magnetic blast, etc. This loop isn’t even that tight. REAL niggas go for straight ROMS, or TWO loops of s.j H, ADF, s.j H, l. Magnetic Blast, S.J, ADDF, s.j H, Land, Dash, S, repeat. Second loop is much harder to do but it looks dope as S***. Anima992 has a video of it on youtube. I think this is a highly damaging option as well.
ROM to corner into EMP does more if not the most damage but is obviously impractical. Straight midscreen ROM should be the highest damage midscreen but I’m rusty on my combo knowledge since I dropped him. Again ROM isn’t very practical.
Going full ROM isn’t that much damage actually, Magnetic blast combos do more damage mid screen.
Around 3:34 of the video shows the scaling limits and damage on the ROM. If you compare it to other combos’ damage before you can get the last hyper grav off in the corner, you’ll see that it isn’t the most damaging. (Disregard a lot of the notes in that video, super outdated and most magneto combos are piss easy nowadays)
I think he was talking about in neutral actually. About that, I’ve been looking at the optimal height addb.Blasts again, and figured out a method that makes it a lot more consistent for me off of a superjump up-forward…basically a stick-player only deal (sorry Merkyll :P).
So the idea being that you can’t let the stick go to neutral after the superjump or you get a manual airdash…it’s kind of weird for me to go from up-forward to straight up and back to up-forward…I realized that if I do the superjump and go all the way to up-back, it’s a lot easier for me to judge the motion, so my input on P1 side would look like… 369878961 M+H~L It looks harder than it is and it’s definitely worth a try because the height control you get from making that a single motion is pretty awesome. The extra 7 input might just be easier for me because I’m already consistent with the min height sj up-back versions (so like 378961 M+H~L), but I figured it might be useful for other people since the motion’s overall pretty strange.
For combos, ROM is really only something to have in the pocket for weird conversions IMO. I sometimes use it to deal with Jam Session’s HSD because it helps there, but outside of that it’s not very useful. As Disable said, the damage ends up being only slightly more than the FChamp (IIRC like 15k?) for a whole lotta effort…and if I’m remembering my comparison right, that’s only for a perfect ROM with no Mediums to adjust the height (which isn’t something I’d go for in a tournament).
I did realize yesterday that if you get a throw at like 99 second spacing (grounded midscreen), you can do sj up-forward addf.S s.S into 2 ROM loops and be in the corner with enough hitstun left for 4 Hypergrav loops. I’m not sure how that compares to other throw conversions at that spacing, but the damage seemed pretty good. I guess the way a lot of Mags teams are going these days you’d wanna tag earlier off a throw anyway though.
I think he’s in Bama. If you are in the Augusta area in the near future let me know. I’'ll be in the area for a little while. Haven’t played anyone in a while.
Ahhh was confused then. Imma be in Charleston around Christmas, but I’ll be carless. I’ll let ya know next time I’m down there and mobile though in case you’re in the area. You know people around Augusta? I could ask for session information for you if you don’t and wanna find some players.