Streaming now
Thanks man! Going to spam!
A few notes:
Magnetic blast combos still work from certain points on screen. after the relaunch the knock back from the j. H’s push the opponent too far back unless you’re in the corner. The first half of the combo still works anywhere on screen - follow up as you like.
In the corner Mags is STILL a beast the “ROM” still works and so does the hypergrav loop (less reps though, but still more than enough to get good damage).
EDIT ROM still works midscreen, you just have to sj. upforward and then ADDF.
fly combos are still possible from midscreen - just fly cancel off of j. m instead of j. h.
EDIT You can still cancel into fly from j.h if you’re positioned correctly - you almost have to be under the opponent so that the j.H connects towards the middle of its hit box (not at the tip).
Any requests? I’m going out tonight, but when i get back i might be able to try some stuff.
Here’s Erics DLC costume, House of M King Magnus.
http://img528.imageshack.us/img528/2923/img0841x.jpg
Can you still confirm a flight combo off of a Tatsu or say, a launcher into jH addf jH sS into fly loop?
So far from my 3-4 hours of Mag labbing…
Changes to loops: They’re all limited to about 5-6 repetitions. This includes the sj H, addf H, sj H, addf H, sj H combo, as well as the corner hyper grav, sj, addf h… I’ve only gotten it to work 6 reps.
When I xfactor lvl 3, I’m able to do them infinitely…
I’ll upload my footage to youtube and post it here.
with Akuma tatsu you have to catch them with just an S (no slide into S) then immediately hit them with a j. m xx fly etc etc. if you try to do j. H adf j.m xx fly it wont work. it seems like a pretty tight, but doable confirm.
ryu tatsu is more lenient. you can hit with the slide > launch, j. H adf j.m xx fly etc etc
btw. to catch them after the j.m xx fly. you have to use. j.l > j.h (just for clarification)
And if you catch them in the corner you can do launch > j. h adf j. h xx fly etc etc off of both of those assists.
As for jH addf jH sS into fly: it doesnt work anymore midscreen. If you’re in the corner you can still do it. ( you can still even put another rom rep before the launch [so: launch > jh addf jh > SJ. H addf jH > launch > jH adf jH xx fly etc])
I’m not 100% sure, but the knockback on the j.H seems to bring opponents to the corner WAY faster. This might be good for us guys
H knocks them back further, this is correct. I’ll be posting youtube clips soon.
I was able to get more than 6 reps of ROM in the corner. Maybe it’s because i’m using a downward airdash instead of an downforward airdash? so far i can hit 9 reps pretty consistently in the corner.
That’s about right for the hypergrav loop though (based on what I was able to execute)
after a fly unfly combo into the corner, they seem to drop after 3 hypergravs loops.
Yea, I think it’s my variation of the start of the combo that’s probably not allowing me to get more than 6. I’m doing a basic overhead, c.L, M, H, S… then the loop.
If backed into a corner,can Magneto still do launcher jH addf jH, dash to the other side, sL sS into Fly combo? or does the airdash nerf inhibit that?
You’re still able to do it, but your first H needs to be done at their shins… the timing is much more strict.
What happens if you try that in UMvC3 is that if your H is too high on that persons hitbox, your addf dash will be too slow to go behind them. If you hit the H too early, then addf, they’ll recover from the hit stun before you can standing-H, S.
Good to know. Are you having any trouble converting a hit after a super jump air grab? In vanilla you could just air dash upforward and airdash downforward afterwards and you could hit them with a jS but I’m assuming since the distance of addf is shortened this would be alot harder to do.
Super jump airgrab can still be converted fairly easily if you fly immediately after you finish the throw, then dash down forward, up forward, then down forward into j. H/j. S. into whatever (this is the same thing i did in vanilla and didn’t notice any change)
yeah, df-uf-df is the good shit as it covers that extra distance to make sure j.S.
It’s all looking kind of gray right now. I still think he has some hidden potential as far as combos go…
I really do hope so. As far as the combo’s go. His “vanilla” combo’s are pretty much capped now. Max damage I’m able to get in a combo with using only 1 hyper is roughly 680k. That’s with many different variants to all his vanilla combo’s. And as we all know, in vanilla, it wasn’t really that difficult to get 1m damage combo’s in.
What’s your guys’ opinion on the Magnetism moves so far? They seem really good but not super overpowering like originally thought.
Also, what do you think of his speed relative to the other airdashers in the game like Storm and Doom?
so I have a question that relates to mag in general and not a certain version. I noticed that when there is an incoming character, marn’s magneto often does launch, flight cancel on block and then fall s while they are still in the air. ive never seen it hit anyone, What is the point of this?
S can crossup on incoming characters if timed right, you cancel into flight to make it safe on block.
Guys, if any of you can replicate this setup in Marvel 3, you’re a hero. I think it’s doable.
[media=youtube]tZdrWhpNfXU[/media]
Fanatiq goes over MSS changes.