The Ultimate Magnus Thread. The godlike stuff

Just watch RayRay lose to Random Skull. How do you fight that shit?

Skrull is a tough fight, but its obvious RayRay lost because of no matchup experience against him.Alukards Skrull is pretty bad but RayRay wasn’t respectiong any of his attacks.

Skrull’s shit is mostly unsafe. Pushblock hurts him quite a bit. you escape random-ass Meteor by picking a side and super-jumping there, escaping a 50/50 situation.

Anchor xf3 skrull is a demon

Well Magneto won a major… kind of

CJ’s Magneto isn’t very strong at all. His Dorm is strong as hell though.

Lol I know thats why I said kind of

So i decided to learned the new way to do magnus air dash H loop yesterday and got it down after a bit of training mode. I haven’t been able to do the Hyper Grav loop at all since vanilla. I just get it started but after the 1st loop when i do sjub - addf H H HG the HG won’t connect. I know it’s because it’s too low to the ground. I’ve tried adjust my timing but still can’t get the 2nd HG to connect. Any tips on timing for this loop? And how do I transit from the air dash H to the HG loop?

Please check the first page of this thread: The Ultimate Magnus Thread. The godlike stuff

Hyper Grav tips [media=youtube]EjrokR_8gOI[/media]

this video shows the inputs but doesn’t help him with the timing.

  • don’t mash H. turn inputs on and make sure you only see two H’s each rep( like in the video)

  • you can superjump alot earlier than you think you can

  • you can superjump alot higher than you think you can

  • YOU MUST HIT THE SECOND H AS SOON AS MAG’S FEET TOUCH THE GROUND

  • the second H is the most important part of this combo. depending on how high or low you do your SJ the second H will need to be done faster or slower.

  • there are two different ways to land this combo. you can choose speed(harder) or height.

Speed - SJUB, ADDF at the minium height required to land a j.H. causing the captured oppenent to slang shot up. You must input j.H, s.H really quick. if done currect the oppenent will be above mags head.

height - this one is much easier. the only thing you need to remember is the timing on the second H is alot slower.

Speed is the advisable way, as it nets you a few more reps. Height is a lot safer if you’re not entirely accustomed with the combo. Either way, dropping the HG Loop means a “free reset” :stuck_out_tongue:

@Bloo, I know that video isn’t yours, but which equipment are you using for capturing your videos? I’ve been having some ideas lately and I’d like to know how expensive it is to capture your shit.

yo, kunta, for the same price as a brand new copy of UMvC3(Dazzle DVC 100 $40 usd) and a free program called virtual dub this is what I get.

http://www.youtube.com/user/gotPotentiaI/videos

put it on 720p

Yeah I got a dazzle dvc100 as well as virtualdub.

thanks guys! I’m either getting one of those for myself, or split-buying a hauppage HD PVR with a friend. Expect… things. maybe.

hmm so I guess i can wait a bit after sjub before addf? I don’t care for speed right now I just want to extend my combo out a bit from the air H loop. Thanks for the tips ika. I’ve been trying to find this in words but couldn’t find anything but video with inputs which doesn’t explain much =( Rayray has inspired me to use my ultimate dream team (Mag/Sent/Wesker) again so I have to really get magnus down. Kinda learned the Magnetic Blast loop from reading around yesterday lol. Magnus has became so fun again after I learned the new air dash H loop.

Hey guys, long time lurker, first time poster here.

Was watching these Tokido matches to see what BNB he was using with Mags, it seems to be a mix of magblast and fly loops? What I’m confused by is how he manages to end his combo in a hypergrav after the H fly loop part. I know it’s easy to convert a basic fly loop into hypergrav loop when you hit the corner, since HSD hasn’t kicked in as much, but he’s doing 1 magblast rep before going into the fly loop to beef up the damage, e.g. whatever into S, sj H adf H xx L magblast, land dash S, sjf H xx fly, j.L, j.H, adf j.H x 4 then what I think is addf j.H xx unfly, H xx L hypergrav. I’ve been trying this out and it seems like HSD is too much at this point, the dummy just flips out after the addf j.H towards the end and I can’t get the H xx L hypergrav to connect.

It seems like a really worthwhile combo to know since the damage is quite solid (comparable to the lower-end magblast loops), it carries from corner to corner, ends in a hypergrav and possible tempest without needing an OTG assist, and personally I find it a lot easier (except for the ender) than magblast stuff, which I have trouble landing consistently off of throws and odd starters like anti-air st.L hitconfirms. I’ve actually been using a very similar combo until now, except I’ve been ending the H loop part with MMHS into Wesker OTG into hypergrav tempest - looking to try out some other characters in place of Wesker now, and don’t want to limit myself to ones with OTG assists.

He does it in the video below at 1:10 and 4:30 off of a throw, 9:08 off a ground series, and 16:04 off of hidden missiles hitting (doesn’t that increase HSD even further?). Evidently, it works even on Spidey (16:04), so size doesn’t seem to be a limitation either. Anyone know the trick behind getting this to work? Thanks in advance!

[media=youtube]FAzBt6U8DnM[/media]

ADDF H, S, H, Hyper Grav

I run the same team so I have some insight into this. Tokido’s BnB is cr.:l::m::h::s: sjxx j.:h: adf j.:h: xxMagnetic Blast :l:, land, dash forward, st.:s: sjxx j.:h: (has to hit the bottom of the opponent’s hurtbox) xxfly j.:l::h: (adf :h:)x4 addf j:h::s:(which gets you out of flight)st.:h: xxHyperGrav into whatever. Unfly won’t work at that low of a height as far as I know.

Doom Missiles assist doesn’t affect HSD so you can combo it off of a random Missile hit.

Me and Limbo havin session at my place.
[LEFT][/LEFT]

do you guys think magneto is the anti-zero?

No. I don’t, at least.