All of his fly loops work if you input a medium instead of heavy before the fly. Just letting you guys know.
gonna be at midnight release tomorrow. i’ll try to record some matches of my free ass lol after that if anybody wants to put up useful information the in the mean time, be my guest. any help is appreciated.
Magneto’s hypergrav assist no longer brings the opponent to you. Instead, it keeps them at the very position where they were caught.
My vanilla team NO LONGER works the same.
That’s a pretty dumb thing to change… you used it with berserker Slash cross-ups?
Yea. It is really dumb. Maybe you guys can figure it out.
You know it needed a nerf, because his hypergrav assist was oh so overpowered.
Jesus fuck, I seriously think Capcom determines balancing changes by throwing darts at a board. Whatever paper your character’s dart lands on, you’re getting that change.
That’s the only explanation I can come up with for 99% of the shit they do.
I’ll prolly make a vid today showing the difference.
Hey, Magneto got buffed in the opening cinematic. Ya’ll need to check that out.
i’m just gonna tell yall right now, this new marvel is crack
The assist issue I mentioned earlier only gets affected by hitstun. So in other words, keep the combo short and you should be fine.
Got the game.
The air dash nerfs are… too much, I want to say. BTW, even Launcher seems to have more pushback now.
I’ll be the first one to say it but I know you’re all thinking it.
God I fucking hate how new Magneto feels. I’ve been playing him since MvC2 and this doesn’t feel anything like Magneto.
I’m starting to adapt, but he feels… Hulk heavy.
There was some uncertainty regarding Alioune’s mag blast combo being in UMVC3 still in the combo thread a ways back. I’ve been messing around trying to find a consistent way of landing it, and can confirm at least this permutation is still in. The timing is a little different, and you have to do some dashes to make it work, but it’s pretty nice. If you corner them in the combo, there’s a few nuances to getting it all to work.
Midscreen
Starting with any 4 hit hitconfirm (c. LMHS, trijump L c. LHS, sj. S, MHS)
j. H adf H xx L magblast, land, j. H xx H magblast, land, dash S, j. H adf H xx L magblast, land, dash j. MH xx L magblast, land, S, j. MMHS.
The dashes generally are unnecessary in the corner, and after the last launcher midscreen you have to superjump forward, whereas it’s better to superjump backwards if you land the last launcher in the corner. It’s possible to actually finish with j. MMH aduf MHS but I haven’t gotten it consistently yet. Here’s some sample damages of just this combo without any hypers to finish it:
c. LMHS starter: 554k
trijump L, LHS starter: 535k
j. S, MHS starter: 601k
Interesting to note that doing this combo off J.S and finishing with gravity squeeze is a neat 1 mil without any mashing for extra damage
P.S. I don’t think the airdash nerfs hurt Magneto very much at all. His trijump L is still godlike, it’s probably only a couple frames slower. Losing retreating db airdashes isn’t that big of a deal since you still can just jump, fly, mash dash, and the change on his downback airdash gave him a new mixup of jumping forward at close range then airdashing downback into S, or airdashing downforward into a crossup c. L. Also, you can still plink an airdash downforward S at the height of a regular backwards jump, it’s pretty cool and almost reminiscent of Cammy’s jump back EX drill in SF4.
The changes are just something we’ll eventually adapt to. I remember when I first played Mags in vanilla for the first time and he felt weird compared to MVC2 and now he’s top of the line again.
I will say this though, the combos look weird. Every hit feels like its going to knock the opponent across the screen and every proceeding hit seems to be JUST ENOUGH to keep the combo going.
I’ll be making a set of videos for the front page as soon as I can.
Magneto can still do cr.LMHS j.H > j.H fly > H > Fly Loop on most of the cast, and it looks cool as fuck. Twist and turn~
I loved doing his ROM in Vanilla but now it feels like such a huge fucking pain in the ass. I’m gonna stick to magnetic blast/fly shit and save ROM for the corner
I watched a vid with shady doing the abcs Sj. H addf H, d.H, launch into H, adf H, to H, H, H, H, addf H, st. H, hyper grav. Seems like a good bnb that still works. I don’t get why Fanatiq says the Vanilla Magneto players will be exposed now that his air dash combos or ROM combos got harder or different? Doesn’t make sense because Mag took some time to learn but is easy and now in Umvc3 he got even simplier? Also, the reason I play him is because he moves like he’s on crack.
Does anyone now if any versions of his staircase combos work? Also is the replusion or gravitation attraction good? I don’t think I’ll get the game.
That only connected because his relaunch jH adf jH was so close to the corner. However, if you do a st.S instead of c.H stS and go into jH adf jH, it does this weird thing where the second jH will connect behind the opponents hurt box and thus you have enough space to connect a xxfly jL.
My thoughts after an hour of training:
Holy shit you guys weren’t kidding. He feels alot different. We can adjust though. I’m just having a hard time killing old muscle memories for combos.Hyper Grav loop seems harder than it was before. Attraction moves have ALOT of potential.