Imo it’s the exact combo you posted. Everytime i get 2 characters i just do stuff into launcher, sj.h dash j.m xx fly, j.l h [dash h] x4, mmhs, shockwave xx dhc. It’s very consistent for me, where blast loops and rom variations aren’t that much, and grav loops of course don’t work at all.
Yooooo, I tried to come up with something similar back when I first notice magneto’s j.H would still carry the charater to the corner(from behind) if you do the fly loops too fast. Watching MarlinPie has giving me some ideas. Time to hit the lab:nunchuck:
man, doing plink mblasts backwards is retarded. the timing just isnt the same
Man I’m finally starting to feel the limits of playing on a pad by trying to learn this plinked MB stuff. Its just so damn difficult pressing two buttons at the same time because of how the buttons are spaced. Usually its not a problem because you don’t have to press the buttons at the exact same time to get a dash, but while plinking if I’m even a frame off it ignores my dash attempt and just goes right into MB. Any of my fellow padnus warriors have some tips for this?
I know fanatiq uses a mapped M+H…have you tried that?
MAGNETIC BLAST
[media=youtube]oO3Ds8Hjp3Q[/media]
Yo, that shit was so swagnus I started :nunchuck: the shit out my laptop. You need to land that shit @ECT4.
Looks a lil familiar But yea , Hopin to see ya use that swag in your future matches
Magnetic blast? more like magnetic swag
so I got gassed into learning this character, and feel like I steeped into a black hole , there is.always something more to learn ,
I’m sticking with the old man now though just gotta force this muscle memory on myself
started with magnetic blasts , now that stupid imput is down the rest
*heads back to lab
To bring back the topic of Dorm vs. Magneto (not the matchup, but their strengths.)
Dorm, for me at least, is up there in or close to the top 5. He is pretty much unanimously said to be best in the 2nd position. He works well in each position however, it’s just he has fantastic DHCs, TACs and assists (primarily D.Hole) which are great for extending combos. His solo damage is really good and if you have assists to extend it, it becomes extreme in some cases. Dark Matter xx Teleport combos aren’t impractical at all, because you use the tri-dash H, cr.L, st.H xx Dark Matter as a block string a lot of the time and then cancel it into Dark Hole or Purification if it’s not hitting (of course you have to mix it up).
Sure, you’re not always going to have the chance to use 2D1C in combos, but it doesn’t matter because if you’re using Dorm right you get ample time to charge all three spells, and after that you can confirm any hit into a Dark Matter combo into jump loops and then when you launch release the spell. You don’t even need to use it in combos as it’s like an EX Seismo in utility, because there’s not much you can do if Dorm releases it because it covers a huge area around him and hits with the initial eruption and then all of the little magma bits for a long time afterwards.
There are very few situations where Dorm needs to rushdown (vs. MorriDoom or another Dorm etc.), because you can’t run away from Dorm because he’ll chip you to death and gain control through Flares and Pillars. He therefore only has to wait for most characters to come to him as he primarily holds control over most of the strong cast members provided he has a proper assist along with him, like Drones, Missiles, a beam etc. You can generally scout out when people will make a move to advance or teleport, and he has options for dealing with these like using Pillar xx Stalking Flare as a great OS vs teleports when you think they’ll go for them. XF3 Dorm has really dumb chip with Pillars alone, they come out so quick you really have very few options to do anything inbetween them, so unless you have XF yourself, Dorm can generally chip out 2 characters without spending meter at all.
His normals are very strong as well; active for 8-10 frames a lot of the time, cancel out low priority projectiles, each have different purposes similar to Dhalsim but they are easy to apply, great range and hitstun which means easy confirms off them. They also scale really well, M does 14,000 scaled and H does like 18,000 scaled (Mag’s are like 6,600 and 8,000 aren’t they?).
On top of these strengths, Dorm also has Choatic Flame which is a screen fuck hyper which is 3 frames, clears everything on screen and is the 3rd most damaging hyper available at the start of the round (unlike Ryu’s Denjin hypers or MODOK’s Understanding levels). Mags doesn’t really do that, though he obviously has Tempest’s startup to allow other characters to do it for him, but it’s not the same as it requires extra meter and Mags isn’t doing it himself. Then there’s stuff like Dorm’s self unblockables and very strong welcome mixups, his ability to always mix people up left/right + high/low like Mags but slower for high/low but stronger for left/rights, especially because you only need to press A1/A2 and Teleport and you instantly mix someone up from full screen just after you were zoning them for 10 seconds. Dorm also has the ability to set up the nastiest mixups in the game for characters like Firebrand, Mags, Viper etc.
Generally speaking, Dorm and Mags are both extremely strong, and after playing with Mags for the last couple of weeks and spending a lot of time in the lab with him and researching he I can see his strengths, which you all know, and I genuinely personally think Mags has an edge over Dorm, but both characters have different strengths and weaknesses and can be played in any position and do really well. Mags has his fluid movement and pretty much unreactable mixups with double plinked throw OS’s in them creating really scary offense which can cover himself, but his lame game isn’t as strong as it doesn’t chip like Dorm’s so he needs a lead to really just dry people out. Dorm however has clunkier movement, a bigger hitbox but still has great movement and mixups in general, a teleport for derp purposes, great zoning and has really strong ways to utilise meter, as well as having above average health at 1 mil, so he’s slightly less likely to die from some touches.
I don’t know how this post has gotten so long anyway, it was only meant to be a quick thing, but oh well. Those are my thoughts; I think Dorm and Mags are both about as good as each other when played optimally, but Mags has lots of that super slick tech like his Repulsion forced corner lockdown, super tight offensive pressure with layered option selects, blockstun cancels etc. And those sorta make me feel like Mags is just a stronger package than Dorm, excelling in a few select areas, while Dorm simply does ‘very well’ in all areas, including the ones which Mags doesn’t.
good post man.
Magnetic blast is a complete bitch to put into muscle memory. But it’s worth it because get to
- Do great damage
- Look like you paid £5000 for those gloves you’re slapping bitches with.
- Bitches will all be jealous
Don’t forget free swagger
[media=youtube]O69gOuYIJeM[/media]
Turns out to be more consistent than several of the other midscreen TAC followups I can think of. Also looks cool, swag, dat cape, etc. and yes I stole the Tempest setup.
I like that last one. Some disrespectful shit it was lol
[media=youtube]m7qluwdvpe4[/media]
A quick look at damage from some of his BnBs. I think I could have added ~10k to each of the fly loops. To do more on hyper grav I think I’d need to do the j.S version.
lol just posted a typo you had in the YT comments.
MagBlast loop also does 576K in the corner.
Annotations added.
cant believe i hadn’t thought of this before lol just realized i can do a guard break on incoming with my assist