1- On the second blast, instead of [normal jump j.:h: xx Magnetic Blast:l:] do [normal jump j.:h: xx DASH Magnetic Blast:l: ] It might seem harder, but it really isn’t, and it’s truly important because it gives you forward momentum for the next step…
2- Don’t do the cr.:h::s: between loops. I don’t trust it. It pumps up the scaling and the combo may drop at any moment if you added a different starter. Since you have a bit of forward momentum from the first correction, you are now closer top your opponent’s falling body, so it’s possible to do an :s: to pop them up in the air again and keep your scaling low.
3- The 3rd Blast is the trickiest one. You hit them just a bit after your super jump, but you need to reeeeeeally delay the second j.:h: so that the opponent’s body is at the same height as yours, which allows the blast to connect. You need to ALMOST drop the combo.
Once you got it though, you got it. It’s not hard to replicate once you get it in your head. I started practicing it in vanilla when Alioune dropped the vid, and before ultimate was out I had it down pat. Just didn’t use it because it wasn’t necessary
really good stuff. gonna practice SOME of the tech there, but most of the combos don’t hold up to the alioune BnB or regular fly-loop. either because of damage, or simple practicality and ease of execution.
(insert hit confirm here) c.:l: c. c.:h: s.:s: sj j.:h: adf j.:h: xx Magnetic Blast :l: forward jump j.:h: xx Magnetic Blast :h: c.:h: s.:s: sj j.:h: adf j.:h: j.:s: followed with attraction into shockwave depending on my meter or if the position is worth doing.
I think I came up with a team that takes advantage of his new attacks pretty well. I’ve been running Magneto/Nova/Dante.
Basically try to get in a combo that leaves them knocked down in the corner (which isn’t a problem). I then put up a gravimetric pulse wall in front of them to keep them against the wall and use repulsion to make sure they stay against the wall and don’t tech roll past it. At this point I’m pretty much free to do high/low mixups while using dante’s jam session to make sure they stay against the wall.
Pretty effective against some income characters as well. Just put up a gravimetric pulse wall and use gravitation on incoming characters so they drop behind the wall and don’t jump over it. Of course I have to watch for characters like Hawkeye or Dr. Strange that can hyper me while coming in, but I can just block knowing they will most likely come in swinging. Same with teleporters but they aren’t exactly safe doing that either. Placing the gravimetric pulse under incoming characters can also lead to some tick throw setups and that jazz.
Using attraction anywhere on screen while having a gravimetric pulse wall or using jam session can also potentially lead to some shenanigans.
Still working out the kinks on spacing everything and whatnot but I thought its a pretty solid idea.