The Ultimate Magnus Thread. The godlike stuff

Oh I know Shockwave leads to LL, but Shockwave corner damage is also ass lol.

Yeah, but Zero gets the damage for you.

And if you have Jam Session or Drones, you can get a guaranteed extension AFTER the Lightning Loop for even more damage + meter build.

Magnus on point is Gods Gift to Magneto players.

At some point i’m going to make a spreadsheet for the op about magneto’s match up numbers and i was wondering if you guys would like to offer some opinions on how i should go about it.

edit: Example; Haggar + Dorm(DarkHole)/Doom(Missiles) versus Magneto +Doom(Plasmabean)/Sent(Drone) is 10-0 simply because the assists that Haggar has while on point should not allow him to get in magneto’s space when the magneto starts using gravity moves and tk disruptors to prevent haggar from jumping in trying to pipe, which force the point haggar to rawtag or raw super to get out of dodge. at that point you can counter with your own shockwave into dhc of your choice.

now that’s just how i feel so i don’t know how everyone else is feeling. if you get hit by that pipe in that match up and you’re playing mag/doom/sent then you deserve to lose.

You gotta be crazy if you are trying to tier matchups team by team, there are millions of possible combinations on both sides. It’s better to cover individual matchups, and even then it’s a team game, and the assists chosen change the matchup a lot.

There is no such thing as a 10-0 matchup in a team game, Magneto may have theoretical 10-0 matchups vs Haggar/Wesker/Deadpool, but the fact is, if one air dash gets touched by Lariat/Pipe or Hulk’s H, Magneto dies, it’s not like we are playing on infinite stages.

the thing about that last point can only be xplained by one thing: this is marvel. theoretically, noone should ever lose to hulk. hes not fast, doesnt have a fast overhead standing H can be blocked any direction, and the grab is the only thing he can do to you if you block a lot, and you cant even really follow it up midscreen. but everyone gets hit by the H because its marvel and shit happens. you will have one plan for your character and when your opponent chooses an option you havent accounted for, you can get bopped for it. just my thought on it

im not entirely sure if anyone brought this idea up to speed as of late, I know marlinpie introduced a good idea of it in vanilla but … does everyone know(still know) when Magneto fly’s in neutral jump height and dashes down, he is still flying a little bit off the ground and you are able to get out a few hits that actually overhead? This can create good mixup opportunities with certain assists. Like right now i have Mags, Spenc, Sentinel and what i do with mags-sent is when they’re caught under the drones, ill do:
Neutraljump back,up or front, dash towards opponent, j.LM, unfly, cr.L, tri dash L. The reason I do j.L in the beginning is because sometimes it misses on characters so it can cause them to pushblock early and get hit by drones. And then I secure them with j.M which has a widespread hitbox. the cr.L into instant overhead is just going way too far and just there to secure the combo afterwards. However, one pushblock and you’re stuck pushed away from your opponent in a flying state … but that goes with every magneto mixup. But yeah … just thought i’d share the idea that has been brought up before. It gets tiresome when your training partners block your tri dash L’s :frowning:

someone (Dino, Kanta, Blood) please make a tech tread so everyone can keep up. we always talk about the the same tech every month because people weren’t here for the last conversation. anything that’s not on youtube I will capture for you. a front page with all magneto’s tech would be really be nice. If none of you create the thread soon I’ll make one. thanks;)

Since I don’t have a recording setup, please record this and post this on youtube since I dont think I ever saw it used on stream there is no reason for this shit not to be used considering how broke it is. Repulsion/Attraction/Gravitation setups:

On Meaty incoming you can do meaty stH xx Gravitation + Lockdown assist(Jam or cold star):
-On block theyll get put into lockdown grounded
-If they press buttons theyll get put into lockdown grounded
-If they get hit they gget put into lockdown grounded
-If they try to escape theyll get scooped or put into lockdown
-They can take a hit and forward roll to escape, but you can always convert off that stH and you can still get a high/low off that forward roll.

Basically if you practice your meaty timing, Magneto gets free high/low mixups on incoming instead of the weak ass left/rights he gets now.

Ending your hypergrav combos with the following for cheap meaty resets(stH before max scaling or crH, these cover all techs)
-If you run something like drones you can use crH xx attraction + drones to cross them up and put them in a 3 way high/low meaty mixup
-If you run Cold Star or Jam Session or lockdown assists you can do crH xx repulsion and put them in a lockdown, if you have drones you have a left/right 50/50 into multiple high/low mixups into possible throw in the end, Jam Session clouds magneto’s flight mode making mixups invisible
-Forward tech only, if you have an assist that hits behind Magneto(like Taskmasters arrows), you can use stH xx Repulsion, if they forward roll, they’ll get crossed up, neutral or back tech they’ll get hit with meaty assist.

Also guard cancel tech, on grounded blockstrings, plink L+H pushblock into M Repulsion xx Tempest dhc into safe super or install super to get Magneto out safely. IE you can use it to tag out Magneto safely out of blockstrings unless you are getting hit by assists, should work in the air with hypergrav pushblock tech.

Please create a video, more people should be aware of this.

Fanatiq also did a variation with Drones + Attraction in his set vs. Drew Grimey. Call Drones, dash forward, stand under incoming opponent, Attraction. Due to the forward momentum of the incoming opponent, they will get pulled into the Drones (or whatever lockdown assist you have). I think depending on your timing and where Magneto is standing, it becomes a pretty ambiguous “crossup”.

@3:45
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Yup, that’s a different and older setup. It’s similar to the Dr Doom Missiles meaty which is alot easier to time(on incoming do attraction while calling missiles), FChamp abuses this a lot. I’m talking about a meaty reset with Drones rather than a meaty incoming setup instead of going for TAC resets all the time. Meaty lockdown resets are more effective than TAC resets due to the speed of his overhead/low and there is no risk losing momentum/corner, and both are a billion times better than aerial resets(ie ending your combo in stL or Aerial Magnetic blast for air throw/air throw bait).

ok, I’ll start by posting one of my old resets I never see anyone use and that 602k solo (c.LMH starter) magblast combo I found yesterday.

[media=youtube]hi1-TME24hw[/media]

Quick question. About how long did it take you guys to feel comfortable with Magneto? This is more specifically for those who either didn’t play MvC2 or didn’t really use Magneto in MvC2. I’ve only been using him for about a week, and maybe 1 days worth of actual matches against a moving opponent other than the CPU.

He seems to have a somewhat steep learning curve but I see great reward in learning how to use the master of magnetism.

Its not hard to learn combos really (but keep in mind everyones learning curve is so different) I never played mvc2 but watching magneto in that game made me love him.
the hardest part is getting used to how mobile he ACTUALLY is, a lot of top players dont even use his mobility to its potential.
if you play a lot of players in here you will see some scary movement lol.

but if you dedicate yourself it shouldnt take but 1-3 months depending tbh, its so different for each person though.

Well it took me about a week to get used to new “Old man” Magneto since I used to play him a lot back in MvC2 ( i know i know lol). In ultimate he still seems to have some of his good properties like dash under resets and a really ghetto looking rom.

I think the reason you believe he has a steep learning curve is that this character in UMvC3 IS “Marvel” in a sense that he’s a well rounded character that you can learn everything about the game by practicing with him, which includes tri jump dashing, kara movement, rushdown/keepaway etc all in one character. If you practice him enough you’ll learn more about the game then you would with other characters in my opinion.

1 month.

Hey what would be the best way to convert off of Jam Session from a relatively close distance? Dash up S usually pops them up at a weird angle, and using stand L usually scales the hit-stun too much to combo.

j.HS xx addf j.h > st. L

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Not relavent to much anything I guess…

Super gangsta

Bawse!