I figured that almost new post on this character discussion is about how to do Fly Loop/ROM/Magnetic Blast loop, etc. so I figured it was time to compile all of the standard BnBs and break shit down for everyone. The old MVC3 Magneto Combo Thread is great but since there’s so many pages of stuff that does not work anymore, it is very hard to navigate through and find the information that you need. As a disclaimer, I will admit that my execution is not up to par as some of the more creative execution-heavy posters on this forum like Ika Zuchi No Kami, Anima922, and Alioune so I will need this thread to be a group effort! Also, I don’t think having the most optimal combo down is nearly as important as having a good neutral game and being able to hitconfirm off of every hit. That being said, I will go over the standard BnB’s for our favorite Mutant.
[LEFT]The first round of combos that I’m inputting are gonna be without Hyper Grav loop extensions since I want them all down in writing first before I add the second ender. Right now all of the damage listed is before meter is spent.[/LEFT]
Basic Combos:
Basic Fly Loop
[details=Spoiler] cr.:l::h::s: sj j:h: adf j.:h: xx:qcb::s: j.:l: j.:h:[adf j.:h:]x4
Use:Anywhere
Meter Build:0.8
Notes: Everyone has seen this combo 1000x on stream and it gets alot of flack for relatively low damage, but that’s really not the true reason people should “graduate” from this combo. It’s really because xxfly does not connect due to HSD if you try this combo after an air to air hit confirm such as j.:h:addf j.:l:st.:l::s:. If you want to go for a fly combo afterwards you will have to modify the combo to j.:h:adf j.:h:xxfly via delaying your super jump and hitting the lower part of the opponent’s hurtbox. At a higher level of play, you’re going to have to learn how to convert this into Hyper Grav loops. Also, if your opponent is dropping too fast, you can add a j. to get them higher.
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Basic Air Dash Loop
[details=Spoiler] cr.:l::h::s:sjuf j.:h:addf j.:h:[ land nj. j.:h:adf j.j.:h:]x3 st.:h:xx:qcb::l:~ 390,000-420,000 Damage
**Use: **Anywhere
**Meter Build: **1.0
**Notes: **AKA the boring combo. However, it’s incredibly reliable and easily converts into Hyper Grav loop or Magnetic Tempest which makes it IMO, a better BnB than Fly Loop until you learn how to unfly. If you’re not comfortable with Hyper Grav loop, you can always just do st.:s: sj :h::s: afterwards.
[media=youtube]35QK0ImTFNQ[/media]
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Intermediate Combos:
Fly/Unfly Loop
[details=Spoiler] 1. cr.:l::h::s:sj j.:h:adf j.:h:xx:qcb::s:j.:l:j.:h:[adf j.:h:]x4[:qcb::s:pause j.:h:st.:h:] or [ addf j.:h::s:st.:h:]xx:qcb::l:~ 410,000-440,000 Damage
**Use: **Midscreen to Corner
Meter Build: 0.9
**Notes: **If you don’t pause after the unfly, you will get a Hyper Grav :h: which is easily punishable. Converts into 2-3x Hyper Grav loops.
[media=youtube]ZP3N4DXu_Ps[/media]
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[ Corner Air Dash Loop Variants ][/SIZE]
Corner Air Dash Loop
[details=Spoiler] 1. cr.:l::h::s:sj j.:h:pause addf j.:h:st.:h:pause st.:s:j.:h:slightly longer pause addf j.:h:xx:qcb::l:~ 460,000-480,000 Damage
2. cr. :l::h::s: sj j.:h: pause addf j.:h: st.:h: xx :qcb::l: st.:s: j.:h: slightly longer pause addf j.:h: xx:qcb::l: ~ 468,000-488,000 Damage
**Use: **Corner
**Meter Build: **0.8
[media=youtube]kwoJnhlIKto[/media]
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Hyper Gravitation Loop
[details=Spoiler] cr.:l::h::s:xxsj j.:h:(pause) addf j.:h:st.:h:xx:qcb::l:[ (buffer super jump) sjub (or sjuf) > addf (or add) j.:h:st.:h:xx:qcb::l:]x5 ~ 570,000-580,000 Damage
Use: Corner
Meter Build: 1.5
Notes: You have to buffer the super jump as soon as Magneto’s body starts glowing from the Hyper Grav and you should airdash down as soon as you see the opponent’s body fly up. The most important note is **READ THE FORUMS **because this forum literally gets a question about how to do this combo everyday and every time it’s the same answer and no one likes repeating themselves. This is one of the pillars of Magneto combos since you can tack on 1-3 of these after basically every combo on this post that connects a Hyper Grav :l: in the corner.
[media=youtube]BE9BIrta0n8[/media]
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[ Magnetic Blast Variants ][/SIZE]
Basic Magnetic Blast Loop
[details=Spoiler] cr.:l::h::s:xxsj j.:h:adf j.:h:xx:u::uf::f::l:land, dash forward st.:s:j.:h:adf (pause)j.:h:xx:u::uf::f::l:land, dash forward st.:s:j.:h:adf j.:h::s:~ 500,000-530,000 Damage
**Use: **Anywhere
**Meter Build: **0.8
[media=youtube]5zavEZk65r8[/media]
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The Anima922
[details=Spoiler] cr.:l::h::s:xxsj j.:h:adf xx:u::uf::f::l:(land) cr.:h::s:sjxx j.:h:adf:h:xx::u::uf::f::l:(land) nj j.:h:xx xx::u::uf::f::l:st.:h:xx:qcb::l:~~ 480,000-510,000 Damage
Use: Midscreen to Corner
Meter Build: 1.0
**Notes: **IMO, the most consistent Magnetic Blast loop. The only tricky part is the j:h: adf xx:u::uf::f::l: part since you’ll probably end up air dashing up alot while learning it, but soon it becomes second nature.
[media=youtube]HJi4tV50SnA[/media][/details]
Corner Magnetic Blast Loop
[details=Spoiler] cr.:l::h::s:sjxx j.:h:adf (pause) j.:h:xx:u::uf::f::l:land, st.:h:xx :qcb::l:st.:s:sjxx j.:h:adf (pause) j.:h:xx:u::uf::f::l:land nj j:m::h:xx:u::uf::f::l:land, st.:h:xx:qcb::l:~ 530,000 Damage
[media=youtube]EfDBfL2Ky8A[/media]
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