The last bit is just hyper grab loops right? Sorry can’t read numbers. And so you just super jump after the first magnetic blast?
The magnetic blast combo I do does ~700k but it isn’t full screen, mine goes something like L, M, H, S, j.H, adf, L Mag Blast, cr.H, S, j.H, adf, j.H, L Mag blast, land, j.M H, L Mag Blast, land, H etc.
Actually he forgot to insert a dash stS after the first blast, and that’s a good Magnetic blast starter. If you want other combos you can check the start of the thread, basically Magnetic Blast combos are very flexible due to the large hitstun and the only timing required for them is the delay to lower the opponent to the ground.
Magnetic Blast loops alone unfortunately will not convert into hypergrav fullscreen sadly.
You either have to combine them with the ROM or Fly to corner carry for hypergrav:
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Magnetic Blast loops alone carry 60-80% of the screen into a hypergrav conversion, they will carry from corner to corner if you don’t use a hypergrav conversion stS into jMMHS where you would normally stH xx L hypergrav, then you can always use assists to extend(drones/Missiles/OTG assists) or use a gravity squeeze ender.
If you want a combo that extends further than the one you use you can try,
c:l: :h::s: sj j:h: adf j:h: xx :l: Blast land IAD adf :l: Blast cr:h: :s: sj j:h: adf j:h: xx :l: Blast , here you can end with stH xx Hypergrav(you are allowed one hypergrav rep without assists), or if you are outside the corner S jMMHS. You can replace the boxdash magnetic blast with a super jump forward addf jH.
ah cool thanks alot! I use a pad so doing ROMs is kind of difficult for me. I’ve tried doing flight loops after a magnetic blast loop but whenever I try to convert into hyper grav, they always pop out when i addf after the last H
I think I need more corner setups… What are some that you can do without Drones? I already got Repulsion into Cold Star lockdown and the meaty Magblast after j.S ender to beat tech rolls. What else is possible?
Check out this thread, it’s unorganized but has a lot of good stuff:
Basically your best options are the ones you listed and the TAC bait reset, because those are skewed in Magneto’s favor if he uses assists, and TACs are stupid.
He can force air recoverys with any move other than crH and stH out of hypergrav and Magnetic Blasts in the air, which give him frame advantage that allows him to set up throw resets or throw bait using stL(they can forward dash out or stay in the corner and it’s hard to catch them out of the aerial resets ie Magnetic Blast)
You can also use attraction + wavedash which will crossup rolls(Alioune tech), although you need to cover it with an assist or you’ll get grabbed.
I see players doing unoptimal XF2/XF3 combos or not knowing what to do in XFactor, so I messed around in the lab with XF2/XF3 Magnetic Blast jump loops again and found very efficient extremely damaging combos that can convert into the infinite easily and ToD everyone meterless, not to mention you can convert into stS jMMHS once the opponents life is around it’s end. These combos are very easy if you are used to Magnetic Blast loops and are very effective and work on the majority of the cast very consistently of the cast or kills them before they drop out, they require no meter to kill and build a ton of meter so you can ToD with gravity squeeze once xfactor runs out. You can convert into stS jMMHS after any jump rep, or the infinite after any jump rep at the corner, which makes them so effective.
XF2 Magnetic Blast Jump Loop(1.15~mil off a cLMH starter meterless):
Any starter into st:s: j:h: xx airdash forward xx :l: Blast land (u/f j:m::h: xx :l: Blast)x3 (u/f j:h: xx :l: Blast )x2 st:s: j:m::h::s:
XF3 Magnetic Blast jump loop(kills Thor meterless before the combo ends and does above 1.1 mill off a throw meterless):
Any starter into st:s: j:h: xx airdash forward xx :l: Blast land (u/f j:m::h: xx :l: Blast)x2 u/f j:h: xx :l: Blast (u/f j:m::h: xx :l: Blast)x2 st:s: j:m::h::s:
These combos will be very easy with anyone familiar with the jH dash L blast variations of the Magnetic blast loops.
the thing is that mag blast has a ton of startup and is not necessary for damage. even a simple flight combo will kill almost every character in the game. theres no need to use time on magnetic blast
Magnetic Blast has 14frames of startup versus … jH and jMs 10frames as a normal Magneto, in Xfactor its even less, not to mention if you are doing fly combos, you are adding dash startup to jH and jMs, there are no dashes in this bnb besides the first. And basic fly combos won’t kill off throws and will not kill heavies in Xfactor unless you transition into the infinite, you also have to use shockwave ender if you end it in jS. The combo looks long but actually only takes up 1/4th of XF3 time(only reaches MA~ of Magneto’s name), and that’s the full combo, you can shorten it to kill anyone and everyone, I only put the full combo for throw confirms. For example you can shorten the combo to kill Vergil before the Xfactor Bar reaches Magneto’s name, just one jMHxx BLast jump loop stS jMHS will kill him.
Edit: Did some testing, vs a Thor/Haggar/Hulk team with XF3 Magneto, ToD Thor using the bnb, using attraction glitch then crossovers to ToD Haggar, same mixup vs hulk then final combo vs Hulk XF3 runs out midway through the loop(800k mark) you can simply stS JMMHS into gravity squeeze and boom, you just ToD’d a whooping 3.65million health team in 25 marvel seconds. Speed is not a problem here.
I’m using Bolts assist, but yeah I can EoA (as Strange in the corner), raw tag into Magneto, guard break or high low with Cold Star assist. I’m also gonna look into that low ROM midscreen and see if I can do it with Bolts as well.
For those less-inclined to the jH dash L blast here is a XF mag blast loopz
XF2 (~1.18 million off cLMH starter)
stS jH xx airdash downforward jH land uf j.MH xx L blast land neutral jump j.MH xx L blast land uf j.MH xx L blast land uf j.H xx L blast land stS MMH airdash forward HS
XF3 (~1.37 million off cLMH starter)
stS jH xx airdash downforward jH land (uf j.MH xx L blast land)x2 neutral jump j.H xx M blast land (uf j.MH xx L Blast land)x2 stS MMH airdash forward S
The trick is to do the MH x L blast reps in a slow rhythm so the following mag blasts don’t whiff.
Yup, those do the same damage as the bnbs I posted. The reason I’m using jH dash L Blast loops is that they are more consistent than the jH addf jH loops in terms of them not being less effected by character size and weight, and more solid in anti air confirms. We seem to have figured out the same sequence of jump loops too in terms of jMHxxL blast and jH xx L blast ratios.