OK, thanks for the help. For now I guess I’ll just end with tempest after the hyper grab then. Unless I can find some cool ammy assist extension besides st.h > grab l > super
Golden rule of Marvel : everything is derpy except the team you play
Magneto pretty much fits perfectly in all of the teams in your signature.
I got a noob question for Magneto combos. I was practicing the Tokido relaunch combo (launch, h,adf, h, mag blast, land and dash up launch, h, fly , l, h, blah blah blah), but how you do land the l after fly after the relaunch? The h seems to knocks them back too far for the l the connect even if I did the fly as fast as I can.
The j.H that you cancel into flight out of needs to hit them at their feet. Launch, wait a moment, then sj H with the top of your hit box at the bottom of their hurtbox. It will leave them in range for the j. LH afterwards.
Yeah, it’s just as Leaf said, you must j.H, Air Dash Forward(box dash), L Mag Blast during the second rep.
c.LMHS, j.H, ADF, L MBlast, land, NJUF, j.H, ADF, L MBlast, S, j.H, ADF, j.H, L MBlast, land, dash, NJUF, j.MH, L MBlast, st.H, L HGrav, 1 quick HGrav loop, SJADF, j.H, j.S, st.H, S, j.H, Disruptor.
This^ is true for mines and also RayRay’s combo. completing the combo as quick as possible will net you an extra hypergrav loop before going into the enders.
reg ver. - you get 1 hypergrav loop
corner ver. - you get 2 hypergrav loops
Also, you won’t get the correct numbers if you do the ender too fast. you gotta get that bonus damage from the opponent falling out of the hypergrav.
example;
Heavy or Medium HGrav into 1HGrav loop does 249k
Light HGrav into 1HGrav loop does 268k
This^ and quickly executing the combo is how we’re getting extra damage output.
P.S. I think blast has less HSD than standing or normal jump j.H
Hit em at the bottom of their hitbox as you’re ascending from the super jump.
Hmm, that’s pretty interesting, I wasn’t aware you could add another rep of hypergrav loop after extended Magnetic Blast combos, although I wouldn’t be a big fan of it in a real match because I assume it won’t really work with grounded assist based confirms or a tridash jL crL confirm. I didn’t know about using the 2 hit property of hypergravs during combos either, I thought you only got 1 hit in hypergrav loops.
Thanks, im gonna try and mash it out tonight, probably just do hyper grav > super because im lazy.Hopefully i get it down. Also quick question, is this even a practical combo?
I wouldn’t consider the L Disruptor xx Tempest ender practical nor the extra hypergrav loop. But the rest of the combo should be doable with enough practice. Not to mention that this combo teaches you jH adf L blast which is a really nice air to air hit confirm that OS’s throw too.
imo, everything in this game is practical. just cause you have problems with something now doesn’t mean you can’t learn it later. I bet many thought Zero’s loop wasn’t practical until everyone was doing it. hell, most of you will have different opinions on what’s practical in the future, cause you ether level’d up or the community surpassed you. this game changes a lot because it’s still a baby, and there’s harder stuff to learn. my combo not even close to the top.
also, It’s my bnb and I never fuck it up. :arazz:
Lol. Ill try some more, I guess I can’t get over the simplicity of the other combos I’ve been doing. Good ol fly loops.
Something happens when I actually play in tournament, I can do most of the Magnetic Blast loops perfectly fine in casuals and training mode, but once those tournament nerves kick in, I can’t do them at all and I just revert back to fly loops lol.
First person to find a raw tag combo into Strange gets to be my husbando.
If not possible, I guess I’m just gonna have to settle for the capture state DHC I did earlier. Can probably just do combo -> reset with Ammy/Bolts -> combo again into Hyper Grav, Tempest > SoV into FoF loops.
I think gravity squeeze will give you enough time to tag. I don’t know if strange has an otg though. And I think the emp loop can give you the time you need to tag in.
To be fair, the original LL isn’t practical. Not in the same way that vergil sword loops are. No one does it. Everyone uses the modified, lower damage version. if a buster is fired with shadows active, its the easy version.
The original is finicky, very character specific in timing and very difficult to hit 90%. The modified can be done practically but requires two meters to kill many times where the hard one requires one meter. Of course add in a dante, doom,vergil extension and the damage is still very high.
In vanilla I’m not sure if even the current easy form worked. They changed the timings on the shadows in ultimate. Shadows have a longer delay. Everyone thought they spaced it so lightnings wouldn’t loop, and at first they didn’t. Then we got used to the new timings and the rest you know.
Doesnt allow Strange to OTG. Dante himself has very little time to OTG post EMP or Gravity Squeeze hard tag let alone strange who has to set up a flame before tagging.
[quote="Ika Zuchi No Kami, post: 7670917, member: 48661
also, It’s my bnb and I never fuck it up. :arazz:[/quote]
Bahaha, hell yeah.
In some of the previous pages I read that Mag/Dante/Sent can go for 1mil after a mag throw, how are you guys doing that? I can’t get to 1mil =/
My max was 980 off a midscreen throw starting with 1bar, and I havent gotten that kind of dmg again (aleays 950) but there seems to be a way, i just havent found it.
you have two options…
- Do a 300dmg combo with Mag, then raw tag into Dante
Standard Dante ender builds 2.7 bars. You can start with no meter and build 3+ bars if you go for the more advance stuff.
- Max Hyper Grav loop, drones ender
Must start with 1 bar. combo build 2 bars. hella easy mode.