[media=youtube]EfDBfL2Ky8A[/media]
I see now thanks for the correction. Dino I can do that Corner Magnetic Blast Loop just checking what other options there are as I want to learn as much as I can with Magneto
Big shoutouts and thanks to all Magneto’s that helped put this thread together with combos and answers to questions , I can see my Magneto getting more stronger & menacing. if it wasn’t for you lot my Magnus wouldn’t be any good
Anybody want to tell me what the name of the thread is a referance to ?
Also a video of it would be nice ha
its a reference to what rayray would say after he styles on someone and someone asks him why he didnt just keep it simple. anyone is free to correct me if im wrong. was mentioned by someone on commentary on, i think, the big two
when you hit someone with a shockwave that is near you, what’s the combo where you XF and switch sides so they end up being able to be combo’d? and what is the optimal combo in that situation?
depending on assists extentions you can get 850-870 one meter off this.
crLMHS, sj H adf H xx Lblast, land, nj H xx Lblast, land, st HS, sj H adf H xx Lblast, land, st H xx Lhypergrav, SJ add S, land, st HS, [insert your assist extention here] I do sj MMHS wesker assist, L hypergrav, HS, sj H xx Ldistruptah xx air Tempest
the undrlined part shouldn’t be too tough even if you can’t do the hypergrav loop. If you can’t do it you can substitute it with nj MH xx L blast.
This trying to do the The Anima922 blast combo. My second blast is constantly whiffing. Anyone have any ideas why?
Im starting from half screen.
You’re probably not delaying the last jH before the blast I think. Let them fall a little bit.
Quick question, which I expect you guys will know the answer to easily:
Off a launch, when I do sjH adf jM xx fly, jLH adf jH etc (basic fly loop), I get that 100% of the time.
When I do sjH adf jH xx Lblast, land, S launch, sjH adf jM xx fly, I get it 0% of the time.
Any idea where there disconnect is? I know I’ve seen champ and tokido do this (its tokidos main bnb), does the sequence change to get to fly loop? Seems the same, pretty sure I see the jLH and all. But somehow if I do the dashing jH xx blast first, they always pop out of the fly loop attempt. (If it helps, they’re always too high. Tho even at correct height, they seem to flip out really fast before I can jL)
Please let me know if I’m being unclear. Thanks!!
Got around to putting this into a video at last.
[media=youtube]y7nvr7YqcDY[/media]
It’s only really useful at the start of the round, but I’ve used this one a good few times now and if you play against some big body mainers it comes in handy extremely often.
Edit:
They’re actually doing the blast part, then relaunching and doing j.H xx ADF j.H xx Fly, which is made possible by being slightly below your opponent when you fly, because you are further forward horizontally to compensate for the push-back of j.H.
A buddy of mine advocates using jL for the initial hit of these air-to-airs, saying its faster and beats more stuff out. Are there any compelling reasons to use one over the other? Or just preference? (Or nothing more than ‘an H does more dmg than an L?’)
Ok, so just to make sure I understand, the difference is after the blast and relaunch, we fly off a jH as opposed to jM? The rest is the same (ie. JLH adf H etc after fly)
Yes, it’s usually something like:
Magic series > Launch > SJ > initial combo > land and launch again > j.H dash j.H xx Fly > j.LH xx H xx H xx H etc.
Blast combos work and Fanatiq often does a simple ROM for the initial combo bit, but as with most of Magneto’s combos you can pretty much do whatever you want.
Ok, tried it and it totally worked (thanks!!) BUT… now when I go for my unfly stuff they fall right out. Does another adjustment need to be made? Or am I not able to have my cake and eat it too?
Yeah you can only get like 4(?) H’s I think? Not sure, I’ve never bothered with those combos much as I prefer my variation of the blast combo. So yeah, cut it short on the fly loop and you should be good.
Some random swag with Mag+Doom
[media=youtube]c9qLChq8XSo[/media]
This was suppose to be for Maziodyne’s Betcha Can’t Combo This thing but i herd about it too late
Joker made up the Doom Missiles into footdive thing
those were basic ata hit confirms. new magnus should start with those before learning any of those funky ata.
to answer the question, I think all of Mag’s normals are good for ATA. The one that is always underrated is j.M because of j.L/j.H being useful in most aerial situations. here my opinion/tier chart…
**Incoming **
j.L: Stronger than j.H but it’s still the second weakest tool. the only plus is j.L being safe from throws and guard cancelling.
j.M: The second strongest tool against incoming character. it pretty much beats human hand to eye coordination.
j.H: The worst tool against incoming characters. the other 3 beats this one in many categories.
j.S: The strongest against incoming charaters. There’s two thing I really like about using this as an incoming mixups. advancing guard = guaranteed guard break and just blocking forces them two the ground for high low mixups. as seen in my guard break video, combining this with j.M creates a shit ton of options. Also, it’s safe from throws and guard cancelling.
**Normal Jump Height **
j.L: Second strongest. good poke, but it’s harder to covert off a j.L (easy for advance magnus).
j.M: Second weakest. terrible startup against an opponent at normal jump height. very easy conversions.
j.H: The strongest tool against NJH opponents. whiff j.H mag blast will punish the opponenets attempt to GTA or ATA you, easy ass converisons, retarded hitbox, OS against grabs, soft knockdown, etc.
j.S: Why the fuck are you using this as an ATA at NJH?:wtf:
**Super jump Height **
j.L: Second strongest. a lot of things you can do with a j.L at SJH. Champ does a good job showcasing some of the stuff, but at certain angles and vs different characters this can be a bad SJ ATA.
j.M: Tied with second strongest. lacks the aerial resets you can do with j.L, but can hit from any angle.
j.H: Strongest. pretty much has the same benefits as the NJH version.
j.S: Weakest. strongest ATG with easy conversions and the top of hit box is really good/funky.
no. i would like to know why you say j. S is better than j. H. j. H can guard break just as well. it will bring them down if they block it. in reality, j. H has something that j. S doesnt have. if it hits, you can combo from it, whereas j. S will just knock them down. its safe from throws and guard cancelling as well.
yo, calm down. you will use whatever you want regardless of the shit I say, right? It was my opinion, not fact. says opinion near the top of that post so, I don’t need to prove anything to you. I like the fact you feel j.H is better, gives me a reason to steal tech from you. can’t wait!
P.S. is there anything else?