Ultimate Magneto Combo Thread: It's my BnB, I Never Fuck It Up

umm… team MSP 2012?

If you’re doing the extended fly loops (aka you HAVE to cancel flight out of heavy instead of a medium), then you won’t be able to unfly fast enough for the falling H. Do your ADF j. Hs, and then once you’re in the corner either ADD or ADDF j. HS st. H. When executed this way, the ADDF j. H will hit, but the j. S won’t: it simply cancels out fly ( almost instantly), allowing you to land and immediately do st. H and go into grav loops or whatever ender you use.

Hope that helps.

I mean the hard tag and missiles are cool and all… but that corner mags is swagtastic

Thank you… for a gorgeous time. Lol

Please… take a deep breath. Count to 10. Pop a xanax. Then consider the irony that this post began with “calm down” lol

did not mean to come off as angry lol ^^; power of text on the internet :stuck_out_tongue:

So on incoming, you advocate jH xx addf, land, combo on hit, dash jump grab on block? Something like that? The same aforementioned friend from above told me to guardbreak with an sjL xx addf, but I’m sure H(and M for that matter) would work, no?

As far as solo guardbreaks go idk if you can do it with light. You can set up a tricky techable throw using j. L ADDF then throw, as it will remove their throw invincibility with the L, but they’ll come out of block stun before they hit the ground, allowing you to go for a quick throw that is pretty hard to see. The reason I doubt you could guard break with light is because the opponent would have to advancing guard the light, which is pretty difficult in itself, and even then I’m not sure how the timing would work.

But to sum it up, J. M, J. H, and J.S all can be used to guard break if the opponent uses advancing guard.

Just for thoroughness sake, what if they block but don’t push block? Would jump grab not still be a threat?

Edit: and any advice on opening up a freshly snapped phx? For reference my tteam is mag morri doom (which is so trendy now, ugh. I hate that I came up with it on my own but look like a biter lol). Missiles nor harmonizer seem to be much help in welcome tricks. Well, I guess there’s missiles + attraction gimmicks, but I never really messed with all that.

I’ve only seen it played by like 3-4 people lol.

Exactly. Lol and chris g, rayray, and ryry are 3 of em. But I’m nobody, so I can’t complain. I’m just happy good players had the same idea. I just hate goin on line and lookin like an x-copy.

But anyway, that’s not important. What’s important is if we have any good ways to force a hit on a snap! :l

in a couple years eveyone will be playing shells. i’m not gonna feel bad about playing mag/doom/sent. i picked it cause i wanted 2 magnetos and they changed ironman (for the worst IMO). it’s a good team, whatever.

on the mixup topic with missles and magnetic blast you can kind of setup whatever it is you want. what are you looking for?

Really just any good way(s) to land a hit on welcome/snap. Dash-under S only gets one so far lol even just a good way to safely get them to he floor and thus setting up a trijump 50/50 would prob be sufficient. I never really experimented with the guard break stuff so that’s prob what I should focus on for now

tridash meaty L, addf, jump H xx Lblast.
The tridash L is unthrowable, and beats out them pressing buttons.
If they pushblock you get a throw if you execute properly.
If they pushblock and you don’t execute properly you get an OS mag blast, to keep em i blockstun to set up a new mixup.
On hit, the magblast doesn’t come out, and you can go into addf L/H and continue the combo.

meaty tridash S works amazingly well as well, and its pretty auto timing for untechable setups.

when you say meaty tri dash L you mean meaty jump L right? what makes it unthrowable? how does it beat guard cancel throw?

I’ve played with this team on the side some, love playing morrigan. Basically they have to push block for you to get the solo guard break. You can’t get a throw on an incoming character unless the person you’re playing mashes something, but that’s where that tricky little setup i mentioned with j. L comes in handy. The light removes that throw invulnerability on the incoming character, but additionally since lights have such little block stun, they will leave block stun before they hit the ground, and you can throw them at that point (though this throw can be teched). It’s worth mentioning that you can guard break with select assists, and I’m pretty sure they don’t have to advancing guard.

As far as opening up a phoenix with that team, much of that decision rests on what kind of player you are playing and what kind of choices they’ll make. If I was being entirely arbitrary, I would say dash back, call missiles, dash forward, neutral jump (or jump forward depending on distance) and hit her with a meaty j. H xx mag blast. If she tries to mash something, this will catch any buttons and allow you to hit confirm for a full combo.On block and no advancing guard, just bombard them with mixups. On block and advancing guard, you can dash up and use standing/crouching jabs to lock her down till missiles hit, and go for more mixups at that point if need be.

As a side note if you’re not talking about playing arbitrarily, and you know the person you’re playing is going to block all that mess, make sure to develop different mixups, and mix in crossups/overheads/lows/fake overheads. Two easy ways to cross up with mags are 1) dash under and raw S if you don’t think they’ll block the crossup (ballsy imo, but it looks difficult enough to punish on reaction, I see fanatiq do it pretty often), and my preference 2) st.LM cr.HS - the LM gives you that solid hit confirm, and once you get used to it the conversion is easy.

That’s all relevant to magnus though, incoming phoenix playing morrigan just chip her ass out, haha.

Legit? Watch Joker play a few matches and tell me they changed iron man for the worst. He’s top tier in that man’s hands

Wow, great answers guys. I’m tempted to fake a tummy ache and leave work to try the shit lol (kidding)

So kelter said something about a “2nd magneto.” Last night I was fighting a much stronger player with mag morri doom, and found the most effective thing I was doing was the ol ‘jump, adu, fly, call assists while flying around’ thing, gettting all kinds of safe missile calls. So I got to thinkin it would be sweet if I had “2 magnetos” with which to do this, and contemplated who could work.

I went with storm and holy shit did it work well! BUT, storms kinda weak, so I want to try with dorm, but not sure if his ‘fly across the top of the screen’ is quick enough. Ironically I ran mag dorm doom ffrom, like, march through shortly after evo. Anyway, if I’m trying to run a gameplan of flying back n forth across the top of the screen while calling missiles (and capitalizing on the openings it creates), who do you guys like for my 2nd mag?

God damn I wish storm did more damage : /

i played him in vanilla and there is no way you can convince me that taking away his godlike tri jump somehow made him better. i played him because of his trijump and now it’s gone.

Suppose it’s all in how you play the character.

@ ThisGuileKillYa - Dorm can definitely work, but there’s really a vast number of characters that can utilize that broad of a strategy. The first character that comes to mind when I think of an air dash that feels like mags, is Trish. The whole “2nd magneto” thing was a joke on Iron Man being a fraudulent magneto, but Joker really shows his potential. If you’re wanting another character that can zone/convert well, Trish is worth looking into. If you’re wanting a character that’s solid all around, with silly air hitboxes, high priority projectiles, and a great GTFO move that converts into full combos, you should check out Iron Man.

Depending on your play style, if you’re not attatched to Doom as a character, you might want to play around with sentinel drones as well, and see which assist you like better.