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

Even Joker thinks Iron Man was better in vanilla lol. His addf is just so…bad. The Repulsor Spread buff is badass though.

You don’t really want a Magneto/weaker Magneto/Assist team unless you’re attached to the character. Chances are if you can’t figure out how to win with your Mags first against a character, your weaker Magneto character isn’t going to do you any good. Your second character should be able to cover some of the matchups that your Magneto will have trouble with.

Bestker is the answer.

You’d probably be best off with dorm since he’s “magnetoish” rather than just a weaker version of magneto like storm is.
As for flying around while calling missiles his airdash is slower than mags but if you throw in tri jumps and teleport mixups he has plenty of ways to open up your opponent.

Oh shit I completely missed this. Good think I went back and reread this page!

I was thinking trish, actually, but I dunno if I can get much dmg from her on an air hit. I used to play er with plasma and gunshot for the ol unblockables funstuffs, but for the fly around stuff, I agree shed be EXCELLENT for it, but when I do decide to go in, not sure how much of a dent I can make -shrug- never really tried iron man seriously. Def love his assists though.

And I very much enjoy drones. Just dunno if its good for the fly around strat, but maybe it is? I dig drones with nova and felicia as well. Decisions, decisions!

I also came to realize that morrigan just may not need replacing at all. I really wish I was more consistent w/ her fbs, but I think a lot of my failings with er are largely due to her not being optimal for online play. And honestly, mag morri doom with colors 445 is just too slick lookin :slight_smile:

I feel like I remember Trish’s damage being kinda low, and not being able to set up true unblockables with her with that team is a bit of a bummer. Also, I think you’re misunderstanding how trish, as well as mag/missiles, needs to work. You shouldn’t be “going in”, you should be safely applying pressure, doing as much chip as possible, and trying to convert off of every stray hit.

But then again, there’s always an arbitrary answer. You could jump and ADU xx Flight, call doom and set a trap, or shoot off her projectile… whatever that thing is called. Basically cover for the doom assist. Once the missiles are in the air, you could dive kick down and go for mixups under the cover of missiles.

Also, Morrigan is fucking impossible to combo with online. Her legit BnB has so much execution in it, and even her soul fist loops can be a pain if you’re under water.

Drones is more of a tool for lateral lockdown/rushdown, where I feel missiles should be used to control and zone, and convert off stray hits. Although if you dig flying characters chunking around massive hitboxes, learn how to play sentinel well, and he’s really fun. Nova with drones is pretty daunting, and felicia’s easy lvl 2 xfactor infinite makes her super viable as a 2nd or a 3rd… I’d love to see more good felicia players.

nova felicia sent is one of my mains lol definitely 2 of my best chars. They just don’t fit the partic ‘fly around and call missiles’ strat. As for trish and all, I do understand… the ‘going in’ thing is more about those stray hits. Plus, when the opp is sufficiently frustrated and/or softened up, there’s no harm in transitioning to a lil rush down :slight_smile:

Trish works well for the strat, but again… on those stray hits I’m not doin much more than mmhs. Waa waaaa. Lol offline, sticking with whorri makes sense; but sadly I play primarily online. I have plenty of mag dorm doom exp, but with dorm I want so badly to find sequences to go from missile call to missile call, simulating an ‘infinite lockdown’ assuming meter surplus. Note I said ‘simulating,’ I know a true infinite lockdown doesn’t exist, but between 2D1C and 1D2C, missiles, stalking flare, and pillars, it feels like something close should be doable. -shrug-

Could just go with the ol nova mag sent, but I really have a blast (pun half intended) flying around with magzy while missiles flood their life. :slight_smile:

Hehe. Fixed?

Figured it was implied, hehehe. Tried trish. Meh. Dorm and storm top contenders currently.

Honestly, I would go with dorm out of those. He is a much stronger character (subjective) than the other two, and he’s a hell of a lot of fun to play. Plus, his dark hole should really fit in your lineup quite nicely. I think he’s best as anchor (if you’re willing to put doom 2nd, which also has advantages), but he could do just as well on point. His 6H is godlike for lockdown, especially because it’s special cancellable in ultimate, and on point he’d have mags disruptor assist+teleport mixups, as well as missiles backing him. Scary.

Being that this is the Mags forums, I end saying that dark hole is excellent for locking down and mixing people up. The reason assists like this make a second great assist for the Mag ___ Doom shell, is because after feeling an opponent out with missiles, you can go for mixups under the cover of missiles, and then use dark hole immediately after to continue the lockdown. If they block on the ground it’s a free 50/50, if they chicken guard you can dash under and box dash blasts and all sorts of dirty shit. It’s just a strong assist in general, but when paired with missiles you have a strategy :wink:

I think you’d like dorm. He feels and plays different than magneto, but they both share some of the same gimmicks :slight_smile:

Actually, of all the teams I’ve played in ult, mag dorm doom was the one I played the most/longest :slight_smile: so its def not new to me, its just “new” in the context of the “new” magneto strategy I’m having so much fun and succcess with. But yeah dark hole can be pretty sweet as a 2ndary, and the original idea for the team was to bring dorm in and have my choice of missiles keepaway and disrupta “masta cj”

I basically ‘abandoned’ dorm both because I missed taskmaster and just kinda changed gears, but also because I felt dissatisfied with my own missiles zoning patterns. If you play dorm I can shoot you a PM as we’ve already veered pretty far off the “magneto combos” topic as it is. Lol what I wouldn’t give for 5 minutes to chat with Fchamp about his mindset and specific sequences for missile calling, spell charging, and spell casting. I mean, I do it OK. Not like I don’t have a clue what I’m doing… I just didn’t feel oppressive enough. If missiles dorm has enough meter stocked for stalking flares, I feel like he should be able to get very close to simulating an infinite lockdown.

If I could feel more confident that, after a shockwave xx dhc stalking flare, you’re basically completely screwed till I run out of meter, ill prob play nothing else besides my old baby MDD. Its the missile call timing that’s key. If one can force hit box connection from call to call, its very hard to escape the trap. Though I’m sure you understand this quite well already. Shoot me a PM if you have some good missiles dorm patterns, I’m happy to share mine as well.

I’ll play around with this team when I get home from class later today and see what I can come up with

Cool. Its basically the missiles-dorm trap. Mines not BAD or anything. But it can and should be scarier.

New magneto player here.

for this combo:

cr.:l::m::h::s:sjuf j.:h:addf j.:h:[ land nj. j.:h:adf j.:m:j.:h:]x3 st.:h:xx:qcb::l:~ 390,000-420,000 Damage

I can never complete the second loop because when I get to adf j.:m: on the second loop it always whiffs, or mag hits the ground before a j.M can come out. Whats the timing for the combo to get the loop to connect properly?

You probably just need to cancel your dash into the M faster. Either that, or you’re letting them fall too low after the addf j.H/nj. H The first two reps should be pretty easy, the third rep might take a little practice. Good luck.

It’s not a neutral jump.
j.H pushes your opponent to far away to do j.H (land) and then nj j.H. You’re pushing them to far away for the adf j.M to connect.

To close the space left by j.H you have to jump forward. Something that I find helps with this combo is to hold up-forward during the j.H adf j.m j.H repetitions (except during the air dash so you don’t aduf) so that you jump as quickly as possible.

I’m probably really late to the party on this one, but I just stumbled upon a video of a guy doing a quick Mag combo ending in a low-to-the-ground sjS in the corner, after which he raw tags Doom and picks up with sM OTG. Even after watching the video repeatedly, I can’t figure out how to go into flying screen state with the sjS so low to the ground, and with an actual combo first. Starting in the corner, I got it working with just launch, sjH addf jS. But any attempt to start with, like, launch sjH adf jH xx L-blast, land-slide-launch, or anything that doesn’t already start in the corner, I just can’t pop that jS low enough! Any pointers? Thanks!

That’s excellent advice, though I’m guessing his “nj” probably meant “normal jump” as opposed to “neutral jump.” OR, he did mean “neutral” and problem solved! :slight_smile:

I just posted in the Dorm Strategy thread about this, check it out and definitely post a reply if you figured anything post-wothy out while wearing your lab coat :slight_smile: We got way off course from magneto combos here, apologies to the thread lol

You can just do fly combo unfly jS as you’re falling down and then tag in Doom.

I recently switched back to MagDormDoom since Morrigan takes too long to become proficient in. I literally only know Soul Fist spam.

Looks like I have a new problem with the combo. I can now make it to the 3rd loop, but the L hypergrav at the end usually whiffs, es[ecially midscreen where it almost never hits. How do you make it connect? Also for the j.H you do after the S are you supposed to wait until you and the opponent get really high in the air before doing it? I noticed that if you go for J.H as soon as you are out of the recovery of S, the second j.H after the ADDF always whiffs. It also seems like the success of the entire combo is highly based on the timing of S, j.H, ADDF, j.H

Whats the ideal timing of that sequence to get the best chance of making the combo successful?

You just gotta practise hitting the j.S with the very top part of its hitbox just as Mags is about to land himself, and bear in mind that you need to be holding raw tag down long before you land due to its startup.

If you’re just outside of the corner you have to do SJ j.H (slight delay) xx ADDF j.S so that you don’t whiff under them.

You can kinda cheat it a bit with a few combos, but I haven’t used them in a few months and can’t remember them properly except for maybe this one;

LMHS > SJ > 1x ROM > Land > Normal Jump > j.H xx ADF j.H, j.S (Hold Raw Tag) > Land > Hard Tag

That one’s pretty easy.

Generally speaking, if you practise the EMP loop a lot it will help with your consistency for executing the hard tag because EMP is stricter in most ways.

Nice, thanks! And you’re the one who made vid even, huh? :slight_smile: question: assuming I end up in the corner, can this be done from a combo that starts with a launch into sjH adf? Weird as it is, is just seem to suck at the combos that require addf, but am virtually flawless with the adf ones. Something about the slight delay before the dash down I could never seem to get a grip on. If its the only way, its worth pracicing; but if an adf combo can make it work, I’m golden. Thanks either way! :slight_smile: