hey guys, i was trying to do the most damaging combo off a throw for my team (on the corner and starting with 1 bar) and i came up with this.
[media=youtube]L8SLPUk5OLc[/media]
Please let me know what u guys think :).
hey guys, i was trying to do the most damaging combo off a throw for my team (on the corner and starting with 1 bar) and i came up with this.
[media=youtube]L8SLPUk5OLc[/media]
Please let me know what u guys think :).
i think it’s good but i think you can make it a little better. for instance in a reset situation at the end of the level 3 with the dormammu assist, you can do (if you have enough meter, which in this case, this team should have five bars if you bodied the nigga beforehand) the first disruptor :l: tk hyper grav st:h:/st:l:/tempest
Your ender could be a lot more damaging without the level 3, if you finish yourHyper Grav loops and end with;
[walk back] st.H+Dark Hole assist xx Disrupter M > [walk forward] > st.HS > SJ > j.H xx Disrupter L xx Magnetic Tempest DHC Stalking Flare > Charge 1D1C and release > Call Samurai Edge assist > Dark Matter [wall bounce], Dark Matter xx Dark Hole (and super again if you need it).
The 1D1C bit doesn’t work on quite everyone (about 8 chars total IIRC), but on the rest it’s good damage and great meter build.
wow thats really true ! totally forgot about the air magnetic tempest into stalking flare and spells.
Thx guys
Edit: I went to the lab and did that combo. 1,060 k damage and 0,7 meter negative from a throw.
godlike!. Thanks again!
I was in a rush so a few clips are missing. two 1 mil throw combos and all of Dante’s throw conversions.
Dante throws
Normal Jump Height…
Call drones, land, twister, drones hit, teleport, hammer
Aerial Clay, assist, stuff
Close to Ground
Volcano, strandard prop shredd combo, use disrupter to hold them up
Volcano, Beehive, stuff
[media=youtube]2fEetk6Uxbw[/media]
Sick stuff mate. Btw the first hammer/jS confirm you used for Dante’s combo does not work in a real match, any delay(ie confirmation) will result in them dropping out of the prop shredder and you getting punished. Great combos overall, but most of them have a margin of error that’s so small I wouldn’t recommend doing them in a real match.
J.S blocked, Hammer hits, react.
it’s pretty easy to convert off a grounded (low aerial) opponent, but Ham is easy to punish. I can hit the Dante ender about 90% of the time.
edit: Also, Disrupter keeps them from falling out of prop. If you delay the combo you won’t even make it pass the J.H
No I meant if you delay the Volcano post jS/Hammer, which happens in a real match since you have to hitconfirm it(or simply hit someone not grounded), prop shredder will not work in the combo.(Killer Bee stops working at a certain delay too and will not work at super jump height, so you have to do cold shower). Devil Trigger swag is useless too but you know this too :).
Just curious, do you hit this stuff in a real match or is it just combo video stuff for now? A lot of this stuff is pretty tight and one error and you fucked up your combos.
you can Volcano, J.S, stuff or Volcano, J.H, Air Play, J.H, S, Prop(still have to be quick) if you don’t react fast enough, but I get what you saying. I know you can’t delay that one combo and it isn’t as practical as Cold, Prop Shredder or the other stuff. But that doesn’t mean I wouldn’t use it.
Lol you talking about that TAC Dante combo? yea I know. Leaf, do you have very clean playstyle? I like to be disrespectful at all times. This is Marvel
I don’t have a clean playstyle unfortunately T_T. But remember again, that this is also Marvel where atleast 30% of your hitconfirms will be dropped combos unless you are Wolverine.
Someone tell Marlinpie to play this team.
hmm, everyone drops combos. It’s something that can’t be avoided and will always happen throughout mines/yours/everyone FG career. In the right environment anyone can be consistent. EVO or big majors, then of course players wouldn’t go for the unnecessary shit unless they give no fucks. everyone has they’re own unique style that should be respected, which is why I tend to not get involved in any impractical/practical debate.
Also, I’m not sure if you know but I main Jill. Jill is a character you have to play the incorrect way in order to win. putting her on a team means instant handicap or building a team around her, which I did. she doesn’t have ridiculous damage output so I’m forced to go for high risk shit most of the time, that’s her playstyle. And now I use three of the highest execution characters in the game. right now… I have a higher chance of dropping Dante’s combos since I just picked him up again.
Yeah but you have to admit that the more complex your combo is, the more margin you have for error. People trash at this game being easy, but for a lot of characters like Magneto or Dante you have to work for your confirms, and the more complex your combo is the higher the room for Error, especially when a optimized one only adds 30-50k over a non optimized combo and has several tight spots where they can drop.
I don’t own Jill, so I can’t comment on her haha, but I can tell you the biggest problem with Jill, it’s not her execution barrier, it’s that 9 times out of 10 the console at the tournament or at someone else’s casual setup won’t have her.
Don’t know if this has already been discussed, but I found in the corner with limited hits before the launch (practically for punishes) you can do…
S > j.H > ADDF > j.H > Land > Regular Jump j.H > ADDF > j.H > Land > Regular Jump j.H > ADDF > j.H > Land > S > j.H > ADDF >j.H > Land > st.H xx Hyper Grav > Hyper Grav Loop two times > S > j.MMHS
I don’t know the proper finisher for Hyper Grav loops as I just picked up Magneto, but I know it’s probably more damaging the j.MMHS. Regardless, this combo does 616K damage and builds 1.5 bar in its current state, and it’s also relatively easy. I don’t know if this combo already exists or not so let me know what you guys think. I can probably get a video up by this weekend if it is in fact something new. Feedback would be appreciated and let me know if the notation is confusing because quite frankly, I’m ass at typing combos.
Actually, I tested and confirmed this works mid-screen as well. The only difference is when you jump up for the 5th and 6th j.H, make sure you jump up instead of up-forward. Same damage and meter of course. The character I was practicing on was Nova, so I don’t know if this works on everyone (studying for finals). Sorry in advance if it doesn’t.
Yeah I used to do that in the corner as a ghetto ROM variant (never really got it to work full screen consistently). It works on nearly everyone I believe. Going into Hyper Grav loop x4-5 does slightly more though so its more efficient but if you can make a video of the combo I’d be glad to put it on the first post! :tup:
Yeah that’s a pretty standard corner combo, just Magnetic blast based corner relaunch combos into Hypergrav do slightly more damage and are just easy to do.
Alright, cool. I’ll get a video up sometime this week, but will start learning some of those advanced combos in the OP.
My first attempt at a guide (for lack of a better word) video. I’ve labeled it as an advanced BnB guide; however, I do not cover all of Magneto’s MAX damage (EMP) stuff. I made this video more as a reference tool to be used by Magneto players looking for an optimal BnB that suits their level of execution. I would say most of these combos are very BnB-able with little chance of dropping. Even the harder combos in this video are very manageable with enough practice and familiarity with Magnus’ properties.
I apologize for the crappy quality, but I think it gets the point across effectively enough.
[media=youtube]YToKERnQ6O8[/media]
Good stuff Disabel, I’ll add it to the front page of the thread.
idk i dont mean to sound pessimistic but do you guys ever think magnetos not worth it