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

Proper Answer is don’t go for st:s:, go for dash under st:h: instead. It’s just as ambiguous, but much easier to confirm off and doesnt go all awkward on you. The cross up stH will push them back into the corner for a easy confirm.

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Add 1 or 2 hypergrav loops(2 is tight on floaty chars but easy on heavies) at the end of this combo + assist extensions. This does a crap ton of damage and you’ll kill everyone 1 million health or less with any Magneto team with just 1 DHC. It really is a godlike mixup and pretty stupid when you incorporate all the other stuff Magneto can do.

Or you can use the Fanatiq confirm off stS, he goes for that mixup in most of his matches and he has a sideswitch low rom which I don’t know the notation for.

so what are you guys preferred confirm into flight combo
i always try to go for the launcher, jump, H ad H, magnetic blast, land, st.L, launcher, H ad H, fly, L but they seem to jump out more than it hits in training mode, is this character specific combo or am i not being tight enough

take out the stand L before the 2nd launcher and just fly right off of the j.H after that. should make it consistent.

do i jump straight up or should i jump towards them

for me personally i neutral jump for the first launch then jump forward after the second

ive tried it all ways and that was what was the most consistent for me

a lot of his combos are space and height specific which means they can be different on loads of different characters, hence why i go with consistency

Sometimes when I do LMHS, j.H adf j.H xx magnetic blast, land, S, j. H xx fly, j.L into fly loop I accidently cross them up after the second launch. I pass right under them and the j.H whiffs. I see Fchamp do this combo on FGTV all the time and I’m not sure what I’m doing different. Advice?

On another note I am getting much better at unflying and going into hypergrav after practicing a bit more. Still doing the easy version of the hypergrav loop (sj up, adf j.M, j.H) but it’s a start. Is there a big damage difference between this version and the traditional one with the addf H?

Have you tried playing with the height after j.H adf j.H xx mblast? Delay or lower your height and see if you still have that problem.

I only encounter this cross up when doing j,H adf j.H xx mblast, land, launch, j.H adf j.H reverse fly j.LH …
The second j.H crosses over needing to reverse fly

M,H version of hyper grav loops does more damage at the end of combos when attacks are already at their full damage scaling

Delaying my superjump after the 2nd launch seems to help. I’ll try it out more when I’m not as tired haha. Thanks.

Fantastic. How come everyone always does the other one then? I guess it’s probably not a big difference but I almost always see the addf H version.

It’s really preference and muscle memory. Noone wants to actually bother learning a new kind of muscle memory for another type of hypergrav loop and we all know how much of a pain it was to learn the first time. The damage difference is completely insignificant between most of them if you do them after a Magnetic Blast or Rom combo. I think the jS stH version is the most optimal, if you do max reps(most people skip the last rep due to tightness) jH stH might do second most damage. But it’s too small to really worry about, it’s preference. Someone needs to do some testing on meter build + reps + damage on jH vs boxdash jM off most confirms.

when I did it, I got one less rep of MH compared to H. I just do H hypergrav loops and then MH on the last one im going to do

yo leaf, hate to burst your bubble but when i did my tut vid for the jump s loops I also tested the damage and meter gain compared to the standard loop, I was hugely unimpressed. I used turbo for the mashed tempest and 6 reps of each version, for whatever reason the standard loop does more damage I think roughly 20 - 30k more, i’m not at home atm but will post the vids when i get back, I’d only use it to swag tbh >_<

edit: the hitconfirm was cr.l ,cr.m,cr.h, S , j.h ,s.h > grav > loop

When players do the ol H dash H loop to the corner, they’re all transitioning to the ground without doing unfly, but instead with, I believe, add jHS, then proceeding with sH into grav loop or whatever.

Thought for the life of me, despite much practice, I just can’t get this transition down! I know we want them slightly lower than us before doing it, and being a pad warrior, I even have a dash button which should make it easier, but alas, I probably get the falling jH 1 in 5 tries.

Aside from their height, which is the one part I’ve got a handle on, any tips on timing this thing? I’ve tried it fast as possible, with delays, yadda yadda. But can’t get it. For context, my whole combo is starter-launch, sjH adf jH xx L blast, dash relaunch, sj H adf jH xx fly, LH dash H dash H dash H and then screw up the add HS. Any thoughts?? Thanks all!

Try this video and see if it helps as a visual aid

[details=Spoiler][media=youtube]ySPkR34nGpA[/media]

for some reason I’m having a hard time doing the first combo lol. I can easily do the combo until I have to add h. any tips because I can’t hit it all for now .

Does anyone else mash out every H in the hypergrav loops? I’m just wondering if this is a bad habit that will hurt me later.

Theres really no need to mash H…you might be the only one lol.

Ok. I just always have a hard time getting st.H to come out if I don’t mash. When I mash, everything just flows better to me.

Maybe you need to super jump higher to get the opponent higher so that you dont have to mash st.H for it to connect. That or you need to adjust your air dash down H.

I’ll try that.