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

I have no shame in saying yes. In the beginning it was inconsistent, so I stuck with the SJ ADF j. MH version. But don’t give up on learning the real version, after you get more of a feel for magneto, grav loops are pretty free.

it was weird at first for me since doing addf got nerfed so i started doin air dash down and shit was free after awhile

It took me the longest time to learn how to Hypergrav loop in vanilla. But once it clicked it became second nature. The transition to Ultimate took less than 5 minutes. Just had to go from SJUB ADDF to SJUF ADD for me.

I suppose it’s apparent from these guy’s posts, but plinking ADD into H is in my opinion by far the most consistent option for grav loops.

Ok, it’s nice to hear that I’m not the only one that is having or had some problems with this loop. I just wish I had learned to plink :l: into :m:+:h: for dashing as opposed to :h: into :m:+:l:. I guess it’s never too late to learn something new though. I was messing around with the different superjumps and air dashes to see which one would be easiest for me. Looks like SJUF and ADD is the way to go (sorry, the original post also has SJUB and ADDF which may or may not work, but I think that might have been for vanilla).

Any word on what to do for a corner to corner? Currently just doing the ‘Tokido’ to get them to the corner, but i cant get a hyper grab/assist extension doing so

What assists are you running? The most efficient choice is always ROM to corner, but it has a bit of an execution barrier.

@ThatJollyOlBastid you can do either rom or an alioune loop and you’ll get around to or more than 650k before tempest depending on assists.

Vergil/Doom or Doom/Ammy, with Rapid Slash/Missiles and Missiles/Cold Star.

I can’t rom though, i always get a TK Disruptor and give up :frowning:

Alinoue loop?

Alioune loop doesnt go to the corner, it goes like 2/3rds or 3/4ths of the way through the screen. You can do any blast loop and then call Doom after one of the loops and do launcher into MMHS and Hyper Grav H into Tempest if you want easy damage since you’re using Doom anyways. Tokido is probably the easiest corner to corner but I have alot of trouble hitting the Hyper Grav ender for it for some reason although the normal flight loop version is cake.

@ThatJollyOlBastid

in the OP

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@Din0
i had the same problem with the hypergrav ender, but i learned that you have to be quick with the add into the rep

I will be posting like… a lot of MVD tech soon. Looks like I have a few people waiting on that tech T.T I’ll try to have stuff up by the end of the week.

But…SRK forums are going down today till next mondays

Oh. o.O In that case, look forward to tech next monday :smiley: My expectations were that I would be finding time to do it on the weekend anyways.

Isn’t Alioune’s combo basically obsolete now that we have the RayRay version that’s more consistent and allows another rep of Hyper Grav loop?

One thing about blast loops midscreen and launching after them is that the hitstun so they fall from the magnetic blast before the last launcher is weight dependent. So it works well vs the heavier cast, but it doesn’t work vs lighter characters like Wolverine/Joe etc and the stS will whiff iirc.

I find that if you incorporate cr.HS in between loops instead of st.S, it works alot more consistently since they won’t be launched as high before you can connect a jH.

Here is a poorly constructed video of my go-to bread and butters for Magneto Vergil Doom. I’ve noticed a lot of people picking up this team recently, so I figured I’d make a short video showing how cheap this team really is. Let me know what you think!

What…happened to my original posts…

They’re still sorting out some of the code. Forums needs to have BBCode code support toggled or something. Just give it a little while as they iron out the kinks