UMvC3 Magneto Videos: Day minus[-] 3 Combo's

This is how I spend my New Year’s Eve:
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You can probably fit the Rapid Slash or Disruptor assist somewhere in there too (not that it’s needed obviously).

Btw, Hypergrav loops>>>>Magnetic Blast loops off a throw confirm, build more meter and do more damage. And Rapid Slash Extensions always add a nice chunk of damage. Still stupid stuff whenever I see the DHC glitch kill a character off a throw.

Some Magnus play from Chris Schmidt and ShadyK. Wondering what yall think the two Mag/Doom shell variations, like how Vergil/Zero compare to each other in the different shells and so forth.
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Hey guy’s, not posted in the Magneto forums for a long time & took a little break from UMvC3 for a while due to character crisis n personal reasons but this is my main team now & loving it.
Any pointers etc would be much appreciated, things dont really pick up till about game 4 or 5 of this FT10.

VS| Breslin

a little something i cooked up a couple weeks ago and forgot to upload it with the magneto guide

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Yo at that jS combo that’s serious business.

Btw off a XF1 guard cancel force field you don’t have to use meter for shockwave. You can simply crH then corner carry into jS stH L hypergrav loop which kills Hulk Meterless. I stopped using that L Forcefield OS vs Hulk players because it’s pretty useless since Hulk can just walk forward and throw you, so I just hold up back vs Hulk and don’t risk getting bopped in any form since Hulk’s walk speed is very slow.

what are some other options against hulk at start of the round? i’ve done the crH corner carry (the shockwave variant was a failed attempt at a happy birthday. you might be able to catch both i think with crMH right before the corner), and something with attraction into jam session for trap lol

@maziodyne and anyone else that’s godlike with magneto, what else could i be doing here (i’m all ears) for one bar?

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No1 mistake. You are running EoA instead of bolts Kappa.

make no mistake that was just for combovid purposes, but i do prefer bolts over EoA

I prefer to run away against hulk at the beginning of the round. characters like haggar and hulk, I find it is better to stay away from them at the beginning. you have to find a time to go in when your opponent does not expect it, as their defense will subpar because you were expected to run away.

you can also do forcefield XF dash under S into combo(i do ROM until the corner)

i was mesmerized by that j.S shit

does that work on all the bigs like shehulk haggar sent?

iirc from Ika the combo only works on Sent, Hulk, Nemesis, and Tron. I never thought of doing it on Shehulk so that might be interesting

My matches vs. Footwork at SCR start around 4hr 30mins.

I hope this is useful to some of you. Just a video I made with my team :slight_smile:
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http://www.twitch.tv/kelter_skelter/b/362693016 3 hours of my magneto, 9 more on my archive the past couple of days.
gameplay starts at 1 minute. any tips greatly appreciated, especially in the how to fight or deal with strider and nova department

This is kinda gimmicky, but whenever I fight novas I just go like to go ham with my own box dash H’s for awhile. Magnetos box dash H starts up faster than Nova’s and I swear you’ll hit the guy 10 times in a row before he stops.

first part of ft15 with a friend of mine

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EDIT: yes, those are two boots on the thumbnail. so godlike lool

Airgrabs and your own air normals work well against Nova. Dash under S is pretty dumb too.

I only watched a few minutes so feel free to disregard this input, but my suggestions in addition to stop pressing shit on incoming and getting bopped meaty:

Magneto: Work on mobility (ground and air), on the ground you’re pretty much limiting yourself to single dashes into trijumps, and for a good player that’s an easy read/punish. Take to the air and call assists off screen, abuse that mobility. Go for more super jump/normal jump hit confirms on a read. If you’re not using TACfinites that’s pretty highly recommended. If you’re going to shockwave in the corner for whatever wonky reason, make sure to dash back and use attraction so that the damage is only half shitty. Like I said, this is only off of a few minutes of gameplay I’ve watched, but that could have already saved you a meter. Everybody loves meaties, but make sure you’re utilizing crossups and pseudo guard breaks on incoming as well. If you don’t switch it up, it’s not a mixup. Finish your plate normally when you can instead of risking a TAC/reset. Learn exactly where corners are and which combos carry how much of a screen. ADDF for the hyper grav loops when the opponent isn’t cornered can put you in some really bad positions against a good player, on top of the obvious you not finishing your plate. There are other things you could be doing, but focusing on these will improve your point mags game 1000x

Doom: Ugh. Had to press shit on incoming. Watching another match to see some doom play… still pressing shit on incoming… ganna watch another match… yep… bopped there too. Okay doom had a chance to play in this one. Same stuff really, work on your mobility, it’s pretty predictable. Get creative with your mixups. Learn how various hit confirms from normal and super jump height scale hit stun for your combos, that’s a big one.

Vergil: Sorry man. Suggestions on this one would take wayyyyy too long. Dat vergil is ass.

Not trying to be an dick, just trying to give you honest input. I’ll be uploading a bunch of tech with MVD sometime later this week, and hopefully I’ll be able to record a few matches so you can see some of the things I’m talking about. Plus you’ll have a chance to put me on roast :slight_smile:

@r313n71355 if you can or anybody could help with some advice on my magneto. i need all the help i can get ^^