UMVC3/Magneto/Combos: Difference between revisions

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< UMVC3‎ | Magneto
(Created page with "== Combos == === Solo Combos === <code><nowiki>2L > 2H > 5S sjc. j.5H xx Airdash xx j.5M xx j.214S (Fly), j.5L > j.5H xx [Airdash xx j.5H]x4 xx 214S+H (Unfly), j.5H, land, 5H xx 214L, 5H > 5S sjc. j.5H xx 236M xx 214XX (710,000 damage for 1 bar, builds 1.1 bars of meter.)</nowiki></code> <br> Beginner combo to practice Flight combos.<br> <code><nowiki>(Opener) > 2H > 5S sjc. j.5H xx Airdash xx j.5M xx j.214S (Fly), j.5L > j.5H xx [Airdash xx j.5H]x3 xx Airdash Down x...")
 
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{{Character Subnav UMVC3|name=Magneto}}
{{UMVC3_Notation}}
==Beginner Combos==
<br>
{{BeginnerComboDef}}
}}
{{TheoryBox
| Title      =
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Youtube    =
| Recipe    =
| content    =
}}
{{TheoryBox
| Title      = Beginner Combo
| Oneliner  =
| Difficulty = {{clr|1|Easy}}
| Damage    = 463,100
| Meter      = builds ~0.5 meter
| Youtube    =
| Recipe    = {{clr|L|2L}} > {{clr|M|2M}} > {{clr|H|2H}} > {{clr|S|5S}} sjc. {{clr|M|j.M}} > {{clr|M|j.M}} > {{clr|H|j.H}} > airdash > {{clr|H|j.H}} > {{clr|S|j.S}}, land, {{clr|L|421L}} > 236XX
| content    =
The most basic of basic magneto combos. Essentially just magic series with an airdash extension and {{clr|L|421L}} into otg 236XX. Not a good combo in any regard, but a good starting point, and good for getting used to airdash cancelling.
Ending any combo with otg 236xx means the damage will vary depending on your position and the opponent's. Using {{clr|L|421L}} pulls the opponent toward you, resulting in a large damage increase. In the corner, you have to backdash {{clr|L|421L}} to pull them out of the corner for more damage.
}}
{{TheoryBox
| Title      = Beginner Flight Combo
| Oneliner  =
| Difficulty = {{clr|1|Easy}}
| Damage    =
| Meter      =
| Youtube    =
| Recipe    = {{clr|L|2L}} > {{clr|M|2M}} > {{clr|H|2H}} > {{clr|S|5S}} sjc. {{clr|H|j.H}} > airdash > {{clr|M|j.M}} > {{clr|S|214S}}, {{clr|L|j.L}} > {{clr|H|j.H}} > [airdash > {{clr|H|j.H}}]x4 > airdash down-forward > {{clr|H|dl.j.H}} > {{clr|S|j.S}}(whiff)
| content    =
}}
== Combos ==
== Combos ==



Revision as of 13:54, 11 June 2025


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

}}




Beginner Combo
Easy


2L > 2M > 2H > 5S sjc. j.M > j.M > j.H > airdash > j.H > j.S, land, 421L > 236XX

The most basic of basic magneto combos. Essentially just magic series with an airdash extension and 421L into otg 236XX. Not a good combo in any regard, but a good starting point, and good for getting used to airdash cancelling.


Ending any combo with otg 236xx means the damage will vary depending on your position and the opponent's. Using 421L pulls the opponent toward you, resulting in a large damage increase. In the corner, you have to backdash 421L to pull them out of the corner for more damage.

Beginner Flight Combo
Easy


2L > 2M > 2H > 5S sjc. j.H > airdash > j.M > 214S, j.L > j.H > [airdash > j.H]x4 > airdash down-forward > dl.j.H > j.S(whiff)

Combos

Solo Combos

2L > 2H > 5S sjc. j.5H xx Airdash xx j.5M xx j.214S (Fly), j.5L > j.5H xx [Airdash xx j.5H]x4 xx 214S+H (Unfly), j.5H, land, 5H xx 214L, 5H > 5S sjc. j.5H xx 236M xx 214XX (710,000 damage for 1 bar, builds 1.1 bars of meter.)

Beginner combo to practice Flight combos.

(Opener) > 2H > 5S sjc. j.5H xx Airdash xx j.5M xx j.214S (Fly), j.5L > j.5H xx [Airdash xx j.5H]x3 xx Airdash Down xx j.5H > j.5S (whiff), land, 5H xx 214L, [sj. Airdash Down xx j.5H, land, 5H xx 214L]x2, jump, Airdash xx j.5H > j.5S, land, 5H > 5S sjc. j.5H xx 236L xx 214XX (~780,000 for 1 bar, builds ~1.75 bars of meter)

Hyper Grav BnB loop. Once in the corner, Magneto can loop a series of heavy attacks into Hyper Grav a number of times depending on how much hitstun has deteriorated up to that point, usually 2 or 3 reps for a significant amount of extra damage and meter gain. There are two basic variations on the Hyper Grav loop. The "real" version looks like this:

5H xx 214L, sj. 2L+M~H (Airdash Down plink j.5H), land, 5H xx 214L, repeat

There is also a beginner variant, which is easier but less damaging, that looks like this:

5H xx 214L sj. Airdash j.5M > j.5H, land, 5H xx 214L, repeat

The keys to a successful Hyper Grav loop are:

  • Superjump as quickly as possible after the Hyper Grav (you can buffer the input surprisingly early before Magneto actually recovers)
  • Airdash down as soon as your opponent is dragged up to Magneto's height by Hyper Grav
  • Plink your airdash into j.5H to perform it as quickly as possible.

These techniques will maximize the opponent's height, allowing you to loop back into another Hyper Grav. You can also consult these tutorial videos on the subject if you are having difficulty:

Magneto BnB Tutorial
Hyper Grav Tutorial #2
Hyper Grav Tutorial #3


(Opener) > 2H > 5S sjc. j.5H xx Airdash j.5H xx 896L, land, dash, 5S sjc. j.5H xx 214S (Fly), j.5L > j.5H [xx Airdash xx j.5H]x4 xx Airdash Down-Forward xx j.5H > j.5S (Whiff), land, 5H xx 214L sj. Airdash j.5H > j.5S, land, 5H > 5S sjc. j.5H xx 236M xx 214XX (~732,000 for 1 bar, builds 1.5 bars of meter)

Video Timestamp The FChamp BnB. Useful for its extreme corner carry, as it is guaranteed to get the opponent cornered from any screen position.

Sample Magnetic Blast BnBs

X-Factor Combos

TBW

Sample Team Combos

BnB extensions using Doom and Sentinel
Mag/Doom/Vergil
Mag/Doom Hard Tag
Mag/Strange Hard Tag #1
Mag/Strange Gard Tag #2
Mag/Dante/Sentinel

TAC Infinites

Corner All Directions
Midscreen/Corner All Directions