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
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
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.
A good beginner combo to learn. Takes advantage of Magneto's 214S flight mode, allowing multiple airdash cancelled j.Hs in a row. Using flight is essential for Magneto both in and out of combos, so this is important to learn. This combo can be used in the corner or within half the screen of it.
The j.H > j.236L > 214XX ender can be challenging, as you have to cancel j.236L as early as possible in it's active frames. This ender can be made a little easier by slightly delaying the superjump done beforehand, putting your opponent higher, and giving them more time to fall into 214XX. This ender can be difficult to do, but is very useful, as comboing into 214XX is very good for both solo combo enders and DHCing.
Like the Beginner Flight Combo, but for when you can't reach the corner. Covers excellent distance, crossing about 2/3 of the stage. You may find this easier than the other flight combo, but I'd still recommend prioritizing learning that one.
Ender for going from the flight combo into 623XX. Allows this combo to TOD some of the lower health characters including magneto himself. Another important thing to note is that this ender can work any time you hit the opponent with hypergrav, which will make it incredibly useful after learning the core combos.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Hypergrav Loops
From this point on, many of the combos listed will incorporate Magneto's hypergrav loops into them. These loops allow for excellent damage and meter build, and Magneto's amazing corner carry gives him access to them very often. The amount of loops you can get will be reduced by how long your combo going into them is. It's important to remember how many loops you can get for different combos to maximize damage without dropping.
Hypergrav loops starting from a raw light hypergrav. You can get up to 7 loops from this, but you'll almost never get that many in a practical combo.
The idea here is to pull your opponent up into the air by superjumping and making hypergrav follow you up, then using j.H and 5H to maintain their height, allowing you to loop back into 214L and repeat. To maximize the opponent's height, its important to superjump as soon as you are done recovering from 214L, this means inputing down during the animation of hypergrav, and up the moment you can move again. The delay after superjump is also important for height, as it allows the hypergrav to attempt to drag your opponent up to you. If you need help figuring out this delay, a video guide is very useful. The airdash to j.H must be plinked in order to have the j.H come out as soon as possible, keeping your opponent up in the air. If everything was timed right, they should still be above Magneto's head after you land and hit 5H, allowing to you connect 214L and successfully complete the loop.
Very similar to the beginner flight combo, the main difference is that instead of going right to an ender, this combo gets two Hypergrav Loops instead. This is also a new ender after hypergrav loops. Magneto's solo ender for hypergrav loops requires an instant airdash, which might take a bit to get consistent. To get better at instant airdash, try to figure out and get used to the minimum height required to airdash.
The other difference from the beginner variant is how Magneto leaves flight mode. This combos asks you to do airdash down-forward > j.H > j.S(whiff), while the earlier combo had you do j.214S, j.H. The whiff S method is faster, meaning that in harder combos with more HSD, it is required. This combo can use them interchangeably, but being able to do the whiff S method is vital for combos like the Fchamp BnB.
Quick conversion from magic series in the corner to hypergrav loops. The flight BnB can also be done in the corner, but this combo does more damage and get more meter by going into hypergrav loops much sooner. Requires a plink airdash down to j.H to get them at the right height initially.
Magnetic Blast in combos
Magnetic blast is an amazing air projectile, and easily Magneto's best neutral tool, but it is also important to get the best damage possible out of magneto's combos. Getting used to using falling j.896L, as well as airdash j.896L will help both your neutral and combo game a lot. Knowing how to use Magnetic blast in combos, as well as Hypergrav loops, will allow you to perform many of Magneto's best combos.
Simple but effective mag blast BnB. Better damage than the flight combo, but less corner carry. The sequence of j.M > j.H > j.896L used in this combo is very useful for picking up stray hits in the air and confirming into hypergrav loops in the corner or a flight combo midscreen.
Uses airdash > j.896L to acheive higher damage and better conrner carry than the last combo. Keeping the opponent as low to the ground as possible is important for the beginning of the combo. Make sure to not accidentally add a delay inbetween superjump and j.H.
As the name implies, this combo was made by the player Fchamp. The lower damage is made up for by the absurd corner carry. This combo will carry from corner to corner, guaranteeing that you corner your opponent no matter what. The latter part of the combo using flight requires delays to get them at a low enough level for airdash down-forward > j.H to connect.
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.
Harder and less damaging than other midscreen combos, these loops are never something you'll go for off of a clean hit. They are, however, very good at catching odd and unexpected hits. Leaning ROM loops can allow you to convert off of stray hits you wouldn't be able to otherwise. The 1~sj.H is the most important part here. Holding down-back stops your superjump input from turning into a tk.236H, and hitting the j.H as soon as possible it important to keep them high in the air.
Assist/Tag Combos
Hypergrav Assist Extensions
As most of your combos route into hypergrav loops, finding assist extensions from them are very important. Listed here will be some of Magneto's common partners and extensions off of hypergrav for them.
Doom's Plasma Beam is one of magneto's best assists for neutral, this extension lets you use it for a little extra damage at the end of a hypergrav loop.
Missiles is less popular for magneto centric teams, but sees a lot of use when magneto plays a support role for other characters. for this extension you have to cancel the startup frames of superjump into 214H. This is inputted the same way a tk input would be.
Another very popular Magneto assist, drones is very useful and fun to extend combos with, due to its long startup and hitstun.
Hard Tag Extensions
Magneto can set up scenarios where you have enough time to hard tag into a character with a fast OTG such as Dr. Doom or Dante.
This allows Magneto to hard tag off of a normal starter, which can be very useful for preserving Magneto's health, or for tagging in a higher damage character.
Magneto's Gravity Squeeze has a long enough knockdown to tag in another character and otg. This is useful in case the super ever doesn't kill, as you can get more damage without having to spend more meter for the 236XX otg.
Comboing in X-Factor
In X-factor, you likely will be able to easily kill using normal hypergrav loops, but to maximize your time with this once-per-game resource, you want your combos to kill as fast as possible. This variation on the loop kills faster and spends more time in hitstop than the standard loop. Spending time in hitstop is important because hitstop freezes the X-factor timer. This combo will work at any X-factor level, but will become more lenient in higher levels of X.
TAC Combos
Magneto's TAC infinites in the corner are some of the easiest to learn. While magneto can obviously kill in one touch without them, TAC infinites are still useful to know for situations where a combo won't kill, or for their meter build.
In order to keep the opponent in the right place, you'll have to add some delays in there to keep their height in the right place. When you land and jump again and hit them with j.L, you want them to be at or below where magneto is. If they are too high at this point, the airdash > j.L > j.H will drop. The easiest place to add delay and lower them is after j.214S. Waiting a little before hitting with j.L will adjust their height.
TAC up brings Magneto up much higher in the air, meaning you have to do more before you can start the infinite. Plinking airdash into a whiffed j.H carries you far down enough to start the infinite. Then you just have to catch them with j.214L, j.H and from there go into the infinite.
Side TAC brings you in on the wrong side. By waiting long enough, Magneto will actually cross over the opponent, at which point you can airdash down and start comboing them back in the corner.
Video Guides
Solo Combos
Videos going over various Magneto routes. Watching them can help if you are having trouble with some of the combos listed, or looking for different ones.
Hypergrav guides
Guides for performing hypergrav loops and it's variations.
Sample Team Combos
Examples of synergies with magneto combos
TAC Infinites
Helpful videos for becoming more consistent at comboing off TAC