Since a good Zero will always have his charge on jab for the buster, his faster normal (crouching) is going to be crouch short (Medium) which is -5 on block while at the same time Magneto's fastest crouching normal and in the air are both positive on hit or block with durability meaning you can trijump short/low and beat out Zero's jumping fierce cleanly and then convert into a combo for the kill.
In a way I think Magneto is good during the first few moments in the beginning but gets really dangerous mid to late game as the other player usually plays (if you're using Magneto correctly) more offbeat so to speak.
And what I mean is that when you still have drones, missiles, or any good lockdown/zoning assists, don't forget that Magneto does great damage mid and on anchor status, his damage is in the MvC2 range in my personal opinion.
In anchor spot after doing, let's say 620k no meter into an OS/Throw, cancel into Xfactor into Magnetic blast variant and hyper grav loop, that's literally 10-15 hits that will kill anybody. Almost as easy as Wesker xfactor herp derp, but more brains needed lol
The assists to consider using when playing Magneto (especially Doom/Sent) are(gonna add a little note for each one);
- Sentinel Drones (alpha); this has been one of the staple assists used by Magneto for 10 years now and the reason why is because (MvC2 UMvC3) the assists ability to put the opponent in such a long rate of blockstun while having to lookout for Magneto's trijump pressure is just too good to pass up.
- Sentinel Drones (beta, Bombs/Drone); this is actually a very good assist for corner lockdown concerning Magneto because unlike his other two assists, these particular drones, on active frames stay out when Sentinel is hit. Plus the fact that it's hitting high and low is a great plus for Magneto Magnetic Blast corner pressure.
- Doctor Doom, Plasma Beam; This is a good assist on it's own, but when paired with Magneto, I've noticed that of all the beam assists I used to combo extenders/resets that it scales heavily and we as Magneto players is not something you'd want in an assist. Good for midscreen mixup as it stays on the screen for a good bit (similar to Unibeam).
- Doctor Doom, Hidden Missiles; Oh my god this assist is SOOOOOO FUCKING AMAZING!!!!! Well for starters Doom is already far in the back so they won't notice him half the time if you're dashing in the air quick enough (~~:piano method. repeat brackets until fly is done [qcb+s L~M~H up forward L~M~H down forward L~M~H] ) and if you're in the corner, the potential for lockdown and resets are even higher. Very abusable assist.
- Doctor Doom, Rocks: Somewhat average anti air assist compared to his Hidden Missiles which do the same thing, but it's like "Why pick that one when this one is much better?" well I'll tell you why; this assists speed and durability are incredible for midscreen mix up/reset potential and in the corner you can set up a nice double reset off it something Missiles can't do.
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