Forums - Anti-Magneto Show all 55 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- Anti-Magneto (http://www.shoryuken.com/forums/showthread.php?threadid=20959) Posted by Carpet Lint on 05:25:2001 02:42 AM: Anti-Magneto Who? What? How? None of that "No one, Magneto is your God." And I know you can mash out of his Tempest combo. Posted by BrazilionBH on 05:25:2001 02:53 AM: Re: Anti-Magneto quote: Originally posted by Carpet Lint Who? What? How? None of that "No one, Magneto is your God." And I know you can mash out of his Tempest combo. All you gota do to beat him is have the capcom assist it stops him so easily... Posted by The Iceman on 05:25:2001 02:59 AM: Thank you BrazilionBH. That is all you gotta do. Posted by BshidoHEAT on 05:25:2001 04:34 AM: Re: Re: Anti-Magneto quote: Originally posted by BrazilionBH All you gota do to beat him is have the capcom assist it stops him so easily... It's not that easy if that guy uses Cammy's AAA. Believe me I tried it before. Posted by Galford on 05:25:2001 04:41 AM: Actually, the Jin AAA is the best for anti Magneto rushdown. His assist will hit Cammy's , or they'll cancel eachother out. Another good assist to use would be Ken, but Ken on point can be horrible... Posted by NeoJB on 05:25:2001 04:52 AM: Dans anti-air rocks magneto rush Posted by cheese_master on 05:25:2001 05:15 AM: I hate to say this but CapCom himself does stop Magneto... a good Mag will snap in CapCom... then guard break him... and proceed to kill him off. Or he will launch him to death in he snaps your main character while he is in. Your best bet against Magneto is watch is pattern of rushdown... and call CapCom only when you know its gonna hit. Posted by cheese_master on 05:25:2001 05:17 AM: quote: Originally posted by Galford Actually, the Jin AAA is the best for anti Magneto rushdown. His assist will hit Cammy's , or they'll cancel eachother out. Another good assist to use would be Ken, but Ken on point can be horrible... And Jin isn't?? Posted by Ouroborus on 05:25:2001 06:32 AM: No, Jin is not horrible on point. Posted by mixup on 05:25:2001 06:52 AM: good luck...... Posted by Ouroborus on 05:25:2001 06:55 AM: I don't need luck. I know how to use him and I do not mean by abusing his assist. Posted by cheese_master on 05:25:2001 07:06 AM: quote: Originally posted by Ouroborus No, Jin is not horrible on point. Ken is a solid one on one character as long as the other character cannot run away via air dashs, flight, and teleports... and he is also good once you have the lead and the opponent is forced to attack. Jin on the other hand only has about three or four move he can do safely. Ken can at least mix it up with jumping kicks and the roll move. Ken is a far better character at point and has a lot more going for him than Jin. Posted by mikef on 05:25:2001 07:13 AM: doc. doom AAA works well u just have 2 watch mags pattern. the rocks push him back so u can begin a trp 4 chip damage, then catch him 1 time wit dat assist an triple hvb his punk ass! Posted by Ouroborus on 05:25:2001 07:26 AM: quote: Originally posted by cheese_master Ken is a solid one on one character as long as the other character cannot run away via air dashs, flight, and teleports... and he is also good once you have the lead and the opponent is forced to attack. Jin on the other hand only has about three or four move he can do safely. Ken can at least mix it up with jumping kicks and the roll move. Ken is a far better character at point and has a lot more going for him than Jin. Jin has more reach, better dash, more power, more defense, and can chip. Ken has NO reach whatsoever and his dash stinks. Ken's launcher also stinks. It can be hardly connected with a c.lp. Jin can counter most moves when fighting one on one and he also has his powerup. You say that Ken can mix up his moves, so can Jin. Jin is a much more better character on point especially with Storm or Sentinal which covers his lags. Posted by cheese_master on 05:25:2001 07:50 AM: quote: Originally posted by Ouroborus Jin has more reach, better dash, more power, more defense, and can chip. Ken has NO reach whatsoever and his dash stinks. Ken's launcher also stinks. It can be hardly connected with a c.lp. Jin can counter most moves when fighting one on one and he also has his powerup. You say that Ken can mix up his moves, so can Jin. Jin is a much more better character on point especially with Storm or Sentinal which covers his lags. All that is true... but when the hell is anyone playing Jin at point first? Jin and Ken are assist characters... they only come in when the other chars are healing or dead. So again... none of Jins lags can be covered in this situation. And again if you play Jin or Ken too early and get them injured... then they are virtually useless as an assist... because all Magneto needs to get rid of an AAA with half a life bar is launch into a Tempest. So again... Ken is the better character due to the circumstances he normally winds up fighting in... Jin does not succeed in this circumstance. Also Ken makes it a pain attack him when he has supers because of his Shorureppa super which is fast and invincible start up. He also has his invincible DP which allows him to avoid chip damage and punish predictable opponents. He also has good air throw priority and great tick throws. His ground combos are good enough to do descent damage. Jin on the other hand cannot do any moves outside a j hp, j hk, and c lp without fear of retaliation. He also cannot link into any supers and safely avoid punishment if he whiffs. While he has better priority than Ken... he does not have enough to of set his short arsenal of moves with out lag. His chipping is nice but you really think an opponent is going to let you do j hp and j hk the whole time? Ken is better at point. Posted by silenttiger on 05:25:2001 01:38 PM: Capcom Silver Samurai Cable Iceman/Doom Colossus I've used these effectively against Magneto Posted by Naslectronical on 05:25:2001 03:26 PM: quote: Originally posted by silenttiger Capcom Silver Samurai Cable Iceman/Doom Colossus I've used these effectively against Magneto Magneto is a horrible match-up to Cable, even if he has an AAA. Magneto can get close to him whenever he wants, and sooner or later, he's going to land a hit, and then it's all over. With Collosus I assume you mean him activating super armor and walking forward. That only works if Collosus has the lead. If he doesn't Magneto can just run from him until it wars off, and then proceed to rush him down just like anyone else. Capcom only works as an AAA, and even then, Mags can get around it with air dashes. Capcom on point won't do much better either. If he misses a corridor, he's fucked, and he's dead, simple as that. Magneto won't have a problem getting near him. Iceman/Doom might seem like a good idea, but that kind of keep-away is really no challenge to Magneto. He can get around keep-away and traps that are 10 times worse than that. Keep-away is all Iceman can do, and it's not even really that effective against Magneto, who can easily get near him and land a hit. Not to mention, A good Magneto will snap Doom into the game, and Doom will be dead because he simply can't deal with Mags' speed. Iceman also has to worry about Magneto's fast as hell snapbacks, which could lead to Doom eating a helper infinite. Posted by Naslectronical on 05:25:2001 03:29 PM: A good strategy against Magneto would be the Strider/Doom trap. Magneto has to get close to do any damage, and that's exactly what Strider wants him to do so that he can get him blocking and into his god-awful trap. It's not a guaranteed win, but it is a very bad match-up for Mags. Posted by Nate X Grey on 05:25:2001 04:34 PM: Ok... as an avid Magneto user... I'll have to say CapCom troubles me the most. Jin may stop triangle jumps yeah. Ken can go through everything. Cammy tracks. Doom chips... bla bla bla. But the thing about CapCom is that he takes away the ability of Magneto to go to the air very comfortably and come down on you. Its his vertical range and DAMAGE that make him such a pain in the ass for Magneto. Being able to control where he comes out makes him even more dangerous. CapCom is winnable still though. But really annoying. Now if you seriously wanna rape Magneto... just pick Strider/Doom. Throw dogs, birds bla bla bla. Mag can do NOTHING but take to sj height. If you have CapCom, call him, start orbs, start trap and chip. Don't go for the trap but aim to build 1 meter per orb activation. This should make it almost impossible for Magneto to rush you down. The only time you should be scared is if you have no meter. So don't let that happen and Mag dies for free. Posted by Dasrik on 05:25:2001 04:48 PM: A well played Blackheart/AAA has a big advantage over Magneto. Abuse of the fierce demons makes it difficult for Magneto to get in, and if he tries to superjump around it, the AAA puts him back at square one. Blackheart/Jin is an all-out Magneto raping, but Blackheart/Commando is pretty solid as well. Posted by Dynamyte2U on 05:25:2001 04:49 PM: Re: Re: Anti-Magneto quote: Originally posted by BrazilionBH All you gota do to beat him is have the capcom assist it stops him so easily... There's a problem with that: YOU HAVE TO USE CAPCOM! Sure, Captain Commando isn't that bad, but against an expert's 1st tier character, he's a free kill. I would prefer an anti-Magneto technique that doesn't require you to use a bad character. I've had idiots join in and pick Capcom to counter my Storm. They countered my Storm effectively, but Storm still got me 5 super meters, and still did some damage. After that, Captain Commando was useless garbage. Unless you are playing a team based on one/two characters like a Sentinel-based offense or a Strider/Doom-based offense, choosing a character for the sake of countering is usually a bad idea. Posted by VenomFang on 05:25:2001 07:21 PM: Dasrik: What's the best way/time to throw out the fierce demons? My BH usually gets smacked around by Mag. If you could elaborate a bit on the best way to fight BH vs Mag I'd appreciate it. -vf Posted by cheese_master on 05:25:2001 07:26 PM: quote: Originally posted by Nate X Grey Ok... as an avid Magneto user... I'll have to say CapCom troubles me the most. Jin may stop triangle jumps yeah. Ken can go through everything. Cammy tracks. Doom chips... bla bla bla. But the thing about CapCom is that he takes away the ability of Magneto to go to the air very comfortably and come down on you. Its his vertical range and DAMAGE that make him such a pain in the ass for Magneto. Being able to control where he comes out makes him even more dangerous. CapCom is winnable still though. But really annoying. Now if you seriously wanna rape Magneto... just pick Strider/Doom. Throw dogs, birds bla bla bla. Mag can do NOTHING but take to sj height. If you have CapCom, call him, start orbs, start trap and chip. Don't go for the trap but aim to build 1 meter per orb activation. This should make it almost impossible for Magneto to rush you down. The only time you should be scared is if you have no meter. So don't let that happen and Mag dies for free. True but Magneto/Ken... rapes Strider - Doom so badly its not funny. You'll also be surprised at the number of Kens I see in tourny results to break up the countless Strider/Doom. Posted by Dasrik on 05:25:2001 07:34 PM: Re: Re: Re: Anti-Magneto quote: Originally posted by Dynamyte2U Sure, Captain Commando isn't that bad, but against an expert's 1st tier character, he's a free kill. I would prefer an anti-Magneto technique that doesn't require you to use a bad character. I've had idiots join in and pick Capcom to counter my Storm. They countered my Storm effectively, but Storm still got me 5 super meters, and still did some damage. After that, Captain Commando was useless garbage. Unless you are playing a team based on one/two characters like a Sentinel-based offense or a Strider/Doom-based offense, choosing a character for the sake of countering is usually a bad idea. This claim is extremely faulty. First off, Commando's assist is good enough to justify his presence on a team. He's powerful enough so that he rarely has to come on point, augmenting some teams even more than a third viable point character. (Cases in point: Sentinel/BH, BH/Doom, Strider/Doom). Another problem with your argument - so someone used Commando to counter your runaway Storm. What difference does it make if you have 5 meters or not if you can never land a hit? You weren't playing someone who was thinking, obviously. MvC2 being what it is, it's perfectly permissible to pick a character solely for their assist value. Posted by Dasrik on 05:25:2001 07:50 PM: quote: Originally posted by VenomFang Dasrik: What's the best way/time to throw out the fierce demons? My BH usually gets smacked around by Mag. If you could elaborate a bit on the best way to fight BH vs Mag I'd appreciate it. -vf First off, if Magneto is rushdown distance to you, throw him off. Don't use an AAA to do this - just pushblock. Once you have distance between you and Magneto, just jump back and throw fierce demons. This covers enough range so that Mags can't just triangle jump in on you. If he gets out of range of the fierce demons (ie. superjump), wait to see if he's going to try to attack you (he usually will). If so, just call your AAA when he gets close. If you see that he's trying to draw your AAA out, then just airdash underneath him and repeat. Mags is hard-pressed to do anything about this, and if you have Doom along with an AAA you can start doing psychic maneuvers like jab inferno if he superjumps away and then dashes forward. Oh, and if Mags runs in to launch xx tempest your assist, call his bluff and snap him back as soon as he launches. BH's snapback has good range. Posted by StiltMan on 05:25:2001 08:16 PM: A few comments on BH/Commando vs. Magneto, sort of as an addendum to Dasrik's words: BH/Commando is most powerful when Commando is used sparingly. If Mags is trying to super jump and air dash in, call as he's coming forward -- either Mags will get blasted because he can't airblock and airdash at the same time, or he'll get knocked back where he came from if he's lucky enough to have finished his airdash before Commando comes out. It is better to throw Commando when he's high up in the air, though, when he can't really punish you for doing it. This isn't to say that Commando won't still make a mess out of a Mags team, though behind BH. Ultimately, if you put enough heat on Mags in the effort to get in, he's going to pretty much have to start calling (most likely) Psylocke in hopes of getting control. This is why you want to keep Commando in reserve -- you call him out after Psylocke shows up and blast her into next week. If Mags does anything but sit there and watch, he'll probably only go with her. If you're conserving your meter, sooner or later the opportunity to kill Psylocke outright will almost certainly come up. You blast her into next week with Commando, catch her on the way down with an inferno/HOD (she can't block, so the timing on this is nowhere near as hard as getting it on a point character), and DHC it into, ideally, a HSF/fierce/RP, repeat as necessary until Psylocke is dead. If you've been doing your BH work properly, Sentinel should have a full lifebar because you've pretty much never had to call him out to subject him to any punishment at all, and incidentally, Sentinel is another character that works pretty well on Magneto, especially when he's got BH and Commando behind him and Magneto's AAA... er, went somewhere. Posted by Jakuda on 05:25:2001 10:14 PM: Re: Anti-Magneto quote: Originally posted by Carpet Lint Who? What? How? None of that "No one, Magneto is your God." And I know you can mash out of his Tempest combo. First off, a really good Mag. players (Duc, Ricky, Shadyk...find their videos on clockw0rk.com or here) don't use the grav->tempest combo until the end of their reset combos and other setups. By that time, your character is pretty much dead anyways, even if you do block. But I don't think you should pick up a team of players you don't really know how to use effectively just to counter Magneto teams. Find ways with your current favorite teams. Posted by mixup on 05:26:2001 01:09 AM: just catch the magneto player off-guard when he's trying to do a set-up to put himself in a favorable position. are you having trouble vs a certain magneto team? PM me and i'll try and help you out. Posted by Ouroborus on 05:26:2001 04:58 AM: quote: Originally posted by cheese_master All that is true... but when the hell is anyone playing Jin at point first? Jin and Ken are assist characters... they only come in when the other chars are healing or dead. So again... none of Jins lags can be covered in this situation. And again if you play Jin or Ken too early and get them injured... then they are virtually useless as an assist... because all Magneto needs to get rid of an AAA with half a life bar is launch into a Tempest. So again... Ken is the better character due to the circumstances he normally winds up fighting in... Jin does not succeed in this circumstance. Also Ken makes it a pain attack him when he has supers because of his Shorureppa super which is fast and invincible start up. He also has his invincible DP which allows him to avoid chip damage and punish predictable opponents. He also has good air throw priority and great tick throws. His ground combos are good enough to do descent damage. Jin on the other hand cannot do any moves outside a j hp, j hk, and c lp without fear of retaliation. He also cannot link into any supers and safely avoid punishment if he whiffs. While he has better priority than Ken... he does not have enough to of set his short arsenal of moves with out lag. His chipping is nice but you really think an opponent is going to let you do j hp and j hk the whole time? Ken is better at point. Yes, they are primarily assist characters but Jin can put up a better fight. Shoryureppa has very bad recovery and once ou miss it, you are toast. Jin has better supers. The Blodia Vulcan has some wierd properties making it unblocakable in the air once in a while. Jin has the Saotome Dynamite which is as good as Ken's Dragon Punch. Jin's Blodia air throw has insane priority and his ground throws has pretty good priority also. Ken's ground combo may do decent damage but how are you gonna hit your opponent when Ken can't even reach them? Yes, Jin has lag but Ken has NO range. How are you gonna attack with Ken? He dash sucks, his range sucks. One missed Dragon Punch or any move and you are dead. If I want a Ken replacement, I'd choose Akuma who is much better than Ken. The bottom line is that Jin is better at point. Posted by mixup on 05:26:2001 09:35 AM: the real truth is that one of you plays better with jin while the other plays better with ken, why do you care who the other is good with? you cant force somone to believe you just because you say so........ Posted by Clockw0rk on 05:26:2001 10:23 AM: quote: Originally posted by cheese_master True but Magneto/Ken... rapes Strider - Doom so badly its not funny. You'll also be surprised at the number of Kens I see in tourny results to break up the countless Strider/Doom. I don't find Ken to be a direct counter to Strider/Doom, not any more than Cyke or Psy anyway. It's not like Ken is unblockable, or any AAA for that matter. IMO, the best counter to Strider is still Felicia, and possibly Jin AAA (since he covers both sides... Doom will get blasted off the screen one way or another). As for the topic, I'd say Mag has the hardest time against Sent, Cable/Commando, Omega, and Strider. Actually IMO, anyone who knows how to block correctly can do good against Mag, since Mag relies on openings and/or throws. - Clockw0rk... but what do I know? Posted by X ƒactor on 05:26:2001 04:05 PM: quote: Originally posted by Clockw0rk I don't find Ken to be a direct counter to Strider/Doom, not any more than Cyke or Psy anyway. It's not like Ken is unblockable, or any AAA for that matter. IMO, the best counter to Strider is still Felicia, and possibly Jin AAA (since he covers both sides... Doom will get blasted off the screen one way or another). hey clockw0rk i was wondering was exactly is it that you do when you counter with felecia? and shadyk told me youre gettin new vids this weekend..cant wait! Posted by cheese_master on 05:26:2001 04:30 PM: quote: Originally posted by Clockw0rk I don't find Ken to be a direct counter to Strider/Doom, not any more than Cyke or Psy anyway. It's not like Ken is unblockable, or any AAA for that matter. IMO, the best counter to Strider is still Felicia, and possibly Jin AAA (since he covers both sides... Doom will get blasted off the screen one way or another). As for the topic, I'd say Mag has the hardest time against Sent, Cable/Commando, Omega, and Strider. Actually IMO, anyone who knows how to block correctly can do good against Mag, since Mag relies on openings and/or throws. - Clockw0rk... but what do I know? I can't really argue with you because you are the probably one of the best Strider/Doom players out there. But I think Ken does a better job on someone trying to start the trap because he makes sure to knock them way the fuck out so it wastes time on the Oroburos. Also I find that Ken makes Strider a little more hesitant to rushdown and trap. Again I guess Jin works well here, but I just trust Ken more. And I also would like to know what the fuck makes Felecia a counter as well. I know her Sand Kick knocks out Doom but how does it stop Strider? You are right about Magneto relying on throwing and openings... but I find that he easily can trap pretty well. Almost all the counters you named can easily be beat by Mag/Doom with exception to Strider, Sent/Commando (Only cuz Doom's assist dies way too quickly too). Cable/Commando works alright... but Cable can only jump back a certain distance before Mag traps him in corner with Doom's assist... and if Commando comes out just do a Mag Tempest... land launch/call Doom and Mag Tempest... and he is dead. Cable just can't fight Mag... so he has a too predictable assist pattern to try to stop Magneto... if the Mag player catchs on... then Cable is deep shit. At least Sentinel has such high damage potential and does not rely on supers nearly as much as Cable... so he doesn't have to call out Commando everytime because he needs to conserve his supers. By the way so when are the new vids coming on your site? And keep up the good work. Posted by MagnetoHenchman on 05:26:2001 05:05 PM: Magneto is your master Okay right... whatever! Lets all just see Justin Wong use Magneto, and then you'll all know WHO'S YOUR DADDY! Posted by PuReELiTE on 05:26:2001 06:18 PM: yeah whatever... Posted by PuReELiTE on 05:26:2001 06:19 PM: Did you sign up just to say that? ROFLOL! Posted by MagnetoHenchman on 05:26:2001 06:37 PM: Maybe I did! Posted by Carpet Lint on 05:26:2001 08:38 PM: Oh, now you've perverted my thread. Dearie me. Are there just any general anti-mags tactics? Posted by Razor on 05:26:2001 09:10 PM: Heh, yeah that was pretty funny Posted by Razor on 05:26:2001 09:11 PM: Well, if mags tries to jump at you, have a colossus Beta assist (dash) - Actually, I like doing that to anyone who jumps at me Posted by Carpet Lint on 05:26:2001 11:29 PM: Good call. Is that from the '92 X-Men trading card series by Jim Lee? Posted by nrkizt on 05:28:2001 08:12 AM: My personal anti-Fagneto team would be Spiral/Sentinel/Capcom. I've become so dependent on Capcom to get Mags off my back that I would have a hard time without him. Anyways pretty self-explanatory, I don't think I'll have to elaborate too much. Beginning of match, call Capcom, teleport back and start WOS with Sent. The moment Mags gets in too close, push him back with Capcom. Ad infinitum. If Spiral ever gets in trouble, call out Capcom, Sword Stampede DHC to HSF. If Mags is close to dying, chip away with Spiral assist and HSF. Thereafter flying sent with Capcom backing till Mags is dead. Although he'll ideally never appear as point, Capcom is the backbone of this team. Basically what Mags wants to do is get in your face, and what you want to do is to stay at a nice comfortable distance where you can call sentinel and throw swords. If he ever gets in and you don't have Capcom ready, just teleport over to the other side and reset the whole process of him trying to get near you. An alternative would be the circle of swords (QCF+K). I know this is basically Theory Fighter here, and y'all can throw me a million "what if mags does this" or "what if mags does that" but truth is I win 70%-80% of these match-ups against good Magnetos. The counter to my team using Mags as point would be Mags also backed by Capcom. The game will then be one of chicken, ie who chickens out and calls Capcom first. Capcom also neutralises swords and makes it easier for Mags. I'm not saying that Capcom is essential to beat Mags, but he'll definitely make your life a whole lot easier. Cable/Doom/Capcom is another extremely strong anti-mags team. Just play keepaway cable while calling Doom, if he ever gets near just call out Capcom and fry Mags, pushing him back again. Best 2 teams I know against Mags. Try 'em out. Posted by LOU on 05:28:2001 07:42 PM: you people just complane to much just deal with it that magnus is the best Posted by mAstERmOde on 05:28:2001 09:22 PM: I play with cable, sentinal and capcom. what should i do against mag when i'm playing keep away with cable. a good mag always dashes through my capcom and i'm left open for dead. also how do i stop strider doom with my team (help clockwork). What are some good strategies for cable vs blackheart?? Posted by batsu13 on 05:28:2001 11:15 PM: quote: Originally posted by LOU you people just complane to much just deal with it that magnus is the best You're just saying that cuz you can't get past my Mag. Whenever I play against you I leave you like Posted by Chapel on 05:28:2001 11:32 PM: I would recommend finding any char besides CapCom to use as anti-mag. Why? Cause CapCom works so well and hurts so much it's near-perfect (and that launchXXtempest just begs for mag to eat a super in the face). Try all the other suggestions first and only use capcom when you got nothing left because you know it is gonna work. Your team would be a lot better off if it had 3 playable characters though. Posted by dragonkahn on 05:29:2001 06:45 AM: quote: Originally posted by mAstERmOde I play with cable, sentinal and capcom. what should i do against mag when i'm playing keep away with cable. a good mag always dashes through my capcom and i'm left open for dead. also how do i stop strider doom with my team (help clockwork). What are some good strategies for cable vs blackheart?? Against Mag: Trap that shit down Against Strider/Doom: Trap that shit down Against Blackheart: AHVB that shit Posted by mAstERmOde on 05:29:2001 06:56 AM: quote: Originally posted by dragonkahn Against Mag: Trap that shit down Against Strider/Doom: Trap that shit down Against Blackheart: AHVB that shit mag = hard to trap stider/doom = they trap me!! blackheart = not that easy if they dont use supers Posted by dragonkahn on 05:29:2001 07:04 AM: quote: Originally posted by mAstERmOde mag = hard to trap stider/doom = they trap me!! blackheart = not that easy if they dont use supers Against Mag: Push his start button Against Strider/Doom: Push his start button Against Blackheart: Push his start button, then AHVB that shit Posted by mAstERmOde on 05:29:2001 07:13 AM: just say CyRus tactics then!!!!! Posted by dragonkahn on 05:29:2001 07:19 AM: quote: Originally posted by mAstERmOde just say CyRus tactics then!!!!! I chose not to reveal the name of the guy who uses this cheap tactic. My lips are sealed. =X Posted by muzu on 05:29:2001 09:44 AM: *Cough* Just to add my two cents. Another very effective tactic/team against Magneto is a GOOD Storm/Doom. Even if Magneto has a helper that will take out Doom, Storm is there to typhoon xx hailstorm the helper. Whenever I play this team against Magneto, my usual tactic is to run-away while building meter with sj.fierce, (air-dash d/b) fierce, [repeat]. Every now and then, I call Doom assist to either 1: act as bait, or 2: chip. If they take the bait, typhoon xx hailstorm (from across the screen). If not, you're free to do some rushdown work with air-dashes, then back to runaway. Magneto has problems with this, because he can't get close due to Doom's rocks. If he says far, he can't deal damage and will die from chipping. The only thing that Storm will have to watch out for is if Magneto does get close (so you can't hailstorm) and your assist is already being hit. Posted by Naslectronical on 05:29:2001 01:25 PM: quote: Originally posted by muzu *Cough* Just to add my two cents. Another very effective tactic/team against Magneto is a GOOD Storm/Doom. Even if Magneto has a helper that will take out Doom, Storm is there to typhoon xx hailstorm the helper. Whenever I play this team against Magneto, my usual tactic is to run-away while building meter with sj.fierce, (air-dash d/b) fierce, [repeat]. Every now and then, I call Doom assist to either 1: act as bait, or 2: chip. If they take the bait, typhoon xx hailstorm (from across the screen). If not, you're free to do some rushdown work with air-dashes, then back to runaway. Magneto has problems with this, because he can't get close due to Doom's rocks. If he says far, he can't deal damage and will die from chipping. The only thing that Storm will have to watch out for is if Magneto does get close (so you can't hailstorm) and your assist is already being hit. Some of this is just not true. First of all, you've got to have meter to Hailstorm Mag's assists. Unless you can build up three levels within the first 5 seconeds of the match, this won't work. Magneto can sacrifice an assist to knock out Doom while he's closing in on Storm. Second, Storm can't run from Magneto. He's too fast, and his air dash is faster. He will catch her, and then it's curtains for Storm. Third, Doom is not going to stop Magneto from getting close to Storm. Magneto can easily maneuver around Doom. If he can get around Capcom and Blackheart, there's no way Doom's going to stop him. And if you get predictable like that with Doom's assist, a good Magneto will anticipate it and snap Storm out of the game, helper infinite Doom until he dies, and then guard crush Storm and kill her off. And if Magneto has Commando AAA, Storm's in big trouble. He'll knock Doom away, and he'll bring Storm down if she tries to run. Posted by jlepore on 05:29:2001 09:02 PM: i don't care what anyone says a smart player that uses capcom can keep mags off of him you just can't be a funking moron and be so predictable, i think sent/capcom can do i good job taking out magnus even if noone agrees with me. Posted by muzu on 05:30:2001 04:51 AM: You bring up good points . She does need level bar, but that's where the running with sj.fierces comes in. It builds meter very quickly. As for catching up to Storm (given that she has a level bar), it's not so easy to catch up to her if she's safely a full screen away with Doom assist right in the middle. An anti-Doom helper would eat hailstorm. Yes, I know, "But what if she doesn't HAVE level bar?" That's why you play carefully. Storm may not be as quick as Magnus with air-dashes, but she sure as hell can trap him between her and Doom for block damage (and bar). When without level bar against Magneto, I usually just watch and anticipate what he's going to do, and then work against it. About Commando assist, of course he'll knock her out of the air. But he doesn't get the Doom assist that easily if the rocks are already right ontop of him. More times than none, he just gets hit by the rocks. These things happen ALL THE TIME at CF, and it just shows that he's too slow for a well-placed Doom assist. More than anything said, it really depends on the ability of the players, with this matchup. And, sorry for the long post. All times are GMT. The time now is 01:39 AM. Show all 55 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.