Since the Magneto mixup/reset thread is basically dead, I decided to post some of my labwork.
First let’s see what creates an air recovery state. Basically anything that won’t knock them down.
Causing knockdown/air recovery states
[details=Spoiler]s.:h: and c.:h:causes knocks down and causes ground recovery. There are a lot of dirty things Magneto can do to capitalize on this.
Causing air recovery is different, as basically anything Magneto does that doesn’t cause knockdown, will cause the opponent to air recover if HSD is advanced.[/details]
Any Air Recovery in the corner
j:h:, :l: Magnetic Blast: Catches people pressing buttons or trying to tech a grab that isn’t coming. Easy hit confirm into c.:h::s: upon landing. Be careful of this option though, as the opponent CAN air throw you on j.:h: startup if they recover forward. If they pushblock the :h:, your magnetic blast will keep them honest until they land while you have enough time to react and dash back in to restart your offense.
Air throws: Come in 2 flavors. You can either do a normal jump and do the predictable air throw or you can superjump up-back and addf :h: OS. This will catch people who aren’t expecting it and even people who are expecting it. An addf :h: OS from this distance is ridiculously fast and is guaranteed to confuse people who aren’t accustomed to it. This will air throw on forward air techs and backward air techs. If the opponent does not air tech, you get addf :h: with Akuma’s tatsu which is just a free mixup because you can go for double or triple overheads (fly :s: or fly :s:), attack low, or throw. Varying your timing will also help in consistently catching people with addf OS air throw. On forward air techs, you can do it as soon as you reach dash height and air throw them a couple feet off the ground right after their tech animation is finished. Once more, experiment with this.
Hypergrav: Not a very good option if they decide to air tech forward, as there is a myriad of moves that will beat it clean and get you killed. I guess it would work on backward recovery is your assist is covering you.[/details]
Vanilla ground recovery mix-ups
[details=Spoiler]The ground recovery section is decidedly shorter because you’re probably going to be doing similar mixups with the different on positioning.
No knockdown recovery: This is a real possibility because Magneto has several different moves that cause this state, such as standing and crouching :h: and simply letting hypergrav drop them. Many players who don’t know Magneto’s normals or how he can great this state may not recover upon knockdown.
Backwards recovery: Upon reaction, simply delay your offense until they recover completely.
Forward recovery(out of corner): This is where things get fun. If you sniff out an escape attempt via forward recovery, just backdash and you get an easy left/right mixup depending on when you choose to attack. This is pretty much identical to Wesker’s option to mixup escape recovery attempts on the ground. Magneto can add to that left/right mixup, a high/low. Forward recovery also puts them in the perfect position for Phil Jackson trijump :l: (shoutouts to ifc ricky) offense. Just trijump as soon as they roll past you, and while it certainly looks like you’ll just be doing a trijump :l: in front of them, you’ll sometimes appear behind him, depending on how you time it.[/details]
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[SIZE=5]First part of this post is from vanilla but it’s all certainly viable. Less tricky and easier to escape.[/SIZE]
Ok, now let’s get into some of our new options now that we can manipulate gravity. These are all done in the corner. I’ve picked up Sentinel now because Drones are so fucking amazing with Magneto. He would marry those little fucks if he could. These resets and mix-ups are certainly viable with other assists as long as you experiment.
Air Recovery Forward
[details=Spoiler]Air recovery forward – Setup is hypergrav in the corner followed by Drones+s.:l:
Attraction done immediately will cause the opponent to fly clear across the screen and land right on the first Drone. They will air recover immediately after. It is possible to dash in and :s: into your BnB of choice. Attraction timed after they air recover forward will pull them onto the ground into drones literally right behind you.
Repulsion/Gravitation both accomplished the same thing, which is a non-side switch mix-up if you have them conditioned to expect an attraction. Gravitation has more use because you can perform it right as they’re above you, perhaps causing them to believe they’ll fall on either side**[****Super jump :u:, air dash :db::h: - **Just before they cross to the other side, super jump straight up then air dash down back and come down with :h:. Altering your timing on the :h: will allow you to literally choose which side you’re going to attack from. If done correctly, Magneto will still be facing the other side, no matter what, so it adds a visual mix-up as well as forcing them to guard high left/right.
**If reset with sj. :u:, air dash :d: :l: - **Use attraction with varied timing. You can choose with side you want them to land on, in front of you or in the corner. Hella ambiguous.[/details]
Air Recovery Backwards
[details=Spoiler]Air recovery backward
-Attraction seems to be the only worthwhile one here. If you do it immediately as they air recover backwards, they’ll just barely cross you up and get hit by Drones. If you delay it even slightly, they won’t cross you up but it sure as hell does look like they just might. Gravitation and Repulsion just keep them in the corner, but there isn’t an initial side switching mix-up there, so you’re better off doing Attraction so you get the side switch mix-up plus whatever else you wish to do as far as high/low if they block.[/details]
No Air Recovery
[details=Spoiler]No air recovery
-Nothing you can do to side switch but this does mean you will retain superior position with them in the corner. Like backwards air recovery, they may not have to eat your left/right mix-up but they will have to eat your high/low mix-up.[/details]
Ground Recovery Forward
[details=Spoiler]Ground recovery forward
-Attraction will fling them across the screen, no matter the timing, unless you wait until they recover into your assist, in which case you should be mixing them up, not playing with gravity.
-Repulsion is a little interesting. If you perform Repulsion immediately (the resets I’ve been doing have been from letting them drop out of a hypergrav or hypergrav into s:h:+:a2:), they roll backwards a bit while being pushed back by you, then near the end of the recovery roll, they cross you up. Pretty devious shit. If you perform Repulsion any time other than immediately, they’ll be forced to remain in the corner and eat your next mix-up. Easy set-up for unblockables.
-It should also be known that using Repulsion to keep them in the corner will make it so they’re JUST outside of the corner (I’ve been letting them fall out of a hypergrav to set this up). This opens the door for ambiguous trijump cross ups.[/details]
Ground Recovery backwards/no ground recovery
[details=Spoiler]Ground recovery backwards/no ground recovery
-I’m grouping these both together because they’re basically the same situation. Attraction/Repulsion/Gravitation has no effect on sides, so you’re restricted to a high/low/throw mix-up.[/details]
Taken from the Ultimate Magnus thread to get your creative juices flowing:
Alright so now you’re here in the nitty gritty. You’ve just got done mastering all of Mag’s combos… or so you think. Nigga what you think this is? I’m not even going there.
Yeah we can do those in Ultimate now.
This is basically what I’ve been playing around with for the past few weeks and Kanta-Kun (such a good coincidence) uploaded something similar if not the same thing. This combo and it’s variations are used when you’re feeling good about your Magneto.
Leads to free mix ups when blocked. That’s godlike.
Confident one would say because this is the shit that makes people ragequit (for lack of a better term). Even though this games only been out for a short time, people like Kanta, myself and others have already come up with some devious shit.
More swag videos on the way.
Thank you to (in no particular order): Kanta-Kun, bloodabeast, Amazing Ampharos, humbag, Din0