Magneto TAC Infinite - *UNDER CONSTRUCTION*

magneto

#1

*Post is under construction, some stuff might not make any sense/be in the wrong place, so, Keep Calm : ) *

[SIZE=4]a) INTRO[/SIZE]

Please do not quote any of the OP posts in their entirety
Creating this thread to clear confusion and develop new strategies revolving around the TAC infinite for Magneto. Shoutouts to everyone who has contributed to the advancement of this piece of technology: LiquidMetal, Kennykilla, RayRay, Alioune, Soundpross and everyone helping out with posts on the thread.
New infinite stuff
Yeah so, this thread will be a bit different from now on. I’m removing the resets section, as the TAC infinites are just too good to EVER reset for ANY reason. Each post will be divided in 2 sections: Standard Infinite and Unfly Infinite, with setups and variations for each.

The thread will also be divided in 7 parts:

And I will try my best to provide examples for each of the items with videos. So, let’s get it started.

Notations for this thread:
st. - Standing
cr. - Crouching
j. - Jumping (neutral)
jf. - Jump Forward
jb. - Jump Back
ad - Air Dash
[land] - Character lands from the air
[delay] - slight dead time between inputs
[TAC HIT] - The initial hit that a character comes in from an exchange

:l::m::h::s::atk::a1::a2:
:b::ub::u::uf::f::df::d::db:…

Character size notations:
(s) - Small character (RR, Joe, Ammy, etc)
**(m) **- Medium character (Wesker, Nova, Vergil, etc)
**(l) **- Large character (Dormammu, Doom, Strange, etc)
(xl) - Xtra Large character (Sentinel, Nemesis, Hulk)

[SIZE=4]b) The TAC Infinite[/SIZE]

The TAC Infinites originated from a system exploit in Ultimate Marvel vs Capcom 3. By doing a Team Aerial Combo (exchanging mid-air combo to another character), you can perform extended combos ignoring hitstun-decay completely, until you hit the ground.
However, someone found a way to bypass this rule, thus opening the floodgates to the discovery of infinite combos for a great part of the cast.
To initiate the glitch, a player must hit a physical attack extremely low to the ground and immediately re-jump, maintaing the opponent juggled, thus “tricking” the game into thinking that the player never touched the ground. (Magneto was later found to be the only character so far to bypass the first rule, no needing a landing hit to initiate and infinite.)

Each character has their own unique loop which can be found by searching their specific boards or googling.

The first version of Magneto’s infinite, specifically, was revealed on June 25 2012, in this video:

Original Magneto TAC Infinite

Spoiler

[media=youtube]5-85IvhlWXk[/media]

This is the starting point for the rest of this thread.


Magneto Frequently Asked Questions(FAQ Thread)
Official Doctor Doom Infinite Thread #INFINITEDOOM
Ultimate web throw incoming guard breaks
#2

[LEFT]This second post is about the infinite itself. Inputs and video only. Theory will be discussed in section f) Misc.[/LEFT]

Standard Infinite

[details=Spoiler][SIZE=4]c) Setups[/SIZE]

The setups for the TAC infinite vary, depending on your screen position, character you’re facing and the direction you TAC you opponent in. This thread is an effort to find Universal/Consistent confirms for all characters. Slight timing changes are necessary for each body type, but those can’t be explained by notation. You need to acquire the feel for it through trial and error.

[details=Spoiler]Corner Setups
Corner Setups

Spoiler

Down TAC [All Characters]
Video Examples: [Small] ; [Medium] ; [Large]

[TAC HIT] xx ad :uf: xx :l: HyperGrav > Fly > j.:l::h: xx ad :f: j.:h: xx ad :f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Up TAC [All Characters]
Video Examples: [Small] ; [Medium] ; [Large]

[TAC HIT] xx :h: HyperGrav xx ad :df: [delay] j.:h: xx Fly > j.:l::h: xx ad :f: j.:h: xx ad :f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Side TAC [This version does not work on Nemesis]
Video Examples: [Small] ; [Medium] ; [Large]
[TAC HIT] xx ad :d: :m: HyperGrav > Fly > j.:l::m::h: xx ad :f: j.:m::h: xx ad :f: [delay] j.:h: xx Reverse Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Side TAC: Nemesis Version
Video: [Nemesis]
[TAC HIT] xx ad :d: :l: HyperGrav > Fly > j.:h: xx ad :f: j.:m::h: ** xx ad :f: [delay] j.:h: xx Reverse Unfly [delay] j.:m: [land] > Loop.[/details]

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Midscreen Setups
Midscreen Setups

Spoiler

Down TAC [All Characters]
Video Examples: [Small] ; [Medium] ; [Large]

[TAC HIT] xx ad :uf: xx :l: HyperGrav > Fly > j.:l::m::h: xx ad :f: j.:m::h: xx ad :f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Up TAC [Most Characters, No Shuma Gorath]
Video Examples: [Small] ; [Medium] ; [Large]

[TAC HIT] xx ad :df: xx :h: HyperGrav > Fly > j.:l::m::h: xx ad :f: j.:m::h: xx ad :f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

Character Specific Variations:

[details=Spoiler] Sentinel:
Video: [Sentinel]

[TAC HIT] xx ad :df: xx :h: HyperGrav > Fly > j.:l::m::h: xx ad :f: j.:m::h: xx ad :f: j.:m::h: xx ad :f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Rocket Raccoon:
Video: [Rocket Raccoon]

[TAC HIT] xx ad :df: xx :h: HyperGrav > Fly > j.:l::h: xx ad :f: j.:m::h: xx ad :f: j.:m::h: xx ad :f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Nemesis:
Video: [Nemesis]

[TAC HIT] xx ad :df: j.:h: (whiff) xx :h: HyperGrav > Fly > j.:l::m::h: xx ad :f: j.:m::h: xx ad :f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.[/details]

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Side TAC [All Characters]
Video Examples: [Small] ; [Medium] ; [Large]

[TAC HIT] xx ad :df: xx :h: HyperGrav > Fly > j.:l::m::h: xx ad :f: j.:h: xx ad :f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

**Note: On Shuma-Gorath and Sentinel, you must do j.:m::h: instead of j.:h: to get the desired dash underneath them.

[SIZE=4]d) Variations[/SIZE]

The actual meat of the infinite, the reps, the stuff. You can just do the regular one, or mix it up for style. Except for the BnB, most of these are corner specific.

[details=Spoiler]▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

The BnB [Confirmed on: Rocket Raccoon (s), Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Setup] j.:h::s: xx ad :df: j.:m: [land] x Infinity
>>>AND<<<
[Setup] j.:m::s: xx ad :df: j.:m: [land]
Second version props them up slightly higher.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Slap Loop [Confirmed on: Rocket Raccoon (s), Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Setup] j.:m::h: xx Fly > j.:l::m::h: xx ad :f: j.:h: xx ad :f: j.:h: xx Unfly > j.:m: [land]

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Magnetic Blast [Confirmed on: Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:m::m::h: xx Fly > j.:l::m::h: xx :h: MagBlast > j.:l::m::h: xx Unfly > j.:m: [land]
(Opponent must be juggled high before starting this)

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

The HH [Confirmed on: Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:h: xx ad:df: j.:h: [land]
(Opponent must be juggled high before starting this. This brings them way down, close to the ground, so you need to speed up the follow up reps of “The BnB”)

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Up and Down [Confirmed on: Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:m::m::h: xx Fly > j.:l::m::h: xx ad :uf: j.:h: xx ad :df: j.:h: xx ad :u: j.:h: xx Unfly > j.:m: [land]

[/details]

[SIZE=4]e) Enders[/SIZE]

Ways to end the infinite if you don’t want to infinite them all the way through to death. Just good to know.

[details=Spoiler]The Basic Stuff
The Basic Stuff

Spoiler

MagneticTempest [Confirmed on: Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:m::m::h: xx :l: EMDisruptor xx Air. Magnetic Tempest
(Cancel the Disruptor as soon as it hits. It should be hitting the feet of the opponent’s character)

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Gravity Squeeze [Confirmed on: Rocket Raccoon (s), Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:m::h: xx :m: MagBlast [land] Gravity Squeeze

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Exchange [All Characters]
VIDEO EXAMPLE

Press Direction + :s: at any point of the infinite.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

The Flashy Stuff
The Flashy Stuff

Spoiler

RayRay MagneticTempest #1
VIDEO EXAMPLE

[Rep] j.:m::m::h: xx ad :u: j.:l::m::m::h: xx Fly > j.:l::h: xx ad :f: j.:h: xx ad :f: j.:h: xx ad :f: j.:m::h: xx Unfly > j.:h::l: EMDisruptor xx Air. Magnetic Tempest
(Cancel the Disruptor as soon as it hits. It should be hitting the feet of the opponent’s character)

[/details][/details]

◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙◙
Unfly Infinite

[details=Spoiler][SIZE=4]c) Setups[/SIZE]
THIS WHOLE SECTION IS INCOMPLETE, SO TAKE THIS ALIOUNE VIDEO IN THE MEANTIME

The setups for the TAC infinite vary, depending on your screen position, character you’re facing and the direction you TAC you opponent in. This thread is an effort to find Universal/Consistent confirms for all characters. Slight timing changes are necessary for each body type, but those can’t be explained by notation. You need to acquire the feel for it through trial and error.

[details=Spoiler]Corner Setups
Corner Setups

Spoiler

Down TAC [All Characters]
Video Examples: n/a

[TAC HIT] > j.:h: xx ad :f: j.:m: xx Fly > j.:l::h: xx ad :f: j.:h: xx ad :f: j.:h: xx ad :df: j.:h: Unfly > [land] > j.:l::m::h: xx ad :f: j:m: xx Fly > j.:l::h: xx ad :f: j.:h: xx ad :f: j.:m::m::h: xx Unfly > [land] >Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Up TAC [All Characters]
Video Examples: [Small] ; [Medium] ; [Large]

[TAC HIT] xx :h: HyperGrav xx ad:df: [delay] j.:h: xx Fly > j.:l::h: xx ad:f: j.:h: xx ad:f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Side TAC [This version does not work on Nemesis]
[TAC HIT] xx ad :d: :l: HyperGrav > Fly > j.:l::m::h: xx ad :f: j.:h: ** xx ad :f: [delay] j.:h: xx Reverse Unfly [delay] j.:m: [land] > Loop.

**Note: On Shuma-Gorath and Sentinel, you must do j.:m::h: instead of j.:h: to get the desired dash underneath them.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Side TAC: Nemesis Version
[TAC HIT] xx ad :d: :l: HyperGrav > Fly > j.:h: xx ad :f: j.:m::h: ** xx ad :f: [delay] j.:h: xx Reverse Unfly [delay] j.:m: [land] > Loop.[/details]

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Midscreen Setups
Midscreen Setups

Spoiler

Down TAC [All Characters]
Video Examples: n/a

[TAC HIT] > j.:h: xx ad :f: j.:m: xx Fly > j.:l::h: xx ad :f: j.:h: xx ad :f: j.:h: xx ad :df: j.:h: Unfly > [land] > j.:l::m::h: xx ad :f: j:m: xx Fly > j.:l::h: xx ad :f: j.:h: xx ad :f: j.:m::m::h: xx Unfly > [land] >Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Up TAC [Most Characters, No Shuma Gorath]
Video Examples: n/a

[TAC HIT] xx ad :df: xx :h: HyperGrav > Fly > j.:l::m::h: xx ad:f: j.:m::h: xx ad:f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

Character Specific Variations:

[details=Spoiler] Sentinel:

[TAC HIT] xx ad :df: xx :h: HyperGrav > Fly > j.:l::m::h: xx ad:f: j.:m::h: xx ad:f: j.:m::h: xx ad:f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Rocket Raccoon:

[TAC HIT] xx ad :df: xx :h: HyperGrav > Fly > j.:l::h: xx ad:f: j.:m::h: xx ad:f: j.:m::h: xx ad:f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Nemesis:

[TAC HIT] xx ad :df: j.:h: (whiff) xx :h: HyperGrav > Fly > j.:l::m::h: xx ad:f: j.:m::h: xx ad:f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.[/details]

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Side TAC [All Characters]
Video Examples: n/a

[TAC HIT] xx ad :df: xx :h: HyperGrav > Fly > j.:l::m::h: xx ad:f: j.:h: xx ad:f: j.:h: xx Unfly [delay] j.:m: [land] > Loop.

**Note: On Shuma-Gorath and Sentinel, you must do j.:m::h: instead of j.:h: to get the desired dash underneath them.

[SIZE=4]d) Variations[/SIZE]

The actual meat of the infinite, the reps, the stuff. You can just do the regular one, or mix it up for style. Except for the BnB, most of these are corner specific.

[details=Spoiler]▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

The BnB [Confirmed on: Rocket Raccoon (s), Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Setup] j.:h::s: xx ad:df: j.:m: [land] x Infinity

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Slap Loop [Confirmed on: Rocket Raccoon (s), Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Setup] j.:m::h: xx Fly > j.:l::m::h: xx ad:f: j.:h: xx ad:f: j.:h: xx Unfly > j.:m: [land]

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Magnetic Blast [Confirmed on: Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:m::m::h: xx Fly > j.:l::m::h: xx :h: MagBlast > j.:l::m::h: xx Unfly > j.:m: [land]
(Opponent must be juggled high before starting this)

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

The HH [Confirmed on: Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:h: xx ad:df: j.:h: [land]
(Opponent must be juggled high before starting this. This brings them way down, close to the ground, so you need to speed up the follow up reps of “The BnB”)

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Up and Down [Confirmed on: Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:m::m::h: xx Fly > j.:l::m::h: xx ad:uf: j.:h: xx ad:df: j.:h: xx ad:u: j.:h: xx Unfly > j.:m: [land]

[/details]

[SIZE=4]e) Enders[/SIZE]

Ways to end the infinite if you don’t want to infinite them all the way through to death. Just good to know.

[details=Spoiler]The Basic Stuff
The Basic Stuff

Spoiler

MagneticTempest [Confirmed on: Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:m::m::h: xx :l: EMDisruptor xx Air. Magnetic Tempest
(Cancel the Disruptor as soon as it hits. It should be hitting the feet of the opponent’s character)

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Gravity Squeeze [Confirmed on: Rocket Raccoon (s), Nova (m), Haggar (l), Hulk (xl)]
VIDEO EXAMPLE

[Rep] j.:m::h: xx :m: MagBlast [land] Gravity Squeeze

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

Exchange [All Characters]
VIDEO EXAMPLE

Press Direction + :s: at any point of the infinite.

▬ ▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬ ▬

The Flashy Stuff
The Flashy Stuff

Spoiler

RayRay MagneticTempest #1

[Rep] j.:m::m::h: xx ad :u: j.:l::m::m::h: xx Fly > j.:l::h: xx ad:f: j.:h: xx ad:f: j.:h: xx ad:f: j.:m::h: xx Unfly > j.:h::l: EMDisruptor xx Air. Magnetic Tempest
(Cancel the Disruptor as soon as it hits. It should be hitting the feet of the opponent’s character)

[/details][/details]


#3

[SIZE=4]f) Misc[/SIZE]
aka: Infinite Theory

This section will have a few quotes of interesting posts and thoughts about the infinite, from the way it will affect metagame to execution tips.

[details=Spoiler]1) Effects on the “Magneto” Metagame:

[details=Spoiler]Magneto is primarily a point character. At first glance, this would make a TAC infinite seem redundant for him on a Magneto-X-X team build. However, Magneto is a character who very often DHCs to finish his combos, resulting in a ToD. It is pretty much necessary if you want to kill a 1mil life character without level 3.
This DHC will often put Magneto in the 2nd position, giving the point character access to Magneto’s Infinite, from pretty much anywhere on the screen, any direction. If you get hit with a TAC, you will lose a character and have to fight a juiced up Magneto with your incoming character, facing his own deadly welcome mixups.
As for teams that use Magneto on the 2nd or 3rd position, they gain easier access to these TACs. A team of Zero-Dante-Magneto, even as it loses it’s point character and 50% of it’s strength, can now ToD you meterless, whereas before, Dante would have a tough time creating ToDs with Magneto, specially on higher health characters, without expending too much meter and leaving Magneto dry at the end.
The TAC mixup gets even deadlier when coupled with characters like Morrigan or Zero, who can layer 2 TAC guesses through TAC dash canceling, or with characters like Doom who can condition you to expect a TAC, but instead bring you back into a combo with a frame trap reset.

The “ease of use”, universality and versatility of Magneto’s infinite, compared to the ones of other characters (Amaterasu, X-23) make it much more useful, as well. The execution requirement is average and it’s relatively easy to learn, so it’s a plus in any team and absolutely tournament viable.[/details]

  1. Executing the Infinite:

[details=Spoiler]Lucky for you, this thread was created, with all the notations and video examples of the combos. Even so, not everything can be learned simply from reading inputs.
First of all, even if Magneto’s infinite is relatively simple, it still requires decent execution to perform. Specifically, Magneto execution. It’s good to know your Flight combos, air dash cancels and the timing/properties of your normals/specials. You won’t get these down 98% if you’re just trying to replicate what you saw in video. You need to actually understand how much float each of his moves cause and how this will affect the opponent’s character during the infinite.
With that said, the hardest part of learning the infinite combos themselves is the setup out of each direction of the TAC. Even if the inputs are the same, different character weights and sizes force you to adjust your timing on the fly (heh), which is where that Magneto knowledge comes in handy.
As a general advice, you have to know why the TAC infinites work in the first place. They work because you’re exploiting the system, fooling it into thinking you’re not touching the ground at all. To do this, you must end each of your loops and set up with a normal that hits as close to the ground as possible, so close that the animation for the move doesn’t end or linger too long. After the hit (preferably immediately as you press the button for that hit) you should be holding :u: in order to re-jump as soon as possible. This guarantees that, if you timed the hit right, HSD will not return for the following jump loop. These are the only two universal factors that matter, when attempting any character’s TAC infinite.

Back to Magneto. The setups are TAC specific and can be character specific. Check. The jump loops are always the same for any TAC, but since each character fall at different speeds (ie: Nemesis falls faster than Nova) you will need to adjust the timing of your jump loops in order to keep the infinite going. This is much easier than it seems, if you know the tricks. In this post I explain the BnB jump loop:

When you master both the setups and the BnB loop, you can use them in matches. Otherwise, I wouldn’t go for it, just go into a regular TAC, since those are still an option[/details]

  1. More height control stuff

[/details]

TO-DO List:

-Add/Finish Unfly infinite info + video
-???


#4

Are there any consistent variations?
The standard one is consistent as soon as you get it going, but the height on the first rep always drops randomly, I don’t really trust that infinite yet.


#5

First person to find a variation with magnetic blast wins 500 bison dollars


#6

this game will never have its own identity if its constantly compared to mvc2 :coffee:


#7

I believe the dash h infinite is probably a little more consistent than the first infinite that was discovered


#8

who keeps comparing it to mvc2?


#9

I already did and posted it yesterday.

Spoiler

[media=youtube]pr1Ufzi6g_Y[/media]

There ya go.

NickGuy, shades of man. Shades of. (Not gray.) ANyway, you’re right. Title edited.

PS.: ya’ll niggas need to be patient with the Qs xD I’m still working on the first posts.


#10

ever since the TAC infs were discovered alot of people have said it


#11

I’m mailing the money as we speak


#12

I’ll keep it up tomorrow. Need to catch some sleep. but I got this shit on lock, don’t worry.


#13

Just a minor mistake, you put 2011 instead of 2012. Other than that good thread.


#14

I got an incredibly stupid question about that second infinite: how come the air S doesn’t spike them into the ground? Shouldn’t the opponent’s character go straight down since they are still in that super jump combo state?


#15

when you get caught in the hyper grav it nullifies the knockdown on S.


#16

It’s a mix of hitting hyper grav and re-jumping.

It’s weird as fuck. But hey, that’s the way it is.


#17

Okie dokes. Soon as I get this game again, straight into learning this infinite.


#18

they are dumb then.


#19

Posting in this thread just because the title says Ooo Ooo Ooo


#20

No Side TAC Infinite posted yet?

It’s:

TAC Hit > ADD > :m: Hyper Grav > Flight > j.:l: > j.:m: > j.:h: xx ADF > j.:h: xx ADF > j.:h: xx ADF xx Flight (must be inputted in reverse) > delayed j.:m: > start infinite

I’ll see tomorrow if I find a version that keeps them in the corner. I need to spend more time in the Magnus forums…