1.) What is everyone’s role in the team?
Mag, he’s the battery. Runs around and gives you meter for the instant DHC on top of being able to land infinites and what have you.
IM, he’s the killer on the team. DHC’s and guardbreaks. He’s a fear inducing character, cause we all know, one touch kills right?
Sent, he’s the backbone/wall of the team. This guy can kill anything if he touches you, not to mention play off the DHC’s.
2.) Does IM’s assists really help Sent (or Mag) during a rushdown?
IM’s assist I feel is only good for letting the opponent run into it. Outside of the corner with sent, it’s pretty slow and doesn’t do much in terms of mixing them up but it does add huge damage in combos. What this assist does help do is disable the other assists if you counter call it for at least a second or two, so at least that provides you rush options with Magneto. Also if you counter call with sent on point, just do a quick rp and that’s a free 35% or more on an assist instantly. Sometimes it’s more than about killing the char on point.
3.) Can other chars be substituted for Mag or Sent?
For the way this team is played, I’d say no. Storm can be put in, but she changes the dynamics. She makes the team easier to play than with Magneto, but her assists aren’t as good. This team is based off of the instant one hit kill principle which can’t really be reproduced outside of mag into IM DHC.
4.) Which order is best? (seriously, I’ve seen it played in all possible orders)
There’s only two orders that make sense. These orders depend on the person playing it though. If you’re defense minded, then go sent, mag, IM. If you’re offense minded, go Mag, IM, Sent. Also, the team you’re fighting against should alter your order unless you’re confident. If it’s a runaway team(scrub, matrix), you should start mag, runaway for few meters yourself and look for ANY MOVE with lag and go for the instant DHC into kill. If it’s an offense team (MSS, MSP, ROW), you’ll want to start sent, just because more than likely not, they’ll run into IM and kill themselves.
5.) Does switching sent’s assist affect Mag’s and IM’s gameplay a lot?
I always felt that this team was really strategic. That being said, if you use RP assist, this team becomes mashy and you can do whatever you want. The con to that is that you now have no way to stop someone from running away or a safe way to open the opponent up. RP assist with IM is kinda meh IMO also. You basically just pray the opponent runs into it for the infinite.
With drones assist, this team gains a lot more versatility. The combination of your point (IM or Mag) trijumping all over the guy with drones coming in safely behind you or before you or whatever can easily disorient players and allow you to land infinites. The drones can also randomly cover you as an antiair if players get too close when they come from above you. This can result in easy infinites, etc.
6.) What basic strategy is this team, Rush, turtle or Semi?
Depends on what you feel comfortable with. This team can be played to fit you. I personally play defensive. Let my assists hit them and then go for the kill. But if you go offensive, all the tools are there to do so, unfortunately this team requires you to pick your moments of offense, so it doesn’t cater to randomness really.
7.) Team’s weaknesses?
Runaway Sent/Commando or cyc. Most people would think it’s storm or cable, but it’s not. It’s only when either one of those is backed by sent/commando or cyc that they become hard to kill.
8.) Do’s and dont’s
Get meter so you can DHC on reaction.
Learn how to actually use IM so people will regret snapping him in.
Be able to react to IM assists hitting the opponents with infinites and combos.
Learn to do the most damaging combos for any situation.
Learn each character individually.
Learn the intricacies of the IM assist. He can go through a lot of stuff (AHVB, Hail, HSF) if you learn when to call him.
Kill asssits if they’re not protected by calling IM and landing a few hits.
Taint the team by using mashy RP assist. (j/k, do what you want.)
Force the offense and run into shit. This team is strategic.
Panic when sent/commando is stomping on you, openings eventually appear.
9.) DHC combos
With Mag, do the ROM infinite for about 38 hits, s.hkxxhypxxxtempest, than DHC into proton. That puts the opponent right into the cannon for 43 hits everytime.
Dash up, low shx2, tempest into proton for the easy kill
With IM and Sent, there’s no real nonstandard DHC combos.
10.) Where would this team be ranked in comparison to other named
In terms from ease to difficulty:
Fiend or Fiend II (Storm in the mix)