Training for Execution: IMO the order you should be learning shit
2 buttons:
I would start off getting familiar with his dash cancelling on the ground. When playing high level, you NEED to be able to travel because sometimes theres only a split second when you have an opening thats necessary. ie: playing against cable or santhrax teams (really hard to touch them). Mastering two button execution is magneto’s key as his gameplan is filled with fash cancels, air dashes, ROMing, supers ETC.
OTG/Juggles: c.lk+psy, c.lk, AAA hits, c.lk(juggle), c.hk
Seeing how psylocke is an important part to match ups against different teams, you need to consistently get down the unrollable juggle. Pros will get this almost every single time. After the C.hk you can hypergrab on non big characters, or sj. cancel the c.hk in to rom. If you initiate the combo with a two hit jump in, then i would do the sjc method. If you hypergrab, its free combo for whatever you want besides a 5 fierce.
5 Fierce: launch, hp, addf, hp, hk / c.hk
easy high damaging combo. AFter learning this, practice Resets. if you notice, it puts them in FS and they are not able to roll. This leaves 4 options. Attack high, low, or a crossed up High/low. Now you can do this with magneto, or via assist.
ROM: launch, hk, addf, lk, lk / [sj.lk, sj.lk, addf, sj.lk, sj.lk]
Necessity. When you’ve got a jumping opponent, they’re asking to get guard broken or caught with a random sj.lk. If the opponent is airborn after a random jump, chances are they’re going to block if you attack straight up. Use magnetos dash speed to cross up under them and then go for a sj.lk. Mix it up even more by crossing up and tri-jumping.
Resets:
I’ve noticed myself the most effective way to reset is using every single damn reset you know and the different variations they have. Resets are random, so PLAY RANDOM. you can’t be predicted if they don’t know what the fuck you’re gonna do. even if they know you’ll reset, they dont know when or where. Some people like to mash on buttons or jump to prevent resets, there are a few that cant be ruined by somebody mashing a lk or jumping.
Realize your matchups:
If the opponent doesnt have an ANTI-AIR, then just go crazy. RUSH THAT SHIT THE FUCK DOWN. If they have an anti-air, then you must play calm. Magneto is not a zoner and does not have long range moves. This is when you’d mash to build meter. Double whiff a couple tri-jump hp’s and then SJ and mash hp’s air dash up or foward mash more HPs. Try and get them to attack you and have a game plan ready for when they do attack. If they won’t budge, then you gotta play real smart. Find the opening and use it.
If somebody is sj’ing alot, then try and cause FS action so they you have a free reset/mixup. BUt don’t be stupid, realize who has more priority in the air and only attack if its safe. Magneto is about being safe until you get that hit, then abuse everything you’ve learned in training mode.