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Updated Magneto Trials Notation: c = crouching, st = standing, j = jumping (in the air) Trial 1. The FChamp (BnB) 0:05 j.L > c.LMHS > Super Jump Up Forward > j.H > Air Dash Forward > j.H > L Magnetic Blast > Land > Dash Forward > st.S > Super Jump Up Forward > j.H > Flight > j.L > j.H > [Air Dash Forward > j.H] x4 > Air Dash Down Forward > j.H > Whiffed j.S (to cancel flight) > st.H > L Hyper Grab > Super Jump Up > Air Dash Forward > j.HS > st.HS > Super Jump Up > j.H > M Disruptor > Magnetic Tempest > Mash Trial 2. Super Jump Confirm 0:25 Super Jump Up Forward > j.HS > Air Dash Down Forward > j.H > Land > Jump Up Forward > j.HS > Air Dash Down Forward> j.H > st.S > Super Jump Up > j.H > Air Dash Forward > j.H > L Magnetic Blast > Land > st.H > [L Hyper Grab > Super Jump Up -> Air Dash Down > j.H > st.H] x2 > L Hyper Grab > Super Jump Up > Air Dash Forward > j.HS > st.HS > Super Jump Up > j.H > M Disruptor > Magnetic Tempest > Mash The first j.HS > dash j.H series should be slower than the second to drop your opponent’s height. If your opponent is too high after the second series the magnetic blast extension will fail. An alternative is to replace the sequence (Air Dash Forward > j.H > L Magnetic Blast) with (Air Dash Down Forward > j.H > Land > Jump Up Forward > j.MMH > L Magnetic Blast) and then do one less hyper grab loop. Trial 3. Fullscreen Corner Throw away 0:43 Back Throw > Dash > Jump Up > Air Dash Forward -> j.MS > c.HS > Super Jump Up Forward > j.H > Air Dash Forward > j.H > L Magnetic Blast > Land > Dash Forward > st.S > Super Jump Up > j.H > Air Dash Forward > j.H > Reverse Flight > j.LH > [Air Dash Forward > j.H] x4 > Air Dash Down > j.H > Whiffed j.S (to cancel flight) > st.H > L Hyper Grab > Super Jump Up > Air Dash Forward > j.HS > st.HS > Super Jump Up > j.H > M Disruptor > Magnetic Tempest > Mash The main difference between trial 1 and 3 is the reversed flight input. Note the slight differences in notation between jumping up forward vs just up. This will also affect whether you need to reverse the input or whether you perform a side switch. It may seem like a useless skill but I think knowing when you should flip the flight input is very valuable. Trial 4: Corner Instant Overheads 1:04 Jump Up forward > j.L > Air Dash Down Forward -> j.L > c.LMHS > Super Jump Up Forward > j.H > Air Dash Forward > L Magnetic Blast > Land > st.H > [L Hyper Grab > Super Jump Up -> Air Dash Down > j.H > st.H] x3 > L Hyper Grab > Super Jump Up -> Air Dash Down > j.H > Assist (Doom Missiles) > st.S > Super Jump Up > j.MMHS > Air Dash Down > Whiff j.S > Land > Dash > st.S > Tiger Knee H Hyper Grab > Tiger Knee Magnetic Tempest To get the first j.L to connect you need to be right up in your opponent’s face. Some characters are obviously immune to this (ammy, arthur, etc...) while others get their shit wrecked (Sentinel, Nemesis, etc...). While you don’t technically need to TK Magnetic Tempest, you should. It gives you more damage, makes DHCs easier (like Sphere Flame or Vergil’s Swords), and looks cooler. Trial 5: 9S + 18H + Squeeze 1:25 j.S > st.S > [Super Jump Up > j.H > Dash Down > j.H] x7 > st.H > Assist (Sentinel Drones) > st.S > Super Jump Up > j.HS > Dash Down > j.S > Land > st.H > st.S > Super Jump Up > j.HS > Dash Down > Whiffed j.S > Gravity Squeeze > Dash > st.S The very first (Dash Down > j.H) is the most important since it determines your opponent’s height. All the other loops should just maintain that established height. That’s why it’s usually slower. If you’re really good (or use a hitbox) you can do this midscreen