Pretty sure I can use Frank West's camera shot, before Nemesis lands on them, after his rocket hyper. If you do it to early they'll pop out. Not sure if you have enough time to roll behind them, to try and mix them up.
Nemesis THC is really good, it lasts forever and that last hit tracks. With the right hypers and a fast point character, you can get a free reset opportunity with a left/right mixup followed by a corner mixup if it's blocked, with Nemesis being the corner for about a second. It's actually really interesting. I use it a lot. It's too bad Magneto doesn't have a wallbounce, it's hard to get the(midscreen only) left/right mixup when all my combos push them into the corner and it's hard to do dash under combos now because of the extra push distance on Magneto's jH.
It depends on the circumstances. In this situation, it would be God's Beard saying there's a way to make Magneto invisible. How the hell could anyone even begin to experiment toward that?
And in this situation, it's not even something most of us want to shoot for, it's just something we want to see. I don't play Magneto or want to play Magneto, but I'd love to see what God's Beard is talking about.
Ah, I forgot to reply to this yesterday. I wasn't talking about a glitch, but this THC setup. One note: With a lvl 2 THC, I can do 1 million damage by continuing after the hyper(making this an incredibly good way to kill off the point character because my combo builds 1.6 bars), and a lvl 3 THC forces the reset because Strider's hyper ends between the last two Nemesis hits, but pushes the opponent into the air where it's easier to track. With the right combo, I can force the opponent to super jump height, pushing Magneto completely off screen and no matter what direction they tech, Nemesis will track them. Magneto recovers long before they break out of hitstun, so I can wave dash under them when they can't see me. because the last nemesis hit causes a spinning knockdown, I get an easy hit confirm with Hyper Grav H into a free combo if they guess wrong. I can also do this off a raw THC to punish air dashes.
I didn't post this before because it's really wonky and doesn't work that well all the time, I'm still trying to make it consistent. Sometimes they seem to recover halfway up because my distance to the opponent changes the timing of Nemesis' missiles. That said, even then the amount of animals and explosions filling the screen still make it incredibly difficult to follow Magneto, especially for the 2nd mixup. Also, I think this is my best tech, so I didn't really want to share it.
I want to try this with a few other characters like Wesker, Dormammu and Zero(Dr.Strange can't teleport behind in the corner), whose teleports would let this setup work in the corner, although they would get considerably less damage off the initial THC and don't have the lvl 2 option. In fact, I'm considering
Dormammu(liberation)/Nemesis/Strider as my backup team.