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==Special Moves== | ==Special Moves== | ||
Hyper Gravs: F,DF,D,DB,B+K <br> <br> | |||
Well this move is no longer unblockable like it was in X-COTA, but it is | |||
still a very effective move to use. Once it connects it will bring the | |||
opponent closer to you and therefor let you combo the opponent. You can | |||
super jump or dash or whatever and your opponent will still follow you, | |||
sorta like a magnet. However the recovery time stinks and is easily | |||
countered and also it has very bad start up delay making it un-comboable. | |||
The stronger the kick button the farther distance that it goes. <br> | |||
Repulse Disruptor: B,DB,D,DF,F+P <br> <br> | |||
This move is similar to Dr.Doom's Plasma Beam as it does alot of damage and | |||
has a bit of a start up delay. However unlike the Plasma Beam this can be | |||
used as an AC Finisher. This move has alot of range and can be used in an | |||
effective keep-away pattern. Definitely treat this like you would Dr.Doom's | |||
Plasma Beam. <br> | |||
Magnetic Blast: U,UF,F+P(air) <br> <br> | |||
Well depsite the awkward motion this is a pretty effective move to use. Its a | |||
diagonal projectile going downwards, very similar to Akuma's Zankuu Gou | |||
Hadouken. This move has little recovery time and little start up delay and | |||
can be used as an AC Finisher. This is probably a better alternative in a | |||
keep-away battle than the Repulse Disruptor. <br> | |||
(flight): D,DB,B+3K <br> <br> | |||
Exactly like Dr.Doom or Iron Man's flight capabilities, this allows Magneto | |||
to fly and he can no longer block during the duration of this move like he | |||
could in X-COTA. This allows him to move in any direction in the air he wants | |||
and also this can be used in an effective Keep away game throwing out E-M | |||
Disruptors, Hyper Gravitation, or Magnetic Blasts from the air and also using | |||
his MAgnetic Tempest. Just remember that he can't block in during the | |||
duration of this move. <br> | |||
==Super Moves== | ==Super Moves== | ||
Revision as of 15:57, 4 January 2017
Introduction
Moves List
Normal Moves
Magic Series
Ground: standard zig-zag
Jumping: standard zig-zag
Super Jumping: standard zig-zag
Throws
Standing
LP:
MP:
HP:
LK:
MK:
f.MK:
HK:
f.HK (hold):
b.HK:
Crouching
c.LP:
c.MP:
c.HP:
c.LK:
c.MK:
c.HK:
Jumping
j.LP:
j.MP:
j.HP:
j.LK:
j.MK:
j.HK:
u.j.HK:
Special Moves
Hyper Gravs: F,DF,D,DB,B+K
Well this move is no longer unblockable like it was in X-COTA, but it is
still a very effective move to use. Once it connects it will bring the
opponent closer to you and therefor let you combo the opponent. You can
super jump or dash or whatever and your opponent will still follow you,
sorta like a magnet. However the recovery time stinks and is easily
countered and also it has very bad start up delay making it un-comboable.
The stronger the kick button the farther distance that it goes.
Repulse Disruptor: B,DB,D,DF,F+P
This move is similar to Dr.Doom's Plasma Beam as it does alot of damage and
has a bit of a start up delay. However unlike the Plasma Beam this can be
used as an AC Finisher. This move has alot of range and can be used in an
effective keep-away pattern. Definitely treat this like you would Dr.Doom's
Plasma Beam.
Magnetic Blast: U,UF,F+P(air)
Well depsite the awkward motion this is a pretty effective move to use. Its a
diagonal projectile going downwards, very similar to Akuma's Zankuu Gou
Hadouken. This move has little recovery time and little start up delay and
can be used as an AC Finisher. This is probably a better alternative in a
keep-away battle than the Repulse Disruptor.
(flight): D,DB,B+3K
Exactly like Dr.Doom or Iron Man's flight capabilities, this allows Magneto
to fly and he can no longer block during the duration of this move like he
could in X-COTA. This allows him to move in any direction in the air he wants
and also this can be used in an effective Keep away game throwing out E-M
Disruptors, Hyper Gravitation, or Magnetic Blasts from the air and also using
his MAgnetic Tempest. Just remember that he can't block in during the
duration of this move.