Marvel vs Capcom 2/Magneto: Difference between revisions

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Magneto, born Max Eisenhardt, later known as Erik Magnus Lensherr, is a character from the X-Men series by Marvel. He is a mutant with a powerful ability to control all forms of magnetism.
Magneto, born Max Eisenhardt, later known as Erik Magnus Lensherr, is a character from the X-Men series by Marvel. He is a mutant with a powerful ability to control all forms of magnetism.
== Gameplay ==
== Gameplay ==
The basis for Marvel's Master of Magnetism is pure rushdown. Evolving from his basic Hyper-Grav xx Tempest combos to his never-ending line of possible resets and infinites, his rushdown game is unmatched by any character on the roster. What he lacks in versatility, he makes up for in speed and mixups.
The basis for Marvel's Master of Magnetism is pure rushdown. Evolving from his basic Hyper-Grav xx Tempest combos to his never-ending line of possible resets and infinites, his rushdown game is unmatched by any character on the roster. What he lacks in versatility, he makes up for in speed and mixups. If you like overwhelmingly oppressive rushdown, and are willing to overcome his steep learning curve, this is the character for you.


If you like overwhelmingly oppressive rushdown, and are willing to overcome his steep learning curve, this is the character for you.
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{{ProConTable
{{ProConTable
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* the fastest character in the game, bar none; you can psyche your opponent out or maneuver around his patterns by using his quick dashes;
* the fastest character in the game, bar none; you can psyche your opponent out or maneuver around his patterns by using his quick dashes.
* has the ability to massacre opposing teams with one good clean hit
* has the ability to massacre opposing teams with one good clean hit- that's all you need to get a big conversion with him
* infinite combo and mixup possibilities; you can have your own Mags playstyle; if you really want to, you can choose to hit your opponent in either of the five possible angles of attack (overhead front, low front, overhead behind, low behind, throw)
* infinite combo and mixup possibilities, so you have a lot of freedom in how you play him. If you really want to, you can choose to hit your opponent in either of the five possible angles of attack (overhead front, low front, overhead behind, low behind, throw)
* excellent meter-builder; one of the best in the game, if not the best. His supers are good, but he's not reliant on them in the way that, say, Thanos is
* excellent meter-builder; probably the best one. His supers are good, but he's not reliant on them because he's got plenty of tools
* EM Disruptor assist is one of the better zoning assists in the game; Sentinel armed with this assist gives him more dimension to his game, other characters also benefit from this assist especially zoners
* EM Disruptor assist is one of the better zoning assists in the game. Sentinel armed with this assist gives him more dimension to his game, and other zoners get the same benefit from it
* his throws give him a much-needed dimension to his game
* his throws give him a much-needed dimension to his game.
* the most capable character in exploiting the snapback to relaunch infinite
* the most capable character in exploiting the snapback to relaunch infinite
* has arguably the fastest useful overhead in the game (the triangle jump), with scary follow-ups
* has arguably the fastest useful overhead in the game (the triangle jump), with scary follow-ups
* certainly a crowd-pleaser
* certainly a crowd-pleaser. just plain fun to play as and watch
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* very steep learning curve; rewards advanced understanding of the game engine and its inner workings
* very steep learning curve; rewards advanced understanding of the game engine and its inner workings
* very execution-dependent; his complex combos require nerves of steel and lots of practice, so it's very possible you might mess up if the pressure's on
* very execution-dependent; his complex combos require nerves of steel and lots of practice, so it's very possible you might mess up
* one-dimensional gameplan, he needs to get close to do damage; chipping/zoning game will get him killed and he can runaway only for so long. He cannot afford to play predictably.
* reliant on rushdown- he can't zone or chip that well, so he's got to get close to you
* many teams and tactics are conceived and designed solely to counter Mags, just like the other god tiers
* many teams and tactics are conceived and designed solely to counter Mags, just like the other god tiers
* jab-style attacks can be out-prioritized with good anticipation
* jab-style attacks can be out-prioritized with good anticipation

Revision as of 22:51, 12 October 2021

{{MVC2 Character Intro|char= magneto|full=Magneto|short=MGN|content= {{2 Column Flex|flex1=6|flex2=4 |content1=

Story

Magneto, born Max Eisenhardt, later known as Erik Magnus Lensherr, is a character from the X-Men series by Marvel. He is a mutant with a powerful ability to control all forms of magnetism.

Gameplay

The basis for Marvel's Master of Magnetism is pure rushdown. Evolving from his basic Hyper-Grav xx Tempest combos to his never-ending line of possible resets and infinites, his rushdown game is unmatched by any character on the roster. What he lacks in versatility, he makes up for in speed and mixups. If you like overwhelmingly oppressive rushdown, and are willing to overcome his steep learning curve, this is the character for you.