UMVC3/Magneto: Difference between revisions

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(→‎Normal Moves: Replacing with new format.)
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=== Normal Moves ===
=== Normal Moves ===


{{UMvC3MoveListHeader}}
{{UMvC3MoveListRow2.0
{{MoveListRow | Standing Light | l | 50,000 | rpdfire }}
|photo=
{{MoveListRow | Crouching Light | d + l | 43,000 | rpdfire low }}
|name=Standing Light
{{MoveListRow | Standing Medium | m | 65,000 | }}
|command=l
{{MoveListRow | Crouching Medium | d + m | 70,000 | low <br> chipdamage }}
|damage=50,000
{{MoveListRow | Standing Heavy | h | 83,000 | softknockdown }}
|hit=
{{MoveListRow | Crouching Heavy | d + h | 75,000 | low softknockdown}}
|properties=rpdfire
{{MoveListRow | Special | s | 90,000 | launch nocancel }}
|notes=Describe move here
{{MoveListRow | Jumping Light | air l | 48,000 | high airdashcancel }}
}}
{{MoveListRow | Jumping Medium | air m | 68,000 | high airdashcancel }}
{{UMvC3MoveListRow2.0
{{MoveListRow | Jumping Heavy | air h | 83,000 | high airdashcancel }}
|photo=
{{MoveListRow | Jumping Special | air s | 90,000 | high aircombofinisher <br> airdashcancel }}
|name=Standing Medium
{{MoveListFooter}}
|command=m
|damage=65,000
|hit=
|properties=
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Standing Heavy
|command=h
|damage=83,000
|hit=
|properties=
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Special
|command=s
|damage=90,000
|hit=
|properties=launch nocancel
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Crouching Light
|command=d + l
|damage=43,000
|hit=low
|properties=rpdfire
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Crouching Medium
|command=d + m
|damage=70,000
|hit=low
|properties=chipdamage
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Crouching Heavy
|command=d + h
|damage=75,000
|hit=low
|properties=
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Jumping Light
|command=air l
|damage=48,000
|hit=high
|properties=airdashcancel
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Jumping Medium
|command=air m
|damage=68,000
|hit=high
|properties=airdashcancel
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Jumping Heavy
|command=air h
|damage=83,000
|hit=high
|properties=airdashcancel
|notes=Describe move here
}}
{{UMvC3MoveListRow2.0
|photo=
|name=Jumping Special
|command=air s
|damage=90,000
|hit=high
|properties=airdashcancel aircombofinisher
|notes=Describe move here
}}


=== Throws ===
=== Throws ===

Revision as of 13:09, 28 December 2014

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Magneto

Umvc3 magneto face.jpg

Born with the mutant power to manipulate metal through magnetism, Magneto eventually found himself on the path leading towards the genocide of all non-mutants following his time in the Auschwitz concentration camp in World War II. A close personal friend of Professor X, Magneto has been thwarted time and time again through the efforts of the X-Men.


In a nutshell

Magneto is very good at using projectiles, speed and option selects to corner the opponent and take advantage with strong high/lows. He has one of the best grabs in the game which temporarily traps the opponent, allowing time for a variety of follow up attacks. His ability to air dash and fly also give him the opportunity to increase damage during his solo combo and control space. Magneto is the quintessential corner combo character.

Alternate Colors

Magneto colors.jpg

Players to Watch

FChamp, RayRay, Neo, Tokido, Xian, X-Ray, KBeast, Rattana, Wentinel

Character Vitals

CHARACTER DATA
Health:
850k.jpg
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
25.0 %
47.5 %
70.0 %
X-Factor Speed Boost:
15.0 %
22.5 %
30.0 %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
10 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %

Video Walkthrough


Combos

Combo with rapid slash and hidden missiles

Technology

hard tag to doom
setting up hard tags to fof loops with strange
More FoF loop hard tags

TAC infinite


Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Electromagnetic Disruptor L
shot front
90,000
proj strk
Magnetic Shockwave
Beta2.png Force Field
Extra Instant
100,000
counter
softknockdown
proj
Magnetic Shockwave
Gamma2.png Hyper Gravitation M
Shot Front
50,000 X 2
(95,000)
proj cptr
softknockdown
Magnetic Tempest

Normal Moves

Standing Light
l
Damage Guard Startup Active Recovery On Hit On Block Properties
50,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} rpdfire
Describe move here
Standing Medium
m
Damage Guard Startup Active Recovery On Hit On Block Properties
65,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}}
Describe move here
Standing Heavy
h
Damage Guard Startup Active Recovery On Hit On Block Properties
83,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}}
Describe move here
Special
s
Damage Guard Startup Active Recovery On Hit On Block Properties
90,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} launch nocancel
Describe move here
Crouching Light
d + l
Damage Guard Startup Active Recovery On Hit On Block Properties
43,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} low {{{block}}} rpdfire
Describe move here
Crouching Medium
d + m
Damage Guard Startup Active Recovery On Hit On Block Properties
70,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} low {{{block}}} chipdamage
Describe move here
Crouching Heavy
d + h
Damage Guard Startup Active Recovery On Hit On Block Properties
75,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} low {{{block}}}
Describe move here
Jumping Light
air l
Damage Guard Startup Active Recovery On Hit On Block Properties
48,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} high {{{block}}} airdashcancel
Describe move here
Jumping Medium
air m
Damage Guard Startup Active Recovery On Hit On Block Properties
68,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} high {{{block}}} airdashcancel
Describe move here
Jumping Heavy
air h
Damage Guard Startup Active Recovery On Hit On Block Properties
83,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} high {{{block}}} airdashcancel
Describe move here
Jumping Special
air s
Damage Guard Startup Active Recovery On Hit On Block Properties
90,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} high {{{block}}} airdashcancel aircombofinisher
Describe move here

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw cptr
Back Throw
b + h
80,000
throw cptr
Forward Air Throw
air f + h
80,000
airthrow cptr
Back Air Throw
air b + h
80,000
airthrow cptr

Special Moves

Name
Command
Damage
Notes (glossary)
Electromagnetic Disruptor L
qcf + l
90,000
airok proj softknockdown
Electromagnetic Disruptor M
qcf + m
55,000 X 2
(104,500)
airok proj softknockdown
Electromagnetic Disruptor H
qcf + h
45,000 X 3
(121,900)
airok proj softknockdown
Force Field
dp + atk
100,000
counter proj
softknockdown
Field itself counts as a proj
when other projectiles hit it
Hyper Gravitation
"Hyper Grav"
qcb + atk
50,000 X 2
(95,000)
airok
proj cptr
softknockdown
atk used determines speed and range
Flight
qcb + s
0
airok
Initiates or cancels flight mode
Magnetic Blast
air u uf f + atk
70,000
proj
Fatal Attraction
"Attraction"
rdp + l
0
Pulls opponent closer
Repulsion
rdp + m
0
Pushes opponent away
Reverse Polarity
"Gravitation"
rdp + h
0
Pulls opponent towards the ground
If used in combo, treated as softknockdown

Hyper Moves

Name
Command
Damage
Notes (glossary)
Magnetic Shockwave
qcf + atk + atk
70,000 X 6
(327,800)
proj otg
hardknockdown
Magnetic Tempest
qcb + atk + atk
10,000 X 40 ~ 80
(275,400 ~ 330,700)
airok proj
strk
Mash for more hits
Gravity Squeeze
dp + atk + atk
400,000 + 1,000 per button mashed
(400,000 ~ about 446,000)
proj otg
Mash for more hits
Uses three meters

Strategy

Tips and Tricks

Combos

  • (Simple Air Dash) {{#motion: c. l , c. l , c. m , c. h , s (sjc), airdash forward , j. m , qcb + s , j. l , j. h , airdash , j. h , airdash , j. h, airdash , j. h , airdash , j. s (land), qcf + atk + atk}}

Basic Strategy

Advanced Strategy

Strategy vs. Magneto