UMVC3/Magneto: Difference between revisions

From SuperCombo Wiki
Line 214: Line 214:
|hit=
|hit=
|properties=counter proj softknockdown
|properties=counter proj softknockdown
|notes=The field that Magneto projects counts as a projectile when other projectiles hit it.
|notes=A counter move. It's probably better to try evading attacks rather than directly countering them, but it's not a bad idea to pull this out every once in a while. The field that Magneto projects counts as a projectile when other projectiles hit it.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0

Revision as of 13:52, 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

Forward Throw
(near opponent) f + h
Damage Guard Startup Active Recovery On Hit On Block Properties
80,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} throw {{{block}}} cptr
Describe move here
Back Throw
(near opponent) b + h
Damage Guard Startup Active Recovery On Hit On Block Properties
80,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} throw {{{block}}} cptr
Describe move here
Forward Air Throw
(near opponent) air f + h
Damage Guard Startup Active Recovery On Hit On Block Properties
80,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} airthrow {{{block}}} cptr
Describe move here
Back Air Throw
(near opponent) air b + h
Damage Guard Startup Active Recovery On Hit On Block Properties
80,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} airthrow {{{block}}} cptr
Describe move here

Special Moves

Electromagnetic Disruptor
qcf + atk
Damage Guard Startup Active Recovery On Hit On Block Properties
l : 90,000
m : 55,000 x 2
h : 45,000 x 3
{{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} airok proj softknockdown
Describe move here
Force Field
dp + atk
Damage Guard Startup Active Recovery On Hit On Block Properties
100,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} counter proj softknockdown
A counter move. It's probably better to try evading attacks rather than directly countering them, but it's not a bad idea to pull this out every once in a while. The field that Magneto projects counts as a projectile when other projectiles hit it.
Hyper Gravitation
qcb + atk
Damage Guard Startup Active Recovery On Hit On Block Properties
50,000 x 2 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} airok proj cptr softknockdown
The attack button used determines the speed and range of the attack. The L version has the shortest range but comes out the quickest, thus making it easily comboed into. The H version has the most range but the most startup.
Flight
qcb + s
Damage Guard Startup Active Recovery On Hit On Block Properties
0 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} airok
Initiates or cancel's Magneto's flight mode.
Magnetic Blast
air u uf f + atk
Damage Guard Startup Active Recovery On Hit On Block Properties
70,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} proj
Describe move here
Fatal Attraction
rdq + l
Damage Guard Startup Active Recovery On Hit On Block Properties
0 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}}
Pulls opponent closer to Magneto. Enemies above Magneto can be pulled behind him when hit by this move, allowing for nifty mixups.
Repulsion
rdp + m
Damage Guard Startup Active Recovery On Hit On Block Properties
0 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}}
Pushes opponents away from Magneto. The bane of Haggar players everywhere.
Reverse Polarity
rdp + h
Damage Guard Startup Active Recovery On Hit On Block Properties
0 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}}
Pulls airborne opponent towards the ground. Using on airborne opponents in hitstun will result in a sort of soft knockdown effect.

Hyper Combos

Magnetic Shockwave
qcf + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
70,000 x 6 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} proj otg hardknockdown
The first of two of Magneto's moves that can OTG. Has invincibility on the first 10 frames of startup and pushes opponents away on hit and/or block, so it's a nice "get off me" move. Beware: Well-timed teleports or smart pushblocking will allow opponents to easily punish you if you carelessly throw it out.
Magnetic Tempest
qcb + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
10,000 x 40~80 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} airok proj strk
Mash for more hits.
Gravity Squeeze
dp + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
1,000 per button mashed + 400,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} {{{block}}} proj otg
Magneto's Lv. 3 Hyper Combo and second OTG. With Magneto's penchant for building meter, expect to be using this move as a combo finisher a lot. Like Magnetic Shockwave, Gravity Squeeze is invincible on the first 10 frames of startup. The move's hitbox is more or less fullscreen, but don't be expecting to snipe people on the other side of the stage due to this move's 20 frames of pre-flash startup.

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