Marvel vs Capcom 2/Magneto: Difference between revisions

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= Introduction =
= Introduction =
The basis for Magneto's game is the rushdown. Evolving from the basic hyper-grav xx tempest combos to the never-ending line of resets and various 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.
 
'''Pros:'''
 
* the fastest character in the game, bar none
* has the ability to massacre opposing teams with one good clean hit
* infinite combo and mixup possibilities; you can have your own Mags playstyle
* excellent meter-builder; one of the best in the game, if not the best (he rarely uses supers anyway)
* 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
* his throws give him a much-needed dimension to his game
* 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
* certainly a crowd-pleaser
* the ideal character to use in one-on-one and "hopeless 1v3" situations
 
'''Cons:'''
 
* very steep learning curve
* very execution-dependent; his complex combos require nerves of steel especially on serious matches which means that sometimes Mags will fail you on bad days
* one-dimensional gameplan; chipping/zoning game will get him killed and he can runaway only for so long
* many teams and tactics are conceived and designed solely to counter Mags
* jab-style attacks can be outprioritized with good anticipation
* without proper care, Mags becomes highly predictable
* frustrating to learn with when playing against characters with damaging, easy-to-do combos (AHVB, fastfly, etc.)


= Moves List =
= Moves List =

Revision as of 11:00, 18 May 2007

Introduction

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.

Pros:

  • the fastest character in the game, bar none
  • has the ability to massacre opposing teams with one good clean hit
  • infinite combo and mixup possibilities; you can have your own Mags playstyle
  • excellent meter-builder; one of the best in the game, if not the best (he rarely uses supers anyway)
  • 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
  • his throws give him a much-needed dimension to his game
  • 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
  • certainly a crowd-pleaser
  • the ideal character to use in one-on-one and "hopeless 1v3" situations

Cons:

  • very steep learning curve
  • very execution-dependent; his complex combos require nerves of steel especially on serious matches which means that sometimes Mags will fail you on bad days
  • one-dimensional gameplan; chipping/zoning game will get him killed and he can runaway only for so long
  • many teams and tactics are conceived and designed solely to counter Mags
  • jab-style attacks can be outprioritized with good anticipation
  • without proper care, Mags becomes highly predictable
  • frustrating to learn with when playing against characters with damaging, easy-to-do combos (AHVB, fastfly, etc.)

Moves List

Normal Moves

Special Moves

EM Disruptor

HCF + P [on ground or air]

A slow recovery, decent damage beam. Not many uses because of the slow recovery speed, but can be tacked on to the end of a magic series if you lack meter.

EX: launch, sj.lp, lk, lp [pause], magic series, aduf, magic series, EM Disruptor)

Hyper-Gravitation

HCB + K [on ground or air]

The basis for the original Magneto play. A blockable distance grab. This can be tacked onto the end of various combos and good as a mixup for resets. Can be cancelled into Tempest.

Magnetic Forcefield

HCF + K [ground only]

A slow starting, small forcefield around Magneto. Not many uses.

Magnetic Blast

u, uf, f + P [air only]

Shoots a wave df of Magneto. Fairly slow, not many uses.

Fly

QCB + both kicks [on ground or air]

Allows Magneto to fly. Not ever used, really. Has massive vulnerability, no zoning like Sentinel, and no real useful air combos besides an infinite that is hard to land.

Super Moves

Assist Moves

The Basics

Triangle (Tri) Jump

sj -> addf or addb -> attack

This is the basis for the Magneto rushdown game. It gives you a high/low game, as well as a mixup and crossup game.

Uses:

1. Tri-jump in with a sj attack, forcing the opponent to block high. From here, you have a mixup game of either landing and attacking low, or doing another fast sj, thus attacking high.

2. Tri-jump backwards, away from your opponent, with a high priority attack. Allows you to run away and still attack. It also allows you to hit any approaching opponent, giving you an offensive defense, one that you turn into a normal c.lk, c.hp launcher.

3. Tri-jump over an opponent and to catch him blocking the wrong way.

Infinites

ROM

c.hp, sj.hk, addf.lk, ad.lk, land, [sj.lk, sj.lk addf, ad.lk, ad.lk, land] - repeat in brackets.

Variants - replace the bracket section with any of the following:

[sj.lk ad df lk lk] [sj.lp ad df lk lk] [sj lp lk ad df lk lk] [sj. lp lp ad df lk lk]

Not specific reasoning other than letting someone drop/raise and for show.

The ROM is basis for Magneto play once you reach at least an intermediate level. The majority of your time playing, you'll be trying to set this up, one way or another. Add pauses inbetween after the second sj.lk when you get to the brackets, and then another between the third and fourth sj.lk's as needed to keep your opponent at a good height.

Slide

OTG -> [cr.lk, cr.fk, sj cancel, whiff addb.lk] - repeat in brackets

OTG off whatever, easiest way is a throw.

Fly mode infinite

Go into flight mode (QCB+2K), [lk, mp, pause]

Advanced Strategy

Resets

Resets go here (placeholder)



Edited by

Jessy "Juggy/RandomCL" Shetler