Marvel vs Capcom 2/Magneto: Difference between revisions

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Also called as Popcorn or simply Tempest, Magneto lets out numerous metal shards from his hands that shoot out in random directions except behind him.  
Also called as Popcorn or simply Tempest, Magneto lets out numerous metal shards from his hands that shoot out in random directions except behind him.  
* This unlike Magneto's Shockwave super can be mashed for more damage (I can't confirm this, though most people do it anyway).  
* This unlike Magneto's Shockwave super can be mashed for more damage (I can't confirm this, though most people do it anyway).  
* This is used primarily in the corner, utilizing the escapable Hyper-Grav xx Tempest combo which inflicts a respectable amount of damage when it connects. Less commonly seen is using this in conjunction with an assist that takes the place of the Hyper-Grav to make the Tempest combo into it, coined as the "unmashable" Tempest combo.  
* This is used primarily in the corner, utilizing the Hyper-Grav xx Tempest combo which inflicts a respectable amount of damage when it connects. The drawback is that it can be escaped with good technique. Less commonly seen but definitely more useful is using this in conjunction with an assist that takes the place of the Hyper-Grav to make the Tempest combo into it, coined as the "unmashable" Tempest combo.  
* This is a 1-frame start-up super which means that if you're fast enough you can DHC Magneto out before something hits him (Hail and most non-beam projectiles).  
* This is a 1-frame start-up super which means that if you're fast enough you can DHC Magneto out before something hits him (Hail and most non-beam projectiles).  
* Be aware that the shards deal rather poor amounts of chip damage and the super doesn't cover the space behind him so think twice before using it outside of combos.  
* Be aware that the shards deal rather poor amounts of chip damage and the super doesn't cover the space behind him so think twice before using it outside of combos.  

Revision as of 23:12, 21 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; 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
  • 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)
  • 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 out-prioritized 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

QCF + P [on ground or air]

A decent full-screen projectile. Use only the TK jab version as the other has dangerously more lag. Use this when turtling or when trying to establish full-screen distance.

Hyper-Gravitation

HCB + K [on ground or air]

Mainly used in combos. Either version can be used in most combos, but outside of it don't bother with the short version. So, to be safe, always use the roundhouse version. Experience-wise it has its moments outside of combos both good and bad, so use it sparingly as it has tremendous lag. Good situations would be when the opponent is falling down to you from a superjump, or when baiting him to attack your "unprotected" assist. When it connects perform his launcher as soon as you're in range as this can be mashed out of easily.

Magnetic Forcefield

HCF + K [ground only]

A counter-move in which Magneto conjures a circular field around him to protect him against physical attacks, though it is too short to be of any use unless when fooling around. Avoid this like the plague.

Magnetic Blast

u, uf, f + P [air only]

Also called as Overhead Wave. Magneto lets out a slow-moving projectile with a weird angle. The main use of this move is to delay your descent, the projectile is just icing on the cake. Good situations would be to avoid Doom's molecular shield assist, Sentinel unblockable and some ground-based traps.

Flight Mode

QCB + KK [on ground or air]

Magneto does a quick spin and then floats steadily. You cannot block while in this mode. You can move by either holding the stick to anywhere you want to float to, or using his PP airdash which is a hundred times faster and a million times more useful. Do the motion again and you will fall to the ground (You can be hit while falling unless you have Unfly mode). Be warned that doing this the wrong way (HCB + KK) will make him do a Hyper-Grav which will get him killed. This has a similar use to the Magnetic Blast: to delay your descent. This can be used to avoid Sentinel's unblockable (as Justin Wong popularized) and, in conjuction with airdashing, avoid the infamous Strider/Doom trap. He can also be in Unfly mode which makes it a little bit safer to use. Don't bother using this in combos.

Super Moves

Magnetic Tempest

QCF + KK [ground or air]

Also called as Popcorn or simply Tempest, Magneto lets out numerous metal shards from his hands that shoot out in random directions except behind him.

  • This unlike Magneto's Shockwave super can be mashed for more damage (I can't confirm this, though most people do it anyway).
  • This is used primarily in the corner, utilizing the Hyper-Grav xx Tempest combo which inflicts a respectable amount of damage when it connects. The drawback is that it can be escaped with good technique. Less commonly seen but definitely more useful is using this in conjunction with an assist that takes the place of the Hyper-Grav to make the Tempest combo into it, coined as the "unmashable" Tempest combo.
  • This is a 1-frame start-up super which means that if you're fast enough you can DHC Magneto out before something hits him (Hail and most non-beam projectiles).
  • Be aware that the shards deal rather poor amounts of chip damage and the super doesn't cover the space behind him so think twice before using it outside of combos.
  • A rare occasion to use this is when both the point character and his assist is cornered, both of them are hit by your AAA (Cable-b and CapCom-b are prime examples) and are thrown away to the top of the screen, you can SJ up and Tempest so that the assist will get hit by the shards as soon as it falls toward the ground.
  • This super has a weird property -- your vertical momentum before you performed the super (either you're going up in the air or falling down) is retained after the super ends. What this means is that when you TK the super (QCF -> UF + KK) and it ends, you will shoot upward as if you've just started superjumping. This property gives him the ability to tack on the Hyper-Grav xx Tempest combo between reps of the ROM infinite which makes it even more scary.

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

Dandee Antonio Batangpinoy 15:49, 18 May 2007 (UTC)