Marvel vs Capcom 2/Magneto/Strategy: Difference between revisions

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=== Anchor ===
=== Anchor ===
At least Mags still has an assist to work with on mid, regulating him to an assist character is kind of a waste. Only do it if you really like his assist and you're confindent with him solo.
Regulating Magneto solely to an assist character is kind of a waste. Only do it if you really like his assist and you're confindent with him solo.


=== Picking Teammates ===
=== Picking Teammates ===
Magneto isn't SUPER picky about his teammates so long as he's point, but he does get a lot out of the right assist choice. One of the best teams in the game is MSP (Magneto A/Storm A/Psylocke A), which gives Mags both a nuetral and defensive assist as well as letting convert off of any stray hit into ROM or lets him escape the screen for two bars with a Hail Storm DHC. His EM Disruptor assist is great for zoners like Sentinel or Cable, and he can still abuse his strong points with one assist
Magneto isn't super picky about his teammates so long as he's point, but he does get a lot out of the right assist choice. MSP (Magneto A/Storm A/Psylocke A) is one of the strongest shells in the game, giving Mags both a nuetral and defensive assist, letting convert off of any stray hit into ROM and allowing him escape the screen for two bars with a Hail Storm DHC. His EM Disruptor assist is great for zoners like Sentinel or Cable, and he can still abuse his strong points with one assist
 
== Pressure ==
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== Tips & Tricks ==
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== Fighting Magneto ==
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Revision as of 19:10, 30 December 2021

General Tactics

Since close-range is where Mag's potential truly shines, most of his gameplan revolves around getting in as fast as possible and not letting go til the opponent's team is toast. His fullscreen dash and 8-way airdash allows him to entirely sidestep neutral against most of the cast, or you could run him mid and switch glitch him in to ruin the opponet's day at roundstart. If you're having issues getting in, SJ jHP> adc jHP backwards or forwards serves as a near-impenetrable retreat or rushdown tactic, although you want to stick to the ground since that's where his tools are the strongest. Using the tri-jump with an assist, you can threaten with a high/low/throw/crossup, and use his fullscreen dash or your own assist to counter-call the opponent's defensive attempts. Once you've opened the opponent up, you can ROM them to death, snap in their assist, or just reset them whenever you want---be warned, it's easier said then done.

Team positioning

Point

Magneto's best position by far. Using the switch glitch with his 1-frame 2LK can lead to instant, inescapable mixup at roundstart, and a good conversion assist like psylocke puts the threat of a fatal ROM or a snap behind every mixup. Although his Projectile assist is undeniably strong,

Mid

Usually the only time you'll see Magneto mid is in order to absue the switch gltich, but its not a bad idea to keep him here either. His projectile assist covers the entire ground, forcing opponents to take to the skies or get pushed back to the other side of the screen. Not a bad choice depending on your team or the matchup, but evaluate trade-offs carefully.

Anchor

Regulating Magneto solely to an assist character is kind of a waste. Only do it if you really like his assist and you're confindent with him solo.

Picking Teammates

Magneto isn't super picky about his teammates so long as he's point, but he does get a lot out of the right assist choice. MSP (Magneto A/Storm A/Psylocke A) is one of the strongest shells in the game, giving Mags both a nuetral and defensive assist, letting convert off of any stray hit into ROM and allowing him escape the screen for two bars with a Hail Storm DHC. His EM Disruptor assist is great for zoners like Sentinel or Cable, and he can still abuse his strong points with one assist

Pressure

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Tips & Tricks

Text

Fighting Magneto

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