Brian W. Lee (talk | contribs) |
Brian W. Lee (talk | contribs) |
||
Line 69: | Line 69: | ||
=== Basic Strategy === | === Basic Strategy === | ||
''Magneto's strong combo extension capabilities makes him ideal as a meter-builder or 'battery' for the team. This combined with OTG capable assists will allow Magneto to build meter quickly once he begins a combo. Magneto also has very high damage potential and can both combo directly into and OTG with a Hyper Combo in almost any situation. EM Disruptor and Magnetic Blast are strong zoning tools and can be used offensively as well to either get in on your opponent (Magnetic Blast) or to shut down their own zoning game (EM Disrupt.). Either offense or defense can build meter for Magneto and your team. Magneto is however limited by | ''Magneto's strong combo extension capabilities makes him ideal as a meter-builder or 'battery' for the team. This combined with OTG capable assists will allow Magneto to build meter quickly once he begins a combo. Magneto also has very high damage potential and can both combo directly into and OTG with a Hyper Combo in almost any situation. EM Disruptor and Magnetic Blast are strong zoning tools and can be used offensively as well to either get in on your opponent (Magnetic Blast) or to shut down their own zoning game (EM Disrupt.). Either offense or defense can build meter for Magneto and your team. Magneto is however limited by average normals and a 1 dimensional defense. Characters with faster normals like Iron Man or Wolverine can disrupt Magneto's high low mixup with their own fast normals making Magneto's offense highly assist reliant. Players used to or familiar with Magneto as a strong solo rushdown character will find a far more balanced, centrist character. The one thing Magneto retains without a great deal of either buffs or nerfs is his mobility. Magneto can still trijump by jumping or superjumping in any direction and then dashing down at an angle with an attack, creating a fast overhead attack very distinct from a basic jump in attack. Magneto can also still fly and is not limited to the number of projectiles or special moves he can do in the air while in this state and his ground dash is still cancelable into normals and faster than average.'' | ||
* Compared to MvC2, Magneto's zoning capabilities have been strengthened considerably with his EM Disruptor now starting up at a ludicrous 7 frames at lightest strength, only 1 frame slower than his crouching and air light attacks. The Hard version of this special attack comes out slower but can nullify multiple projectiles such as Zero's Hadangeki attack. | |||
* The Magnetic Blast special is now incorporable into air loop combos for meter building and extra damage as well as providing a variety of offensive/defensive uses. Coming out at 14 frames at lightest strength, it is a fairly decent air projectile when your opponent is on the ground at a diagonal angle away from Mags, but it has the benefit of having no recovery until landing. This means Magneto can still use his air normals even after a Magnetic Blast attack. Magneto can use Magnetic Blast in an Akuma like fashion and follow up with a low or high attack. Normal jump and throw a light Magnetic Blast and wave dash in on your opponent. In conjunction with assists like Sentinel's Sentinel Force(charge) and Doctor Doom's Hidden Missiles, you can cover a great deal of ground using this special. | |||
* Because Magneto has only average speed normals, when starting up offense, it is best to rely on assists and Magnetic Blasts rather than Magneto's speed or trijump to first get in and make contact with your opponent. Even if you close the distance, characters with faster normals like Iron Man or Wolverine might interrupt your attack string, so cover fire is a strong strategic asset for Magneto. Once your opponent is guarding and has shifted to a defensive mindset, exploit that by playing a more MvC2 style rushdown Magneto by using his trijumps and speed to mix your opponent up. You can combine the high/low mixup by doing an empty trijump and attacking low when you land. | |||
* Although Magneto can be easily punished by a beam Hyper Combo for abusing EM Disruptor, strategic use of this move can still be highly beneficial and it marks the development teams decision to expand Magneto's capabilities to include a strong zoning game as well. Stronger versions of the attack can nullify multiple projectiles but have slower startup. | |||
Things to keep in mind when assembling a team is that Magneto can OTG with Magnetic Shockwave or Gravity | * Things to keep in mind when assembling a team is that Magneto can OTG with Magnetic Shockwave or Gravity Squeeze with ease but cannot relaunch without an assist outside of the corner. Therefore a strong OTG assist might be up your alley. Second, since Magneto cannot rush on his own without some risk, some characteristics to look for when seeking out an assist is homing, startup speed blockstun. This allows you to attack your opponent multiple times and from multiple angles. | ||
=== Advanced Strategy === | === Advanced Strategy === |
Revision as of 23:44, 1 March 2011


Magneto
In a nutshell
Magneto is an all-around type of character that can keep away comfortably or stay in your face with a flurry of quick attacks. His throw is one of the strongest in the game, as it leaves his opponent frozen and waiting for another combo or throw setup. His level 3, Gravity Squeeze, hits anywhere on the screen, including {{#motion: otg }}, so when he has meter, it isn't safe to throw many moves out from full screen. If you like a jack of all trades kind of character with an emphasis on normal grabs, try Magneto.
Video Walkthrough
Move List
Assist Types
Normal Moves
Special Moves
104,500 m
121,600 h
45,000 Release l
49,000 Release m and h
Hyper Moves
Strategy
Tips and Tricks
- Catching people in Magneto's normal throws is one of the best ways to reset his combos. Find a variety of setups that leave you in the perfect position to throw unsuspecting opponents.
- Magneto's standing Light attack is excellent anti air after a dash, and combos easily into his launcher.
- If you air dash down-forward too early in a jump, you will land too quickly to get even a Light attack out. Use this to your advantage and do a quick low or throw when you land, and occasionally jump high enough to actually attack on the way down for a high hit.
- Magneto's keepaway is pretty vanilla, but EM Disruptor's starup and recovery speed are the fastest in the game. Keep opponents frustrated with use of this move.
Basic Strategy
Magneto's strong combo extension capabilities makes him ideal as a meter-builder or 'battery' for the team. This combined with OTG capable assists will allow Magneto to build meter quickly once he begins a combo. Magneto also has very high damage potential and can both combo directly into and OTG with a Hyper Combo in almost any situation. EM Disruptor and Magnetic Blast are strong zoning tools and can be used offensively as well to either get in on your opponent (Magnetic Blast) or to shut down their own zoning game (EM Disrupt.). Either offense or defense can build meter for Magneto and your team. Magneto is however limited by average normals and a 1 dimensional defense. Characters with faster normals like Iron Man or Wolverine can disrupt Magneto's high low mixup with their own fast normals making Magneto's offense highly assist reliant. Players used to or familiar with Magneto as a strong solo rushdown character will find a far more balanced, centrist character. The one thing Magneto retains without a great deal of either buffs or nerfs is his mobility. Magneto can still trijump by jumping or superjumping in any direction and then dashing down at an angle with an attack, creating a fast overhead attack very distinct from a basic jump in attack. Magneto can also still fly and is not limited to the number of projectiles or special moves he can do in the air while in this state and his ground dash is still cancelable into normals and faster than average.
- Compared to MvC2, Magneto's zoning capabilities have been strengthened considerably with his EM Disruptor now starting up at a ludicrous 7 frames at lightest strength, only 1 frame slower than his crouching and air light attacks. The Hard version of this special attack comes out slower but can nullify multiple projectiles such as Zero's Hadangeki attack.
- The Magnetic Blast special is now incorporable into air loop combos for meter building and extra damage as well as providing a variety of offensive/defensive uses. Coming out at 14 frames at lightest strength, it is a fairly decent air projectile when your opponent is on the ground at a diagonal angle away from Mags, but it has the benefit of having no recovery until landing. This means Magneto can still use his air normals even after a Magnetic Blast attack. Magneto can use Magnetic Blast in an Akuma like fashion and follow up with a low or high attack. Normal jump and throw a light Magnetic Blast and wave dash in on your opponent. In conjunction with assists like Sentinel's Sentinel Force(charge) and Doctor Doom's Hidden Missiles, you can cover a great deal of ground using this special.
- Because Magneto has only average speed normals, when starting up offense, it is best to rely on assists and Magnetic Blasts rather than Magneto's speed or trijump to first get in and make contact with your opponent. Even if you close the distance, characters with faster normals like Iron Man or Wolverine might interrupt your attack string, so cover fire is a strong strategic asset for Magneto. Once your opponent is guarding and has shifted to a defensive mindset, exploit that by playing a more MvC2 style rushdown Magneto by using his trijumps and speed to mix your opponent up. You can combine the high/low mixup by doing an empty trijump and attacking low when you land.
- Although Magneto can be easily punished by a beam Hyper Combo for abusing EM Disruptor, strategic use of this move can still be highly beneficial and it marks the development teams decision to expand Magneto's capabilities to include a strong zoning game as well. Stronger versions of the attack can nullify multiple projectiles but have slower startup.
- Things to keep in mind when assembling a team is that Magneto can OTG with Magnetic Shockwave or Gravity Squeeze with ease but cannot relaunch without an assist outside of the corner. Therefore a strong OTG assist might be up your alley. Second, since Magneto cannot rush on his own without some risk, some characteristics to look for when seeking out an assist is homing, startup speed blockstun. This allows you to attack your opponent multiple times and from multiple angles.