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{{MVC2 Character Intro|char= magneto|full=Magneto|short=MGN|content | {{MVC2 Character Intro|char=magneto|full=Magneto|short=MGN|content= | ||
== Story == | == Story == | ||
Magneto, born Max Eisenhardt, later known as Erik Magnus Lensherr, is a character from the X-Men series by Marvel. He is a mutant with a powerful ability to control all forms of magnetism. Viewing humankind as morally and naturally inferior, he aims to conquer the world in order to establish mutantkind as the dominant species; however, his extreme methods and cynical outlook derive from his desire to protect fellow mutants from the atrocities he endured as a child during the Holocaust. | Magneto, born Max Eisenhardt, later known as Erik Magnus Lensherr, is a character from the X-Men series by Marvel. He is a mutant with a powerful ability to control all forms of magnetism. Viewing humankind as morally and naturally inferior, he aims to conquer the world in order to establish mutantkind as the dominant species; however, his extreme methods and cynical outlook derive from his desire to protect fellow mutants from the atrocities he endured as a child during the Holocaust. | ||
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The basis for Marvel's Master of Magnetism is pure rushdown. From his basic Hyper-Grav xx Tempest combos to his never-ending line of possible resets and infinite combos, his rushdown game is unmatched by any character on the roster. What he lacks in versatility, he makes up for in speed and mixups. If you like overwhelmingly oppressive rushdown, and are willing to overcome his steep learning curve, this is the character for you. | The basis for Marvel's Master of Magnetism is pure rushdown. From his basic Hyper-Grav xx Tempest combos to his never-ending line of possible resets and infinite combos, his rushdown game is unmatched by any character on the roster. What he lacks in versatility, he makes up for in speed and mixups. If you like overwhelmingly oppressive rushdown, and are willing to overcome his steep learning curve, this is the character for you. | ||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{Content Box|content= | |||
'''Magneto''' is a pixie rushdown character capable of devastating damage and lightning-fast offense and mixups. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
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* '''EM Disruptor Assist:''' One of the better keep-away assists in the game. Sentinel in particular gets a lot out of this assist, and other zoners get similar benefits from it. | * '''EM Disruptor Assist:''' One of the better keep-away assists in the game. Sentinel in particular gets a lot out of this assist, and other zoners get similar benefits from it. | ||
* '''Guardbreak Into Infinite:''' Easy guardbreak on incoming into his infinite allows him to massacre opposing teams with one or two clean hits. | * '''Guardbreak Into Infinite:''' Easy guardbreak on incoming into his infinite allows him to massacre opposing teams with one or two clean hits. | ||
|cons= | |cons= | ||
* '''Steep Learning Curve:''' Rewards advanced understanding of the game engine and its inner workings. Can be frustrating to learn when compared to many of the other god-tiers' respective strengths (AHVB, fastfly, etc.) | * '''Steep Learning Curve:''' Rewards advanced understanding of the game engine and its inner workings. Can be frustrating to learn when compared to many of the other god-tiers' respective strengths (AHVB, fastfly, etc.) | ||
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* '''Counter-Play:''' Many teams and tactics have been conceived and designed solely to counter Magneto, just like the other god tiers. | * '''Counter-Play:''' Many teams and tactics have been conceived and designed solely to counter Magneto, just like the other god tiers. | ||
* '''Footies:''' His safe jab-style attacks can be out-prioritized with good anticipation. | * '''Footies:''' His safe jab-style attacks can be out-prioritized with good anticipation. | ||
* '''Low Life:''' Magneto has below average health, meaning he can't tank stray hits the way characters like Sentinel can. | * '''Low Life:''' Magneto has below average health, meaning he can't tank stray hits the way characters like Sentinel can. | ||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>9f0Yh1ZL4K8</youtube></center> | |||
}} | |||
}} | |||
== Character Summary == | |||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves|content= | |||
;EM Disruptor (Air OK) | |||
*{{hcf}} + {{p}} | |||
;Hyper-Gravitation | |||
*{{hcb}} + {{k}} | |||
;Magnetic Force Field | |||
*{{hcf}} + {{k}} | |||
;Magnetic Blast | |||
*{{u}}{{uf}}{{f}} + {{p}} | |||
;Flight | |||
*{{qcb}} + {{lk}}{{hk}} | |||
}} | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
;Magnetic Shockwave | |||
* {{qcf}} + {{lp}}{{hp}} | |||
;Magnetic Tempest (air OK, mash for more hits) | |||
* {{qcf}} + {{lk}}{{hk}} | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Moves|content= | |||
;Type α - Projectile Type | |||
*Assist: {{lp}} EM Disruptor | |||
*Counter: {{lp}} EM Disruptor | |||
*Combination: Magnetic Shockwave | |||
;Type β - Capture Type | |||
*Assist: {{lk}} Hyper Gravitation | |||
*Counter: {{lk}} Hyper Gravitation | |||
*Combination: Magnetic Tempest | |||
;Type γ - Launcher Type | |||
*Assist: {{d}}{{hp}} | |||
*Counter: {{d}}{{hp}} | |||
*Combination: Magnetic Tempest | |||
}} | |||
}} | |||
}} | }} | ||
== Colors == | == Colors == | ||
First row: LP, HP, A1. Second row: LK, HK, A2. | First row: LP, HP, A1. Second row: LK, HK, A2. | ||
[[Image:Mvc2-magneto.png]] | [[Image:Mvc2-magneto.png]] | ||
== Moves List == | == Moves List == | ||
=== Normal Moves === | === Normal Moves === | ||
==== Standing Normals ==== | |||
{{MoveData | {{MoveData | ||
|image= Magneto_s.lp.png | |image= Magneto_s.lp.png | ||
Line 180: | Line 223: | ||
|description= Hits twice. The first hit is useful for comboing into magnetic shockwave. Two hit's is good for setting up ROM against Sentinel. | |description= Hits twice. The first hit is useful for comboing into magnetic shockwave. Two hit's is good for setting up ROM against Sentinel. | ||
}} | }} | ||
}} | }}<br> | ||
==== Crouching Normals ==== | |||
{{MoveData | {{MoveData | ||
|image= Magneto_c.lp.png | |image= Magneto_c.lp.png | ||
Line 318: | Line 361: | ||
|description= Good range and hitbox. can combo into Hyper-Grav under certain conditions | |description= Good range and hitbox. can combo into Hyper-Grav under certain conditions | ||
}} | }} | ||
}} | }}<br> | ||
==== Jumping Normals ==== | |||
{{MoveData | {{MoveData | ||
|image= Magneto_j.lp.png | |image= Magneto_j.lp.png | ||
Line 476: | Line 519: | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Faster and a little bigger than jHP. Good jump-in | |description= Faster and a little bigger than jHP. Good jump-in | ||
}} | |||
}}<br> | |||
=== Universal Mechanics === | |||
{{MoveData | |||
|name= Throw (Punch) | |||
|linkname= 4/6HP | |||
|input= 4/6HP // {{b}} or {{f}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 16 | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= N/A | |||
|Special Property= Throw | |||
|Cancel= None | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
=== | |name= Throw (Kick) | ||
|linkname= 4/6HK | |||
|input= 4/6HK // {{b}} or {{f}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 16 | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= N/A | |||
|Special Property= Throw | |||
|Cancel= None | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
=== Special Moves === | === Special Moves === | ||
{{ | {{MoveData | ||
|image= MVC2_Magneto_HCF_P_01.png | |||
|caption= | |||
| | |name= EM Disruptor | ||
| | |linkname= HCFP | ||
|input= HCF+P // {{hcf}} + {{lp}} or {{hp}} (Air OK) | |||
|data= | |||
| {{ | {{AttackData-MVSC2 | ||
|Damage= | |||
|Startup= | |||
|Active= | |||
{{ | |Recovery= | ||
| | |Guard= HL | ||
| | |Special Property= Projectile | ||
| | |Cancel= Super | ||
|Adv. Hit= | |||
|Adv. Guard= | |||
| | |Adv. Pushblock= | ||
| | |description= 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. | ||
| | }} | ||
}}<br> | |||
| | |||
| | |||
| | |||
}} | |||
===== | {{MoveData | ||
|image= MVC2_Magneto_HCB_K_01.png | |||
|caption= | |||
|name=Hyper Gravitation (Air OK) | |||
|linkname= HCBK | |||
|input= HCB+K // {{hcb}} + {{lk}} or {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Homing projectile, mainly used in combos due to it causing a capture state. Either version can be used in most combos, but outside of it always use the roundhouse version to be safe. 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. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2_Magneto_HCF_K_01.png | |||
|name=Magnetic Force Field | |||
|linkname= HCFK | |||
|input= HCF+K // {{hcf}} + {{lk}} or {{hk}} (Air OK) | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= - | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property=Counter | |||
|Cancel= Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=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. | |||
}} | |||
}}<br> | |||
===== | {{MoveData | ||
|image= MVC2_Magneto_896_P_01.png | |||
|caption= | |||
|name=Magnetic Blast | |||
|linkname= 896P | |||
|input= U,UF,F+P // {{u}}{{uf}}{{f}} + {{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property=Projectile | |||
|Cancel= None | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=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. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2_Magneto_QCB_KK_01.png | |||
|caption2= | |||
|name=Flight | |||
|linkname= QCBKK | |||
|input= QCB+KK // {{qcb}} + {{lk}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property=Flight | |||
|Cancel= Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=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. | |||
}} | |||
}}<br> | |||
===== | ==== Assist Moves ==== | ||
{{MoveData | |||
|image= MVC2_Magneto_HCF_P_01.png | |||
|caption= Assist α | |||
|name=EM Disruptor | |||
|linkname= HCFP | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= N/A | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Magneto comes out and does the fierce version of his EM Disruptor. This assist has so many uses—zoning, quick ground control, more damaging resets and combos, you can even use this as a pseudo-AAA! | |||
If there's a character that benefits the most from this assist, it's Sentinel. It gives the robot more powerful combos (e.g. launch lk mp ff.lp + Mag-A f.hp xx LP Rocket Punch), better zoning and keepaway games. It also serves Cable and his keepaway very well. This assist forms the backbone of teams Rowtron and Combofiend and for this reason you should strive to keep Magneto alive for the late game 'clutch'. | |||
Using this as a pseudo-AAA means pushblocking off your opponent's overheads while calling Magneto to brush him off you. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2_Magneto_HCB_K_01.png | |||
|caption= | |||
|caption4= Assist β | |||
|name=Hyper Gravitation | |||
|linkname=HCBK | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= N/A | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Magneto performs the HK version of Hyper-Gravitation. | |||
}} | |||
}}<br> | |||
===== | {{MoveData | ||
|image= MVC2_Magneto_2HP_01.png | |||
|caption= Assist γ | |||
|name=Crouching Heavy Punch | |||
|linkname=2HP | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= HL | |||
|Special Property=Launcher | |||
|Cancel= N/A | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Magneto performs his 2HP launcher. | |||
}} | |||
}}<br> | |||
==== Super Moves ==== | |||
{{MoveData | |||
=== Super Moves === | |image= MVC2_Magneto_QCF_PP_01.png | ||
{{ | |caption= | ||
|name=Magnetic Shockwave | |||
| {{qcf}} + {{lp}} | |linkname= QCFPP | ||
| | |input= QCF+PP // {{qcf}} + {{lp}}{{hp}} | ||
|data= | |||
{{AttackData-MVSC2 | |||
{{ | |Damage= | ||
| | |Startup= | ||
| | |Active= | ||
| | |Recovery= | ||
|Guard= HL | |||
|Special Property=Projectile | |||
|Cancel= N/A | |||
==== | |Adv. Hit= | ||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Magneto reels his arm back and slams it down the ground, creating successive columns of blue Magnetic energy that shoot upward from the ground in front of him. | |||
Magneto reels his arm back and slams it down the ground, creating successive columns of blue Magnetic energy that shoot upward from the ground in front of him. | |||
* Whenever the opponent's point character gets hit by the super the game goes into "Flying Screen" as the camera follows the opponent until the super ends. But if the super hits an assist and not the point character, the assist gets hit normally but the game does not go into Flying Screen. | * Whenever the opponent's point character gets hit by the super the game goes into "Flying Screen" as the camera follows the opponent until the super ends. But if the super hits an assist and not the point character, the assist gets hit normally but the game does not go into Flying Screen. | ||
Line 566: | Line 775: | ||
* Generally, this is the safer super to DHC Magneto in, but you still have to take your chances. | * Generally, this is the safer super to DHC Magneto in, but you still have to take your chances. | ||
* If the first hit of the Shockwave 'trades' with an incoming move from the opponent's point character, the Shockwave seems cancel after the current shockwave, Flying Screen occurs, Flying Screen finishes, and then the Shockwave reappears and finishes. [https://www.youtube.com/watch?v=P1oWujPXBFc Video example]. Note that Magneto does not actually take damage from this 'trade'. | * If the first hit of the Shockwave 'trades' with an incoming move from the opponent's point character, the Shockwave seems cancel after the current shockwave, Flying Screen occurs, Flying Screen finishes, and then the Shockwave reappears and finishes. [https://www.youtube.com/watch?v=P1oWujPXBFc Video example]. Note that Magneto does not actually take damage from this 'trade'. | ||
}} | |||
}}<br> | |||
== | {{MoveData | ||
|image= MVC2_Magneto_QCF_KK_01.png | |||
|caption= | |||
|name=Magnetic Tempest | |||
|linkname= QCFKK | |||
|input= QCF+KK // {{qcf}} + {{lk}}{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property=Projectile | |||
|Cancel= N/A | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=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). | ||
Line 581: | Line 806: | ||
* The best situation to DHC Magneto in safely with this is when you have your back against the corner AND you're full screen away from the opponent. Watch out against beamers. | * The best situation to DHC Magneto in safely with this is when you have your back against the corner AND you're full screen away from the opponent. Watch out against beamers. | ||
* You can use this super's long DHCing window to let him fill the screen first with shards to cover your next character before you DHC him out e.g. Mags is full screen away from the opponent, he does his Tempest super, then he lets the super fill the screen with shards, and he DHCs into Cable's Time Flip super. Cable will be safe against most forms of retaliation. | * You can use this super's long DHCing window to let him fill the screen first with shards to cover your next character before you DHC him out e.g. Mags is full screen away from the opponent, he does his Tempest super, then he lets the super fill the screen with shards, and he DHCs into Cable's Time Flip super. Cable will be safe against most forms of retaliation. | ||
}} | |||
}}<br> | |||
}} | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Revision as of 02:14, 5 July 2024
Story
Magneto, born Max Eisenhardt, later known as Erik Magnus Lensherr, is a character from the X-Men series by Marvel. He is a mutant with a powerful ability to control all forms of magnetism. Viewing humankind as morally and naturally inferior, he aims to conquer the world in order to establish mutantkind as the dominant species; however, his extreme methods and cynical outlook derive from his desire to protect fellow mutants from the atrocities he endured as a child during the Holocaust.
Gameplay
The basis for Marvel's Master of Magnetism is pure rushdown. From his basic Hyper-Grav xx Tempest combos to his never-ending line of possible resets and infinite combos, his rushdown game is unmatched by any character on the roster. What he lacks in versatility, he makes up for in speed and mixups. If you like overwhelmingly oppressive rushdown, and are willing to overcome his steep learning curve, this is the character for you.
Magneto is a pixie rushdown character capable of devastating damage and lightning-fast offense and mixups.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- EM Disruptor (Air OK)
+
- Hyper-Gravitation
+
- Magnetic Force Field
+
- Magnetic Blast
+
- Flight
+
- Magnetic Shockwave
+
- Magnetic Tempest (air OK, mash for more hits)
+
- Type α - Projectile Type
- Assist:
EM Disruptor
- Counter:
EM Disruptor
- Combination: Magnetic Shockwave
- Type β - Capture Type
- Assist:
Hyper Gravitation
- Counter:
Hyper Gravitation
- Combination: Magnetic Tempest
- Type γ - Launcher Type
- Assist:
- Counter:
- Combination: Magnetic Tempest
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 3 | 3 | 9 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
Basic standing jab, fast and decent range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 9 | 11 | 11 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | SJ | - | - | - | |
Generally better to just chain into 2HP for launcher, but still nice to have as an auto-combo. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 7 | 24 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Special, SJ, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
5 | 7 | 2 | 17 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 7 | 7 | 19 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
9 + 4 | 7 | 20 | 16 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | Special, SJ, Super | - | - | - | |
Hits twice. The first hit is useful for comboing into magnetic shockwave. Two hit's is good for setting up ROM against Sentinel. |
Crouching Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 3 | 11 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
5LP but crouching. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 9 | 14 | 38 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Chain, Special, Super, SJ Cancellable | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 7 | 8 | 25 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, SJ, Super | - | - | - | |
The easiest of Mags' three launchers to use. Sends them straight up, unlike 5MP and 5HK |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6+3 | 4 | 8 | 21 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super SJ cancellable | - | - | - | |
good for hitconfirming with assists like Psylocke AA |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 7 | 27 | 8 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Good range and hitbox. can combo into Hyper-Grav under certain conditions |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 8 | 12 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 5 | 16 | 12 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 8 | 13 | 8 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying screen | Special, Super | - | - | - | |
good landing hitbox. cancelling j.HP > airdash > j.HP is his best whiff meter build option. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 3 | 10 | 11 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Slightly bigger than jLP, deceptive sprite-hitbox. Core tool for his infinite |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 3 | 10 | 9 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Key normal of his. Influences the opponent's trajectory based on Magneto's momentum. Enables many of his infinites |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 3 | 1 | 30 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Pops the opponent straight up on hit. good normal for setting up magneto's tricky resets. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 | 7 | 6 | 15 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying Screen | Special, Super | - | - | - | |
Faster and a little bigger than jHP. Good jump-in |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
16 | - | - | - | N/A |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Throw | None | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
16 | - | - | - | N/A |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Throw | None | - | - | - |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Homing projectile, mainly used in combos due to it causing a capture state. Either version can be used in most combos, but outside of it always use the roundhouse version to be safe. 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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Counter | Super | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | None | - | - | - | |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flight | Super | - | - | - | |
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. |
Assist Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Magneto comes out and does the fierce version of his EM Disruptor. This assist has so many uses—zoning, quick ground control, more damaging resets and combos, you can even use this as a pseudo-AAA! If there's a character that benefits the most from this assist, it's Sentinel. It gives the robot more powerful combos (e.g. launch lk mp ff.lp + Mag-A f.hp xx LP Rocket Punch), better zoning and keepaway games. It also serves Cable and his keepaway very well. This assist forms the backbone of teams Rowtron and Combofiend and for this reason you should strive to keep Magneto alive for the late game 'clutch'. Using this as a pseudo-AAA means pushblocking off your opponent's overheads while calling Magneto to brush him off you. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Magneto performs the HK version of Hyper-Gravitation. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | N/A | - | - | - | |
Magneto performs his 2HP launcher. |
Super Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Magneto reels his arm back and slams it down the ground, creating successive columns of blue Magnetic energy that shoot upward from the ground in front of him.
|
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Magneto lets out numerous metal shards from his hands that shoot out in random directions except behind him.
|