Marvel vs Capcom 2/Magneto: Difference between revisions

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* '''Reliant On Rushdown:''' Magneto can't zone or chip that well, so you'll have to take the risk of getting close in order to use him effectively.
* '''Reliant On Rushdown:''' Magneto can't zone or chip that well, so you'll have to take the risk of getting close in order to use him effectively.
* '''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.
* '''Footsies:''' 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.
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}}

Revision as of 07:41, 10 October 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

Magneto, The Scourge of the X-Men, easily one of the most popular characters to come from this game, and for good reason. Being the M in MSP, Magneto is based almost entirely on rushdown and taking down your opponent at blisteringly fast speeds, never letting them breathe. Magneto is incredibly flexible, and relies only on a good understanding of neutral and positioning to truly flourish. From the simple air magic series combos, all the way to Touch of Deaths of stray hits in neutral, the execution of Magneto is entirely dependent on what how far you want to take him. If you're willing to get past his steep, steep learning curve, The Master of Magnetism is for you.

Magneto is a pixie rushdown character capable of devastating damage and lightning-fast offense and mixups.

Strengths Weaknesses
  • Rushdown God: The fastest character in the game, bar none. You can maneuver around assists, projectiles and pokes with Mag's 8-way airdash or his fullscreen grounded dash and wind up in your opponent's face almost instantly if they're not careful.
  • 8-Way Air Dash: Possesses the fastest air dash in the game, giving him almost full control of the screen.
  • ROM Infinite: One of the deadliest infinites in the game, which can be converted into off most stray hits with a good assist. Can combo into/out of Magnetic Tempest in the corner for even more damage/DHC to reset the scaling.
  • Mixups: Magneto has arguably the fastest useful overhead in the game in his tri-jump, along with a 1-frame low and nearly infinite reset points in many of his optimal combos. Even his throws allow him to pick up combos from anywhere on screen, so he can threaten with every angle of attack at close-range.
  • Meter Build: Second to only Storm in this regard. His supers are good, but he's not reliant on them because he's got plenty of utility to work with.
  • 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.
  • 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.)
  • High Execution: Extremely complex combos require nerves of steel and lots of practice, so it's very possible you might mess up.
  • Reliant On Rushdown: Magneto can't zone or chip that well, so you'll have to take the risk of getting close in order to use him effectively.
  • Counter-Play: Many teams and tactics have been conceived and designed solely to counter Magneto, just like the other god tiers.
  • Footsies: 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.

Character Summary

Special Moves

EM Disruptor (Air OK)
  • Hcf.png + P.png
Hyper-Gravitation
  • Hcb.png + K.png
Magnetic Force Field
  • Hcf.png + K.png
Magnetic Blast
  • U.pngUf.pngF.png + P.png
Flight
  • Qcb.png + Lk.pngHk.png
Super Moves

Magnetic Shockwave
  • Qcf.png + Lp.pngHp.png
Magnetic Tempest (air OK, mash for more hits)
  • Qcf.png + Lk.pngHk.png
Assist Moves

Type α - Projectile Type
  • Assist: Lp.png EM Disruptor
  • Counter: Lp.png EM Disruptor
  • Combination: Magnetic Shockwave
Type β - Capture Type
  • Assist: Lk.png Hyper Gravitation
  • Counter: Lk.png Hyper Gravitation
  • Combination: Magnetic Tempest
Type γ - Launcher Type
  • Assist: D.pngHp.png
  • Counter: D.pngHp.png
  • Combination: Magnetic Tempest
MVC2 magneto art.png

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-magneto.png

Moves List

Normal Moves

-When grounded, Magneto has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Standing Normals

5LP
5LP
Magneto s.lp.png
Zap
Damage Startup Active Recovery Guard
4 3 3 9 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Magneto fires a small blast from his palm. An innocent enough looking light attack but this is an important piece of Magneto's movelist. Standling LP can be used to interrupt at a further distance than his other light attacks, but most importantly it will hit a jumping opponent. This can be chained to lead to conversions or potentially guard breaks.


5MP
5MP
Magneto s.mp(1).png
Magneto s.mp(2).png
Magneto s.mp(3).png
Quick launcher, sends up at 75 degree angle
Damage Startup Active Recovery Guard
7 9 11 11 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher SJ - - -

Chain that launches opponent, can be followed up with an air combo (ie go straight into a Rom).


5HP
5HP
Magneto s.hp(1).png
Magneto s.hp(2).png
Magneto s.hp(3).png
Nice big disjoint
Damage Startup Active Recovery Guard
13 6 7 24 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Magneto does a huge slap. This has amazing range and priority but also can be cancelled with specials, or super on block/hit or super jump on hit. This can be a tool to swat opponents away or to harass from further. The ability to cancel into super means you can DHC into a full screen super, like Storm's Hail, and convert.


5LK
5LK
Magneto s.lk.png
Check out the disjoint on this baby
Damage Startup Active Recovery Guard
5 7 2 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Awkwardly kick your opponent's shins. Will miss a jumping or airborne opponent and can be blocked standing.


5MK
5MK
Magneto s.forward(1).png
Magneto s.forward(2).png
Damage Startup Active Recovery Guard
7 7 7 19 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Magneto kicks high up. This will chain off your lights and hits higher up. Not as fast as 2MK but it will hold your opponent in place longer; consider this chain to allow for later assist calls.


5HK
5HK
Magneto s.hk(1).png
Magneto s.hk(2).png
Magneto s.hk(3).png
"Huh-hah!"
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. Both hits will juggle the opponent. The first hit is useful for comboing into magnetic shockwave. Two hit's is good for setting up ROM against Sentinel.


Crouching Normals

2LP
2LP
Magneto c.lp.png
Another quick zap
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.


2MP
2MP
Magneto c.mp.png
Damage Startup Active Recovery Guard
7 9 14 38 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Projectile Special, Super - - -

Magneto fires a little orb at the opponent's feet, putting them airborne. Though it can be cancelled out of this one is a bit weird


2HP
2HP
Magneto c.hp.png
OOH! OOH! OOH! OOH!
Damage Startup Active Recovery Guard
13 7 8 25 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, SJ, Super - - -

Mag's standard launcher. The range is short, so often a micro dash is needed to ensure it connects. Typically chained from 2LK. Sends the opponent straight up.


2LK
2LK
Magneto c.lk.png
Round start meta revolves around me
Damage Startup Active Recovery Guard
4 2 4 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Magneto's most infamous move, particularly at round start. It is the fastest low in the game and tied for fastest normal period. The range is the shortest of the normals and it can be jumped but is otherwise an invaluable option. Great for hitting the opponent Otg.png


2MK
2MK
Magneto c.forward.png
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 - - -

Quick followup to 2LK that also hits low, good for hitconfirming with assists like Psylocke AA.


2HK
2HK
Magneto c.hk.png
Slide
Damage Startup Active Recovery Guard
13 7 27 8 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
special, super, SJ - - - -

Good range and hitbox. Forces the opponent to roll. Can combo into Hyper-Grav under certain conditions


Jumping Normals

-When in the Normal Jump state, Magneto has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


j.LP
j.LP
Magneto j.lp.png
Nice big hitbox
Damage Startup Active Recovery Guard
4 4 8 12 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Useful air to air for starting air strings. Often necessary for character specific combos.


j.MP
j.MP
Magneto j.mp.png
Quick air zap- similar in animation to 5LP
Damage Startup Active Recovery Guard
7 5 16 12 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Magic series filler.


j.HP
j.HP
Magneto j.hp.png
Damage Startup Active Recovery Guard
13 8 13 8 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying screen Special, Super - - -

Strong hitbox. Integral part of the "5-fierce" combo. Cancelling j.HP > airdash > j.HP is his best whiff meter build option.


j.LK
j.LK
Magneto j.lk.png
Great air combo ingredient
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. Great air to air tool for strings, works well against standing, big characters.


j.2LK
D.png + j.LK
Magneto j.df.lk.png
Watch your head!
Damage Startup Active Recovery Guard
4 3 10 9 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Keystone Magnus move. Acts as a fast overhead out of his down-forward airdash. Influences the opponent's trajectory based on Magneto's momentum; enables many of his infinites.


8MK
j.MK
Magneto j.forward.png
Nice move for your air combos
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. Important air combo filler to use, usually after j. 2LK. Helps for setting up magneto's tricky resets by giving space to dash under.


8HK
j.HK
Magneto j.hk.png
Air combo ender- kicks them to the curb hard
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

Throw (Punch)
4/6HP // B.png or F.png + Hp.png
Damage Startup Active Recovery Guard
16 - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Throw None - - -

Cover the opponent in pink rocks(?) Can be aimed up or down slightly. Opponent can mash out when they hit the ground.


Throw (Kick)
4/6HK // B.png or F.png + Hk.png
Damage Startup Active Recovery Guard
16 - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Throw None - - -

Opponent can roll when they hit the ground. If you time right, you can catch them before the roll window. Hold down to get an alternate throw that throws the opponent straight down.


Air Throw (Kick)
4/6HK // B.png or F.png + Hk.png
Damage Startup Active Recovery Guard
16 - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Throw None - - -

Kick throw, can also hold down to get alternate throw.


Special Moves

EM Disruptor
HCF+P // Hcf.png + Lp.png or Hp.png (Air OK)
MVC2 Magneto HCF P 01.png
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. Alright option against Sentinel's trying to fly back or Storm's building meter close to the ground.


Hyper Gravitation (Air OK)
HCB+K // Hcb.png + Lk.png or Hk.png
MVC2 Magneto HCB K 01.png
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.


Magnetic Force Field
HCF+K // Hcf.png + Lk.png or Hk.png (Air OK)
MVC2 Magneto HCF K 01.png
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.


Magnetic Blast
U,UF,F+P // U.pngUf.pngF.png + P.png
MVC2 Magneto 896 P 01.png
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.


Flight
QCB+KK // Qcb.png + Lk.png + Hk.png
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

EM Disruptor
A1 // A2
MVC2 Magneto HCF P 01.png
Assist α
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.


Hyper Gravitation
A1 // A2
MVC2 Magneto HCB K 01.png
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.


Crouching Heavy Punch
A1 // A2
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

Magnetic Shockwave
QCF+PP // Qcf.png + Lp.pngHp.png
MVC2 Magneto QCF PP 01.png
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.

  • 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.
  • It hits 8-10 times midscreen but in the corner the super ends once the column reaches the far end of the playing field. Because of this reason you should avoid using this when you've got the opponent cornered.
  • There are many dangers in using this outside of combos since Magneto is completely vulnerable during the super. First, when you're up close and you Shockwave, they can pushblock the super and kill you for free. Also, be aware that against a lucky and/or incredibly skilled opponent, they can completely avoid getting hit by using either a forward air dash or an air super that propels them forward. To improve their chances even more, they can call an assist to shield themselves from the columns and hit you.
  • This super can't be mashed to increase damage.
  • This super is greatly affected by damage scaling, so use this only in short combos or if you're in desperate need to push the opponent into the corner, because otherwise you're just wasting a bar.
  • This combos off of many attacks but the most notable of them are: Hyper-Grav, s.hk (1 hit), c.hp, c.hk (OTG or juggle). For some reason, doing c.hp xx Shockwave often adds one more Shockwave hit.
  • This super is seldom used in high-level play because after Shockwave hits, Magneto is too far away from the opponent to start any real mix-ups and gives your opponent the chance to regain momentum. For this reason, it has fallen out of favor in lieu of the "five fierce combo" which doesn't cost a bar and gets the opponent right next to you for possible follow-ups.
  • 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. Video example. Note that Magneto does not actually take damage from this 'trade'.


Magnetic Tempest
QCF+KK // Qcf.png + Lk.pngHk.png
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.

  • 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. (HGxxTempest works because the super flash screen kills four frames, letting the HG hit nearly instantly.) The drawback is that it can be escaped if the opponent counter-mashes out of the HG. 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, especially at close range.
  • 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. His point will block the shards and makes it safe from retaliation.
  • This super has a weird property—your momentum before you perform 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.
  • 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.



Game Navigation

General
FAQ
Controls
System
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Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief