Marvel vs Capcom 3/Magneto: Difference between revisions

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{{MoveListRow | Crouching Heavy | d + h | 75,000 | low }}
{{MoveListRow | Crouching Heavy | d + h | 75,000 | low }}
{{MoveListRow | Standing Special |  s | 90,000 | }}
{{MoveListRow | Standing Special |  s | 90,000 | }}
{{MoveListRow | Jumping Light |  air l | 48,000 | high }}
{{MoveListRow | Jumping Light |  air l | 48,000 | high airdashcancel }}
{{MoveListRow | Jumping Medium |  air m | 66,000 | high }}
{{MoveListRow | Jumping Medium |  air m | 66,000 | high airdashcancel }}
{{MoveListRow | Jumping Heavy |  air h | 83,000 | high }}
{{MoveListRow | Jumping Heavy |  air h | 83,000 | high airdashcancel }}
{{MoveListRow | Jumping Special |  air s | 90,000 | high }}
{{MoveListRow | Jumping Special |  air s | 90,000 | high }}
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{{MoveListFooter}}

Revision as of 22:09, 14 February 2011

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Magneto

Magnetoface.jpg

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

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png EM Disruptor
shot front
90,000
softknockdown
{{{AlphaSuper}}}
Beta.png Hyper Gravitation
shot front
50,000 Grab
49,000 Release
{{{BetaSuper}}}
Gamma.png Force Field
extra instant
100,000
counter physical attacks
{{{GammaSuper}}}

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Air Dash
Any direction in the air + atk + atk
Standing Light
l
50,000
Crouching Light
d + l
43,000
low
Standing Medium
m
65,000
Crouching Medium
d + m
70,000
low
Standing Heavy
h
83,000
Crouching Heavy
d + h
75,000
low
Standing Special
s
90,000
Jumping Light
air l
48,000
high airdashcancel
Jumping Medium
air m
66,000
high airdashcancel
Jumping Heavy
air h
83,000
high airdashcancel
Jumping Special
air s
90,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
EM Disruptor
qcf + atk
90,000 l
104,500 m
121,600 h
airok
Hyper Grav
qcb + atk
50,000 Grab
45,000 Release l
49,000 Release m and h
airok
Magnetic Blast
air u uf f + atk
70,000
Force Field
dp + atk
counter physical attacks
Flight
qcb + s
Lasts 2 seconds

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Shockwave
qcf + atk + atk
70,000 per hit x 6
otg
Magnetic Tempest
qcb + atk + atk
10,000 per hit x 38
airok
Gravity Squeeze
dp + atk + atk
400,000
otg hits everywhere on the screen

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

Advanced Strategy