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=== 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 shutting down their own zoning game (EM Disrupt.). Either offense or defense can build meter for Magneto and your team. Magneto is however limited by sub-par 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.'' | |||
Upon first glance, Magneto ''appears'' to be very similar to his MvC2 incarnation; his special moveset is almost unchanged, his normals look similar, and almost all of the (very little) competitive play during the early stages of the game show Magneto to still be a strong rushdown character with strong combo extension possibilities. All of this is superficial however because when we look at frame data alone we discover that Magneto is in fact quite average in terms of fast starting normals. Most characters have crouching light attacks that startup at around 5 or 6 frames. So although many remember him for his 1 frame crouching light kick attack from MvC2, Magneto no longer retains the same normal startup advantage from his old days. | Upon first glance, Magneto ''appears'' to be very similar to his MvC2 incarnation; his special moveset is almost unchanged, his normals look similar, and almost all of the (very little) competitive play during the early stages of the game show Magneto to still be a strong rushdown character with strong combo extension possibilities. All of this is superficial however because when we look at frame data alone we discover that Magneto is in fact quite average in terms of fast starting normals. Most characters have crouching light attacks that startup at around 5 or 6 frames. So although many remember him for his 1 frame crouching light kick attack from MvC2, Magneto no longer retains the same normal startup advantage from his old days. |
Revision as of 22:00, 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 shutting down their own zoning game (EM Disrupt.). Either offense or defense can build meter for Magneto and your team. Magneto is however limited by sub-par 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.
Upon first glance, Magneto appears to be very similar to his MvC2 incarnation; his special moveset is almost unchanged, his normals look similar, and almost all of the (very little) competitive play during the early stages of the game show Magneto to still be a strong rushdown character with strong combo extension possibilities. All of this is superficial however because when we look at frame data alone we discover that Magneto is in fact quite average in terms of fast starting normals. Most characters have crouching light attacks that startup at around 5 or 6 frames. So although many remember him for his 1 frame crouching light kick attack from MvC2, Magneto no longer retains the same normal startup advantage from his old days.
On the other hand, Magneto's zoning capabilities have been strengthened noticeably 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 Hadongeki attack. His 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.
Although Magneto has a very strong high/low mixup game with his airdash trijumps and high mobility/speed, his average speed normal attacks do not give him any considerable advantage over other trijump characters, especially those with faster normals. Within the ecosystem of the game, Magneto's actual rushdown capacity is only slightly above average in that he has the ability to approach quickly from ground or air with fast dashes. On paper, we see that Magneto can no longer support himself as an on point rushdown character without the use of assists to provide extra blockstun and/or cover while Magneto gets in to begin his high/low mixup. This holds especially true against characters with strong defensive options, assists and faster normals. If a player were to attempt trying Magneto in a pure rushdown fashion, he/she might be disappointed especially when fighting a character with a faster light normal attack. For example, lets say the Magneto has closed the gap with the opponent and is looking to dash in with a crouching light attack. A character like Captain America can easily stuff Magneto's offense by sticking out his superior crouching light attack which comes out at 4 frames, beating Magneto's slower 6 frame move. These disadvantages combined with Advancing Guard means that MvC2 Magneto players and players used to the MvC2 Magneto rushdown infamy will have to reevaluate their play style. To make a somewhat hyperbolic comparison to SSF4, Magneto of MvC2 is like Rufus, few defensive options with a heavy emphasis on offense whereas the Magneto of MvC3 is more like Ryu, well rounded with good but not overpowered defensive and offensive capabilities. When rushing down, it is best to rely on assists and crossups rather than Magneto's speed or trijump to first get in and make contact with your opponent. Once your opponent is guarding and has shifted to a defensive mindset, exploit that by playing a more MvC2 style rushdown Magneto.
Playing Magneto as a zoning character in MvC2 would produce similar disappointing results since his real strength lied in abusable trijumps combined with a 1 frame crouching light kick. In MvC3 however, his EM Disruptor can annoyingly outclass many other projectiles, Sentinel's standing and crouching Hard attacks or Ryu's Hadoken among many other examples. This means Magneto can fight full screen against characters with multiple zoning options like Chris Redfield with a single special move. 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. Unlike MvC2, 'getting-in' with fast normals and trijumps is no longer the only means to do damage or pin an opponent down. Also, Magneto's Magnetic Blast has extended uses in this game. Much like Akuma's offensive projectile game in previous games, Magneto can follow up his Magneto Blast with attacking normals. When wanting to rush down an opponent, especially without an assist handy, Magnetic Blast can become crucial. Throwing a Magnetic Blast and then following in behind it either on air or ground can provide Magneto with the cover necessary to get in and disorient the opponent with mixups. Try throwing a Magnetic blast as soon as possible after a normal neutral jump and land and wave dash forward to follow it and begin your offense. Superjumping towards an opponent and doing the same except attacking by air with a downforward dash + air Light attack is also another option.
In MvC3, Magneto is a very well rounded character with good but nowhere near overpowered options for both zoning and rushdown. Because his zoning is limited to two projectiles, both beatable by beam Hypers, and his rushdown limited by a 6 frame air light and crouching light attack, these two aspects must be put into play together to give Magneto the highest advantage in a match. This is perfectly exemplified by Magneto's new expanded ability to follow up Magnetic Blasts very quickly, both on the ground and in the air. Without assists, Magnetic Blasts become the primary, and arguably only way to get in and start up his mixup game. Without 'cover', Magneto's average speed normals are not a threat as he can be easily outmaneuvered by other fast characters or beaten clean by faster normals or super armor. Therefore, when putting together your team, consider that Magneto will need strong team synergy to be a true threat.
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 apart from the corner. A strong OTG assist might be up your alley. Secondly, since Magneto cannot rush on his own without high risk, a strong assist would come out fast and cause a good amount of blockstun.