Marvel vs Capcom 2/Magneto

From SuperCombo Wiki

Introduction

The basis for Magneto's game is the rushdown. Evolving from the basic hyper-grav xx tempest combos to the never-ending line of resets and various infinites, his rushdown game is unmatched by any character on the roster. What he lacks in versatility, he makes up for in speed and mixups.

Moves List

Normal Moves

Special Moves

EM Disruptor

HCF + P [on ground or air]

A slow starting, decent damage beam. Not many uses because of the slow startup speed, but can be tacked on to the end of a magic series if you lack meter (can be added to the end of the old hyper-grav xx tempest air combo)

EX: launch, sj.lp, lk, lp [pause], magic series, aduf, magic series, EM Disruptor)

Hyper-Gravitation

HCB + K [on ground or air]

The basis for the original Magneto play. A blockable distance grab. This can be tacked onto the end of various combos and good as a mixup for resets. Can be cancelled into Tempest, which in turn can be mashed out of, of course.

Magnetic Forcefield

HCF + K [ground only]

A slow starting, small forcefield around Magneto. Not many uses.

Magnetic Blast

u, uf, f + P [air only]

Shoots a wave df of Magneto. Fairly slow, not many uses.

Fly

QCB + both kicks [on ground or air]

Allows Magneto to fly. Not ever used, really. Has massive vulnerability, no zoning like Sentinel, and no real useful air combos besides an infinite that is hard to land.





Super Moves

Assist Moves

The Basics

Triangle (Tri) Jump

sj -> addf or addb -> attack

This is the basis for the Magneto rushdown game. It gives you a high/low game, as well as a mixup and crossup game.

Uses:

1. Tri-jump in with a sj attack, forcing the opponent to block high. From here, you have a mixup game of either landing and attacking low, or doing another fast sj, thus attacking high.

2. Tri-jump backwards, away from your opponent, with a high priority attack. Allows you to run away and still attack. It also allows you to hit any approaching opponent, giving you an offensive defense, one that you turn into a normal c.lk, c.hp launcher.

3. Tri-jump over an opponent and to catch him blocking the wrong way.

Infinites

ROM

c.hp, sj.hk, addf.lk, ad.lk, land, [sj.lk, sj.lk addf, ad.lk, ad.lk, land] - repeat in brackets.

Variants - replace the bracket section with any of the following:

[sj.lk ad df lk lk] [sj.lp ad df lk lk] [sj lp lk ad df lk lk] [sj. lp lp ad df lk lk]

Not specific reasoning other than letting someone drop/raise and for show.

The ROM is basis for Magneto play once you reach at least an intermediate level. The majority of your time playing, you'll be trying to set this up, one way or another. Add pauses inbetween after the second sj.lk when you get to the brackets, and then another between the third and fourth sj.lk's as needed to keep your opponent at a good height.

Slide

OTG -> [cr.lk, cr.fk, sj cancel, whiff addb.lk] - repeat in brackets

OTG off whatever, easiest way is a throw.

Fly mode infinite

Go into flight mode (QCB+2K), [lk, mp, pause]

Advanced Strategy

Resets

Resets go here (placeholder)



Edited by

Jessy "Juggy/RandomCL" Shetler