

Magneto
Born with the mutant power to manipulate metal through magnetism, Magneto eventually found himself on the path leading towards the genocide of all non-mutants following his time in the Auschwitz concentration camp in World War II. A close personal friend of Professor X, Magneto has been thwarted time and time again through the efforts of the X-Men.
In a nutshell
Magneto is very good at using projectiles, speed and option selects to corner the opponent and take advantage with strong high/lows. He has one of the best grabs in the game which temporarily traps the opponent, allowing time for a variety of follow up attacks. His ability to air dash and fly also give him the opportunity to increase damage during his solo combo and control space. Magneto is the quintessential corner combo character.
Alternate Colors
Players to Watch
FChamp, RayRay, Neo, Tokido, Xian, X-Ray, KBeast, Rattana, Wentinel
Character Vitals
Video Walkthrough
Combos
Combo with rapid slash and hidden missiles
Technology
hard tag to doom
setting up hard tags to fof loops with strange
More FoF loop hard tags
TAC infinite
Move List
Assist Types
Normal Moves
Standing ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
50,000 | - | 5 | 3 | 10 | +1 | 0 | rpdfire | |
Describe move here |
Standing ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
65,000 | - | 10 | 4 | 7 | -2 | -3 | ||
Describe move here |
Standing ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
83,000 | - | 8 | 7 | 26 | - | -9 | ||
Describe move here |
Crouching ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
43,000 | low | 6 | 3 | 9 | +2 | +1 | rpdfire | |
Describe move here |
Crouching ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
70,000 | low | 9 | 4 | 19 | -4 | -6 | chipdamage | |
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Crouching ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
75,000 | low | 10 | 9 | 27 | - | -12 | ||
Describe move here |
![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
90,000 | - | 8 | 5 | 23 | - | -4 | launch nocancel | |
Describe move here |
Jumping ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
48,000 | high | 6 | 3 | 18 | - | - | airdashcancel | |
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Jumping ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
68,000 | high | 10 | 5 | 20 | - | - | airdashcancel | |
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Jumping ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
83,000 | high | 10 | 7 | 19 | - | - | airdashcancel | |
Describe move here |
Jumping ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
90,000 | high | 11 | 6 | 19 | - | - | airdashcancel aircombofinisher | |
Describe move here |
Throws
Ground Throw (near opponent) ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
10,000 x 3 + 50,000 | throw | 1 | 1 | - | - | - | cptr | |
Describe move here |
Air Throw (near opponent) air ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
10,000 x 3 + 50,000 | airthrow | 1 | 1 | - | - | - | cptr | |
Describe move here |
Special Moves
Electromagnetic Disruptor qcf + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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90,000 | - | 7 (ground) 9 (air) |
14 | 29 (ground) Until landing (air) |
-2 (ground) | -24 (ground) | airok ![]() | |
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55,000 x 2 | - | 12 (ground) 14 (air) |
13 | 29 (ground) Until landing (air) |
+2 (ground) | -21 (ground) | ||
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45,000 x 3 | - | 17 (ground) 21 (air) |
15 | 24 (ground) Until landing (air) |
+5 (ground) | -19 (ground) | ||
Magneto's beam. Button strength determines startup speed and damage (higher strength means longer startup but more damage). |
Force Field dp + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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100,000 | - | 3 | 19 | 28 | - | - | counter ![]() | |
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100,000 | - | 8 | 19 | 29 | - | - | ||
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100,000 | - | 12 | 19 | 30 | - | - | ||
A ![]() ![]() ![]() |
Hyper Gravitation qcb + atk |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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50,000 x 2 | - | 26 (ground) 30 (air) |
- | 35 (ground) 36 (air) |
- | - | airok ![]() ![]() | |
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50,000 x 2 | - | 31 (ground) 35 (air) |
- | 30 (ground) 31 (air) |
- | - | ||
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50,000 x 2 | - | 36 (ground) 40 (air) |
- | 25 (ground) 26 (air) |
- | - | ||
The attack button used determines the speed and range of the attack. The L version has the shortest range but comes out the quickest, thus making it easily comboed into. The H version has the most range but the most startup. |
Flight qcb + s |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | 15 | - | - | - | - | airok | |
Initiates or cancels Magneto's flight mode. Doing a normal jump, air dashing up, and activating Flight will let you call assists while dashing around at super jump height. |
Magnetic Blast (in air) ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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70,000 | - | 14 | - | 35 | - | - | proj | |
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70,000 | - | 18 | - | 31 | - | - | ||
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70,000 | - | 22 | - | 27 | - | - | ||
Magneto fires a projectile from the air that travels at a ![]() |
Fatal Attraction rdp + l |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | 7 | 23 | 11 | - | - | ||
Pulls opponent closer to Magneto. Enemies above Magneto can be pulled behind him when hit by this move, allowing for nifty mixups. |
Repulsion rdp + m |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | 12 | 20 | 14 | - | - | ||
Pushes opponents away from Magneto. The bane of Haggar players everywhere. |
Reverse Polarity rdp + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | 16 | 10 | 19 | - | - | ||
Pulls airborne opponent towards the ground. When airborne opponents hit by this move hit the ground, they will immediately tech roll. |
Hyper Combos
Magnetic Shockwave qcf + ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
70,000 x 6 | - | 14+1 | 44 | 56 | - | -68 | proj ![]() | |
The first of two of Magneto's moves that can ![]() ![]() |
Magnetic Tempest qcb + ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
10,000 x 40~80 | - | 4+23 | 77 | 29 | - | -4 | airok ![]() | |
Mash for more hits. Mainly used to finish off combos or for an air DHC to get Magneto out of sticky situations. Has a rather lengthy startup time, so you'll mainly be comboing into this from a Hyper Grav or from {{ j. ![]() ![]() |
Gravity Squeeze dp + ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
20,000 + 1,000 x 0~48 + 380,000 | - | 20+1 | 2 | 43 | - | -30 | proj otg | |
Magneto's Lv. 3 Hyper Combo and second ![]() |
Miscellaneous
Snap Back qcf + Assist 1 / Assist 2 |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
50,000 | - | 2 | 4 | 20 | - | 0 | ||
Resembles Magneto's s.H. |