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 with 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.
Players to Watch
FChamp, RayRay, Neo, Tokido, Xian, Fanatic, X-Ray, KBeast, Rattana
Character Vitals
X-Factor Damage Boost:
25.0 %
47.5 %
70.0 %
X-Factor Speed Boost:
15.0 %
22.5 %
30.0 %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
10 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %
Video Walkthrough
Move List
Assist Types

Electromagnetic Disruptor L
shot front
90,000
proj strk
Magnetic Shockwave

Force Field
Extra Instant
100,000
counter
softknockdown
proj
Magnetic Shockwave

Hyper Gravitation M
Shot Front
50,000 X 2
(95,000)
proj cptr
softknockdown
Magnetic Tempest
Normal Moves
Standing Light
l
50,000
rpdfire
Crouching Light
d + l
43,000
rpdfire low
Crouching Medium
d + m
70,000
low
chipdamage
Standing Heavy
h
83,000
softknockdown
Crouching Heavy
d + h
75,000
low softknockdown
Special
s
90,000
launch nocancel
Jumping Light
air l
48,000
high airdashcancel
Jumping Medium
air m
68,000
high airdashcancel
Jumping Heavy
air h
83,000
high airdashcancel
Jumping Special
air s
90,000
high aircombofinisher
airdashcancel
Throws
Forward Throw
f + h
80,000
throw cptr
Back Throw
b + h
80,000
throw cptr
Forward Air Throw
air f + h
80,000
airthrow cptr
Back Air Throw
air b + h
80,000
airthrow cptr
Special Moves
Electromagnetic Disruptor L
qcf + l
90,000
airok proj softknockdown
Electromagnetic Disruptor M
qcf + m
55,000 X 2
(104,500)
airok proj softknockdown
Electromagnetic Disruptor H
qcf + h
45,000 X 3
(121,900)
airok proj softknockdown
Force Field
dp + atk
100,000
counter proj
softknockdown
Field itself counts as a proj
when other projectiles hit it.
Hyper Gravitation
"Hyper Grab"
qcb + atk
50,000 X 2
(95,000)
airok
proj cptr
softknockdown
atk used determines speed and range.
Flight
qcb + s
0
airok
initiates flight mode.
Magnetic Blast
air u uf f + atk
70,000
proj
Fatal Attraction
"Attraction"
rdp + l
0
Pulls opponent closer.
Repulsion
rdp + m
0
Pushes opponent further away.
Reverse Polarity
"Gravitation"
rdp + h
0
pulls enemy to the ground, negating their jump.
If used in combo, treated as softknockdown
Hyper Moves
Magnetic Shockwave
qcf + atk + atk
70,000 X 6
(327,800)
proj otg
hardknockdown
Magnetic Tempest
qcb + atk + atk
10,000 X 40 ~ 80
(275,400 ~ 330,700)
airok proj
strk
Mashable
Gravity Squeeze
dp + atk + atk
400,000 + 1,000 per button mashed
(400,000 ~ about 446,000)
proj otg
Mashable
Level 3 Hyper.
Strategy
Tips and Tricks
Combos
* Simple Air Dash) {{#motion: l , 1 , m , h (launcher), airdash , air m , qcb + s ,
air l , air h , airdash , h , airdash , h, airdash , h , airdash , s (land), qcf + atk + atk}}
Basic Strategy
Advanced Strategy
Strategy vs. Magneto