

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 Light l |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
50,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | rpdfire | ||
Describe move here |
Standing Medium m |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
65,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | |||
Describe move here |
Standing Heavy h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
83,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | |||
Describe move here |
Special s |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
90,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | launch nocancel | ||
Describe move here |
Crouching Light d + l |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
43,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | low | {{{block}}} | rpdfire | |
Describe move here |
Crouching Medium d + m |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
70,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | low | {{{block}}} | chipdamage | |
Describe move here |
Crouching Heavy d + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
75,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | low | {{{block}}} | ||
Describe move here |
Jumping Light air l |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
48,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | high | {{{block}}} | airdashcancel | |
Describe move here |
Jumping Medium air m |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
68,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | high | {{{block}}} | airdashcancel | |
Describe move here |
Jumping Heavy air h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
83,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | high | {{{block}}} | airdashcancel | |
Describe move here |
Jumping Special air s |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
90,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | high | {{{block}}} | airdashcancel aircombofinisher | |
Describe move here |
Throws
Forward Throw (near opponent) f + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
10,000 x 3 + 50,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | throw | {{{block}}} | cptr | |
Describe move here |
Back Throw (near opponent) b + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
10,000 x 3 + 50,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | throw | {{{block}}} | cptr | |
Describe move here |
Forward Air Throw (near opponent) air f + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
10,000 x 3 + 50,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | airthrow | {{{block}}} | cptr | |
Describe move here |
Back Air Throw (near opponent) air b + h |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
10,000 x 3 + 50,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | airthrow | {{{block}}} | cptr | |
Describe move here |
Special Moves
Electromagnetic Disruptor qcf + atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
l : 90,000 m : 55,000 x 2 h : 45,000 x 3 |
{{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | airok proj softknockdown | ||
Magneto's beam. Button strength determines startup speed and damage (higher strength means longer startup but more damage). |
Force Field dp + atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
100,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | counter proj softknockdown | ||
A counter move. It's probably better to try evading attacks rather than directly countering them, but it's not a bad idea to pull this out every once in a while. Triggering the counter leaves Magneto invulnerable, so opponents who activate the counter and manage to avoid the followup attack can't punish Magneto's recovery. The field that Magneto projects counts as a projectile when other projectiles hit it. |
Hyper Gravitation qcb + atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
50,000 x 2 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | airok proj cptr softknockdown | ||
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 |
0 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | 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 air u uf f + atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
70,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | proj | ||
Magneto fires a projectile from the air that travels at a downward angle. Button strength determines startup and the travel speed of the blast; higher strength Blasts will take longer to come out but will move across the screen faster. Magneto retains any air momentum he has when using a Magnetic Blast. |
Fatal Attraction rdp + l |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
0 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | |||
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 |
0 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | |||
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 |
0 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | |||
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 + atk atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
70,000 x 6 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | proj otg hardknockdown | ||
The first of two of Magneto's moves that can OTG. Not all of the hits will land when used on a cornered opponent. Has invincibility on the first 10 frames of startup and pushes opponents away on hit and/or block, so it's a nice "get off me" move. Beware: Well-timed teleports or smart pushblocking will allow opponents to easily punish you if you carelessly throw it out. |
Magnetic Tempest qcb + atk atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
10,000 x 40~80 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | airok proj strk | ||
Mash for more hits. |
Gravity Squeeze dp + atk atk |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1,000 per button mashed + 400,000 | {{{guard}}} | {{{startup}}} | {{{active}}} | {{{recovery}}} | {{{block}}} | proj otg | ||
Magneto's Lv. 3 Hyper Combo and second OTG. Mash for more hits. With Magneto's penchant for building meter, expect to be using this move as a combo finisher a lot. Can be comboed off of at lower hitstuns near the corner, or with just an Attraction into a Shockwave from anywhere on the screen. Like Magnetic Shockwave, Gravity Squeeze is invincible on the first 10 frames of startup. The move's hitbox is more or less fullscreen, but don't be expecting to snipe people on the other side of the stage too often due to having 21 frames of startup. |
Strategy
Tips and Tricks
Combos
- (Simple Air Dash) {{#motion: c. l , c. l , c. m , c. h , s (sjc), airdash forward , j. m , qcb + s , j. l , j. h , airdash , j. h , airdash , j. h, airdash , j. h , airdash , j. s (land), qcf + atk + atk}}