Marvel vs Capcom 2/Magneto

From SuperCombo Wiki

Introduction

Moves List

Normal Moves

Special Moves

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.

Advanced Strategy