Marvel vs Capcom 2/Magneto/Strategy

From SuperCombo Wiki
< Marvel vs Capcom 2‎ | Magneto
Revision as of 22:46, 29 December 2021 by Daicon69 (talk | contribs) (Created page with "== General Tactics == Tri-jump forward/backward while whiffing jHP builds meter and can doubles as a strong retreat or rushdown tactic. Utilizing the switch glitch in combina...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

General Tactics

Tri-jump forward/backward while whiffing jHP builds meter and can doubles as a strong retreat or rushdown tactic. Utilizing the switch glitch in combination with his 1-frame 2LK can lead to instant, inescapable mixup at roundstart, although there is some counter play to this (????)

Team positioning

Point

Cable is strictly OK on point. Being able to launch into AHVB at any point after the round starts is nice, but you'll only be able to do one until you build another bar (which makes AHVB mostly usless aside from a one-time, high-damage punish).

Mid

Probably his best position

Anchor