Marvel vs Capcom 2/Magneto/Combos

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< Marvel vs Capcom 2‎ | Magneto
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Combos

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L 4217 1.25 All Universal midscreen BnBs. j.236L is more likely to connect, but does less damage, has less corner carry and worse oki than j.236M. You always want to use j.236M if possible.



c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX hcf + HP

c.HP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LK > sj.LP > sj.LK, (uf + PP) ad.LP > ad.LK > ad.LP > ad.LK XX hcf + HP

c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, (uf + PP) ad.LP > ad.LK > ad.LP > ad.LK XX hcf + HP

c.HP /\ sj.HK, (df + PP) ad.d + LK > ad.LK \/ c.HP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LK > sj.LP > sj.LK, ad.LP > ad.LK > ad.LP > ad.LK XX hcf + HP

-Jump HK \/ d.c.LK > c.HP XX qcf + PP

-Jump HK \/ d.c.LK > c.HP /\ sj.HK, (df + PP) ad.d + LK > ad.LK \/ s.HK XX qcf + PP

-Jump HK \/ d.c.LK > s.HK XX hcb + LK XX qcf + KK

- c.HP (launch), sj.HP, airdash df, HP, HK, land, d.HK . This is Magneto's classic "five fierce" combo, which is a bread and butter combo and does amazing damage. You can also replace the sj.HP with sj.HK.