">" denotes a chain.
"XX" denotes a cancel.
"," denotes a link.
"St." denotes a standing attack.
"Cr." denotes a crouching attack.
"D." denotes a dash. Dash before pressing the next button.
"SJ." denotes an attack while in Super Jump mode.
"J." denotes an attack while in Normal Jump mode.
"SJC." denotes a sj cancel from a launcher.
BnB Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.![]() ![]() ![]() ![]() ![]() ![]() |
? | ? | All | Very Easy | Universal magic series BnB. hcf.![]() ![]() ![]() |
c.![]() ![]() ![]() ![]() |
? | ? | All | Very Easy | Basic launch into super. Good damage but overall a waste of bar/potential damage compared to his other routes. |
c.![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
? | ? | All | Easy | Above combo with an airdash extension, better damage. |
c.![]() ![]() ![]() ![]() ![]() |
? | ? | All | Medium | This is Magneto's classic "five fierce" combo, which is a bread and butter combo and does amazing damage. You can also replace the first sj.![]() ![]() |
c.![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
? | ? | All | Medium | Basically the above BnB with a super cancel at the end. Sacrifices oki for damage, use for the kill or to DHC into another character. |
s.![]() ![]() ![]() ![]() ![]() ![]() ![]() |
? | ? | All | Medium | Cancel into light Hyper-Grav into either c.HP or Tempest cancel. The Tempest cancel option isn't very optimal, usually just use the launcher to go into ROM. |
ROM Infinite
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.
Figuring out the hand movements can be hard: here's a video of the slide technique.
The ROM Infinite Hitbox Tutorial by Magnetro is also an amazing resource. Be sure to check out the ROM Flowchart there - it should help with your positioning.
in progress
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
-Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX hcf + HP
-Jump HK \/ d.c.LK > 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
-Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, (uf + PP) ad.LP > ad.LK > ad.LP > ad.LK XX hcf + HP
-Jump HK \/ d.c.LK > 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.