Story
Magneto, born Max Eisenhardt, later known as Erik Magnus Lensherr, is a character from the X-Men series by Marvel. He is a mutant with a powerful ability to control all forms of magnetism. Viewing humankind as morally and naturally inferior, he aims to conquer the world in order to establish mutantkind as the dominant species; however, his extreme methods and cynical outlook derive from his desire to protect fellow mutants from the atrocities he endured as a child during the Holocaust.
Gameplay
The basis for Marvel's Master of Magnetism is pure rushdown. From his basic Hyper-Grav xx Tempest combos to his never-ending line of possible resets and infinite combos, his rushdown game is unmatched by any character on the roster. What he lacks in versatility, he makes up for in speed and mixups. If you like overwhelmingly oppressive rushdown, and are willing to overcome his steep learning curve, this is the character for you.
Magneto is a pixie rushdown character capable of devastating damage and lightning-fast offense and mixups.
Strengths | Weaknesses |
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Character Summary
- EM Disruptor (Air OK)
+
- Hyper-Gravitation
+
- Magnetic Force Field
+
- Magnetic Blast
+
- Flight
+
- Magnetic Shockwave
+
- Magnetic Tempest (air OK, mash for more hits)
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- Type α - Projectile Type
- Assist:
EM Disruptor
- Counter:
EM Disruptor
- Combination: Magnetic Shockwave
- Type β - Capture Type
- Assist:
Hyper Gravitation
- Counter:
Hyper Gravitation
- Combination: Magnetic Tempest
- Type γ - Launcher Type
- Assist:
- Counter:
- Combination: Magnetic Tempest
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 3 | 3 | 9 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
Basic standing jab, fast and decent range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 9 | 11 | 11 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | SJ | - | - | - | |
Generally better to just chain into 2HP for launcher, but still nice to have as an auto-combo. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 7 | 24 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Special, SJ, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
5 | 7 | 2 | 17 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 7 | 7 | 19 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
9 + 4 | 7 | 20 | 16 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | Special, SJ, Super | - | - | - | |
Hits twice. The first hit is useful for comboing into magnetic shockwave. Two hit's is good for setting up ROM against Sentinel. |
Crouching Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 3 | 11 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
5LP but crouching. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 9 | 14 | 38 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Chain, Special, Super, SJ Cancellable | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 7 | 8 | 25 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, SJ, Super | - | - | - | |
The easiest of Mags' three launchers to use. Sends them straight up, unlike 5MP and 5HK |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6+3 | 4 | 8 | 21 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super SJ cancellable | - | - | - | |
good for hitconfirming with assists like Psylocke AA |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 7 | 27 | 8 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Good range and hitbox. can combo into Hyper-Grav under certain conditions |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 8 | 12 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 5 | 16 | 12 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 8 | 13 | 8 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying screen | Special, Super | - | - | - | |
good landing hitbox. cancelling j.HP > airdash > j.HP is his best whiff meter build option. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 3 | 10 | 11 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Slightly bigger than jLP, deceptive sprite-hitbox. Core tool for his infinite |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 3 | 10 | 9 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Key normal of his. Influences the opponent's trajectory based on Magneto's momentum. Enables many of his infinites |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 3 | 1 | 30 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Pops the opponent straight up on hit. good normal for setting up magneto's tricky resets. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 | 7 | 6 | 15 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying Screen | Special, Super | - | - | - | |
Faster and a little bigger than jHP. Good jump-in |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
16 | - | - | - | N/A |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Throw | None | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
16 | - | - | - | N/A |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Throw | None | - | - | - |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
A decent full-screen projectile. Use only the TK jab version as the other has dangerously more lag. Use this when turtling or when trying to establish full-screen distance. Alright option against Sentinel's trying to fly back or Storm's building meter close to the ground. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Homing projectile, mainly used in combos due to it causing a capture state. Either version can be used in most combos, but outside of it always use the roundhouse version to be safe. Experience-wise, it has its moments outside of combos both good and bad, so use it sparingly as it has tremendous lag. Good situations would be when the opponent is falling down to you from a superjump, or when baiting him to attack your "unprotected" assist. When it connects perform his launcher as soon as you're in range as this can be mashed out of easily. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Counter | Super | - | - | - | |
A counter move in which Magneto conjures a circular field around him to protect him against physical attacks, though it is too short to be of any use unless when fooling around. Avoid this like the plague. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | None | - | - | - | |
Magneto lets out a slow-moving projectile with a weird angle. The main use of this move is to delay your descent, the projectile is just icing on the cake. Good situations would be to avoid Doom's molecular shield assist, Sentinel unblockable and some ground-based traps. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flight | Super | - | - | - | |
Magneto does a quick spin and then floats steadily. You cannot block while in this mode. You can move by either holding the stick to anywhere you want to float to, or using his PP airdash which is a hundred times faster and a million times more useful. Do the motion again and you will fall to the ground (You can be hit while falling unless you have Unfly mode). Be warned that doing this the wrong way (HCB + KK) will make him do a Hyper-Grav which will get him killed. This has a similar use to the Magnetic Blast: to delay your descent. This can be used to avoid Sentinel's unblockable (as Justin Wong popularized) and, in conjuction with airdashing, avoid the infamous Strider/Doom trap. He can also be in Unfly mode which makes it a little bit safer to use. Don't bother using this in combos. |
Assist Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Magneto comes out and does the fierce version of his EM Disruptor. This assist has so many uses—zoning, quick ground control, more damaging resets and combos, you can even use this as a pseudo-AAA! If there's a character that benefits the most from this assist, it's Sentinel. It gives the robot more powerful combos (e.g. launch lk mp ff.lp + Mag-A f.hp xx LP Rocket Punch), better zoning and keepaway games. It also serves Cable and his keepaway very well. This assist forms the backbone of teams Rowtron and Combofiend and for this reason you should strive to keep Magneto alive for the late game 'clutch'. Using this as a pseudo-AAA means pushblocking off your opponent's overheads while calling Magneto to brush him off you. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Magneto performs the HK version of Hyper-Gravitation. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | N/A | - | - | - | |
Magneto performs his 2HP launcher. |
Super Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Magneto reels his arm back and slams it down the ground, creating successive columns of blue Magnetic energy that shoot upward from the ground in front of him.
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Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | N/A | - | - | - | |
Magneto lets out numerous metal shards from his hands that shoot out in random directions except behind him.
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