UMVC3/Magneto

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< UMVC3
Revision as of 19:12, 1 June 2012 by John Vail (talk | contribs) (added "Strategy vs." heading)
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Magneto

Umvc3 magneto face.jpg

TBW


In a nutshell

TBW


Character Vitals

CHARACTER DATA
Health:
850,000
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
25 %
47.5 %
70 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
? s
 ? s
 ? s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
10 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %


Video Walkthrough

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Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Electromagnetic Disruptor L
shot front
90,000
proj strk
Magnetic Shockwave
Beta2.png Force Field
Extra Instant
100,000
counter
softknockdown
proj
Magnetic Shockwave
Gamma2.png Hyper Gravitation M
Shot Front
50,000 X 2
(95,000)
proj cptr
softknockdown
Magnetic Tempest

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
50,000
rpdfire
Crouching Light
d + l
43,000
rpdfire low
Standing Medium
m
65,000
Crouching Medium
d + m
70,000
low
chipdamage
Standing Heavy
h
83,000
softknockdown
Crouching Heavy
d + h
75,000
low softknockdown
Special
s
90,000
launch nocancel
Jumping Light
air l
48,000
high airdashcancel
Jumping Medium
air m
68,000
high airdashcancel
Jumping Heavy
air h
83,000
high airdashcancel
Jumping Special
air s
90,000
high aircombofinisher
airdashcancel

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw cptr
Back Throw
b + h
80,000
throw cptr
Forward Air Throw
air f + h
80,000
airthrow cptr
Back Air Throw
air b + h
80,000
airthrow cptr

Special Moves

Name
Command
Damage
Notes (glossary)
Electromagnetic Disruptor L
qcf + l
90,000
airok proj softknockdown
Electromagnetic Disruptor M
qcf + m
55,000 X 2
(104,500)
airok proj softknockdown
Electromagnetic Disruptor H
qcf + h
45,000 X 3
(121,900)
airok proj softknockdown
Force Field
dp + atk
100,000
counter proj
softknockdown
Field itself counts as a proj
when other projectiles hit it.
Hyper Gravitation
"Hyper Grab"
qcb + atk
50,000 X 2
(95,000)
airok
proj cptr
softknockdown
atk used determines speed and range.
Flight
qcb + s
0
airok
initiates flight mode.
Magnetic Blast
air u uf f + atk
70,000
proj
Fatal Attraction
"Attraction"
rdp + l
0
Pulls opponent closer.
Repulsion
rdp + m
0
Pushes opponent further away.
Reverse Polarity
"Gravitation"
rdp + h
0
pulls enemy to the ground, negating their jump.
If used in combo, treated as softknockdown

Hyper Moves

Name
Command
Damage
Notes (glossary)
Magnetic Shockwave
qcf + atk + atk
70,000 X 6
(327,800)
proj otg
hardknockdown
Magnetic Tempest
qcb + atk + atk
10,000 X 40 ~ 80
(275,400 ~ 330,700)
airok proj
strk
Mashable
Gravity Squeeze
dp + atk + atk
400,000 + 1,000 per button mashed
(400,000 ~ about 446,000)
proj otg
Mashable
Level 3 Hyper.


Strategy

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Magneto