UMVC3/Magneto

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Magneto

Umvc3 magneto face.jpg

Born with the mutant power to manipulate metal through magnetism, Magneto eventually found himself on the path leading towards the genocide of all non-mutants following his time in the Auschwitz concentration camp in World War II. A close personal friend of Professor X, Magneto has been thwarted time and time again through the efforts of the X-Men.


In a nutshell

Magneto is very good at using projectiles, speed and option selects to corner the opponent and take advantage with strong high/lows. He has one of the best grabs in the game which temporarily traps the opponent, allowing time for a variety of follow up attacks. His ability to air dash and fly also give him the opportunity to increase damage during his solo combo and control space. Magneto is the quintessential corner combo character.

Alternate Colors

Magneto colors.jpg

Players to Watch

FChamp, RayRay, Neo, Tokido, Xian, X-Ray, KBeast, Rattana, Wentinel

Character Vitals

CHARACTER DATA
Health:
850k.jpg
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
25.0 %
47.5 %
70.0 %
X-Factor Speed Boost:
15.0 %
22.5 %
30.0 %
X-Factor Duration:
11.0 s
16.0 s
21.0 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


Combos

Combo with rapid slash and hidden missiles

Technology

hard tag to doom
setting up hard tags to fof loops with strange
More FoF loop hard tags

TAC infinite


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

Standing {{#motion: l}}
Damage Guard Startup Active Recovery On Hit On Block Properties
50,000 - 5 3 10 +1 0 rpdfire
Describe move here
Standing {{#motion: m}}
Damage Guard Startup Active Recovery On Hit On Block Properties
65,000 - 10 4 7 -2 -3
Describe move here
Standing {{#motion: h}}
Damage Guard Startup Active Recovery On Hit On Block Properties
83,000 - 8 7 26 - -9
Describe move here
Crouching {{#motion: l}}
Damage Guard Startup Active Recovery On Hit On Block Properties
43,000 low 6 3 9 +2 +1 rpdfire
Describe move here
Crouching {{#motion: m}}
Damage Guard Startup Active Recovery On Hit On Block Properties
70,000 low 9 4 19 -4 -6 chipdamage
Describe move here
Crouching {{#motion: h}}
Damage Guard Startup Active Recovery On Hit On Block Properties
75,000 low 10 9 27 - -12
Describe move here
{{#motion: s}}
Damage Guard Startup Active Recovery On Hit On Block Properties
90,000 - 8 5 23 - -4 launch nocancel
Describe move here
Jumping {{#motion: l}}
Damage Guard Startup Active Recovery On Hit On Block Properties
48,000 high 6 3 18 +12 +11 airdashcancel
Describe move here
Jumping {{#motion: m}}
Damage Guard Startup Active Recovery On Hit On Block Properties
68,000 high 10 5 20 +17 +15 airdashcancel
Describe move here
Jumping {{#motion: h}}
Damage Guard Startup Active Recovery On Hit On Block Properties
83,000 high 10 7 19 +21 +19 airdashcancel
Describe move here
Jumping {{#motion: s}}
Damage Guard Startup Active Recovery On Hit On Block Properties
90,000 high 11 6 19 +18 +16 airdashcancel aircombofinisher
Describe move here

Throws

Forward Throw
(near opponent) f + h
Damage Guard Startup Active Recovery On Hit On Block Properties
10,000 x 3 + 50,000 throw 1 1 - - - cptr
Describe move here
Back Throw
(near opponent) b + h
Damage Guard Startup Active Recovery On Hit On Block Properties
10,000 x 3 + 50,000 throw 1 1 - - - cptr
Describe move here
Forward Air Throw
(near opponent) air f + h
Damage Guard Startup Active Recovery On Hit On Block Properties
10,000 x 3 + 50,000 airthrow 1 1 - - - cptr
Describe move here
Back Air Throw
(near opponent) air b + h
Damage Guard Startup Active Recovery On Hit On Block Properties
10,000 x 3 + 50,000 airthrow 1 1 - - - cptr
Describe move here

Special Moves

Electromagnetic Disruptor
qcf + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png 90,000 - 7 (ground)
9 (air)
14 29 (ground)
Until landing (air)
-2 (ground)
-5 (air)
-24 (ground)
-26 (air)
airok proj softknockdown
M.png 55,000 x 2 - 12 (ground)
14 (air)
13 29 (ground)
Until landing (air)
+2 (ground)
+3 (air)
-21 (ground)
-20 (air)
H.png 45,000 x 3 - 17 (ground)
21 (air)
15 24 (ground)
Until landing (air)
+5 (ground)
+10 (air)
-19 (ground)
-14 (air)
Magneto's beam. Button strength determines startup speed and damage (higher strength means longer startup but more damage).
Force Field
dp + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png 100,000 - 3 19 28 - - counter proj softknockdown
M.png 100,000 - 8 19 29 - -
H.png 100,000 - 12 19 30 - -
A counter move. It's probably better to try evading attacks rather than directly countering them, but it's not a bad idea to pull this out every once in a while. Triggering the counter leaves Magneto invulnerable, so opponents who activate the counter and manage to avoid the followup attack can't punish Magneto's recovery. The field that Magneto projects counts as a projectile when other projectiles hit it.
Hyper Gravitation
qcb + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png 50,000 x 2 - 26 (ground)
30 (air)
- 35 (ground)
36 (air)
- - airok proj cptr softknockdown
M.png 50,000 x 2 - 31 (ground)
35 (air)
- 30 (ground)
31 (air)
- -
H.png 50,000 x 2 - 36 (ground)
40 (air)
- 25 (ground)
26 (air)
- -
The attack button used determines the speed and range of the attack. The L version has the shortest range but comes out the quickest, thus making it easily comboed into. The H version has the most range but the most startup.
Flight
qcb + s
Damage Guard Startup Active Recovery On Hit On Block Properties
- - 15 - - - - airok
Initiates or cancels Magneto's flight mode. Doing a normal jump, air dashing up, and activating Flight will let you call assists while dashing around at super jump height.
Magnetic Blast
(in air) u uf f + atk
Version Damage Guard Startup Active Recovery On Hit On Block Properties
L.png 70,000 - 14 - 35 - - proj
M.png 70,000 - 18 - 31 - -
H.png 70,000 - 22 - 27 - -
Magneto fires a projectile from the air that travels at a downward angle. Button strength determines startup and the travel speed of the blast; higher strength Blasts will take longer to come out but will move across the screen faster. Magneto retains any air momentum he has when using a Magnetic Blast, making this move great for covering approached when used in conjunction with assists, or for covering your retreats.
Fatal Attraction
rdp + l
Damage Guard Startup Active Recovery On Hit On Block Properties
- - 7 23 11 - -
Pulls opponent closer to Magneto. Enemies above Magneto can be pulled behind him when hit by this move, allowing for nifty mixups.
Repulsion
rdp + m
Damage Guard Startup Active Recovery On Hit On Block Properties
- - 12 20 14 - -
Pushes opponents away from Magneto. The bane of Haggar players everywhere.
Reverse Polarity
rdp + h
Damage Guard Startup Active Recovery On Hit On Block Properties
- - 16 10 19 - -
Pulls airborne opponent towards the ground. When airborne opponents hit by this move hit the ground, they will immediately tech roll.

Hyper Combos

Magnetic Shockwave
qcf + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
70,000 x 6 - 14+1 44 56 - -68 proj otg hardknockdown
The first of two of Magneto's moves that can OTG. Not all of the hits will land when used on a cornered opponent. Has invincibility on the first 10 frames of startup and pushes opponents away on hit and/or block, so it's a nice "get off me" move. Beware: Well-timed teleports or smart pushblocking will allow opponents to easily punish you if you carelessly throw it out.
Magnetic Tempest
qcb + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
10,000 x 40~80 - 4+23 77 29 - -4 airok proj strk
Mash for more hits. Mainly used to finish off combos or for an air DHC to get Magneto out of sticky situations. Has a rather lengthy startup time, so you'll mainly be comboing into this from a Hyper Grav or from {{#motion: j. h xx l Distruptor}} (the latter method being dependant on the opponent's height).
Gravity Squeeze
dp + atk atk
Damage Guard Startup Active Recovery On Hit On Block Properties
20,000 + 1,000 x 0~48 + 380,000 - 20+1 2 43 - -30 proj otg
Magneto's Lv. 3 Hyper Combo and second OTG. Mash for more hits. With Magneto's penchant for building meter, expect to be using this move as a combo finisher a lot. Can be comboed off of at lower hitstuns near the corner, or with just an Attraction into a Shockwave from anywhere on the screen. Like Magnetic Shockwave, Gravity Squeeze is invincible on the first 10 frames of startup. The move's hitbox is more or less fullscreen, but don't be expecting to snipe people on the other side of the stage too often due to having 21 frames of startup.

Miscellaneous

Snap Back
qcf + Assist 1 or Assist 2
Damage Guard Startup Active Recovery On Hit On Block Properties
50,000 - 2 4 20 - 0
Resembles Magneto's s.H.

Strategy

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Magneto