
EM Disrupter (g/a)- HCF+P Hyper Grav (g/a)- HCB+K(kick determines distance) Force Field (g)- HCF+K Fly (g/a)- QCB+KKHYPER SPECIAL COMBOS
Magnetic Shockwave (g)- QCF+2P Magnetic Tempest(g/a)- QCF+2K
COMBOS
Ground Magic:Weak Start
Quick Jump:
Air Magic:Zigzag
Super Jump Magic:Zigzag
Aerial Rave Launcher:C.FP
AC Finishers:
1)FP or RK
2)EM Disrupter
3)Strong Air Throw
1)Beginner Combos
2)Intermediate Combos
3)Expert Combos
BEGINNER COMBOS
1)S.Jab, S.Fierce
2)S.Short, S.Roundhouse
3)Hyper Grav, Magnetic Shockwave
4)J.Fierce \/ C.Short, C.Roundhouse XX Magnetic Shockwave
Cancel the C.Roundhouse into the Shockwave and you'll get a very nice combo!
5)In the corner:S.Jab, S.Strong XX Magnetic Shockwave XX Magnetic Tempest
Since his S.Strong is a launcher, the Magnetic Shockwave will catch the opponent in the air. At that time, you should cancel the Shockwave into the Magnetic Tempest so that it catches your opponent on the way down. You may also cancel the Magnetic Tempest into another Shockwave, but only if you have enough levels left.
6)C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX AC Finisher
Nice and easy combo for Magneto!If you're going to use the EM Disrupter for an AC Finisher, make sure that you use the Jab version because it comes out much quicker than the other two.
INTERMEDIATE COMBOS
7)J.Short, J.Strong,J.Forward \/ D.S.Jab, S.Forward XX Jab EM Disrupter
This combo looks easy even though it is put in the intermediate section, but what makes it tricky is the special move ender at the end because of the motion commands that are needed and the fact that Magneto's S.Forward is quite quick!To solve this, perform the motion for the EM Disrupter at the same time that the S.Forward hits.
8)J.Short, J.Strong, J.Forward \/ S.Jab/C.Short, C.Roundhouse/C.Fierce/S.Roundhouse XX Magnetic Shockwave
Ok, what's cool about the Magnetic Shockwave in this combo is that the opponent can ride it at three different heights!The C.Roundhouse will let them ride it low, the S.Roundhouse right after the first hit will let them ride it in the middle and the C.Fierce will let them ride it very high (as well as his S.Strong)!Be aware that this combo works best on Juggernaut since he's big and all of the hits will work.
EXPERT COMBOS
9)In the corner:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
Like I said, some long combos like the one above work best in the corner and against Juggernaut simply because he's big and most of the hits will connect (and his S.Roundhouse will connect against him in the corner as well as launching him into the air). To make the SJ.Roundhouse connect after the SJ.Fierce, put a slight pause between each of the hits but make sure they don't take to long or else you'll land before Juggernaut without completing the combo.
10)In the corner:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Strong XX Magnetic Shockwave XX Magnetic Tempest XX Magnetic Shockwave
This combo is similar to #5, except it has more hits! Don't ask about the same jump-in for every combo that I list. I use this jump-in simply because its the easiest to get 3 hits with!If you can't get the supers to connect well, then read the instructions for combo #5.
11)J.Fierce,J.Roundhouse \/ D.S.Jab,C.Fierce /\ SJ.Jab, SJ.DN.Short,SJ.Jab,SJ.Short,SJ.Strong,SJ.Forward XX Air Dash [diagonally Up/Towards],AD.SJ.Jab,SJ.Short,SJ.Strong,SJ.Forward, SJ.Fierce (FS)
You actually buffer the SJ.Forward into the Air Dash. Just make
sure you are holding Up/Towards when you Air Dash.
12)Get enemy into corner:J.DN.Short,J.Strong,J.Roundhouse \/ D.C.Short,C.Fierce /\ SJ.Jab,SJ.Short,SJ.Strong, Forward-Air Throw, SJ.Jab,SJ.Short,SJ.Forward XX Air Dash [diagonally Up/Towards],AD.SJ.Jab,SJ.Short,SJ.Strong,SJ.Forward,SJ.Roundhouse(FS)
When you do the first Air Combo before the throw, Chain SJ.Jab into SJ.Short right away, but delay for half a second before throwing out the SJ.Strong. The Air Throw is hard to time because it's much quicker and sooner than it appears (to have it add to the Combometer).
13) Have enemy in corner:J.Jab,J.DN.Short,J.Strong \/ D.C.Short, C.Strong XX Hyper Grav, C.Fierce /\ SJ.Jab -> SJ.Short,SJ.Strong,
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Air Dash[diagonally Up.Towards], AD.SJ.Jab,SJ.Short,SJ.Strong,SJ.Forward SJ.Roundhouse (FS)
The difficulty of this combo lies mainly in the difficulty in
timing the C.Strong buffered into the Hyper Grav. You can do the
buffer with conventional timing, but oddly enough that will NOT
combo.In order to get it to work, you HAVE to cancel it VERY,
VERY, VERY, VERY, VERY quickly. When you do it successfully,
you can BARELY see the C.Strong actually animate. The Hyper Grav
actually starts coming out BEFORE the enemy is hit, because
Magneto's C.Strong sends out a little energy ball along the ground.If you do it right, you can cancel the C.Strong right when it starts, but the energy ball keeps going and will knock the enemy up into the Hyper Grav. My best advice is to just keep practicing.
Boy is this combo a pain to pull off! Magneto's S.Roundhouse in the corner does 2 hits and the second one is a launcher kick which will setup the combo nicely.He also has 2 versions of his jumping and super jumping Short kick, just press short kick for the normal one and hold down+Short to do the other one. I'm using the other one in this combo (d+short) because it helps to setup the SJ.Roundhouse after the SJ.Fierce.
15)In the corner agaisnt Juggernaut only:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Roundhouse (2 hits) /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, air dash up, AD.Jab,AD.Short, AD.Strong, AD.Forward, SJ.Fierce
This combo is easy to do although it looks like its hard! Just like in the combo above, you want to use his S.Roundhouse launcher because it will help you setup your air combo nicely. To air dash, just press in any direction and press all 3 punch buttons (or L2 for me). After you do the first 4 hits in the air combo, Juggernaut will be slightly highter than you are, so air dash up and press jab so that you catch him before you even air dash past him. Try it!!!
16)In the corner vs. Juggernaut: J.Short, J.Strong,J.Forward \/ S.Jab, C.Strong XX Roundhouse Hyper Grav XX Magnetic Tempest,C.Short (OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, air dash up/forward towards Juggernaut+AD.Jab, AD.Short, AD.Strong, AD.Forward, AD.Fierce/Roundhouse
Now this combo is HARD for you beginners! First start off with the jump-in, and then land. Now comes the hard part, you MUST do a S.Jab into a C.Strong very quickly and then immmediately cancel the C.Strong into the Roundhouse Hyper Grav before the little ground energy ball from the C.Strong even connects. You have to do this so that the C.Strong lifts Juggernaut up a little and into the Hyper Grav, or else the combo won't work.So what do you do the second (timewise) the Roundhouse Hyper Grav Connects? You IMMEDIATELY hyper cancel it into the Magnetic Tempest! When the MT starts hitting, hope that it hits Juggernaut as he's slightly hovering over the ground, that way most of the little popcorn stuff will hit him and you will take out a lot of damage. Now the last part is almost easy, you have to wait until the MT super ends, then otg Juggy with a C.Short, C.Fierce and then super jump. The air combo part is just like Expert Combo #15 /\__/\!
Don't know what I'm talking about? Go to the Legend & Definitions Page
Source:JC's X-Men vs. Street Fighter site
Source:JC's X-Men vs. Street Fighter site
Source:JC's X-Men vs. Street Fighter site
14)In the corner against Juggernaut:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Roundhouse (2 hits) /\ SJ.Jab, SJ.DN.Short, SJ.DN.Short, SJ.Forward, SJ.Fierce,SJ.Roundhouse

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