MAGNETO




SPECIAL MOVES


EM Disrupter (g/a)- HCF+P
Hyper Grav (g/a)- HCB+K(kick determines distance)
Force Field (g)- HCF+K
Fly (g/a)- QCB+KK

HYPER SPECIAL COMBOS

Magnetic Shockwave (g)- QCF+2P Magnetic Tempest(g/a)- QCF+2K

COMBOS

Ground Magic:Weak Start
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

Quick Jump:
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.
Source:JC's X-Men vs. Street Fighter site

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).
Source:JC's X-Men vs. Street Fighter site

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.
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

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 /\__/\!

17)In the corner vs. anyone: MK or FK Throw into corner, C.LK (OTG), C.FK XX Roundhouse Hyper Grav (Magneto switches sides with opponent), S.FK (1 hit) XX Magnetic Shockwave

Alternate ending 1: ...Roundhouse Hyper Grav (Magneto Switches sides) XX Magnetic Tempest XX Magnetic Shockwave

Alternate ending 2:...Roundhouse Hyper Grav, C.Fierce /\ Air combo of choice

The beauty of this combo is that it works on everyone but it kind of feels weird until you get used to it. This is because after the C.Roundhouse into the Hyper Grav, Magneto switches sides with the opponent so now you have to readjust to the positioning (or something like that). This combo has 3 different endings, the one listed in the actual combo and the other 2 listed under "Alternate Ending 1 and 2!"

18)In the corner vs. Juggernaut: J.Short, J.Strong, J.Forward \/ D.S.Jab, C.Strong > Roundhouse Hyper Grav XX Magnetic Tempest,C.Short(OTG),C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, slight pause, SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, air dash straight up+AD.Jab, AD.Short, AD.Strong, AD.Forward, AD.Fierce

This combo is difficult in the account that now you have to change the the first few hits of the air combo around. Instead of just having 4 hits at the beginning of the air combo, you now have 7! This is accomplished by doing Jab, Short, Strong, Jab, Short, Strong and then Forward. Then after that you IMMEDIATELY air dash like in Expert combo #16 and do the last 5 hits (Jab, Short, Strong, Forward, Fierce). Also, I suggest that you practice the air combo finisher on Juggernaut a few times over before you use the actual setup so that you get a feel for the 12hit air dash air combo (something like: C.LK, C.FP /\ 12 hit air combo)! Another thing, you HAVE to be at the right height in order to land all 12 hits so be sure that you don't start the actual chain right after you super jump. Instead, super jump and wait until you reach the same height as Juggernaut and then combo away! That is the best advice I can give! I would make a combo video for this, but I can't since I have to get me a video capture card and a new computer.To extend this combo further, do the following after the setup!

The setup: J.Short, J.Strong, J.Forward \/ D.S.Jab, C.Strong XX Hyper Grav XX Magnetic Tempest

Now this is the setup! So the rest goes like this: C.Short (OTG), C.Roundhouse XX Hyper Grav (Magneto Switches sides)+use any of the Endings listed below.

Ending 1:C.Fierce launcher /\ air combo of choice (12 hit air dash if you're fighting Juggernaut!)
Ending 2:S.Roundhouse (1 hit) XX Magnetic Shockwave
Ending 3:...Roundhouse Hyper Grav (Magneto switches sides) XX Magnetic Tempest (let super hit a few times) XX Magnetic Shockwave

19)Vs.Juggernaut in the corner:J.Fierce \/ S.Jab, C.Strong XX Roundhouse Hyper Grav,C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.down+Shortx3, SJ.Forward, land, S.Strong /\ SJ.Jab, SJ.Down+Shortx5, SJ.Forward, land, S.Roundhouse (1hit) XX Roundhouse Hyper Grav XX Magnetic Tempest, super ends, C.Short (otg), C.Roundhouse, Triangle jump (manual super jump straight up and immediately air dash down/forward), TJ.Short, TJ.Forward, land, C.Fierce /\ SJ.Jab, Sj.Short, SJ.Strong, SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX Air Dash towards Juggernaut+AD.Jab, AD.Short, AD.Strong, AD.Forward, AD.Fierce

20)Vs.anyone: C.Short, C.Fierce /\ SJ.Roundhouse, air dash d/f+Short, Forward, land, S.Roundhouse xx Magnetic Shockwave

Getting harder! As soon as the SJ.Roundhouse hits, air dash in the down/forward direction immediately and hit Short, Forward to keep the enemy from falling to the ground (it also interrupts the flying screen, allowing you to land before the opponent). Right when you land, do a S.Roundhouse and cancel to Magneto Shocwave! You also have a ton of other options after the S.Roundhouse, for example you can cancel the S.Roundhouse into a Roundhouse Hyper Grav xx Magnetic Shocwave, the otg with C.Short, C.Roundhouse xx Roundhouse Hyper Grav xx another super or a launcher into a real combo this time (you may even go into his Hyper Grav infinite!).However, you cannot use the SJ.Roundhouse into air dash again cuz you're only allowed 1 FSD per combo (knowing this cuz the 2nd time I attempted to loop the combo, the opponent flew into the ground faster on the 2nd time than on the first and I couldnt air dash anymore!).YOU CANT LOOP IT!! Just remember that! You can however bring the enemy down near the ground again with a Fierce Throw if you havent already used a throw (remember the 2 throws/per combo rule!).

21)In the corner vs. anyone (I did it on charlie for this combo): J.Fierce \/ D.S.Jab, C.Strong xx Roundhouse Hyper Grav, S.Strong /\ SJ.Roundhouse, air dash D/F+Short, Forward \/ S.Roundhouse xx Roundhouse Hyper Grav xx Magnetic Tempest x3 glitch , C.Short (otg), C.Roundhouse xx Roundhouse Hyper Grav....combo of choice:

Preferred Enders:

  1. ...Magnetic Tempest x3,C.Short (otg), C.Roundhouse xx Roundhouse Hyper Grav, C.FP /\ SJ.Jab, SJ.Short, SJ.Strong, slight pause, SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, air dash, AD.Jab, AD.Short, AD.Strong, AD.Forward, AD.Fierce or Roundhouse

  2. Magnetic Tempest x3, C.Short, C.Roundhouse xx Roundhouse Hyper Grav (switch sides with opponent), S.Roundhouse xx Magnetic Shockwave or Team Super





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