Magneto
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Magneto is pretty much the same as he was in XSF except he is even faster, and is probably the fastest guy of his size in the game, on par with many pixies when played aggressively. He has a projectile for just about every situation and his normal moves are very high on priority due to the energy they emit. Also note that his dash, both on land and in the air is one of the fastest in the game, use this to your advantage. The only thing players should note is that he has relatively low stamina ranking just a bit above Akuma, so be careful when playing characters who can deal damage quickly.

Move Commands

EM Disruptor +P [air]
This is a single hit beam projectile that is fairly wide. It has minimal recovery but be careful if you pull it out and your opponent is right next to you. It can be done in the air as well and is a great AC finisher. It also acts as a strike when it connects knocking the victim across the screen. If you end up in a projectile war, keep in mind that unlike the Optic Blast, it will not go through other projectiles, it only neutralizes them. There appears to be very little difference between the LP and HP versions. 

Magnetic Blast +P [air]
This can only be done in the air, but you jump automatically when you perform the motion so it doesn't really matter. It's not the best move in the world, but it isn't bad. It only does a small amount of damage, but multiple Magnetic Blasts can be thrown out after the same jump, allowing Magneto to stay up in the air longer. Also, it's very difficult to counter or punish because it's a very quick attack. It can be used as an AC finisher or as a move to confuse your opponent with. Beware of opponents directly underneath Magneto that posses vertical supers. Other than that particular situation, this move is pretty safe. 

Hyper Grav +K [air]
Magneto releases four purple energy balls that track his opponent. When they connect, the opponent gets dragged back towards Magneto giving him a free, unblockable hit for a short amount of time. After a successful hit, Magneto can dash in and pull off just about any combo that he wishes. Maggie takes quite a while to recover from this attack, so be careful in case your opponent gets wise to it, since they have a decent window of opportunity to counter attack. However, when used properly this can be a fantastic weapon. The LP version travels about half screen while the HP version travels the whole screen but has slightly longer startup and recovery.

Force Field +K
Magneto creates a sphere of energy around himself momentarily. This move is similar to Cammy's counter attack in that Magneto automatically counter-attacks his opponent when they hit him with a PHYSICAL attack. During the LK version it will simply shock the opponent back while the HK version will cause Magneto to perform a single hit magnetic shockwave. The LK one is obviously faster, but it does less damage and lasts for a shorter period, although it is somewhat negligible. This is a very underused attack that can be very effective defense in the hands of a good player. Unfortunately, many people don't even know Magneto has it. Pulling it out now and then, especially on an over aggressive opponent, will often cause them to back off and rethink their strategy.

Flight +2K [air]
Magneto uses his power over magnetism to levitate himself. This can be useful because he is very maneuverable while flying. He has access to all of his jumping attacks while flying, which includes Magnetic Blasts, Hyper Gravs and EM Disruptors. Like every other flight mode for every other character, he's unable to block while flying. The main point of flight is basically to get up there and pelt your opponent with all sorts of projectiles. Once you get into advanced play, you can also use it to extend his air comboes into things that will make your opponent cry.

Air Dash 2P [air only]
This is a cut and paste of his ground dash and is just as fast. It can be done while jumping, super jumping, or flying. This move, combined with Magneto's many air projectiles and ability to fly make for a truly lethal combination. Air dashing can also be used to extend his air comboes and even to avoid certain attacks. 

Supermove Commands

Magnetic Shockwave +2P(Level One)
Magneto slams his fist into the ground and creates a series of energy pillars that carry his opponent to the end of the screen. This attack is massive and the only way to completely avoid it is to be at the peak of a super jump when it reaches your location. It is easily comboable off of his standing MP, and any of his Fierce and Roundhouse attacks. It also OTG's, allowing magneto to combo it after any knockdown. Watch out if it's push blocked, because a decent opponent will be able to counter. Note that like all other shockwaves, in order to get the maximum amount of damage out of this move, it's best to give it a lot of room to move. Overall a good hyper combo.

Magnetic Tempest +2K(Level One)
Magneto calls forth a barrage of metal chunks which travel out in all directions, partially tracking the opponent. It does good chip damage, particularly when close to the opponent, and the only way to completely avoid it is to be behind him. It takes forever to startup though so be careful not to throw it out at random. This move is near impossible to combo and the only way I know of setting it up is after a hyper grav. You must start the tempest motion as soon as you see the hyper grav connect. One of Magneto's best comboes goes basically like this: launch into a basic four hit aerial rave, using the hyper grav as your AC finisher. The INSTANT you finish the hyper grav motion you must execute the tempest motion, or the hyper grav won't register as part of the combo and can be blocked. You must learn this combo if you want to use Magneto to his fullest potential as it does a ton of damage. The hyper grav can be shaken out of, but it is very difficult and only a very advanced opponent will be able to do it properly.

 

Assist Type Attacks

 

Assist Type Assist Attack Variable Counter Team Super
Alpha Type EM Disruptor EM Disruptor Magnetic Shockwave
Beta Type Weak Hyper Grav Weak Hyper Grav Magnetic Tempest
Gamma Type C.FP C.FP Magnetic Tempest

My personal choice is the beta type. The hyper grav assist is easily worked into comboes and sets up just about anything out there. Having the Magnetic Tempest as its team super is also a plus since it complements just about any other super move out there. The Alpha type is decent as well since it is fast and long range. The EM disruptor will knock the opponent back, making Maggie pretty easy to protect. However, one thing that sells this type short is the fact that no wave super works well in team hyper comboes unless they are ALL waves. Still a decent choice all in all. The Gamma type is somewhat debatable. It is a good, high priority, anti-air attack, but being a normal move limits it's range & use. 

This page was written by Remy Lebeau of Fighters.net and edited by Migs Rustia

� 2000 Migs Rustia: [email protected]
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