Magneto
"............"
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.
EM Disruptor ![]()
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+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 ![]()
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+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 ![]()
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+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 ![]()
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+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.
Magnetic Shockwave ![]()
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+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 ![]()
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+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 | 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
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