-------=====================================================------- --------========Marvel Vs Capcom FAQ : Magneto v1.1=========------ ---------======== Compiled by Lemur-X, 4-5-2000 ========----------- --------=====================================================------ Index : 1: Intro/disclaimer/other BS. 2: Legend of keys 3: Overview of character 4: Normal attacks (standing & flying) 5: Special attacks & Supers 6: Introductory combos This faq was written for personal and private use. Feel free to distribute if desired, just make sure to give credit where credit is due. You may not alter the following and claim it as your own, or your knees belong to Guido…… Revision history : 4-5 Added 2 new combos; Assist Mode Types. ---------================ 1: Introduction =================----------- I first started playing the VS series w/ the advent of "X-Men vs Street Fighter"'s release on the Sega Saturn. Good Lord…….Now there was a game….And none of the followups have really shined as it did (IMO) up until "Marvel Vs. Capcom 2". The series of FAQs I'll be putting out will be related to all the funky, freakish, or 'Darkhorse' characters of the game. Characters people rarely use….and when they do use, use ineffectively at best. I'm doing this due to the fact that * every * single character in this game is very playable…..very…….And knowing this can give you quite an edge over people that would underestimate them…. ---------=================== 2: Legend ===================------------ Here's the legend of keys and terms used in the following FAQ. Attacks : Jab = Light Punch Fierce = Hard Punch Short = Light Kick Roundhouse = Hard Kick b = Back f = Forward d = Down u = Up B = Charge back for 2 seconds D = Charge Down for 2 seconds P = Punch K = Kick PP = Both punches KK = Both kicks HCB = Half Circle Back (Roll controller from forward, to down, to back.) HCF = Half Circle Forward (Roll controller from back, to down, to forward) QCF = Quarter circle forward (Roll from down to forward) QCB = Quarter circle back (Roll from down to back ) OTG = Off the ground. Getting your licks in whilest they be Down for the count. Launcher = Any move which sends your opponent to the heavens. NOTE : All percentages given are from damage taken by Cable (a fairly balanced character). Your mileage may vary. ---------================ Magneto ====================----------- The arch-nemesis of the X-men may just turn out to be the Maverick Chun-Li/Wolvie/Cammy killer yet again. In X-men vs. Street Fighter, few could dominate these pests like Mag could in the hands of a competent player. Too bad they were too far and few between….Magneto has been altered a bit. I don't want to say watered down, as he still kicks ass…..but if you're used to X-Men vs. Streetfighter…..Read on. Here are a few of his main strengths. 1 : Flight : Magneto has the ability to fly. Many other characters do as well, but few have the variety of options that Mag does. He can either launch off a few 'Hyper Grav', 'EM Disruptor' or 'Overhead Wave' attacks in order to move in closer for the kill, or whittle away at an opponent's health. As well as being able to maneuver in closely to hopefully execute a "Magnetic Tempest" directly above an opponent…making blocking a nightmare. 2: The 'EM Disruptor' : Mag's bread and butter. It's fast. It's a knockdown. And it pushes back. As well as having the nifty ability to travel with Mag as he floats downward if done in mid-air. =) Excellent pressure move. 3: Launchers : For a character played mainly as a projectile chucking turtle, Mag has quite a few launchers. All very capable of being combo'd into. 4: Distancing : See 'EM Disruptor' notes. Mag can keep nearly anyone in the game at bay by mixing up his prjectiles. 5: Dash : Magneto has a very quick dash for a larger character. The perfect way to open up for launchers and really lay pressure on unsuspecting opponents. 6: OTG moves : Both of Magneto's Supers are killer OTG moves. They pick up a downed opponent, and throttle them beyond belief. While hard to set up for with anything but a knockdown from an assistant,they are well worth it. And then there's the bad side of things…... 1: Defense (Lack thereof) : Magneto is a pussy. Keep a keen eye on his health meter. Learn to keep your opponent in slow/chipping patterns. A little of Chun Li's lovin will do him in. 2: He's a big target : He stands tall. Takes hits at an incredible pace. Blackheart will become a combo magnet if he stands in one place long enough…. 3: His Supers : They leave very little room for error. The Magnetic Tempest just doesn't do the block damage it used to. And is slow to start. The Magnetic Shockwave is fairly versatile when used out of comboes, but if Guard Pushed, is avoided in full, leaving you wide open! =0 4: Flight : He has the ability of flight. The command is damn close to both his "Magnetic Temptest" and "Hyper Grav" moves. Beware. ---------================ Normal Attacks ================------------- Standing Jab : Fast. Weak. Average range. Nothing special…except for the second hit which launches at close range. Standing Short: Medium range. Weak damage. Hits fairly low.Second hit is mid section height. Standing Fierce : Extremely fast. Ok damage. Blows opponent clear across the screen. Your best friend in the corner. =). Standing Roundhouse : Good range. And it hits for 2 as well as launches at a decent range (4 steps back). Use often as a combo ender. It can not be effectively used as a combo opener, so far…. Ducking Jab : First hit is short range, second hit is a nearly guaranteed knockdown sweep. Ducking Short : Short range. Minimal damage. Shoves opponent out of range for most combo possibilities. Ducking Fierce : SUPER FAST LAUNCHER. Opponent goes completely Vertical. Repeat for opponents that fail to duck in the air for a second hit. They deserve it…. Great for linking into the "Magnetic Shockwave" Super. Ducking Roundhouse : Good range. Single hit knockdown. Great out of a dash. Have yet to use to open a combo. Jumping Jab : Weak move. Range of a pube. Ok to add a few extra hits into an aerial rave. That's about it…. Jumping short : Midheight kick. Second hit is same as standing Short's second hit. Very nice for opening jump-in comboes. Hold Down and Short for a lower version. Jumping Fierce : Good damage. Crazy range. Attacks downwards. Learn to like it. Jumping Roundhouse : Deep downward kick. It lasts until he has all but landed, therefore it's great for surprise jump-in combos. ---------================== Special Moves ====================--------- EM Disruptor: HCF, P : Think of it as a 'wide swath eyebeam' from Cyclops. It has great coverage, and is fast. Fantastic for halting advancing characters that are quick on their feet. Hyper-Grav : HCB, K : Ranged by the Kick button used. Slow and semi-tracking. They stun and pull in upon a clean hit. The only true opening for his "Magnetic Tempest" Super. Flight : HCB, KK : Mag flies around the screen. Repeat to end his flight. Good for getting out of a corner after opponent is stunned, or teasing ranged characters. Overhead Wave : Up to Forward (air only) : A downward projectile with a quick startup. Can only be done in the air. Good for keeping would be flight- cancellers on the ground. Force Field : HCF K : Whilest Mag is in the force field he creates, anyone attempting a physical attack will be tossed across the screen and receive moderate damage. Good rush ender. Use after a dash and watch your panicky opponent fly! =) Aerial Dash : Any direction + PP : Can use only in flight. 8 way dash. ---------================ Super Attacks ==================--------- Magnetic Wave: HCF, PP : Slow startup. Unless done at point blank range,your opponent has all the time in the world to 'guard push' the first hit, and attack you as it travels across the screen. Use in open areas. Never in corners…… Magnetic Tempest : HCF, PP (in air ) : Big startup delay, but few opponents will dick with you as you charge up, risking a possible 30 hit 50% payment…. Use only after a successful "Hyper Grav", when floating above somebody directly, or as a block-damage finsh (cheezy bastard) Insane damage if clean. --------================Elementary Combos================----------- I've decided to not put a slew of "True" comboes in this section due to the fact that there's so damn many……Instead here are some of the more reliable/simple comboes and pressure tactics… 45% 8 hitter : (close) Standing Jab, Standing Jab, Magnetic Wave Super. 50% 11 hitter : Ducking Fierce, Magnetic Wave Super. 29-hit 60% Tempest combo : Ducking Fierce, Hyper Grav, Magnetic Tempest. NOTE: You must buffer the ducking Fierce into the downward swing of the Hyper Grav motion in order to land this nearly every time. The Hyper Grav should grab your opponent on the way up, not down. 6 hit Aerial Rave : Late Jump-In Roundhouse, Standing Roundhouse, Jumping Jab, Short, EM Disruptor. More to come next revision. =) ---------==================Assist Modes=================------------- Assist A : Magneto jumps in with an EM Disruptor. Assist B : Magneto jumps in with a 'Hyper Grav'. Pretty useful during a hectic period. They tend to get lost in clutter. Assist Y : Magneto jumps in with a Ducking Fierce. --------===================== Thanks ==================-------------- Special thanks to : Derrick and Chris for playing such a whorish keep away game with Morrigan and Sakura. Without you I would not have to resort to using people you don't know how to anticipate. >=D Mtn Dew : For filling my veins with enough caffeine to kill a small elephant. Capcom : For advancing the Vs series yet again! ASCII : For producing this kick ass 'Saturn Style' control pad. My thumbs hate you. Submissions? Mail em to lemurx@drunkenlemur.com This and other FAQs are up for grabs at http://www.drunkenlemur.com