-------=====================================================-------
--------========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

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