Forums - GeekBoy's Magneto Guide Show all 98 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- GeekBoy's Magneto Guide (http://www.shoryuken.com/forums/showthread.php?threadid=27311) Posted by GeekBoy on 06:27:2001 06:40 AM: GeekBoy's Magneto Guide GEEKBOY'S MAGNETO GUIDE -Why Choose Magneto? -Magnetic Tempest x3 -The Combos -Strategies -Guard Break -Infinite Why Choose Magneto? This is the easiest question in the world? Why choose Magneto? Because he's the rushdown KING, no comparison, few come close, but none can ever match. Magneto, backed with a good assist, is as lethal as any other Cable or Spiral/Sentinel player. Magneto has the most lethal air combo in the entire game, Magnetic Tempest x3, the longest air combos in the entire game and pretty much, he's got the fastest ground and air dash, he's the best triangle jumper (superjump XX air dash DF with attack), and he overloads the opponent with confusion and cross ups so much that you will just give. Magneto has the best pressuring in the entire game, he can really overwhelm you if you're not careful. Magneto has the unmistakable power to kill ANYBODY in the air, with 3 levels at least making him his own army, he's got the ability to build 2 meters in one air combo and can build one meter by just triangle jumping a few times and overwhelming the opponent with what seems to be random cross ups. Magneto can be a very annoying person too. After completing a Tempest combo, you can then proceed to do a deadbody infinite, which is basically, after you kill them, when you land, just s.LK them, dash, repeat, this can go on for at least 6 times, Justin Wong, renowned East Coast Magneto expert, has been known to do it up to 12, this doesn't really do anything but add insult to injury and for laughs, and it also prevents the other team member from coming in, which is why it's so annoying. Also, Magneto's basic air combo (d.c.LK, c.HP, superjump, sj.LP, sj.LK, sj.LP, sj.LK, sj.HP) and be somewhat pressurized, when the opponent lands more than a few pixels away from Magneto in the air, when Magneto lands, he will dash, and then you're free to do another d.c.LK to try to start another combo, which usually works sometimes, I do this a lot, usually because there's no delayed getup in this game, so if the person doesn't block on the way up, they go up again, and so on and so forth, making him annoying and once again pointing out, a one man army. Mixup is an important form of Magneto play, using your assist to distract while you're going for another combo can be important, one distraction would be like, drop an assist, while the opponent is blocking, triangle jump cross up on them. Magnetic Tempest x3 Heavily damaging, but recently broken, the Tempestx3 combo still is one of the best in the game. The way to start it is: dash in c.LK, c.HP, superjump, sj.LP, sj.LK, sj.LP, sj.LK, LK Hyper Grav XX Magnetic Tempest, after it ends, sj.LP, sj.LP, LK Hyper Grav XX Magnetic Tempest, after it ends, sj.LP, sj.LP, sj.LK, air dash UF, sj.LP, sj.LK, sj.LP, sj.LK, LK Hyper Grav XX Magnetic Tempest After the first Grav, you can still mash out. Asides from AHVB x3, this will kill some people before you finish it, really fun to see the look on some people's faces when you get this on. It's the flashiest, if not most damaging super in the game. Learning this and performing it flawlessly will give you the title of Magneto Grand Master! Mashing out to escape the Tempest is really simple when you know what to do at the right moments. First, during the initial air combo, hold back, then when you hear Magneto say "Hyper...", start wiggling the joystick (most important part) and swipe the buttons a few times, remember to hold back, cause if you don't, a few Tempest shards will still hit you, if you escaped correctly, your character will have jumped out and is out of the way of the Tempests, so he won't take block damage from the super either. Some characters, like Cable, can retaliate after escaping, Cable can AHVB, Commando can Cap.Fire, Spiral can Quickdrop and load some swords, figure it out for your character. The Combos Here it is, what Magneto is really all about, he's the combo master, the best rushdown character, once you're hit, you're dead unless you mash. Without further ado, here they are (You can add Grav XX Tempests to the end of every combo): 1. c.LK, c.HP, Superjump, sj.LP, sj.LK, sj.LP, sj.LK, air dash UF, sj.LP, sj.LK, sj.LP, sj.LK, sj.HP or sj.HK This is the basic Magneto air dash combo, builds good meter, and it's flashy, but hey, anything that comes from Magneto is flashy, I use this combo the most. 2. c.LK, c.HP, Superjump, sj.LP, sj.LK, sj.LP, slight pause, sj.LP, sj.LK, sj.LP, sj.LK, air dash UF, sj.LP, sj.LK, sj.LP, slight pause, sj.LP, sj.LK, sj.LP, sj.LK, sj.HP or sj.HK 3. Call Psylocke AAA, OTG c.LK, c.HK XX LK Hyper Grav, c.HP, Superjump, sj.LP, sj.LK, sj.LP, sj.LK, air dash UF, sj.LP, sj.LK, sj.LP, sj.LK, sj.HP or sj.HK (You can do the pause combo for this too) 4. c.LK, c.HP, Superjump, sj.HK (early), air dash DF, j.LK, j.LK, land and you can either: c.HP for another air combo or s.HK XX Hyper Grav (First hit). Also, after the air dash, you can do either a P or K throw, P for capture and K for an OTG attempt, but you have to be fast. 5. Corner combo (courtesey to aks216 for listing it) c.LK, c.HP, sj.HK, air dash DF, j.LK, j.LK, land, superjump, HK throw, j.LP, land, superjump, HK throw, j.LP, land, c.HP, sj.LP, sj.LK, sj.LP, sj.LK, LK Hyper Grav XX Magnetic Tempest (this combo will do 100%, meaning dead character if you pull it off, will not work if teched after any throw. The trick to get the throw so fast is to a tiger knee superjump and immediately press DF + RH, resulting in a throw, very useful.) 6. c.LK, c.FP, sj.RH, dash DF, sj.FP, sj.RH, land, c.RH Those are SOME of the main combos that belong to Magneto, they're powerful and they can be innovative with some of the right assists, right timing and right buttons. Strategies Magneto's pretty much chosen for one reason: Rushdown fever. He's the king, with the fastest ground and air dash, most damaging air combo and long, painful combos, he's supreme in up close action, usually winning every up front melee (as Justin Wong proves against Viscant, Ricky and Alex). -Air Game -Use his long, painful air dash combos, they build great meter, pretty powerful and annoying to get caught into since you can't mash out of them, and even if you try, you won't. -Use his air dash to get around, like I said, it's the fastest, so use it to your advantage, if you superjump, and block Blackheart's AA assist, you can air dash forward while you block and get past it, rendering it more useless, or breaking a Sentinel/Blackheart trap. -Triangle Jumping, superjumping XX air dash DF, with Magneto is the best triangle jump in the game, this is a great pressure tactic, and his attacks are born for it. Magneto can do a j.LK, j.LK, j.HK in one triangle jump and land for more action, usually when people get caught by the first j.LK, they eat a long air combo following it afterwards. -To build some meter while in the air, you can pretty much do 3 sj.HPs, air dash up and 3 more sj.HPs, builds at least a half meter, so, very useful to setup for Cable or Magneto, or whoever uses the meter to their best ability (most likely those two) One small thing to note for Magneto's ground game while starting a match with another match is to use his c.LP to start, instead of c.LK. c.LP has more priority than his c.LK and will beat the c.LK of the other Magneto out. Guard Break Like Storm, Magneto has a mid fight guard break, you can't break it while they come in after a snapback or dead character. It's Sj.LP at peak, air dash DF, j.LK, j.LK, land, c.HP, air combo. I don't use it too much, because I usually forget about it. There's also some rumors of a dead character guard break, which would be, when the new character is about to come in: j.LP, j.LK, sj.LP, j.LK, land, LK Hyper Grav (Should grab, combo is the break) XX Magnetic Tempest I haven't tried this myself, but I'll have to check it out pretty soon. Well that's it for this. Infinite Like most characters in MvC2, Magneto has an infinite, and like Iron Man's, it's a rejump infinite, but unfortunetly, this infinite is very hard to pull off, some people are lucky to get 2 repititions. It's performed by setting up by: Launch, sj.HK, air dash DF, j.LK, j.LK, land, rejump with j.LP, j.dLK, j.LP, the j.dLK is important because it keeps them low enough to keep doing it, sometimes people forget that and they mess it up. On bigger characters you do j.LP, j.dLK, j.LP, j.LK the extra kick keeps them sustained higher, the same way j.LK elongates Iron Man's infinite. I don't use infinites with Magneto very often, unless I'm losing (yes, I cheat, but what is cheating in this game?), to build meter and just to be annoying. To finish it off in the corner, you can either land, s.HK, LK Hyper Grav XX Magnetic Tempest, s.HK, Magnetic Shockwave or s.HK, LK Hyper Grav, launch, they're very good ways to end it, or, if you have some good reflexes, you can try throwing for a reset combo. Posted by NIN_CrimzinTerry on 06:27:2001 06:51 AM: Cool strat but what about incorporating air throws or just throws into his game? Posted by GeekBoy on 06:27:2001 06:53 AM: quote: Originally posted by NIN_CrimzinTerry Cool strat but what about incorporating air throws or just throws into his game? Read combo #4. Also, throwing is usually done by accident, most throw combos are usually done by the dash down combo, I don't use them too much myself, so I can't really put out any. Posted by LittleMajik on 06:27:2001 07:32 AM: quote: Originally posted by GeekBoy Read combo #4. Also, throwing is usually done by accident, most throw combos are usually done by the dash down combo, I don't use them too much myself, so I can't really put out any. You haven't seen Duc use his airthrows. They really add more dimension to Magneto other than the tempest combos and what have you. Posted by Monkey on 06:27:2001 07:48 AM: quote: Originally posted by GeekBoy Read combo #4. Also, throwing is usually done by accident, most throw combos are usually done by the dash down combo, I don't use them too much myself, so I can't really put out any. I dont think throws are dont by accident. Look at Wong's style, he throws all the time. Yes, maybe some of them are on accident, but not all. I know mine are not either. Every now and then, there might be a lucky throw. Nice strat by the way. Posted by Dark-Angel on 06:27:2001 08:17 AM: Hey Geek I know magneto is better than storm but with storm how can i beat the spiral/doom/cable team always backing out throwing knives and doom throwing rock and chipping me off how can I beat that? -Dark-Angel- Posted by GeekBoy on 06:27:2001 03:51 PM: quote: Originally posted by Dark-Angel Hey Geek I know magneto is better than storm but with storm how can i beat the spiral/doom/cable team always backing out throwing knives and doom throwing rock and chipping me off how can I beat that? -Dark-Angel- One well timed Lightning Storm would be able to setup your own offense. Posted by Shuzer on 06:27:2001 04:06 PM: quote: Originally posted by Dark-Angel Hey Geek I know magneto is better than storm but with storm how can i beat the spiral/doom/cable team always backing out throwing knives and doom throwing rock and chipping me off how can I beat that? -Dark-Angel- Option 1: Try to rush down better(your assists permitting). Get in and don't let up. Option 2: Throw horizontal typhoons, either from Storm's assist or on point. The typhoons should hit Doom and go through knives, giving you a chance to do something. GeekBoy: Magneto's throw combos add a LOT of damage to his combos. It would take two regular Tempest combos to kill a character. Add in one throw, and it only takes one Tempest. Or if you're in the corner, you can kill them with about 3 throws in the combo, no Tempest needed. The resetting of the combo meter does a lot for Magneto. Posted by GeekBoy on 06:27:2001 04:06 PM: quote: Originally posted by Monkey I dont think throws are dont by accident. Look at Wong's style, he throws all the time. Yes, maybe some of them are on accident, but not all. I know mine are not either. Every now and then, there might be a lucky throw. Nice strat by the way. As soon as I can see how Wong incorporates throws into his game, I'll list them, but I don't know how he does it, so yeah. Thanks Monkey Posted by Monkey on 06:27:2001 04:15 PM: He just throws for the hell of it. He doesnt do them in combos, (i dont think). But if your blocking for too long in his head, throwin your ass. Posted by ghouki on 06:27:2001 05:11 PM: This is some good stuff in here. Thanks for making the thread Geekboy! Posted by GeekBoy on 06:27:2001 05:22 PM: quote: Originally posted by ghouki This is some good stuff in here. Thanks for making the thread Geekboy! Thanks, GH. Posted by dragonkahn on 06:27:2001 05:40 PM: quote: Originally posted by GeekBoy As soon as I can see how Wong incorporates throws into his game, I'll list them, but I don't know how he does it, so yeah. A few ways you can throw: 1) dash-in c.lk, walk up to the opponent and throw 2) launcher, pause, throw 3) guard break in the corner with a jumping c.lk, airdash df, throw 4) when your opponent is in the air, superjump up and match his height, then make him block lp, lk, lp, airdash df, throw 5) c.lk, launcher, roundhouse, airdash df, pause very slighty, throw 6) after your opponent blocks an air tempest in the corner, just go forward and throw 7) when your opponents rolls right to you (this happens a lot after a roundhouse throw), stay where you are. As soon as he gets up, do a roundhouse throw again 8) have an assist guard break in the corner (i.e. Psy, Cykes AAA), his guard will be broken allowing you to throw 9) dash-in, stop by crouching, then walk up and throw Posted by REALPLAYER on 06:27:2001 07:53 PM: Magneto pisses me off because his powerful combos (Tempest combos, and throw combos) are all escapable. So if you're playing someone who knows how to mash and tech hit well (I have ), Mag is gonna have a tough time doing any big damage. His tempest combos are no longer a big deal, and soon everyone will learn how to tech hit his throw combos. Posted by orochi_shin on 06:27:2001 09:14 PM: Hey Geekboy! Do you know how I can beat another good Magnus player? Any tips to confuse him??? I ask this because I am a Magneto player, and almost everyone I know uses him. But I'm having a tough time against this one guy who uses Mag, Storm and Psylocke I use Mag, Storm and Cammy. Any tips? Strats? Oh and thanks for your thread it really kicks ass! Posted by Servebot on 06:27:2001 10:09 PM: Nice guide Geekboy, are you gonna do anymore? Posted by GeekBoy on 06:27:2001 11:18 PM: quote: Originally posted by Servebot Nice guide Geekboy, are you gonna do anymore? Yeah, a lot more. Posted by Cletus Kasady on 06:28:2001 01:49 AM: Personally, I prefer this combo to get Tempests to connect: Launch /\ SJ.Roundhouse XX Airdash DF, SJ.Short -> SJ.Forward \/ S.Roundhouse (1 or 2 hits) + Call A-Psylocke XX Magnetic Tempest The damage is fairly good (76-90 in the corner; 67-80 midscreen), and you'll usually get a relaunch out of it. Also, a question for GeekBoy: What are some good strategies that you use in conjunction with horizontal assists like A-Storm or Y-Sentinel? Aside from triangle jumping with Roundhouse? Edit: And the big purpose of the deadbody infinite is sort of like a harder version of handcuffs; mainly to just kill as much time as possible if you have any lead, or if you're close, to unload a chipping DHC/THC just at the end of the match to win. Which is why it's being banned at B5. - Cletus Kasady Posted by DHsing99 on 06:28:2001 01:49 AM: Re: GeekBoy's Magneto Guide quote: Originally posted by GeekBoy He's the king, with the fastest ground and air dash[/B] someone told me that dalhsims air dash was faster Posted by orochi_shin on 06:28:2001 01:51 AM: Ummmmmmm... Can anyone answer my question, PLEASE!! Posted by Cletus Kasady on 06:28:2001 02:02 AM: quote: Originally posted by orochi_shin Do you know how I can beat another good Magnus player? Any tips to confuse him??? I ask this because I am a Magneto player, and almost everyone I know uses him. But I'm having a tough time against this one guy who uses Mag, Storm and Psylocke I use Mag, Storm and Cammy. Any tips? Strats? If you're playing as Magneto, just try to be better. :P Otherwise, the most recommended counter team is Team Watts (BH/Sent/Cap Comm). With BH, jumping back with Fierce Demons makes it hard to get at you, and if he ever gets above you, Commando assist usually knocks him back. Sentinel's Drones, when called properly, also make it hard for him to cross up BH. Sent/BH is also pretty hard for Magneto to deal with unless he has a good assist to keep Sentinel from flying. More specialized characters are Collosus (both on point, using his Armor super and using his A-assist), B-Jin/A-Doom assist (Makes triangle jumping near impossible). - Cletus Kasady Posted by orochi_shin on 06:28:2001 02:06 AM: Thanks a lot Cletus, that really helped me. I needed to know cuz there's a huge tournament coming in Puerto Rico and almost everyone here uses Magnus. Oh and keep updating Geek, your doing fine!!!! Posted by GeekBoy on 06:28:2001 05:26 AM: quote: Originally posted by Cletus Kasady Also, a question for GeekBoy: What are some good strategies that you use in conjunction with horizontal assists like A-Storm or Y-Sentinel? Aside from triangle jumping with Roundhouse? - Cletus Kasady [/B] Wait for either one to hit and if they do, dash in and start an air combo Posted by Geronimo on 06:28:2001 05:38 AM: nice guide man, and thanks for all of those other ones too but anyways lets get to the point, im gonna talk about the throwing in mag's arsenal, i say use the kick one on the ground A LOT cuz the way i figure the only was you can get out of getting raved is tech throwing but other than that, its either OTG into "one-man-gangrape" or roll right back into another rk throw into one of these two options again. Posted by Voodoo on 06:28:2001 05:46 AM: One thing I like to do is when you're in the middle of an AC (opponent is waiting to mash out of tempest hopefully), air-dash toward and throw em. Kinda hard to tech out of since it usually can catches people off guard. Posted by n817azn on 06:28:2001 06:04 AM: Very Nice Geekboy but maybe you coulda included how to do his infinite maybe.....*hint* n8 Posted by GeekBoy on 06:28:2001 06:23 AM: I didn't include his infinite, because you have to have strict timing and most of them aren't practical Posted by maxximus on 06:28:2001 07:42 AM: magnus King of Rushdown.... ill buy that but folds to any decent cable player that can connect ahvb or hvb....dammit if they can use a aaa assist hes gone why go for flare when theres good ol' cheese -maxximus Posted by GeekBoy on 06:28:2001 08:08 AM: quote: Originally posted by maxximus magnus King of Rushdown.... ill buy that but folds to any decent cable player that can connect ahvb or hvb....dammit if they can use a aaa assist hes gone why go for flare when theres good ol' cheese -maxximus Personally, it won't matter, I've seen my friend, a much better Magneto player than I am, for now, destroy, and I mean he got a near perfect on the guy using Magneto/Iron Man/Cyclops, using Magneto only, he killed Cable and Sentinel, one Iron Man assist, triangle jump cross up, he died, bad, it really was a funny sight to see, applaud goes to LittleMajik. Posted by ghouki on 06:28:2001 03:40 PM: Mags is definately scary and powerful in the right hands, ok, maybe just not mines . But I'm scared for my life when I play against Mags. So that's why I'm trying to learn to play as him, so I know firsthand what his limitations are, and what he can or cannot do at a certain time. Posted by ghouki on 06:28:2001 03:43 PM: I have a question about using Sentinal's ground assist with Mags rushdown. Because Sentinel is always open when I bring him out, but if I SJ as soon as I call him out. The drones don't appear. Do you have any good strats to get this to work. Oh yeah my other character is Cable on AAA. Posted by Vonstar on 06:28:2001 07:22 PM: by the way, mags infinite is c.fp, sj.rh, dash down forward, short, short, jump up(not sj) jab PAUSE d.short, jab, short, jump up again, and repeat jab pause d.short, jab, short. the last jab short you should do fast because it keeps they guy in the air. practice on BH first then go to smaller characters Posted by Mr. Tempest on 06:28:2001 09:00 PM: quote: Originally posted by Vonstar by the way, mags infinite is c.fp, sj.rh, dash down forward, short, short, jump up(not sj) jab PAUSE d.short, jab, short, jump up again, and repeat jab pause d.short, jab, short. the last jab short you should do fast because it keeps they guy in the air. practice on BH first then go to smaller characters Does that infinite works on midium size characters also? (eg. Cable, Doom, Ironman) btw, i use Magnus everytime i go to arcade. My Capcom hits the guy's partner back and Magnus rushdown the guy to the corner. When the guy is at the corner, he is dead. Posted by maxximus on 06:28:2001 09:27 PM: well if someone is dumb enough to let go of block when mags is close they deserve to die they should learn the almighty aaa assist Posted by n817azn on 06:28:2001 09:51 PM: quote: by the way, mags infinite is c.fp, sj.rh, dash down forward, short, short, jump up(not sj) jab PAUSE d.short, jab, short, jump up again, and repeat jab pause d.short, jab, short. the last jab short you should do fast because it keeps they guy in the air. practice on BH first then go to smaller characters Are you sure that its only down on one hit cuz people been tellen me that you have to hold down on all the hits, or does it matter?? n8 Posted by orochi_shin on 06:28:2001 11:54 PM: Hey Geek! Do you know any other combos for Mag?? You know with specific assist characters?? Thanks Posted by GeekBoy on 06:29:2001 02:07 AM: quote: Originally posted by ghouki I have a question about using Sentinal's ground assist with Mags rushdown. Because Sentinel is always open when I bring him out, but if I SJ as soon as I call him out. The drones don't appear. Do you have any good strats to get this to work. Oh yeah my other character is Cable on AAA. So, are you calling the drones for ground support while you SJ towards them? Otherwise, I would call the Drones and Triangle Jump in, this works, a lot, I do this when I use Magneto/Sentinel a lot. Posted by GeekBoy on 06:29:2001 02:09 AM: quote: Originally posted by orochi_shin Hey Geek! Do you know any other combos for Mag?? You know with specific assist characters?? Thanks Not really, I use those combos the most, and they're the most used combos, you don't really have to get creative with Magneto, just stick to those combos and you'll win...most of the time. Posted by orochi_shin on 06:29:2001 02:16 AM: quote: Originally posted by GeekBoy Not really, I use those combos the most, and they're the most used combos, you don't really have to get creative with Magneto, just stick to those combos and you'll win...most of the time. Lol, your right about the most of the time part. What I hate is that when you use Mag your fingers get tired from a lot of rapid movement and button pushing, which can screw a perfect game Posted by Cletus Kasady on 06:29:2001 03:37 AM: quote: Originally posted by maxximus well if someone is dumb enough to let go of block when mags is close they deserve to die Have fun guessing whether or not they're going to C.Short, Throw, or just use his 3-frame overhead that connects into almost any combo. - Cletus Kasady Posted by ghouki on 06:29:2001 03:23 PM: Ok, I stopped using Sent for Psylocke, but now the trouble I'm having is against AAA. Mainly CapCom's and Cammy's. I'm new at using Mags, so please don't laugh. Anyways, when they have these assists, what am I supposed to do? Do a triangle jump without attacking? Or do I use an assist to back me up, like Sentinal's Ground or some prjectile assist? Posted by GeekBoy on 06:29:2001 03:53 PM: quote: Originally posted by ghouki Ok, I stopped using Sent for Psylocke, but now the trouble I'm having is against AAA. Mainly CapCom's and Cammy's. I'm new at using Mags, so please don't laugh. Anyways, when they have these assists, what am I supposed to do? Do a triangle jump without attacking? Or do I use an assist to back me up, like Sentinal's Ground or some prjectile assist? CapCom can be dealt with a Projectile assist, Cammy's you can't do anything about it, invincible to the top, so, gonna have to avoid it sacrifice your own assist to deal with her to get Magneto on the inside. Posted by ghouki on 06:29:2001 04:09 PM: Ok, thanks. I guess I will also have to start playing a little smarter with Mags also. Posted by ghettokimchi on 06:29:2001 07:30 PM: nice combo strats... now its time to play like wong... btw... i still think storm owns mag... Posted by orochi_shin on 06:29:2001 08:02 PM: Hey can you recomend me a team with Mag?? I love to rush like hell. I ask because I actually dont know who to choose. Can anyone help me? Posted by GeekBoy on 07:01:2001 04:37 AM: quote: Originally posted by orochi_shin Hey can you recomend me a team with Mag?? I love to rush like hell. I ask because I actually dont know who to choose. Can anyone help me? I recommend IronMan/Magneto/Psylocke, Iron Man's projectile assist will help with the triangle jump rushdown, Psylocke will help with OTGs. Iron Man will be there for the infinite, air dash/flight combo. Posted by Naslectronical on 07:01:2001 05:04 AM: Some Magneto throw combos: (get opponent in corner) hk throw, c. lk + Psylocke AAA, c. hk, (Psylocke hits), sj. hk, air dash down to forward, lk, lk, land, rejump, hp throw, air dash down to forward, lk, land, lk + Psylocke AAA, lk, (Psylocke hits), jump Hypergrav, c. hp, sj. lp, lk, lp, lk, Hypergrav XX Magnetic Tempest If they're still alive, do another tempest, or DHC into a Hailstorm. dash in c. lk, c. hp, sj. hk, air dash down to forward, lk, lk, land, rejump, hp throw, dash in c. lk + Psylocke AAA, c. lk, (Psylocke hits), c. lk, c. hk, Hypergrav, Magnetic Shockwave dash in c. lk, c. hp, sj. hk, air dash down to forward, lk, lk, hk, land, dash in, c. lk, c. hp, sj. hp throw, land, c. hp, sj. hk, air dash down to forward, lk, lk, land s. hk(one hit), Magnetic Shockwave Posted by *Magneto* on 07:03:2001 07:19 PM: Not bad if I say so Myself. Posted by Red Spiral on 07:03:2001 09:32 PM: nice guide make on for dhalsim if you will. a lot of people are asking about him now and i cant answer ALL of their questions. -Red Spiral Posted by iMPULSZE on 07:04:2001 09:25 AM: hmmmmm Not really, I use those combos the most, and they're the most used combos, you don't really have to get creative with Magneto, just stick to those combos and you'll win...most of the time... Hmmm....this has been bugging me for a while now. What makes you think that you have the right to make these guides? Sure you can say that you know these characters, and that you understand the gameplay...but if you did, the way you talk about them, then you would win. I think that only people that truly understand the dynamics of the game and the characters should be making these guides. You didnt even put magnetos throws into your guide. You truly think that throws are done accidently, just because you cant do the throw combos. People like Duc, and Wong do these throw combos consistently. Shoot...Ive even shown and done these throw combos to you, so you should know how effective they are. You have never even been to a tournament before. But the way you talk about combos, moves, teams....you never even met the people you talk about. You never met duc, or valle, or wong... You never played them before. Another thing... Just because a person has used a certain team and won with them in a tournament, does not mean that the team belongs to them. You tell people that they should have done this combo, or used this team...Trung, who are you to say all that when you cant even win with those teams you 'claim' to know. Sure you can beat scrubs, and an occasional good player.....but you are not consistent. Maybe when you start beating me more, and showing me things i didn't know like a year ago (back in B4 days) then I can take your opinions and guides serious. I'm not trying to flame, but i'm just trying to keep it real. I'm just saying things that nobody else wants to say. Man, you are still young...and you will grow into the games you are trying to play...but for right now, you just aren't at that level yet. We ( some of the good 707 players) all had to sit out things like this, and wait our turn to shine...... dont worry, your day will come, but for now..just play the game....let the pros give the guides. Posted by Sicx on 07:04:2001 04:44 PM: Damn yo lettin off some steam=) Umm I dunno i guess if i was new or something i could find these things helpful, most of the time u can just goto topics people already post and learn all this stuff....... Posted by Shuzer on 07:04:2001 04:56 PM: quote: Originally posted by GeekBoy CapCom can be dealt with a Projectile assist, Cammy's you can't do anything about it, invincible to the top, so, gonna have to avoid it sacrifice your own assist to deal with her to get Magneto on the inside. Unless you're psychic with the other guy and when he'll call CapCom, most projectile assists won't work. Easiest way is to use Mag/Doom, but Sentinel works well too(because he stays at the back part of the screen, so Corridor won't hit him). And for a Mag team, Mag/Storm/Psy is by far the easiest to use. Practice with them first, then move experiment with Iron Man and/or Sentinel somewhere on the team. Posted by GeekBoy on 07:04:2001 05:02 PM: Well, I don't "claim" to know anything, I just write what I know so other people know it too, there's no real point in the guides, nobody has to read them if you don't want to, I'm only writing so other people don't plague the boards with the same ridiculed questions. I know you're a hell of a lot better at playing Mags than I am, I'm not denying that, I'm just saying that if other people find these guides interesting and helpful, let them think it is, it helps them out. These guides are for the scrubs, other skilled people (Duc, Wong, Valle, ShadyK), of course they know all of this stuff, even more so than I'll ever find out in the next month when B5 is here. So until then Jhammar, rat on my guides all you want, other people don't seem to have any real objections to try to learn something or to know what that one combo is. Posted by n817azn on 07:04:2001 05:13 PM: Geekboy screw anybody who talks sh*t about your guides, i think that there a really good idea, and prolly stopped many of the repeditive questions that come up and also help many beginners which is one of the main reasons for this forum, so keep up the good work!! n8 Posted by GeekBoy on 07:04:2001 05:30 PM: quote: Originally posted by n817azn Geekboy screw anybody who talks sh*t about your guides, i think that there a really good idea, and prolly stopped many of the repeditive questions that come up and also help many beginners which is one of the main reasons for this forum, so keep up the good work!! n8 Well, he's my friend....and he knows more than me, so he can say that if he wants, but I don't care. Posted by Stormboy on 07:04:2001 11:25 PM: quote: Originally posted by dragonkahn A few ways you can throw: 2) launcher, pause, throw Is this unescapable?? It works well against the computer but when i play a human opponent, they usually get out of it. What i do is launch wait for them to come down, and throw. Sometimes I do psylocke aaa, c.lk c.hk, hypergrav launch and wait for the throw. But my opponent always get out of it (escape the throw). Also what's the best method for an (unescapable) airthrow from a combo?? I do launch, lp lk mp mk, pause split sec, airdash down, airthrow. The other way is to airdash df and airthrow. Any guarantteed airthrow combos? (not looking for the launch hk, airdash df combos). Posted by mixup on 07:05:2001 12:33 AM: Storm boy, I haven't found any unescapable throw combos yet but there are ways you can throw off tech timing. you can pause for a longer period or try and do it(sj up) faster or use a different throw, somtimes it's a good idea to use the fk throw then hit wk,wk and air-dash upwards into an attempted tempest, air combo, or just do the magic series,do tempest,hailstorm if thats a good move for you at the time. My friend is beginning to tech my throw death combo's so i started to mix it up so either way he knows that he's going to take damage and when he guesses wrong he will lose a whole character. Mix-ups will help you out alot but the thing about magneto is that his 100% unescapable combo's can be tricky to do without practice(somthing i'm doing) A good combo is launch,sj.fk air dash df,wk,wk,re-jump and do magneto's infinite(in air on big people:hold df wp,wk,wp,wk/during jump on little guys:wp,wk,wp) *It's harder to do on the little fellas* Combo continued: into the corner and there call psylocke and tempest, you can otg them into a throw combo mix-up that i wrote about before. any questions? if not, take it easy guys *n* girls.... Posted by orochi_shin on 07:05:2001 11:34 PM: Hey I gotta know...... How do I do Mag's Dead Body Infinite???? Posted by GeekBoy on 07:05:2001 11:38 PM: quote: Originally posted by orochi_shin Hey I gotta know...... How do I do Mag's Dead Body Infinite???? Deadbody infinite is only doable on big guys, but if you try real hard, you can get a few Cables. Basically, if you kill someone after Magnetic Tempest combo, you have to land before them, and use a dashing c.LK to keep them in the air, it's not an OTG, since they're dead, it's not qualified as one. Just do d.c.LKs, dash under them, repeat. You have to be fast and if you're lucky, you'll get up to around 12 hits, then that's it. Posted by orochi_shin on 07:06:2001 12:05 AM: Hey kick ass!!! I'll try that tomorrow. But I can do the Magnetic Tempest in the ground, right? Posted by Vegeta8266 on 07:06:2001 12:09 AM: I've been thinking about the tempest air combo, sure i can connect but if i hold forward while doing so will i be faster with the combo? Also i have trouble triangle jumping would you help me with that? PLZ Posted by GeekBoy on 07:06:2001 12:28 AM: quote: Originally posted by orochi_shin Hey kick ass!!! I'll try that tomorrow. But I can do the Magnetic Tempest in the ground, right? Yeah, you can do: c.HP, sj.HK, air dash DF, j.LK, j.LK, land, s.HK, LK Hyper Grav (after first hit) XX Magnetic Tempest Posted by GeekBoy on 07:06:2001 12:30 AM: quote: Originally posted by Vegeta8266 I've been thinking about the tempest air combo, sure i can connect but if i hold forward while doing so will i be faster with the combo? Also i have trouble triangle jumping would you help me with that? PLZ Doesn't matter whether or not you hold forward or not, just make sure to be fast enough to pull out the Grav XX Tempest part. What kind of problems with triangle jumping are you having. Posted by Vegeta8266 on 07:06:2001 12:34 AM: I'm fast enough to pull off Hyper gravitation But everytime i go to do the air combo that goes staight up i fan never pull it off! So could you right the ways of doing it PROPERLY because i suck at it! -THX Posted by GeekBoy on 07:06:2001 12:41 AM: quote: Originally posted by Vegeta8266 I'm fast enough to pull off Hyper gravitation But everytime i go to do the air combo that goes staight up i fan never pull it off! So could you right the ways of doing it PROPERLY because i suck at it! -THX So your problem is that they fall down to fast? Posted by Vegeta8266 on 07:06:2001 12:46 AM: That also, but could you just explain more indep about the dreadful thing called triangle jumping! Posted by GeekBoy on 07:06:2001 12:59 AM: quote: Originally posted by Vegeta8266 That also, but could you just explain more indep about the dreadful thing called triangle jumping! Triangle jumping is a tactic that can be utilized by everyone, with a fast air dash. Basically, it works like this: You superjump, but you have to cancel the superjump by air dashing DF, if you don't attack, it'll look like you're hovering slightly, if you attack, the attack will be FAST and, if backed up another assist covering one side, you can cross up the other side with an attack (Magneto usually uses either 2 j.LKs or a j.HK). Triangle jumping is a big part of Magneto's game, since if you triangle jump, you have a greater chance of overwhelming a keepaway opponent who relies on you being away and being able to mount a decent offense against him. If you download the first two videos of skeezie.com/mvc2 (Clockw0rk vs. ShadyK), you'll have a good impression on what triangle jumping is, an expert way of doing a cross up correctly and how to be annoying. You shouldn't triangle jump in if you're far away from a person like Cable, since he can get you with an AHVB or VB while you're in that float like position. Just practice, you'll get it eventually. Posted by orochi_shin on 07:06:2001 01:05 AM: quote: Originally posted by GeekBoy Yeah, you can do: c.HP, sj.HK, air dash DF, j.LK, j.LK, land, s.HK, LK Hyper Grav (after first hit) XX Magnetic Tempest Thanks a lot!! You kick ass dude! Posted by Digicore2001 on 07:06:2001 01:11 AM: quote: Originally posted by GeekBoy ....you can cross up the other side with an attack (Magneto usually uses either 2 j.LKs or a j.HK). I've noticed that if you attack with j.lk, j.lk instead of j.fk, you can't do a launch, sj.fk, dash down-forward j.lk, j.lk combo. It just goes into flying screen mode and the combo is over. Why is that? Too many hits or something? Posted by Vegeta8266 on 07:06:2001 01:13 AM: Thanks alot for the info!It will come in handy at the tourney! Posted by GeekBoy on 07:06:2001 01:23 AM: quote: Originally posted by Digicore2001 I've noticed that if you attack with j.lk, j.lk instead of j.fk, you can't do a launch, sj.fk, dash down-forward j.lk, j.lk combo. It just goes into flying screen mode and the combo is over. Why is that? Too many hits or something? If you do only one j.HK, you land, do a c.LK, c.HP, it should connect. Posted by mixup on 07:06:2001 02:50 AM: you also get the flying screen if you do a j.fp,j.fk,dash-in c.lk,c.hp,into fk...i think if you hit them more than once with an attack on a jump-in into the air-dash combos, the flying screen is activated...I'm confused... can anyone clarify this? Posted by GeekBoy on 07:06:2001 02:57 AM: quote: Originally posted by mixup you also get the flying screen if you do a j.fp,j.fk,dash-in c.lk,c.hp,into fk...i think if you hit them more than once with an attack on a jump-in into the air-dash combos, the flying screen is activated...I'm confused... can anyone clarify this? I'll research some more as soon as I can. Posted by Monkey on 07:06:2001 03:00 AM: Can you like, tell me how to do a air combo? (I'm bored) Posted by Naslectronical on 07:06:2001 03:03 AM: quote: Originally posted by mixup you also get the flying screen if you do a j.fp,j.fk,dash-in c.lk,c.hp,into fk...i think if you hit them more than once with an attack on a jump-in into the air-dash combos, the flying screen is activated...I'm confused... can anyone clarify this? If you jump in with multiple attacks, it counts as an air combo, thus once you do a fk in the air the second time, it causes a flying screen. For example: jump in lk, lk, land, dash in c. hp, sj. hk This will cause a flying scree, because the two lk's count as an air combo, and after you've already chained hits in the air, attacks like fk and fp cause flying screen. Posted by GeekBoy on 07:06:2001 03:12 AM: Thanks for clearing that up. Posted by ShadowHawk on 07:20:2001 11:29 AM: hey what does c.lk mean and where can i see some movies of justin wong is there a site???? Also what is the button config 2 the arcade joystick?????? can u plz tell me.thx Posted by flesh~n~bone on 07:20:2001 12:43 PM: quote: Originally posted by Vegeta8266 That also, but could you just explain more indep about the dreadful thing called triangle jumping! With magneto its better for you to dash in superjump then fierce kick dash down/forward fierce kick again.......its still triangle jump but this looks better (makes your opponent get scared)..and its build meter too...when you get better at it you'll be able to capitalize once the fierce connects.... Posted by ShadowHawk on 07:20:2001 04:38 PM: hey can someone tell me where i can find movies of justin wong or people doing sick stuff with magneto?!?!?!!?!?!?!? Posted by orochi_shin on 07:20:2001 07:10 PM: Just go here Posted by reDeFyne on 07:21:2001 04:55 PM: quote: Originally posted by flesh~n~bone With magneto its better for you to dash in superjump then fierce kick dash down/forward fierce kick again.......its still triangle jump but this looks better (makes your opponent get scared)..and its build meter too...when you get better at it you'll be able to capitalize once the fierce connects.... ? You mean dash, super jump, do and FK XX dash dwnfrwd XX FK again? I was wondering abt the whole flying screen thing after doing lk, lk when trianlge jumping... thanks to the master of electricity who cleared it up. Posted by GeekBoy on 07:21:2001 06:28 PM: quote: Originally posted by reDeFyne ? You mean dash, super jump, do and FK XX dash dwnfrwd XX FK again? Yes, that's exactly it. Posted by cheese_master on 07:21:2001 10:09 PM: quote: Originally posted by reDeFyne ? You mean dash, super jump, do and FK XX dash dwnfrwd XX FK again? I was wondering abt the whole flying screen thing after doing lk, lk when trianlge jumping... thanks to the master of electricity who cleared it up. If you do a multihit jumpin... after u launch u will automatically initiate a flying screen with any sj fierce attack u connect. Posted by MilkMan on 07:21:2001 11:55 PM: Hey Geekboy, your guide is very helpful to me, thx. But i was wondering if you know the exact execution of magneto's kick infinite, the one in the japanese tournament #2 video. Thanks. Posted by GeekBoy on 07:22:2001 04:03 AM: quote: Originally posted by MilkMan Hey Geekboy, your guide is very helpful to me, thx. But i was wondering if you know the exact execution of magneto's kick infinite, the one in the japanese tournament #2 video. Thanks. Haven't seen it, but it's probably the Dash Down infinite, superjump AS SOON AS YOU LEAVE THE GROUND, sj.HK, air dash DF, sj.HK, land repeat, this is hard for me to get since the timing throws me off. Posted by MilkMan on 07:22:2001 04:14 AM: quote: Originally posted by GeekBoy Haven't seen it, but it's probably the Dash Down infinite, superjump AS SOON AS YOU LEAVE THE GROUND, sj.HK, air dash DF, sj.HK, land repeat, this is hard for me to get since the timing throws me off. sorry, that isnt the kick infinite i was talking about. he does something like launch, air dash DF, lk, lk, super-jump, sj.lk, sj.lk, then air dash back down with lk, lk, and repeats it. But i think the way im doing it is wrong, because it never connects. thanks Posted by GeekBoy on 07:22:2001 04:19 AM: quote: Originally posted by MilkMan sorry, that isnt the kick infinite i was talking about. he does something like launch, air dash DF, lk, lk, super-jump, sj.lk, sj.lk, then air dash back down with lk, lk, and repeats it. But i think the way im doing it is wrong, because it never connects. thanks Look at Monkey's Magneto infinite guide, it should be in there. Posted by reDeFyne on 07:22:2001 06:02 AM: Oh yeah, i forgot to mention.. Geek boy ur guide kicks ass!!! Thanks a lot man, u really helped. This msg board is just awesome. Posted by GeekBoy on 07:22:2001 07:11 AM: quote: Originally posted by reDeFyne Oh yeah, i forgot to mention.. Geek boy ur guide kicks ass!!! Thanks a lot man, u really helped. This msg board is just awesome. Thank you. Posted by The_Pickler on 07:22:2001 11:57 PM: Why is Maggy's throw so good. What makes his different from the rest of the MvC2 characters? Same with Storm what makes there throws so special? Posted by GtXbY32 on 07:23:2001 04:31 AM: quote: Originally posted by dragonkahn A few ways you can throw: 1) dash-in c.lk, walk up to the opponent and throw 2) launcher, pause, throw 3) guard break in the corner with a jumping c.lk, airdash df, throw 4) when your opponent is in the air, superjump up and match his height, then make him block lp, lk, lp, airdash df, throw 5) c.lk, launcher, roundhouse, airdash df, pause very slighty, throw 6) after your opponent blocks an air tempest in the corner, just go forward and throw 7) when your opponents rolls right to you (this happens a lot after a roundhouse throw), stay where you are. As soon as he gets up, do a roundhouse throw again 8) have an assist guard break in the corner (i.e. Psy, Cykes AAA), his guard will be broken allowing you to throw 9) dash-in, stop by crouching, then walk up and throw you are very smart dragonkahn. Posted by Satsujinki on 07:25:2001 12:30 PM: Ok, I'm sorry to say this (not like I have anything against you) but this guide seems really useless. Most people already know this stuff by now plus you didn't include the 4x or 5x Solo Grav Tempest combos, strategic assists with other people besides Psylocke, or even his most effective air dash combo (c.HP, SJ, lp,lk,lp, slight pause, lp,lk,lp,lk, airdash up/upforward, lp,lk,lp, slight pause, lp,lk,lp,lk and whatever else you want). There was a whole bunch of other stuff missing but I don't feel like going into all that. Final Statement: You should do much more investigation before you decide to post up your guides. Posted by ViperBeamAbuser on 07:28:2001 05:11 AM: *sees 10 pages posted* Kinda late to ask... how exactly is the multiple kicks rushdown done?? I guess Wong does it the most. He jumps up SK(I think) then dashes D/F and does another kick, but whenever I try to do it, it don't work. Mags just keeps flying downward. A lil help? Posted by ViperBeamAbuser on 07:28:2001 05:41 AM: Anyone?? Geek? Posted by GeekBoy on 07:28:2001 05:51 AM: quote: Originally posted by ViperBeamAbuser *sees 10 pages posted* Kinda late to ask... how exactly is the multiple kicks rushdown done?? I guess Wong does it the most. He jumps up SK(I think) then dashes D/F and does another kick, but whenever I try to do it, it don't work. Mags just keeps flying downward. A lil help? sj.HK, air dash DF, j.HK, works very well, you do it right, it looks like a cross up. Posted by ViperBeamAbuser on 07:28:2001 06:05 AM: quote: Originally posted by GeekBoy sj.HK, air dash DF, j.HK, works very well, you do it right, it looks like a cross up. You are a mad pimp.. thanks. Posted by Renegade on 09:21:2001 03:11 AM: Really, this would be a good magneto guide for 6 months ago when people didn't mash out of tempests 90% of the time. You didn't even mention mashing out of tempest, or common ways to avoid it. Magnetos now resort to throw combos (some good ones were put up by others), shockwave combos (sj. FK AD lk, mk, land, S HK XX shockwave), or unmashable tempests (off of assists like doom or psylocke... the one I do is SJ FK AD df lk, mk, land, jump lk, call psy, mk tempest.). Also, you mainly state that magneto's combos start from c.lk, c.hp... while true and does work.. mags c. HP is NOT safe. He can be AHVB'd or even comboed by a fast character if it is blocked. And since magneto is so fast, it's really hard to do a launcher on reaction to landing a lk. So what do you do? Easy... short + psylocke, forward, psylocke pops up... c.lk, c hp. Completely safe, since you can jump if it's blocked if psylocke would befall danger otherwise. This method is also really fast, you can pressure alot better with it. The only drawback is that you can't do dashdown combos with it... since OTG launches are higher than normal. The triangle jump/ 3 frame overhead is with lk... not HK... hk comes out too slow to be done that fast. Also, you're suggestion of Iron Man projectile as a worthwhile assist is absurd. While you can combo off of him IF HE HITS... it's an Iron Man projectile assist... it won't hit anything. Storm's projectile assist is the best one in the game... and it happens to come from Storm... who last time I checked isn't a bad character. The thing w/ storm's is that it isn't affected by other beams... once she throws it... it's going across the screen. And since it's slower and goes through everything as magneto is dashing across the screen (doom's rocks, commando, etc etc) it helps magneto much more than a gimpy unibeam. You didn't mention using Magneto's projectiles against a jump back fierce BH or Spiral, which happen to be a good use for those special moves. You also didn't mention how magneto can punish assists. Launch-> grav tempest (grav may hit.. so it's useful to do) OTG launch repeat kills assists in two or three tries. If you oppenent isn't in blockstun and has a beam super.. you'll get owned tho. (it's great againt strider and spiral though.)An opponent can also super jump and the rocks go away for some reason... so it's nice to keep them blocking. He can also do shockwaves to punish assists... Since shockwaves cause flying screen and will be unblockable to the point char if they hit an assist character. Dont rush blindly with mags... or you'll be hit by random shit that top tier characters throw out... let them use their meter to keep you out and then go for the kill. :-) Posted by KungfuJoe on 10:23:2001 03:25 AM: quote: Originally posted by Renegade Really, this would be a good magneto guide for 6 months ago when people didn't mash out of tempests 90% of the time. You didn't even mention mashing out of tempest, or common ways to avoid it. Magnetos now resort to throw combos (some good ones were put up by others), shockwave combos (sj. FK AD lk, mk, land, S HK XX shockwave), or unmashable tempests (off of assists like doom or psylocke... the one I do is SJ FK AD df lk, mk, land, jump lk, call psy, mk tempest.). Also, you mainly state that magneto's combos start from c.lk, c.hp... while true and does work.. mags c. HP is NOT safe. He can be AHVB'd or even comboed by a fast character if it is blocked. And since magneto is so fast, it's really hard to do a launcher on reaction to landing a lk. So what do you do? Easy... short + psylocke, forward, psylocke pops up... c.lk, c hp. Completely safe, since you can jump if it's blocked if psylocke would befall danger otherwise. This method is also really fast, you can pressure alot better with it. The only drawback is that you can't do dashdown combos with it... since OTG launches are higher than normal. The triangle jump/ 3 frame overhead is with lk... not HK... hk comes out too slow to be done that fast. Also, you're suggestion of Iron Man projectile as a worthwhile assist is absurd. While you can combo off of him IF HE HITS... it's an Iron Man projectile assist... it won't hit anything. Storm's projectile assist is the best one in the game... and it happens to come from Storm... who last time I checked isn't a bad character. The thing w/ storm's is that it isn't affected by other beams... once she throws it... it's going across the screen. And since it's slower and goes through everything as magneto is dashing across the screen (doom's rocks, commando, etc etc) it helps magneto much more than a gimpy unibeam. You didn't mention using Magneto's projectiles against a jump back fierce BH or Spiral, which happen to be a good use for those special moves. You also didn't mention how magneto can punish assists. Launch-> grav tempest (grav may hit.. so it's useful to do) OTG launch repeat kills assists in two or three tries. If you oppenent isn't in blockstun and has a beam super.. you'll get owned tho. (it's great againt strider and spiral though.)An opponent can also super jump and the rocks go away for some reason... so it's nice to keep them blocking. He can also do shockwaves to punish assists... Since shockwaves cause flying screen and will be unblockable to the point char if they hit an assist character. Dont rush blindly with mags... or you'll be hit by random shit that top tier characters throw out... let them use their meter to keep you out and then go for the kill. :-) good points but I think he mention that this guide is for newbies that do not know how to play Magneto. know matter how you look at Magneto can capitalize(almost) on any assit which makes him quite annoying. All times are GMT. The time now is 10:25 PM. 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