Marvel vs. Capcom 2: New Age of Heroes Magneto FAQ v2.2 Date: 12/26/00 Written and Complied by: Phillip Mouliatis E-mail: phillipm80@hotmail.com ====================================================================== _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | | | P H I L L I P ' S | | _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ | | / \ | | | M M | | | | MM MM AA GGGG N N EEEEEE TTTTT OOOO | | | | M M M M A A G G NN N E T O O | | | | M M M A A G N N N EEEEE T O O | | | | M M AAAAAA G GGG N N N E T O O | | | | M M A A G G N NN E T O O | | | | M M A A GGGG N N EEEEEE T OOOO | | | \_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _/ | | | | F A Q | |_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _| *Before you proceed reading, you must agree with the following terms* _________________________________________________________________________ ------------------------------------------------------------------------- || 1) I, Phillip Mouliatis, the author of this faq, made this faq for || || those people who want to learn how to use or to improve their || || gameplay with Magneto. If you are a beginner with Magneto and || || you want to become more effective and better with him, this faq || || should help you out with that. And if you're already pretty good || || with Magneto and you just want to boost your skill level up to || || the next notch, this FAQ should help you out with that too. || || || || 2) Any kind of way to make money or profits from this faq is not || || allowed at all. All the information from this faq is free for || || anyone to look at, read, and enjoy. No money is to be involved || || with this faq. || || || || 3) No part of this faq is to reproduced at all without my consent || || and permission. If you use a sentence, phrase, or concept found || || within this faq into yours, you must always give proper credit || || where it is due. Always. || || || || 4) For the most recent version of this faq, gamefaqs.com will have || || it. For the other sites that have this faq posted on their site, || || please make sure that you keep up with the updates. As soon as || || you see that I've updated the faq in gamefaqs, you need to go || || update it where you have it posted. Please try to keep up with || || the updates. I would really appreciate it. || _________________________________________________________________________ ------------------------------------------------------------------------- *If you do not agree with these terms, please exit this page* ******************* Copyrights and such _________________________________________________________________________ ------------------------------------------------------------------------- || This FAQ is copyright 2000 Phillip Mouliatis || || The Capcom characters are copyright 2000 Capcom Co., Ltd. || || The Marvel characters are copyright 2000 Marvel Characters, Inc. || || Strider Hiryuu is copyright Moto Kikaku. All rights reserved. || _________________________________________________________________________ ------------------------------------------------------------------------- ====================================================================== Table of Contents ====================================================================== 1. Revision 2. Magneto's Pros and Cons 3. Button Configuration 4. Button Abbreviations 5. Normal Moves 6. Special Moves 7. Supers/Hypers 8. Throws 9. Assists 10. Taunt 11. Combos 12. Strategies 13. Vs. Strategies 14. Good Partners for Magento 15. Good Teams 16. Fighting Abyss 17. Color Coordinations 18. Credits 19. Contact Information ====================================================================== 1. Revision ====================================================================== Version 1.0 - it's here! Version 1.1 - added some minor stuff and some editing Version 1.2 - changed statement, little editing, and added 1 new team Version 1.3 - very minor things like editing and added 1 more combo Version 1.4 - 1 new strategy added, 1 new team Version 1.5 - added all 56 character vs. strategies section Version 1.6 - added color coordinations section and some editing Version 1.7 - added one new team Version 1.8 - made FAQ more neater and easier to read, fixed some errors Version 1.9 - fixed some more errors. Added more people to credits section Version 2.0 - fixed some more errors. Added 1 combo and 1 strategy Version 2.1 - fixed some spelling errors and spacing errors Version 2.2 - Changed some sections. Changed title. Added to credits ====================================================================== 2. Magneto's Pros and Cons ====================================================================== Every character in the game has Pros and Cons. It's just that some have more or less of each. If you read the pros and cons about Magneto below, you will see that overall, there are more pros than cons. That is why Magneto is probably pretty close to being the best character in the game if he already isn't. ============ --The Pros-- ============ 1. Great strength 2. Has fast speed 3. Above average combos 4. Fastest dash in game 5. Most of moves have good priority 6. Supers take a lot of damage 7. Tempest super has no recovery time 8. Great jump-in moves 9. Plays a great keep-away game 10. Has two throws ============ --The Cons-- ============ 1. Takes damage like a weakling 2. Lots of his moves have lag time 3. Some of his moves aren't that useful 4. You have to combo in his supers ====================================================================== 3. Button Configuration ====================================================================== The arcade set-up says one thing while it actually means another. [Jab] [Strong] [Fierce] Here's what O O O the arcade button set-up looks like: O O O [Short] [Forward] [Roundhouse] =================================== [Jab] [Fierce] [Assist 1] Here's what O O O it should be labeled as: O O O [Short] [Roundhouse] [Assist 2] ====================================================================== 4. Button Abbreviations ====================================================================== f = forward b = back u = up d = down qcf = Quarter circle forward (d,df,f) qcb = Quarter circle back (d,db,b) hcf = Half circle forward (b,db,d,df,f) hcb = Half circle back (f,df,d,db,b) P = any punch button PP = both punch buttons K = any kick button KK = both kick buttons A1 = assist 1 button A2 = assist 2 button XX = cancel into... DHC = delayed hyper combo THC = Team Hyper Combo >= continue to this move... /\ = jump up \/ = land on ground s. = standing j. = jumping d. = dash in c. = crouching sj = superjump otg = off the ground lp = light punch lk = light kick FP = fierce punch RK = roundhouse kick ====================================================================== 5. Normal Moves ====================================================================== ============= --Jab Punch-- ============= s. jab: Magneto punches but with his fist open like he's holding a ball or something, and brings forward some greenish-white looking energy with him and hits opponent right in the face. c. jab: About the same as the standing jab, except it hits lower of course because he's crouching. j. jab: Magneto puts his hands together and makes a little u-shaped energy in front of him and hits the opponent on the head. Comes out fast, but only has decent priority. ============== --Short Kick-- ============== s. short: Magneto kicks low, like at the leg of your opponent, but like the head of smaller characters such as Servbot and Roll. This is a pretty fast move. c. short: A regular crouching short kick. Magneto hits opponent like on the foot. Has decent range. This will be the move that you do before you launch your opponent. You should use Magneto's light kicks instead of the light punches. j. short: Magneto sticks out his leg and keeps it straight. Has good range as well. I mostly only do this in combos, but it is also good for starting combos because it has good range. ========== --Strong-- ========== s. strong: Magneto turns to his side and raises his hand up real fast and punches the opponent on the chin, just like an uppercut. The opponent also goes up too, but is not considered a launcher or anything. This move looks cool, but it doesn't have good priority. Use sparingly. c. strong: Magneto puts his hands together with green energy and makes a purple looking ball that goes along the rest of the screen. It also pushes your opponent away from you. Decent priority. I hardly use it. So I would use it sparingly. j. strong: Magneto puts his hands together and pushes straight out at like a 150 degree angle, and forms a pointy shaped piece of energy. This move is one of his better normal moves. It is fast, and has okay priority and no recovery time. You can use this in combos, but that's about it. =========== --Forward-- =========== s. forward: Magneto kicks high, and brings energy with him and hits opponent on the head. This move isn't bad or anything, but I hardly use it. Maybe you would like to use it, but for me, I don't see where I would use it. It does have good range and it comes out fast too. c. forward: Just like the crouching short except this time his sticks out his leg even more further. It has great range but once again, I hardly use this move. j. forward: Looks exactly like the standing version except this time he is in the air. This move is okay. But you should use the jumping fierce or roundhouse. ========== --Fierce-- ========== s. fierce: Magneto slaps the opponent with all of this strength bringing a big piece of energy with him as well, and even turning his body. This move is awesome. He just slaps that opponent right across his face. This move has huge range, fast speed and good priority. Oh, also, when you do this move, your opponent goes flying across the screen. I usually use this if I want some space or something, but other than that it doesn't really come in handy. c. fierce: Magneto makes two thin looking pieces of energy and twists them around and up. I guess you would have to see it for yourself. This is Magneto's launcher. It has okay range, but it could be better, but since his dash is so fast, all you have to do is dash in do a crouching lk and then do the launcher. j. fierce: Magneto puts his fists together and makes a long, wide, and pointy at the end piece of greenish-white energy. This move comes out fast and has good priority and range. This is also great for jump-ins to start up a combo, but I sometimes prefer to use his jumping roundhouse kick instead. ============== --Roundhouse-- ============== s. roundhouse: Magneto kicks up high and brings along his energy once again with him. Hits twice, and is also one of his launchers. When he does this move, he makes a "ha ha!" sound which sounds pretty cool. This move comes out pretty quick has okay priority and it looks cool, but you have to be pretty close for it to connect since he kicks so high. c. roundhouse: Magneto slides forward and through the opponent with one foot, which of course has energy on it. This is also Magneto's sweep. It has good priority, range, comes out pretty fast, but has a terrible lag time on it. So make sure that you are going to hit your opponent (I would add a c. lk before), or, if it is blocked you can use your force field special move, because since this move has such a long lag, your opponent most likely will attack you, and if they do, they will be countered by it. j. roundhouse: Magneto extends his leg downward, towards your opponent's head, with some energy going along with his foot. I think this just as good or just a little bit better than the jumping fierce. It has decent range, excellent priority, and no recovery time! ====================================================================== 6. Special Moves ====================================================================== ================ --EM Disruptor-- [QCF + P]: *can also be done in air* ================ Magneto sticks his out his hand, forms, and shoots out from his hand a purple-reddish, long, oval-looking piece of energy across the screen, then it goes backwards and returns back to his hand. Start-up time is fast, but has a little lag at the end, especially the FP version. Does good damage for a special move, FP does like twice as much damage, but has a longer lag. I just only use the lp version on ground, but when I do a air-combo, I finish the combo off with the FP version since both of the can cancel off the combo. Overall, a great move. If you time it well, it will become very handy ===================== --Hyper Gravitation-- [HCB + K]: *can also be done in air* ===================== Magneto pauses, puts his hands up, and four purple charging balls come out from him and actually track down the opponent. If they connect, they will bring the opponent over to you for you to do anything you want. If you have a super meter, and you grab them, do the tempest for maximum damage. This move is great to use for people that are always jumping in, and you can add this to a air-combo finisher, then canceled into the tempest. The difference between the lk version and the rk version is that the lk version goes shorter than the rk version, but the lk version comes out faster. Overall, another great move for lots of purposes. ======================== --Magnetic Force Field-- [HCF + K]: *ground only* ======================== Magneto pauses, then sticks his arms out sideways and a thin purple layer of energy surrounds his body for like 1 ½ seconds. This is a counter move, which means if your opponent does a normal attack while activated the opponent will be punished. There are two different results that will happen to your opponent depending on which kick you press. When the opponent is hit with the lk version, Magneto will like supercharge the circle around him and make it look green, and the opponent will go flying to the other end of the screen, but if the opponent is hit with the rk, Magneto will push them away by banging his fist on the ground and making one shockwave (not the whole series of shockwaves). You should use this move if your opponent is a jump-in character, this will really punish them and make them frustrated, so do it as often as you like on those types of people. Overall, a handy move against some types of players. ================== --Magnetic Blast-- [U, UF, F + P]: *only in air* ================== Magneto sticks out his arms and then cross them forming a reddish-purple, U-shaped piece of energy. This move isn't that useful, unless you wanna play cheap, you can always just super jump and keep doing them over and over again to keep your opponent grounded and to sort of chip them to death That's the only thing I can think of that would be a effective way for this move. Overall, there really isnt need for this move anyway because some of is others are 10X better. =============== --Air Magneto-- [QCB + KK]: *can also be done in air* =============== Magneto lifts of the ground and flies in the air, simple as that. It only lasts a certain period of time though. About 30 seconds, I'm not sure though. Overall, it can be useful, but not that useful. In the corner do this move off and start press the kick buttons to confuse your opponent. They will usually get frustrated and will start to call you names and stuff. But if they're not even your friend or anything keep on repeating, just don't get yourself jumped. Also you cannot block while you are flying with Magneto. ============ --Air Dash-- [any direction button + PP]: *only in air* ============ Magneto leans forward and dashes across the screen very fast. Magneto's dash is the fastest dash in the game I believe, but I'll check to make sure that it is for sure. This move is very helpful in tough situations like if someone is playing keep-away against you, you can just superjump whenever you see an opening and then dash towards them to get next to them again. ====================================================================== 7. Supers/Hypers ====================================================================== ====================== --Magnetic Shockwave-- [QCF + PP]: *only on ground* ====================== Magneto slams his fist on the ground and sends about ten columns of white energy one after the other across the screen. Does pretty good damage, has a little lag at the end though. Can be comboed into after c. FP launcher. Or you can also sweep you opponent then do the magnetic shockwave, but your opponent got a chance to roll out of the sweep. This super hits about 10 or 11 times, but I'm not sure, I never count. You can do this super after the FP launcher if you want to be sure that it is going to hit the opponent. Overall, a great super with lots of priority. ==================== --Magnetic Tempest-- [QCF + KK]: *can also be done in air* ==================== Magneto pauses, sticks is hands out, and all these little ice shards come out of him and go all over the place. It basically goes everyplace except behind him. This super can be canceled from a hyper gravitation if timed correctly. This move has high priority, super fast recovery time, does great damage and chipping damage. Also if you press all the buttons, even more ice shards will come out. Overall, excellent super, I think the better of the two supers overall. ====================================================================== 8. Throws ====================================================================== Magneto has 2 throws which both come in handy in their own way. In the throw section I described both of the throws, what you can do for each of them, how they come in handy and which one in my opinion I think is better. To throw someone, simply walk up to the person or if your already close to them hold forward (towards them) and press either FP or RK. ===================== --With Fierce Punch-- ===================== Magneto grabs opponent and by doing so, he fills the opponent up with some ice and sends him to the opposite end of the screen. The opponent stays frozen for quite a while which gives you enough time to dash in and do whatever you want to them *cough* tempest combo *cough* *cough*. Note: Against the computer on the dreamcast your opponent will stay there the maximum time, but if you play against a human player in the arcades, they can start mashing all the buttons and they will get unfrozen faster. ======================== --With Roundhouse Kick-- ======================== Magneto grabs the opponent by the groin if you actually look at it, and throws the opponent at the opposite end of the screen. You can dash in and otg them for a combo, but you have to be fast. This won't work against some of the better players because they will most likely roll out of the throw, but if you see that your opponent looks like a newbie, go for it. ====================================================================== 9. Assists ====================================================================== Here are Magneto's assist types and what he does when you call out his assist and such. I also listed his counter assists which can be done whenever your opponent is attacking, what Magneto does when you do a team super, and a description of Magneto's Snapback. Assist Types: Alpha (projectile) - EM Disruptor Beta (capture) - Hyper Gravitation Gamma (launcher) - Crouching Fierce Launcher To get Magneto to come out and perform his assist, simply press either the A1 or A2 button depending on where you have Magneto on the team. Then Magneto will come out and will make a attack depending on which assist type you selected for Magneto at the Character Select screen. Counters: Alpha (projectile) - EM Disruptor Beta (capture) - Hyper Gravitation Gamma (launcher) - Crouching Fierce Launcher To do a counter simply press QCB + A1 or A2 button whenever your opponent is attacking you and Magneto will come out and depending on which assist type you selected, he will do that certain move when he comes out to stop to characters attacking for a second. This comes in handy if you want to successfully switch your character without just coming out and the person blocking you and then you eat up a big combo from them. You have to have 1 super meter availiable to do a counter. Team Supers: Alpha (projectile) - Magnetic Shockwave Beta (capture) - Magnetic Tempest Gamma (launcher) - Magnetic Tempest To do a Team Super, you have to have at least 2 super meters availiable and then press both the A1 and A2 buttons at the same time. Depending on how many characters you have left, they will come out and do one of their supers depending on which assist type that you selected for them too. If you have all 3 of your characters still alive, it will require 3 bars of your super meter to do this but if you only have 2 people left it will only require 2 bars of your super meter to do this. ============ --Snapback-- ============ Magneto's snapback is his s. Fierce. It has good range but it will miss some of the shorter people in the game like servbot, roll, megaman and such. A snapback requires 1 level of your super meter and can be comboed in. -Beta Assist is the recommended assist by Capcom -Personally, I like to use Alpha assist type -To me, the assist you choose depends on how you want your team. If you like a trap team, use the capture assist. If you like to keep them grounded pick projectile. If you like to do setups pick launcher. ====================================================================== 10. Taunt ====================================================================== Magneto taunt is sort of funny: He stands there, crosses his arms and says "Be Gone" and shakes while he says it. I'm pretty sure he's shaking becuase he is laughing at you. I usually do this after I have beaten someone, and I press the start button on the arcade so I can do whatever I want, but I just keep press the Taunt button (start) over and over to get them angry. Its most likely to make some players mad and why shouldn't it. Your opponent is dead, lying on the ground and you go walk over to him (you don't have to but it looks better) and keep saying "Be Gone" "Be Gone" "Be Gone", and then the next person in line will be like "ohhh, you hear what he said about you John??" in a cracked up voice. And you know the rest ^_^ ====================================================================== 11. Combos ====================================================================== I'm not going to list every single combo for Magneto because there are many and different variations of about everyone of them, so I'm only going to list the ones that I use and find effective in gameplay. Where it says "[__ -__ hits]", this is because it depends on which character you do the combo on. This is especially with all the tempest combos that I listed. The hits will increase if you do it on someone big like Juggernaut or Sentinel, but you won't get as many hits if you were to do it on MegaMan or Sonson. Also, don't really know the exact hits so I just put in for example: 30-50 hits or whatever. So what I am trying to say is that this combo section may vary depending on which character you do the combos on. 1) [8-hits] j. fp \/ d. c. lk > c. FP /\ lp > lk > lp > lk > FP or RK ========================== 2) [13-14 hits] j. fp \/ d. c. lk > c. FP XX shockwave ========================== 3) [29-35 hits] j. rk \/ d. c. lk > s. RK > hyper gravitation XX tempest ========================== 4) [32-45 hits] j. rk \/ d. c. lk > c. FP /\ lp > lk > lp > lk > hyper gravitation XX tempest ========================== 5) [32-46 hits] j. fp \/ d. c. lk > c. FP /\ lp > lk > lp > lk > hyper gravitation XX tempest > EM Disruptor ========================== 6) [66-74 hits] j. rk \/ d. c. lk > c. FP /\ lp > lk > lp > lk > hyper gravitation XX tempest > lk > lk > hyper gravitation XX tempest ========================== 7) [70-78 hits] call out Sentinel's ground assist > d. c. lk > c. HP /\ jab > short > jab > short > hyper gravitation XX tempest > lk > lk > hyper gravitation XX tempest ========================== 8) [108-115 hits] j. j. fp > d. c. lk > c. FP /\ lp > lk > lp > lk > hyper gravitation XX tempest > lk > lk > hyper gravitation XX tempest \/ d. (otg) c. lk >c. FP > lp > lk > lp > lk > hyper gravitation XX tempest > lk > lk XX tempest ========================== 9) [69-79 hits] j. fp > d. c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation XX tempest > lp > lk > lp > lk > air-dash > lp > lk > lp > lk > hyper gravitation XX tempest ====================================================================== 12. Strategies ====================================================================== Here are the general strategies for Magneto 1) I prefer playing a close up game with Magento whenever possible. Personally, I think that his close-up game is more effective than his keep-away game. I'm not saying that he doesn't play good keep-away, I'm just saying that his close-up game is more better. 2) Use assists that hit the opponent multiple times in a row so that you can make a dash in and launch the opponent up and start an air-combo, I would recommend Sentinel ground assist, Cable projectile, Cyclops projectile assist character. I think that the beam characters work well with Magneto's fast dashes. 3) Learn how to do the Tempest combos above, they are a big aspect of your game. 4) Use the EM Disruptor special move whenever you're at a safe distance, but if your playing Cable or Iceman, I wouldn't do it as much. 5) If you ever throw the opponent with RK, try to dash in and otg them for a combo. 6) If someone is playing a keep-away game very well on you, just try to sj and air-dash forward and over their head when you get a chance. 7) Only use the FP or RK buttons to jump-in at the opponent. 8) Take advantage of Magneto's dashing skills, if you're ever in a tough situation, this will most likely help you out. 9) If you got your opponent in the corner, do Magneto's flight mode and start pressing all the kick buttons. This is sure to frustrate them. If you can, add in a jab EM Disruptor. 10) After attempting to do a sweep with magneto (c. RK), add on a Magnetic Force Field afterwards if your sweep does not connect, this way your opponent will be punished if he/she takes advantage of Magento's long recovery sweep. 11) Use Alpha assist when choosing Magneto's assist type even though Beta Assist is recommended. Beta has too much lag at the end and isn't really effective against most people in the arcades, and Gamma assist doesn't have good range at all, and will most likely never hit anyone when you pull it off. 12) Make sure that you have Magento start up the round. He's a good battery and then the second character should be someone who can use up some of those supers that Magneto has charged up. 13) Whenever you jump back, like if you want some room for example, press FP while you jump back so that if your opponent tries to get next to you, it will knock him away alittle bit. Try to press it like as soon as you just get your feet off of the ground whenever you jump. 14) Don't even let your opponent have a chance! As soon as the round starts be almost like right in his face ready to do you c. lk > c. FP into tempest combo! Or better yet, be almost in his face like above and as soon as the round starts press Sentinel assist (I recommend his assist) and jump over to your opponent. So that the Sentinel Force will hit him from one side and you on the other side will try to catch him by doing c. lk > c. FP into the tempest combo. Lots of the times that you try this, the your opponent tries the block in the way that Sentinel is attacking, but that is the wrong way, they should be blocking back against you so they end up eating all three parts of Sentinel's ground assist and then c. lk > c. FP all the way through a tempest combo! I always like to do this to confuse the opponent and most of the time it works. 15) Whenever you are thown or have a chance to roll out, make sure that you do so. Many people out there rely on you not rolling out of throws and such; ex: Jill because they can pull off a big/damaging combos if you don't. But if you learn to roll all the time when you get a chance, it will really ruin their gameplan and they will have to learn to try something else on you. 16) If someone is flying and shooting who-knows what, do a rk hyper gravitation to get them back down. The rk hyper gravitation goes the length of the whole screen exactly. So if you're on the way opposite end of the screen, and they are flying up and are at the opposite end from you, the hyper gravitation will mostly likely bring them back down and into your mercy. Works all the time for me =) ====================================================================== 13. Vs. Strategies ====================================================================== This section explains strategies about what you should do against human players whenever they play with certain characters in the game. Note that this is from my arcade experiences and what I personally think you should do when you face a certain character. So just remember that no two people play the exact same way. Whatever I say here about a strategy for a certain character, you may not agree on. You may have your own way of playing them and you are entitled to play the way you want to play against certain characters. But this is my FAQ and so therefore, this is the way I play them. Enjoy! *********************************************** Akuma *********************************************** I would try to play a distance game against him, because if he catches you with his Hurricane kick he will most likely cancel into the Tenma Gou Zankuu super for maximum damage. And if he catches you in an air- combo he will cancel into Tenma Gou Zankuu also. I would try to stay away from him by throwing lp EM Disruptors whenever safe, and calling out assists that will keep him away, preferrably a beam assist. *********************************************** Amingo *********************************************** This guy's kinda weird. He can't really play a keep-away game against you so I would use that as an advantage. If you have an assist that crosses him up, dash in and start the tempest combo to get rid of him fast. Since this guy is a little on the big side, and the tempest shoots out lots of ice shards, not very many of them will miss him, which is better for you and bad for the Amingo player. *********************************************** Anakaris *********************************************** Unless your Anakaris player is very advanced with him, you shouldn't have a problem against him. Just do some of the regular strategies against him. Just be aware of Anakaris's Pharaoh Cobra Blow Super which does lots of damage if you block it or not. *********************************************** B.B. Hood *********************************************** I would play an up-close game against her. She has some good ground techniques to really annoy you. Like her low and high missles can really put Magneto in a bad position if you try to play keep-away against her. She can play a good up-close game as well, but Magneto's is much better. Her launcher has very short range so I wouldn't worry about her trying to combo you that much. The only thing she has is the ability to combo in her Cool Hunting super which does some pretty serious damage. She also has a double jump, but that doesn't really effect Magneto. If she tries to play keep-away, sj real fast and dash over her and try to start a combo. Remember that you wanna play an up-close game against her. *********************************************** Bison *********************************************** Hmmmmm, this one is kinda hard since he is very unpredictable. But I would play an up-close game against him too. If you see that the Bison player is trying to catch you with the head press thing. Just dash back while he's coming down and since it has a little lag, dash back in and combo his ass. I guess that's all for him. *********************************************** Blackheart *********************************************** Beware of the Blackheart/Doom Trap and his inferno which he can cancel into the Heart of Darkness super for great damage. I've seen lots of Blackheart players who keep super jumping over and over again and pressing a variety of FP or RK while in the air. So be aware of that. Blackheart moves real slow and even his dash in slow. So i would use Magneto's speed to dash in and start comboing whenever you see an opening. Just try not to let him do that superjumping technique that I listed above and you shouldn't have that many problems. *********************************************** Cable *********************************************** Oh Boy. Well whatever you do, don't let him get away from you unless you want to be chipped the rest of the match. Stay on him the whole time excuting tempest combos whenever possible. You should know that Cable cannot play an up-close game but he is one of the best in keep-away. Try to cross him up with an assist like Spiral's ground or Sentinel's ground into the tempest combo. Don't even try to play a keep-away game against him as you will win. Jump in with FP alot to start combos and do a RK hyper gravitation if you see that he keeps jumping in the air and doing viper beams to bring him back down to you. *********************************************** Cammy *********************************************** I would use a variety of keep-away and up-close against her. If she gets you in a air-combo, she can cancel her Killer Bee Assault super move from her RK cannon drill. She also has a fast dash like Magneto. But if you see that your opponent just pulls off the Killer Bee Assault out of no where and you block it, whenever she comes down from it, be ready to punish her good. That's all. *********************************************** Captain America *********************************************** He's kinda slow but he's defidently stronger than ever. You will see that the Captain America player will always try dash in to start an air-combo on you, since his keep-away game isn't that great. Take advantage of his poor keep-away game and use Magneto's keep-away game to get rid of him fast. *********************************************** Captain Commando *********************************************** You might have some trouble against him. He can play both a keep-away game and a up-close game against you. I wouldn't recommend going into flight mode against him because he will just do a captain corridor on you. If you get caught in the Captain Storm super, always remember to roll out at the end becuase most likely he will go for the otg for about 20 hits all together. If he does the captain corridor and you block hit or he missed you, dash in and do the tempest combo. You want to try to get rid of him fast as possible. Look for any mistakes that he makes and punish him for doing so. Always be ready to block or block if your not doing anything. If you have Storm on your team and you have just done the tempest combo on him, DHC into Storm's Hailstorm super to get rid of him quicker. That is all the advice I have against him. *********************************************** Charlie *********************************************** Just a copy of Guile is all this guy is. Beware that he can cancel his Sumersault Justice from any button. I would use a variety of keep-away and up-close game against him. Easy enough huh? *********************************************** Chun-Li *********************************************** She's not that great in this game anymore. But she cancel her Kikou Shou super from any button. It does okay damage but is not considered alot. She does have a good anti air move, which is her Tenshou Kyaku. No problem here. *********************************************** Colossus *********************************************** Wow this overpowered demon is really good. His air-raves take enormous damage, especially if he adds on that damn power tackle at the end of it. Don't let this guy get near you, especially whenever he goes into Super Armor Mode. When he does this, just keep superjumping and dashing away from him while he's in this mode. If you try to do a combo on him while his Super Armor super is activated, prepared to eat one of those power tackles. Play a keep-away game against him by doing EM Disruptors whenever your far away. He's pretty easy as long as you don't play an close range on him. *********************************************** Cyclops *********************************************** Cyclops can play a very good keep-away game like Magneto, but probably even better. He can cancel his Super Optic Blast from a ground combo ending with the cyclone hit, which does decent damage. If you see that he trips you, roll out because he will most likely cancel into the Mega Optic Blast. If he does this and you roll out, be ready punish him. Try to dash out of the way if you see he's playing a keep-away game. Try not to let him superjump that often because he will most likely do RK over and over again to charge up his meter again. Look for any mess-ups that he does and punish him for each one. *********************************************** Dan *********************************************** Come on, is this a joke. Yeah, some people say that he's good and stuff, but I really don't believe that. He has a taunt super. That should tell you he's not a good character right there. He's like another Servbot if you ask me. Play a keep-away game against him for sure, because his really sucks. That little Gadou Ken for a fireball. Do you realize how small that thing is! Who would get hit by that except if it was comboed into or something. Don't worry about him, he's nothing. *********************************************** Dhalsim *********************************************** He has long arms which can stretch across the screen if you try to dash in, and if you try to jump in and combo him, he can do Yoga Strike super to punish you, but otherwise he's easy. *********************************************** Dr. Doom *********************************************** About the same for Cable. Don't let him out of your site. If you see that he goes into flight mode, just RK hyper grav him to bring him back down since he can't block in air. Try to cross this guy up since he has to block both high and low to block everything, then go into the tempest combo. Don't play a keep-away game against him because his is better. I guess that's it for him. *********************************************** Felicia *********************************************** She's pretty fast and can get a little annoying at times. Her Hyper Sand Splash super does lots of damage and lots of chipping damage if it is blocked. You will see the sand splash special move done alot. I think that is really her only keep-away technique. Its' quick, does decent damage, and doesn't have much recovery time on it. She can cancel her Dancing Flash super after any button, which does decent damage also. I would play both a keep-away and up-close game against her. I think her rolling buckler special move has some lag at the end if it is blocked, so I would dash in a combo her into a tempest combo of course. That's all for her. *********************************************** Gambit *********************************************** The glitch man. He's really nothing to worry about. He's weaker than he was in Marvel vs. Capcom. He's real slow and it seems that he has a little trouble doing air-combos. His special moves aren't really effective. I would play an up-close game against him since he really can't play one. Just beware of the Gambit glitch though. If he is winning for some reason, he will probably go for the glitch and he will win the round. *********************************************** Guile *********************************************** The guy who can cancel all of his supers. I have noticed that Guile is pretty predictable, and considering that he only has 3 special moves makes him even more predictable. If he tries to do a flash kick and you block, punish him when he gets down. Most of the time I would play a keep-away game against him since his sonic booms aren't as good and as fast as Magento's EM Disruptors. If he trips you, roll out or be prepared to eat a super, most likely sonic hurricane. He shouldn't be that hard though. *********************************************** Hayato *********************************************** He has lots of those plasma combos which can be painful if you take too many of them. His keep-away game sucks, so I would use that to your advantage. Most Hayato players will add on the Plasma Field after air-rave. And then they will try to do the Black Hayato super for maximum damage. Hayato isn't really that hard so you shouldn't have any problems with him. *********************************************** Hulk *********************************************** He still maintains his great strength from Marvel SuperHeros vs. Streetfighter. But I think that some of his moves have been toned downed and don't work as great as they used to then. The only thing I would be concerned about when playing him would have to be his Gamma Crush Super which is most of the time not blocked the right way or is not really blockable since he's so big. It does great damage and is hard to get away from. Whenever you see him pull it off, keep dashing back to make sure that you don't get hit. *********************************************** Iceman *********************************************** If you let him, all he will do is icebeam all thoughout the round. Whenever he jumps and starts doing this, do hyper gravitation to bring him back down, then launch him into the tempest combo. Try not to let him launch you up either as he will cancel into Artic Attack super. He takes no block damage, but I think that only effects characters that have beams, like Cable and Cyclops. I'm pretty sure you can use the EM Disruptor and it will still take block damage if he blocks it. But don't try to play keep-away against him as he is better than you in that. Instead try to perform many combos on him to wear him down. *********************************************** Ironman *********************************************** He has some good keep-away tactics like his unibeam that can be done over and over to keep you grounded. That being said, I would suggest playing a up-close game against him. Beware of his combo that he cancels into his Proton Cannon super. I think it is c. lk > c. lk > (otg) c. lk > c. lp XX Proton Cannon. Just make sure that you roll out after the c. mk and if they didn't think that you were going to roll out and proceed with the rest of the combo. Do a TVC or something you know will take lots of damage on him. Do the tempest combo if you want to again. *********************************************** Jill *********************************************** She's like the master of otging people. Lots of her combos rely on this. She has zombie helpers to confuse you and she can add on that Super Fiery Dash super after an air-rave for lots of damage. Basically, she can come up with some sick combos. To get around this, I would recommend playing a keep-away game against her too. She can play an okay keep-away game, but not as good as Magneto's. If she tries to pull off the Tyrant super and you block dash in and combo her to death. *********************************************** Jin *********************************************** He's sort of like a mini-Hulk. I don't see much problem with him except that he can combo in the Saotome Cyclone super after being launched by him. I would defidenty not go into flight mode against him either as he can decide to do the Bloody Vulcan or the Saotome Cyclone super since you can't block when your in flight mode. His Saotome Dynamite is a great move for him as it will throw your EM Disruptors. So I would play an up-close game against him. Just try as hard as you can not to let him catch you with his jumping FP or RK as he will most likely cancel into the Saotome Cyclone Super after he launches you. *********************************************** Juggernaut *********************************************** His Head Crush is really something, and has no start up time and goes through everything in it's site. So i would play a up-close game against him. Just be aware that he can pull off the Head Crush super any time he wants if he catches you off guard. If you expect it coming, and you block it, dash in and do the tempest combo on the big guy. You will get about 55 hits because about every single ice shard will hit him. Always look for his mess-ups and long lag moves that he has so you can finish him off pretty fast. *********************************************** Ken *********************************************** He can cancel his Hadouken super after any button so be aware of that. Also his has a infinite that can be done in the corner. So try not to get trapped in the corner. But that's all he really has so there should be no problem against him. *********************************************** Magneto *********************************************** Everything that applies to you, they can do the same things. Nuff said. *********************************************** Marrow *********************************************** The annoying one. She can cancel her Stinger Bones supre from mostly all her air-raves. There aren't too many Marrow players out there anyway so I wouldn't really worry about her. *********************************************** MegaMan *********************************************** This little guy is really annoying if he tries to play a keep-away game! Eh! Eh!Eh !Eh! Eh!Eh!Eh !Eh!Eh! Just stop it little man! Uhh, there really isn't anything to say about this guy. Just follow the regular strategies. *********************************************** Morrigan *********************************************** Ummm, she's more of a combo person, but she can play a great keep-away game too. I would play an up-close battle against her. Her Soul Eraser super does lots of damage and lots of chipping damage if it is blocked. Lots of Morrigan players out there sj and throw down a whole bunch of soul fists to keep you grounded. Once again, whenever anything like this happens, just RK hyper gravitation them to get her back on the ground and do a combo on her. She's one of the weaker characters in the game, but she has some decent combos. *********************************************** Omega Red *********************************************** Gosh, this guy can get very annoying with all those coils he has. Many of the Omega Red players that I've seen before always do this: omega strike > omega strike retreat over and over. It does good damage and the thing is that they do it over and over again. Omega Red is also dangerous in the air too. He will start throwing those coils down towards you to catch you and throw you on the opposite end of the screen. To get around this, stay close to him at all times. Cross him up whenever possible for confusion. Also don't go into flight mode when fighting against Omega Red because he can do the Omega Destroyer for lots of damage. *********************************************** Psylocke *********************************************** She takes damage very badly, but she can dish out damage very well too. Try not to get launched because most likely she will finish the combo off with her Kochou Gakure, which does take lots of damage from you. She can also play a decent keep-away game with her psi-blasts across and diagonally. Play both keep-away and up-close against her. If she tries to do her Psi- Thrust super and youi happen to block it, be ready to punish her when it's over. *********************************************** Rogue *********************************************** She's better than I thought! I never knew that she could cancel her Goodnight Sugar super from the repeating punch. This changes everything that I thought about her. Aslo she is very annoying and can really tick you off because of her non-blockable power drain special move. She's kinda hard in my opinion. She has that diving kick thing somewhat similar to Akuma's, which she uses to start up combos like the one that I listed above. Play a keep-away game most of the time and when you block her repeating punch, be ready to add in a good combo on her. *********************************************** Roll *********************************************** Please, do I really need to give anyone a strategy on her? Just combo her to death. But I don't think that you will ever play someone that picks her. She's completly dumb, has nothing going for her and is MegaMan's girlfriend. *********************************************** Ruby Heart *********************************************** This ship chick has some good combos and such but really nothing to worry about. Play a up-close game on her and if she pulls any supers except the fireball one, then you can dash in and combo her. *********************************************** Ryu *********************************************** For some reason, Ryu is not that great in this game...Finally. In all the other games that he was in he was always the best and the main character and such. Now he is rarely used. Against him play a up-close game. If he does the shoryuuken special move and he missed you or you blocked, be prepared to punish him when he gets back down. He can cancel his Shinkuu Hadouken super after a successful air-rave. This still does good damage like it always has. That's it for him. *********************************************** Sabretooth *********************************************** Honestly, I've never played anyone that used Sabretooth before, but from what I hear, he's really not good at all. He does have some good air- combos but that's about it. I would play an upclose game against him too. His supers don't do good damage. So, I don't think he would be a problem for Magneto. *********************************************** Sakura *********************************************** Sakura can change into Dark Sakura if she wants but it takes up 3 levels of your super meter and I don't see why anyone would change into Dark Sakura. Her hadouken hits mulitple times. I would play both keep-away and up-close game against her. Do EM Disruptors from afar and and combo whenever she does a move with lag. Don't go into flight mode because she can do her Midare Sakura super to get you down and take some of your life away. *********************************************** Sentinel *********************************************** Play an up-close game against him. He has a super armor so you will need to hit him once before you launch him or else he won't be launched. He's pretty good at keep-away. Maybe as good as Magneto. But his up-close game can be effective too so don't get me wrong. He has better skills in flying than you so I wouldn't try to compete with him in that. The thing that I would take advantage of is is slow speed and lag after lots of his moves like rocketpunch, his launcher and his plasma ball super. If he catches you in the Hyper Sentinel Force super, he can do it again and again until he runs out of supers if he times it right. Use your dash against him alot to get around some of his moves and whenever you see that he has tried to launch you and you block or he missed, this would be your time to do a combo. *********************************************** Servbot *********************************************** Shouldn't have much problem against him. Just launch him and XX into the shockwave, for maximum damage against him. He takes damage very poorly so you should get rid of him pretty fast. *********************************************** Shuma Gorath *********************************************** Play a variety of up-close and keep-away games against him. I would most use the up-close game though. He has lag at the end of his Mystic Splash which gives you time to combo him. Whenever you see that he has activated his Choas dimension super, I would keep away from him at all costs. Dash in the air as much as possibe or maybe even go into flight mode because this super does a great amount of damage if he catches you in it. But that's about it against him. *********************************************** Silver Samurai *********************************************** This guy can get confusing since he can play both keep-away and up-close battles very well. If he catches you with the c. mk he can XX into Raimei Ken super which does extream damage. His shurikens do the same amount of damage if actually hit by it or blocked, so you want to stay away from those. His opening invitation to you would be his lag at the end of his Hyakuretsu (charging while doing endless slashes). When he does this you can dash in and combo him. Don't go into flight mode either on him because he can do his Raimei Ken super to get you down and really drain down your energy. Use lp EM Disruptors from afar. And always be looking for lag at the end of some of his moves. Air dash over his Chou Shuriken super and combo him some more. *********************************************** Sonson *********************************************** What is she, a monkey? Anyway play a up-close game against her. But try to air-dash to get to her becuase her crouching FP has lots of range like Dhalsim's and will stop you if you try to do it. If you see that she is about to start her Enough super, there is enough time to sj and air-dash over her and do whatever you want to her while she is facing the wrong way. I would use the tempest if you have a super handy. *********************************************** Spiderman *********************************************** Play a up-close battle against him, and try not to get caught in his web balls too often. He's pretty fast but you are more powerful. Dont' go into flight mode because he can do the maximum spider super to punish you. He has lag after his spider sting and web throw special moves so that is the time to combo him. *********************************************** Spiral *********************************************** Spiral is also a very confusing character. She often activates her dancing swords in the air and then unleashes them the circular way so that she can keep attacking you and then you have to worry about those swords flying all over the place. To get around this, you shouldn't fly around too much and should try to stay close as possibe to her when fighting her. Don't do the magneto shockwave unless you combo it in because she has the ability to teleport behind you and do her metamorphisis super or her Stampede Sword super while she's behind you and you are still performing the rest of the shockwave. She can play a great keep-away game by tossing and replenishing her dancing swords over and over. So from the beginning of the match I would stay right next to her and not let her get away. You EM Disruptors won't work against all those swords. Whenever she pulls of her Power dance or Speed up dance super, dash in and combo her as she has lag. When she activates her Metamorphisis super, run away like a coward, throw EM Disruptors to keep her away from you. Then whenever her time runs out continue with the regular gameplan. *********************************************** Storm *********************************************** She has the ability to combo in her Lightning Storm super after her lightning attack special move. She is one of the harder characters for Magento. She can play both a killer keep-away as well as up-close game. She has great speed and a fast dash. She's almost like Magneto. If she trips you make sure that you roll out of it or else she'll add on the Lighting Storm super for good damage. If she flys if would do the hyper gravitation to bring her back down and punish her. Air-dash over her whirlwinds and combo her. She's a very good player, so I can't really think of many disadvantages that she has except for the ones that I listed. Sorry. *********************************************** Strider *********************************************** Strider takes damage like a girl but has some good combos. If can catch him with the temest combo, that will really have an effect on him as it does every else. Strider can't really play much of a keep-away game but he has the ability to get up-close to you if you again if you try to stay away from him like you should be, by teleporting. I would use mostly a keep-away game but if you see that he keeps teleporting back to you again then play an up-close game if he wants it. Strider has lag after his Ame no Murakumo, air hiryu, and his Legion super. Use these lags at the end to combo him. *********************************************** Thanos *********************************************** Thanos is very strong and his supers don't do bad damage at all either. I think he has an infinite that can be very annoying but I rarely see any Thanos players out there so I wouldn't worry much. His death sphere can be very effective since he can do a super or anything he likes. He has lag after his reality, space, and soul supers. He only has two special moves and only one of them is really used in gameplay. That's all about Thanos. *********************************************** Tron Bonne *********************************************** Tron can cancel her Chuushoku Rush after her mp. This is only two moves and does about 40% damage! She has major lag after her bonne strike, her launcher, and her shiki dan. Use this time to combo her. Most players of Tron will jump in with lp and then follow it with mp into the super. Play a keep-away game most of the time against her by using lp EM Disruptors. *********************************************** Venom *********************************************** His vemon rush is very effective and stops you from jumping in and trying to start up a combo. This could be a little problem. If you see that the Venom player hardly uses the venom rush to stop you from jumping in and comboing, go to a keep-away game. By now you should know how to play keep-away against most characters. His standing fierce will stop you from dashing in and comboing. His vemon fang has fast start-up time and no recovery time. He only has three special moves so he it is pretty predictable what he is going to do. I don't think that he can combo in any of his supers but I'm not sure though either. If you see that is going to do the death bite super, sj and air-dash over it and behind him and start a combo or whatever you want to do. That's about it against Venom. There aren't that many Venom players out there anyways. *********************************************** War Machine *********************************************** He just about the same as Ironman, but in my opinion, not as good as Ironman. He has another super compared to Ironman, but that's about it. Just read the Ironman strategy to figure out what do about War Machine. *********************************************** Wolverine (adamantium) *********************************************** Usually used by a mashing character, but if not, wolverine can stop you from jumping and comboing by using his tornado claw every time. But not that many people have that fast reflexes to know when you are going to combo or not. This Wolverine isn't as good as the bone claws one. His lag moves are his tornado claw and Berserker Barrage X super move. Only scrubs use this character just because he is a mashing character. *********************************************** Wolverine (bone) *********************************************** Read Adamantium Claws Wolverine. There's not much difference between the two. I rarely use the Wolverines but I think the bone claws is a little more better than the adamantium claws because he has more supers and has a better tornado claw move. But I'm not postive. *********************************************** Zangief *********************************************** This guy is like the king of grabbing and throwing people. Defidently play a keep-away game against him as he will always try to suplex you for major damage. He has an infinite that can be done in the corner, so try to not let him trap you in there. Throw EM Disruptors to keep him away from you can you can dash in and combo him after he does his elbow drop, and his lariet super. Zangief can be very effective if you let him close to you. This is why I really recommend that you stay away from him. ====================================================================== 14. Good Partners for Magento ====================================================================== Here are some characters that I find work well with Magneto: *********************************************** Cable *********************************************** Cable goes great with Cable. He's a great point character too. He has that Air Hyper Viper Beam (AHVB) which comes out so fast it's too good to be true. He balances the team with Magneto because Magneto is more of a combo person and plays more of an up-close match. Cable, he plays a mean keep-away game. Combine them together and you got a balanced team. Magneto can kill up-close while Cable kills from afar. He has the best guard break move in the game. He can AHVB intil the character is dead which usually takes 3 AHVB to kill an opponent with a full meter of life. You can't beat that. *********************************************** Dr. Doom *********************************************** Dr. Doom is a great character too. His AAA is the best assist in the game IMO. It keeps opponent away while Magneto can dash in and try to combo while all the rocks are flying all over the place. Dr. Doom also has some great combos like Magneto that do quite good damage. His Proton Array super done in the air does great damage and block damage. And the good thing about it is that it can be comboed in an air-combo. Learn to time it well from the air-combo to get the most hits in and even more damage. Doom's jumping Fierce Punch is probably the best normal attack in the game too. Keeps opponent from moving while you can call an assist and do decent damage. Doom is one of the best keep-away characters in the game too. Sj and repeat doing photon shots while in the air to keep your opponent grounded and at the same time doing good block damage. *********************************************** Cyclops *********************************************** Cyclops is one of the best anchors in the game along with Sentinel and Blackheart. He can combo in both of his supers which makes him even better. Cyclops beams are better than ever and so is he. His AAA is also one of the best assists in the game. He has great combos on ground and in the air. His Mega Optic Blast super takes up a huge amount of the screen making it nearly impossibe not to block it even if it was performed from across the screen (which you should only do if you need to finish off a character who has barley any life left). He can also charge up the meter well too by superjumping and repeatingly pressing the RK button while in the air. Mash the buttons when you do his supers for more damage and he goes great on your team. *more to come* ====================================================================== 15. Good Teams ====================================================================== Here are some good teams: *********************************************** 1) Magneto (a), Cable (b), Sentinel (c) *********************************************** This team is pretty good together. You have Magneto to start the round and to earn some super gauges then whenever Magneto is starting to get hurt, you can switch to Cable to use up some of those supers with his Hyper Viper Beams. Always call out Sentinel assist while Magneto jumps over the opponent to get the opponent confused because some of the scrubby people try to block the sentinel assist but they end up eating a combo from Magneto from the other side. Sentinel's ground assist (gamma assist works very well with Magneto's fast dashing in skills. For example: Call out Sentinel assist, jump over opponent with Magneto so that Sentinel's assist hits them from one side and you do a c. lk > C. HP to see if they are blocking the right way. Or you can call out Sentinel assist while afar with Magento and if the assist hits, hurry up and dash in while the second or third hit from Sentinel's assist and do an air combo. This is a great team overall. I've gotten 16 wins with this team. *********************************************** 2) Magneto (a), Jin (b), Cable (b) *********************************************** Also a very good team. Always make sure that you are continuously calling out Jin's beta assist. Jin probably has one of the top 5 assists in the game, it controls some beam characters and even takes out some supers. Charge up the meter with Magneto and try to use a tempest combo at least once in the match. Remember that two tempest combos will kill 1 character with a full life of energy. Try to learn the tempest combo, it comes in handy all the time. If you see that you are about to die with Magneto, switch out to Jin and try to do his jumping FP \/ s. lp > s. lp XX Tornado super. This takes lots of damage too. Probably one of the most powerful supers in the game. Call out Magneto assist from a safe distance and keep on jumping and press FP to do the 4-hit Tornado combo with Jin. Cable is played as anchor this time because he can do lots of damage without having supers. When you have to call in cable, you know what to do. This team has very good DHC abilities too. Do tempest combo with Magneto DHC into Jin's Bloody Vulcan XX Cable's HVB. I've gotten about 12 wins with this team. *********************************************** 3) Magneto (a), Guile (c), Sentinel (c) *********************************************** Just like to first team that I mentioned, always call out Sentinel's ground assist while playing as Magento. It sets up combos well and confuses lots of people. When you are playing as Guile, try to use up some of the supers since most of his combos rely on finishing off with a super. If you see that your opponent has messed up or you blocked a super from him, dash in and do s. lp > s. lp XX Sonic Hurricane for easy damage very fast. Call out Sentinel's assist while your playing as Guile too. Whenever Sentinel's assist connects dash in and do s. lp > s. lp XX Sonic Hurricane. I know I haven't mentioned what to do when you are playing as Sentinel so I will do that now. When playing with Sentinel, keep jumping in with j. short > j. roundhouse > lp rocket punch for lots of damage and only a three hit combo. I usually just keep on repeating this until opponent dies. Or when your opponent is in the corner do lk sentinel force and then launch them with s. RK after the third hit connects and finish off the air combo with Sentinel Turbine Super for maximum damage. Also if you opponent is in the corner, go in flight mode and keep pressing Sentinel's kicks over and over to confuse your opponent and sometimes get them frustrated. This team has gotten me 12 wins. *********************************************** 4) Magneto (a), Cable (b), Cyclops (a) *********************************************** Yes, once again, you start out with Magneto. While Magneto, call out Cyclops asisst and keep jumping in with FP trying to catch them for a air-combo. When you catch them, do the tempest combo. I know this team is not much different from the first one so, once again, whenever you see that Magento's life bar is wearing down. Switch out to Cable and try doing some of his very well keep-away tactics slowly bringing the super meter like to level 2. Then if you see that you catch someone off-guard, do a Air Hyper Viper Beam. As some of you already know, the AHVB (Air Hyper Viper Beam) is very much better than the ground version. When your Cable, and you see that there is an opening, for example. Your opponent pulls off a super that you blocked and it has terrible lag at the end, jump up and do a AHVB, then do it again and again until the opponent dies or you run out of supers. You can also do this, if your opponent tries to tag out, and you expected it, and you block...Jump up and do AHVB again. If you see that you are dying with Cable (but you actually should be winning, but i have to tell you what to do with Cyclops) switch to Cyclops and decide whether you want to play keep- away or up-close with him. If you play keep-away, just keep doing optic blasts whenever you get a chance. If you want to play up-close, jump in with j. lk > j. lk \/ s. lk > s. lk > cyclone kick (hits twice) XX Super Optic blast and aim straight forward for it to connect. Also you can jump in with j. lk > j. lk \/ c. lk > c. RK XX Mega Optic Blast. But it is risky because the opponent has a chance to roll out. If you need to build up the meter fast, Cyclops can do that very fast. Just superjump up and keep pressing RK while in the air. I've gotten about 6 wins with this team but yet a never really play with this team that much. It's just that I think that I'm a little bit more effective with Sentinel more than Cyclops. Overall, this is a very good team. *********************************************** 5) Magneto (a), Storm (a), Cable (b) *********************************************** Wow! I was just messing around with this team not too long ago and man!, this is a very good team. Magneto, like I've said before will be starting the round. Try doing the tempest combo whenever you can, if you do catch them and you have another hyper combo gauge DHC into Storm's Hailstorm. Man this itself takes off about 5/6 of the opponents life, almost near death! I think this would have to be the best DHC team out there! Also, whenever you DHC into the Hailstorm press all the buttons to get in as much damage as possible and adding more hits to the combo. This team has insane DHCs. Whenever your Storm, jump in with FP \/ lk > RK /\ lp > lk > lp > lk > RK. I've never really spent the time to play Storm that much so I really don't know any good combos with her and there are probably more better ones than this classic one I'm sure. If you know how to play Storm very well, this team has got everything you need and will probably be your team of choice out all the one's that I have listed so far. First of all, Magneto is easily the best character in the game if played correctly and so is Storm. She is defidently the 1st of 2nd best character in the game. And then you got Cable who is like the 2nd or 3rd best character in the game. All top-teir characters in this team. Also, since Sentinel is not in this team now, call out Storm's alpha assist which is her horizontal typhoon, this is the substituting for Sentinel's ground assist. I will be experimenting with this team more so I can tell you some of the better combos with Storm. Overall, A extreamly good team if played correctly. *********************************************** 6) Magneto (a), Dr. Doom (b), Sentinel (c) *********************************************** Here's a tourney winning team and is well balanced too. Have Magneto start and try to let him stay in as long as you can. This team is more of a keep-away team than the others that I've listed. Anyway, play with Magneto till he is almost dead or has lots of life that he can recover and then switch out the Doom. Play a keep-away game with him too by superjumping and doing photon shots while in the air. Keep repeating this until your opponent becomes frustrated and then does a super out of nowhere. When he does that be ready to dash in and combo him with d. c. lk > c. lk > c. FP /\ lp > lk > lp > lk and to finish it off, either do a roundhouse, air-dash downwards and forward throw them before they land, or the Photon Array super. Which ever you feel like doing. They all do decent damage. Repeat this process until Doom is getting low on damage and switch to Sentinel. Jump in with j.lk > j. RK > Rocket Punch down for easy damage. Or jump in with j. FP \/ s. lk > s. RK /\ lp > lk > lp XX Hard Drive super. Just repeat doing these tactics with Sentinel and call out some Sentinel Forces' every once in a while for a great match and most likely a winning match. I've gotten about 10-11 wins with this team. Overall, a balanced and very good team that can get you to win in tourneys and such. ====================================================================== 16. Fighting Abyss ====================================================================== *********************************************** The first one (fat one with super armor): *********************************************** Just jump up and keep on doing a magic series combo on him and when you see him about to shoot that big blue beam at you, just superjump and dash over his head, and if he has lots of life left and you have a super handy, go head and do the tempest combo on him while he is shooting the beam. Because first, the beam will not hit even though your behind him like some normal attacks, and secondly because when you do the tempest on this guy, it really takes lots of damage very quickly. *********************************************** The second one (green guy): *********************************************** I just go to the opposite end of the screen and call out a beam assist or an assist that shoots from far away and keep doing the EM Disruptor whenever it is safe. Just watch out when he pauses because that means that he is going to do that laser thing on you or he is going to go hide out and throw out those 3 big, green bubbles at you. If he does the laser, just try to superjump real fast and do an air-dash, but if you see that your not going to have enough time to do that, just block, it doesn’t take that much blocking damage. Or if he does the bubble thing, just jump up and keep pressing short kick or Roundhouse kick. Both work well against him. *********************************************** The last one (big and ugly red half-dog): *********************************************** This one should be the easiest out of all three of them. What I do is whenever it's safe, jump up and do a magic series combo. And since you have saved up those supers (you should have about 3 or 4), jump up and perform the tempest super whenever you see that he has just got through doing that venom fang looking move that he does right after he raises all those flames of fire from underneath the ground. The tempest performed on this guy will take about 1/2 of his life away since just about all the little ice shards go in all directions and the boss is everywhere around you. You only have to perform this 2 times on him even when he has a full life of energy (when you first start the round) to kill him. ====================================================================== 17. Color Coordinations ====================================================================== -At this section of the FAQ I will explain the colors that are optional whenever you select Magneto as your character. There are 6 buttons so there are 6 different colors as well. This does not improve your gameplay or anything, it's just for you to look organized and make your team match and have your Magneto character the color that you want him to be. -At the character select screen, highlight Magneto and according to the button that you press to select him, that will be the color he will be when you start the match. Select with: Jab [X] Red body with light purple cape, gloves, belt, and boots. ============ Short [A] Blue body with dark purple cape, gloves, belt, and boots. ============ Fierce [Y] Reddish-Pink body with turquoise cape, gloves, belt, and boots. ============ Roundhouse [B] Dark Purple body with dark blue cape, gloves, belt, and boots. ============ Assist 1 [L] Bright Red body with purple cape, gloves, belt, and boots. ============ Assist 2 [R] Red body with black cape, gloves, belt, and boots. ====================================================================== 18. Credits ====================================================================== Here are some people that I would like to thank... -Alex Valle for being a great MvC2 player -Ashton stop talkin all your mess and come prove how good your really are -Capcom for always making the best fighting games out there and for adding this game to it. Great job -Carlos for being the best MvC2 player in the Galleria -CJayC for posting my FAQ -Cuong for letting me go over to his house and practice the game and for being a cool friend -David for letting me install NetZero onto my computer, helping me out with the game, and for pretty much introducing me to the game -David C. for helping me out with the game's infinites, and his very helpful Cable FAQ -Dragonkahn for helping me out with the FAQ and for some helpful advice -Duc Do for being the best player that I know at this game -Kao Megura for having your Anakaris faq so i can check and compare mine with yours to see how I can make this faq better -Gamefaqs.com for their awesome and helpful site and for somehow posting my updates very quickly... I like that =) -Gamepro for being another great magazine to get tips and tricks from -James Chen don't know him but he makes some tight ass combo movies -John for being one of the better players in Willowbrook and inspiring me to get real good at the game -Kevin for letting me come over to his house and play the game and giving me some good competion for me to get better -Mark for letting me get the Dreamcast early -Me for spending the time to write all this -MvC2 board for being a great place to talk about this game and learn even more things about the game and its' characters -NetZero for providing free internet access. Stay that way =) -Sega Dreamcast for being the best system out there IMO -Shoryuken.com for also having a cool site and having those great topics on the new things of the game like Cable's guard break -Tips & Tricks for having all those tournament reports on this game and for putting this game's strategy in your magazine -Vega I hear that you are pretty damn good at this game. I hope someday we can play against each other -Willowbrook Mall for being a great place to go practice the game. Not everyone there is good so I can practice and perfect my game even longer without spending as much money and for fixing the machine when it was broken pretty fast -You for taking the time to read all this ====================================================================== 19. Contact Information ====================================================================== If you have any questions, comments, suggestions, or something purtaining to the faq, feel free to contact me at phillipm80@hotmail.com. Or you can find me at the MvC2 board if you want to talk to me there. Just make sure that you go to the dreamcast version of the MvC2 board because I don't visit the Arcade version that often. My sign in name is "phillip" so if you see my name in a certain topic or post, that's me. ====================================================================== *********************************************** Copyright 2000 Phillip Mouliatis