Marvel vs. Capcom 2: New Age of Heroes
Magneto FAQ v2.7

March 6, 2001
Written and Complied by: Phillip Mouliatis
E-mail: phillipm80@hotmail.com


This FAQ can be found at:

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                              /_/   /_/  |_\___\_\


                                 (ascii art made by Will Moose)

========================================================================

                                  *NOTICE*

_________________________________________________________________________
-------------------------------------------------------------------------
|| 1) This FAQ was made by me, Phillip Mouliatis. And I made it for    ||
||    the people that want to know how to use Magneto at least         ||
||    effectively in MvC2.                                             ||
||                                                                     ||
|| 2) This FAQ is for everyone to read but for no one to make money    ||
||    off of.                                                          ||
||                                                                     ||
|| 3) This FAQ should not be reproduced without my permission. If you  ||
||    would like to post this FAQ onto your site, just send me an      ||
||    e-mail to <phillipm80@hotmail.com> and I will try to get back to ||
||    you as soon as possible.                                         ||
||                                                                     ||
|| 4) For the most recent version of this FAQ, GameFAQs will have it.  ||
||    If you have this FAQ posted on your site, try to have the latest ||
||    version if possible.                                             ||
||_____________________________________________________________________||
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                          *******************

                              Copyrights
_________________________________________________________________________
-------------------------------------------------------------------------
||  This FAQ is copyright 2000 - 2001 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.      ||
||_____________________________________________________________________||
-------------------------------------------------------------------------

                       *Ok, that's it. Enjoy the FAQ*

========================================================================
  Table of Contents
========================================================================

     1.    Revision
     2.    Magneto's Strengths and Weaknesses
     3.    Button Configuration
     4.    Legend
     5.    Normal Moves
     6.    Special Moves
     7.    Hyper Combos
     8.    Strategy
     9.    Combos
    10.    Combo Explanations
    11.    Assists
    12.    Taunt
    13.    Throws
    14.    Damage Chart
    15.    Vs. Strategies
    16.    Partner Recommendations
    17.    Recommended Teams
    18.    Fighting Abyss
    19.    Color Coordinations
    20.    Credits
    21.    Contact Information

========================================================================
  1. Revision
========================================================================

v1.0
  -First appearance of FAQ
  -Everything is new
v1.1
  -Added some minor stuff
  -Did some editing
v1.2
  -Changed statement
  -More editing
  -Added 1 new team
v1.3
  -More editing
  -Added to Combo section
v1.4
  -Added 1 new strategy
  -Added 1 new team
  -Fixed some spacing errors
v1.5
  -Added all 56 character vs. strategies section
v1.6
  -Added Color Coordinations section and some editing
v1.7
  -Added one new team
v1.8
  -Formatted FAQ alittle bette
  -Fixed some spelling errors
v1.9
  -Fixed some more errors
  -Added to the Credits section
v2.0
  -Fixed some more errors
  -Added 1 new combo
  -Added 1 new strategy
v2.1
  -Fixed some spelling and spacing errors
v2.2
  -Changed some sections titles
  -Changed title
  -Added to Credits section
v2.3
  -Added more good partners for Magneto
  -More editing
v2.4
  -Formatted FAQ alittle better
  -Changed Revision section
  -Updated Credits section
  -Updated Magneto's Strengths and Weaknesses
  -Fixed some spelling and spacing errors
  -Changed Credits section
  -Changed Partner Recommendations section
  -Changed Legend section
  -Changed Normal Moves section
  -Changed Special Moves section
  -Changed Hyper Combo section
  -Added new strategy section
v2.5
  -Basically, everything I did was on the Combo section of the FAQ
  -Added a Combo Explanations section
v2.6
  -Edited my combo section even more
  -Tried to fix all the spacing errors
  -Added Damage Chart section
  -Added to Credits list
  -Edited Contact information
v2.7
  -Added some new ascii art thanks to the courtesy of Will Moose :)
  -Expanded the Credits list
  -Very small editing

========================================================================
  2. Magneto's Strengths and Weaknesses
========================================================================

  Strengths
  ---------

Damage:
       Magneto is one of the best when it comes to inflicting damage.
       His tempest combos really play a big role in damage.

Speed:
      Magneto is one of the faster characters in the game. He has the
      fastest dash in the game.

Rushdown:
         Magneto can play a mean rushdown. Rushdown is when you go air-
         dashing crazy and hit the opponent from all different angles so
         that they have a hard time blocking cause you are attacking
         above them.

Keep-Away:
          I think Magneto is a good keep-away player if done correctly.
          But he might have trouble with the keep-away kings like Cable,
          Doom, Spiral and Sentinel.

Tempest:
        It's probably the most damaging super in the game behind Spiral's
        Metamorphisis, IronMan's Proton Cannon, and B.B Hood's Cool
        Hunting. The tempest super does good block damage too.

Combos:
       Magneto has some long, and damaging combos. He can air-dash to get
       in more hits and he can combo in the Tempest for maximum damage.

  Weaknesses
  ----------

Defense:
        Magneto takes damage like a girl when hit. Your best bet is to
        "Turtle". Which means wait for your opponent to make a mistake,
        dash in and combo off of that. People call this cheap but I call
        it thinking.

Trap:
     Magneto isn't a trap person either. Well, he's not used as much as
     Spiral/Doom, Doom/BlackHeart, and Strider/Doom. Maybe you can use
     Doom to assist you as a little trap...

Mashing:
        Now everyone knows that you can mash out of the tempest from
        connecting in a combo. That's bad. Magneto is still effective
        but with someone who knows how to mash correctly, you won't be
        as effective.

Size & Weight:
              Magneto is sort of a taller opponent. And is also kinda
              bulky IMO. This isn't a major problem but it's noticable...

Assists:
        Magneto's assist aren't as useful as you would want them to be.
        But the one I would use would be Projectile.

Recovery and Lag time:
                      I say about 60% of Magneto's special moves and supers
                      (excluding tempest) have a little recovery and lag
                      time. And i think the amount of time it has is enough
                      to be countered off of. But it's not a big weakness.
                      Just thought I should tell you.

========================================================================
  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  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. Hyper Combos
========================================================================

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. Strategy
========================================================================

  -This is just my style of play with Magneto.


With Magneto I like to play both keep-away and face-to-face matches.
Take advantage of Magneto's keep-away game if possible. Throw out random
EM Disruptors to keep your opponent on his/her feet. Always attempt
into ending an air-combo with the Tempest super. Take advantage of his
Hyper Gravitation special move. It can bring down those flyers, and can
be used at random to see if you're opponent is blocking. If you catch
your opponent with Hyper Grav, launch them into a combo. Attempt the
rushdown if you see some space in between moves. Choose Alpha assist
type. Make sure you're blocking if you're not doing anything. While
air-born throw Magnetic Blasts to keep your opponent grounded. Don't
let Cable play keep-away against you, cause that's what he'll try to
do. Instead, if you see that he's pushing you away from him and is
throwing those viper beams all the time, try to find a little lag in
between and air-dash up and towards him real fast. But whatever you
do, don't just sit there. Jump-in with RK to start combos. If you see
your opponent's assist out for too long, punish him with a combo. Don't
let Doom keep jumping and shooting those Photon Arrays above, instead,
let free some hyper gravs to bring his ass back down. Take advantage
of your air-dash. It's the fastest in the game. And it will outspeed
any others. When you shoot EM Disruptors, do them with lp instead of
hp. Mainly because the fp version has noticable lag. If you don't have
meter to finish your combo with Tempest, finish it with a EM Disruptor.
Have your assist out to assist you into getting back close to your
opponent again if your having trouble doing so. Doom's AAA is one of
the best in doing this. It'll keep your opponent away but you can use
it to your advantage and dash in and start you comboing game again.
Sentinel's ground assist is great for confusing opponents by making
them not know which way to block. For example, call out Sentinel drone
assist, superjump with Magneto and air-dash over to the other side of
your opponent. Then when you land, dash back next to them, try and
catch them with a c.lk > c.fp into combo and at the same time from the
other side, Sentinel's assist should be bopping into the your opponent's
back. What this causes is confusion of which way to block. The secret
is to block from what Magneto is trying to pull off. Thus causing the
opponent to get hit from the drones and into a combo. Spiral's ground
assist can do the same but not as well IMO. Against the smaller
characters in the game, I would just keep shooting EM Disruptors from
afar. Don't try to combo them unless they're really asking for it. But
keep-away will do just fine. Against some of the bigger characters in
the game like Sentinel, Juggy, and Hulk, I like to wait for them to
make a mistake or perform a move with lag like Headcrush from Juggernaut.
Then after they've done so, dash in and combo off their mistake. Usually
the big guys have all the moves with lag at the end so that is my reason
of doing so. A shockwave after launching your opponent is always a great
way to get fast and easy damage. After any move of your opponent that
has some lag, that's what I would do to finish them off. Learn the
combos for Magneto that I have provided for you. Practice alot and you
should be an effective Magneto player in your arcade.

Good Luck!

========================================================================
  9. Combos
========================================================================

     -All the combos were tested on Cable, an average damage taker
     -All the combos were tested on level 2 damage setting
     -Realize a full life bar is 143 points long
     -If you don't understand how a certain combo works, go to the
      next section of this FAQ called "Combo Explanations" for a
      detailed description.


         *~Combos are in order from least to most damaging~*


  1)  j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > fp or rk
      [8 hits] [53 damage]

  2)  j.rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk XX EM Disruptor
      [8 hits] [55 damage]

  3)  d.c. lk > c. fp XX shockwave
      [12 hits] [71 damage]

  4)  j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk (air dash up and
      forward) lp > lk > lp > lk > hyper gravitation XX tempest
      [28 hits] [74 damage]

  5)  j. rk \/ d.c. lk > c. fp XX shockwave
      [13 hits] [80 damage]

  6)  j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest
      [30 hits] [81 damage]

  7)  j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lk > lk XX EM Disruptor
      [38 hits] [92 damage]

  8)  j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lp > lk > lp > lk > fp or rk
      [46 hits] [97 damage]

  9)  j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lk > lk > hyper gravitation XX tempest
      [48 hits] [98 damage]

 10)  j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lp > lk > lp > lk (air-dash up and forward) lp > lk >
      lp > lk > hyper gravitation XX tempest
      [65 hits] [114 damage]

 11)  j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lk > lk > hyper gravitation XX tempest (fall with
      opponent) (otg) c. lk > c. fp /\ lp > lk > lp > lk > hyper
      gravitation XX tempest
      [96 hits] [143+ damage] *~semi-infinite~*

========================================================================
  10. Combo Explanations
========================================================================

  1)  [j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > fp or rk]
      Pretty simple and basic combo. Jump in with roundhouse kick, land,
      dash in, crouching light kick then fierce punch. This launches
      your opponent. While you're in the air, press light punch, light
      kick, light punch, light kick, and then finish the combo off with
      either fierce punch or roundhouse kick.

  2)  [j.rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk XX EM Disruptor]
      Everythings the same as combo #1 except instead of finishing the
      combo off with fierce punch or roundhouse kick, you do either a
      jab or fierce EM Disruptor. If you can remember, finish the combo
      off with the fierce punch version of the EM Disruptor for the
      most damage possibe.

  3)  [d.c. lk > c. fp XX shockwave]
      I use this combo either after I've thrown my opponent with fierce
      punch or when the opponent makes a laggy move giving you enough
      time to dash in and counter off it. What you do is dash in, crouch,
      launch the opponent with crouching fp and then cancel into
      Shockwave super. Simple enough.

  4)  [j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk (air dash up and
      forward) lp > lk > lp > lk > hyper gravitation XX tempest]
      Here's when the combos get a little more complicated. What you do
      is jump in with roundhouse kick, land, dash in, crouching light
      kick then fierce punch. This launches your opponent. While you're
      in the air, press light punch, light kick, light punch, light kick,
      then air-dash up and forwards, making the "/" motion on the
      directional keypad if you're facing right. After the dash, press
      light punch, light kick, light punch, light kick, hyper gravitation
      and then cancel into magnetic tempest. To get the tempest to
      connect after the hyper gravitation, you must make sure you make
      the full half circle on the hyper gravitation part, then make the
      half circle back and press both kick buttons to perform the tempest.
      What this will do is the hyper gravitation will hold on to your
      opponent and at the same time bring he/she towards you into your
      mercy. During this time, the tempest is starting up. Making it in
      just enough time for both of them to connect. Learning this concept
      will take practice and patience. But once you know it, you'll be
      glad you did.

  5)  [j. rk \/ d.c. lk > c. fp XX shockwave]
      This one is almost exactly the same as combo #3 but instead of
      just dashing into your opponent after the laggy move, you use this
      as you were going into a bigger combo like a tempest. This combo
      also takes about 9 more damage points than the #3 combo.

  6)  [j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest]
      This is the most simple tempest combo. What you do is jump in with
      roundhouse kick, land, dash in, crouching light kick and then do
      crouching fierce punch. This launches your opponent. While you're
      in the air, press light punch, light kick, light punch, light kick,
      then do hyper gravitation special move and cancel into tempest. If
      you need help on connecting the tempest from the hyper gravitation,
      read combo explanation #4.

  7)  [j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lk > lk XX EM Disruptor]
      Do the same thing from combo #6 except after the tempest finishes,
      press light kick, and then light kick again and finish it off
      with a fierce EM Disruptor.

  8)  [j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lp > lk > lp > lk > fp or rk]
      Do everthing listed in combo #6 except after the tempest finishes,
      press light punch, light kick, light punch, light kick and finish
      the combo off with fierce punch or roundhouse. Yes, you will be
      able to do the chain combo again after the tempest ends. Just
      position yourself right, sorta lean against the opponent trying
      to prevent yourself from falling to the ground as fast and it
      should all work out. If you need any help getting the tempest to
      connect from the hyper gravitation, read combo explanation #4.

  9)  [j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lk > lk > hyper gravitation XX tempest]
      Do the regular tempest combo as before, and this time after the
      tempest ends, press light kick, and then light kick again, do
      hyper gravitation and then cancel into tempest. If you need any
      help getting the tempest to connect from the hyper gravitation,
      read combo explanation #4.

 10)  [j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lp > lk > lp > lk (air-dash up and forward) lp > lk >
      lp > lk > hyper gravitation XX tempest]
      Do the regular tempest combo as before, and this time after the
      tempest ends, press light punch, light kick, light punch, light
      kick, then do an air-dash up and towards your opponent, and when
      you meet them, press light punch, light kick, light punch, light
      kick, then do hyper gravitation special move cancelled into
      tempest. If you need any help getting the tempest to connect from
      the hyper gravitation, read combo explanation #4.

 11)  [j. rk \/ d.c. lk > c. fp /\ lp > lk > lp > lk > hyper gravitation
      XX tempest > lk > lk > hyper gravitation XX tempest (fall with
      opponent) (otg) c. lk > c. fp /\ lp > lk > lp > lk > hyper
      gravitation XX tempest]
      Yes, once again, do the regular tempest combo as before, and this
      time after the tempest ends, press light kick, and then light kick
      again, do hyper gravitation special move cancelled into tempest.
      After this tempest (the second one) ends, fall down with your
      opponent, making sure you are gonna be close to him when you meet
      on the ground and otg them with crouching light kick, then
      crouching fierce punch. Oh look, your opponent is launched up in
      the air again, repeat the "light punch light kick" process and
      finish the combo off with the tempest. You can do this over and
      over because it's a semi-infinite. But you won't be able to do it
      more than 3 times in real life because the opponent will already
      be dead after 3 tempests. But if you're in training mode, you can
      keep on repeating this combo as the training character never dies.

========================================================================
  11. Assists
========================================================================

Variable Assist
---------------

Alpha: EM Disruptor
Beta: Hyper Gravitation
Gamma: Crouching Fierce Launcher

Variable Counter
----------------

Alpha: EM Disruptor
Beta: Hyper Gravitation
Gamma: Crouching Fierce Launcher

Variable Combonation
--------------------

Alpha: Magnetic Shockwave
Beta: Magnetic Tempest
Gamma: Magnetic Tempest

  Personally, I prefer to use Alpha assist type. Beta just doesn't have
  much priority and comes out too slow and Gamma has very limited range
  to actually launch the opponent. And you have to be someone who can
  superjump real fast to catch them, like Magneto can.

========================================================================
  12. Taunt
========================================================================

Magneto crosses his arms and laughs and says "Be Gone!".

========================================================================
  13. Throws
========================================================================

Magneto has two throws. In the FP throw, Magneto grabs and freezes the
opponent up with some Magnetic ice, then he tosses them across the
screen frozen. At this time you can dash in and try to combo but if
you're playing a real person, they can mash the buttons to get free
from being frozen. Against the computer though, the opponent will remain
frozen for about 4 seconds.

In the RK throw, Magneto grabs the opponent by the groin area, then
forms some purple/red energy in that area and then tosses the opponent
across the screen. You can dash in and otg them for a combo but they
can roll out.

========================================================================
  14. Damage Chart
========================================================================

  -All the moves were tested on Cable, an everage damage taker
  -All the moves were tested on the level 2 damage setting
  -Realize a full life bar is 143 points long

  _____________________________________________________________________
  ---------------------------------------------------------------------
  |*|                           |*|               |*|               |*|
  |*|         move              |*|    damage     |*|   # of hits   |*|
  |*|___________________________|*|_______________|*|_______________|*|
  |*|                           |*|               |*|               |*|
  |*|  s. jab                   |*|       4       |*|       1       |*|
  |*|  c. jab                   |*|       4       |*|       1       |*|
  |*|  j. jab                   |*|       4       |*|       1       |*|
  |*|  s. strong                |*|       7       |*|       1       |*|
  |*|  c. strong                |*|       7       |*|       1       |*|
  |*|  j. strong                |*|       7       |*|       1       |*|
  |*|  s. short                 |*|       4       |*|       1       |*|
  |*|  c. short                 |*|       4       |*|       1       |*|
  |*|  j. short                 |*|       4       |*|       1       |*|
  |*|  s. forward               |*|       11      |*|       1       |*|
  |*|  c. forward               |*|       11      |*|       1       |*|
  |*|  j. forward               |*|       11      |*|       1       |*|
  |*|  s. fierce                |*|       13      |*|       1       |*|
  |*|  c. fierce                |*|       13      |*|       1       |*|
  |*|  j. fierce                |*|       13      |*|       1       |*|
  |*|  s. roundhouse            |*|       13      |*|       2       |*|
  |*|  c. roundhouse            |*|       13      |*|       1       |*|
  |*|  j. roundhouse            |*|       13      |*|       1       |*|
  |*|  EM Disruptor (lp)        |*|       14      |*|       1       |*|
  |*|  EM Disruptor (fp)        |*|       18      |*|       1       |*|
  |*|  hyper gravitation (lk)   |*|       12      |*|       1       |*|
  |*|  hyper gravitation (rk)   |*|       12      |*|       1       |*|
  |*|  force field (lk)         |*|       12      |*|       1       |*|
  |*|  force field (rk)         |*|       15      |*|       1       |*|
  |*|  magnetic blast (lp)      |*|       14      |*|       1       |*|
  |*|  magnetic blast (fp)      |*|       14      |*|       1       |*|
  |*|  magnetic shockwave       |*|       30      |*|       14      |*|
  |*|  magnetic tempest         |*|       70      |*|       32      |*|
  |*|  throw (fp)               |*|       8       |*|       13      |*|
  |*|  throw (rk)               |*|       16      |*|       1       |*|
  |*|  assist (alpha)           |*|       18      |*|       1       |*|
  |*|  assist (beta)            |*|       12      |*|       1       |*|
  |*|  assist (gamma)           |*|       15      |*|       1       |*|
  |*|  snapback                 |*|       10      |*|       1       |*|
  |*|___________________________|*|_______________|*|_______________|*|
  ---------------------------------------------------------------------

========================================================================
  15. 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 he will win. Jump in with rk 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 not hard.
***********************************************
  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. It's 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 THC 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 Hyper
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.

                           *Gosh I'm tired*

========================================================================
  16. Partner Recommendations
========================================================================

  -In no particular order-


Cable
-----

Cable goes great with Magneto. 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.

Sentinel
--------

Sentinel is also one of the best anchors in the game and he can sure
play a good one. His drone assist is a major help for Magneto as you
can dash in while the drones are hitting, launch them and do an air-
combo which would preferrably end with a tempest for more damage.
Sentinel takes damage so well that you can keep calling him out as an
assist and really not have to worry about his health too much. If you
catch opponent with launcher, /\ lp > lk > lp XX hard drive for maximum
damage. Also, from far away i find this tactice very helpful and is
a good keep-away move. Call lk drones (aim them high incase opponent
trys to jump > s. fp > Call lk drones (aim them high incase opponent
trys to jump > s. fp and repeat. Does good chipping damage to but i
recommend that you don't do this to good Cable players or you'll end
up eating AHVB. If you dash in and do s. lp > s. mp XX plasma ball,
make sure that you mash the buttons to get in extra hits and causing
even more damage.

Storm
-----

Storm works well with Magneto also. I recommend that you use her
projectile assist to help Magneto dash in and perform some combos just
like I mentioned for Sentinel. If you catch opponent with Storm's
projetile assist, launch and finish combo with tempest and DHC HailStorm.
This does massive damage as lots of the peices of hail come flying on
top of opponent and even more hit because opponent is in air. I don't
use Storm much but you should end combos with her with Lightning Storm
super after lightning attack in air-combo. If you play her the "hyper"
way as i like to call it, she can be one of the most annoying opponents
in the game. Her dashing skills get her out of traps and are wonderful
for starting combos. Do dash and fp repeatevly to confuse opponent by
not knowing which way to block.

========================================================================
  17. Recommended Teams
========================================================================

  -In no particular order-


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. fp 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
an 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
12 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 to 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.

========================================================================
  18. Fighting Abyss
========================================================================

  First form
  ----------

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.

  Second form
  -----------

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 doesnt 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.

  Final form
  ----------

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.

========================================================================
  19. Color Coordinations
========================================================================

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.

========================================================================
  20. Credits
========================================================================

I would like to thank some people...


  -Bantam13
           for posting my FAQs
  -Basketball team
                  what's up Micheal, Theo, Gus, Matt, Peter, Chris,
                  Pavlow, Tom, and Nick!
  -Bone Thugs
             best rappers
  -Capcom
         for making this tight game
  -CJayC
        for posting my FAQs
  -Coaches
          thanx Nick and Stacey. You guys are great
  -David C.
           thanx for helping me out with the game and the helpful
           Cable FAQ
  -Dragonkahn
             for helping me out with the FAQ and making me that cool
             Magneto tag
  -Everyone who is reading this
                               thanx, I wish you luck in the future
  -Karey Park
             contributed to the Combos section. Thanks man :)
  -GameFAQs
           this place is just packed with information
  -GamingMatrixOnline.com
                         lots of info on infinites and glitches.
  -Gen2000
          thanx for helping me out with my site
  -Joseph Christopher
                     loved your Crowd Pleasers FAQ
  -Juno
       I just got Juno Free Internet access on Sunday, and it's much
       faster than NetZero
  -Mike-Z
         for making all those combo videos
  -My crew
          what's up Cuong, David, Chris, Ashton, Alex, James, Jon, Dan,
          Nick, Don, Allen, Khanh, Tim, Lan, Jason, Vu, Quang, and Hoang!
  -NetZero
          hey you "Defenders of the Free World", thanx for providing
          free internet access
  -Sega Dreamcast
                 for being the only gaming system that can handle this
                 crazy game. Hows PS2 so great?
  -Shoryuken
            for having those articles on this game's advanced techniques
            and for hosting a wonderful forums section
  -Shoryuken Forumers
                     what's up Supergeek, Dragonkahn, BlueNu, Ken34,
                     SpiderOptix, Monkey, Akumachan, Barrel O, Azer,
                     Striderhiryu827, DrunkenGamePlayer, Brandon, Khaotika,
                     and Yushiro!
  -SpiderOptix
              thanx for the tags man
  -Super NES
            for occupying me with something fun from the ages 4-11
  -The KiD
          he's got a great Combo FAQ posted in gamefaqs.com. It's like
          all the combos in MvC2 for every character, all posted in one
          FAQ. Good job, man.
  -Warganic
           lots of information on infinites and glitches
  -Will Moose
             he made me some dope ascii art found on this FAQ. Much much
             better than what I came up with. Thanks alot man :)


========================================================================
  21. Contact Information
========================================================================

  If you have any questions, comments, suggestions, submissions, or
  anything about the FAQ, feel free to contact me.

  E-mail: phillipm80@hotmail.com
  Shoryuken Member: phillip


***********************************************

Copyright 2000 - 2001 Phillip Mouliatis
