
       \\^^^\         //^^^/
        \\   \       //   /
         \\   \     //   /
          \\   \   //   /
           \\   \ //   /
            \\   \/   /            __    __    _____    __    _
             \\      /           ||  \  /  | ||  ___| ||  \ || |
              \\    /     ____   ||   \/   | || |___  ||   \|| |
              //    \   ||____|  || |\  /| | ||  ___| || |\ \| |
             //      \           || |\\/|| | || |___  || |\\   |
            //   /\   \          ||_|   ||_| ||_____| ||_| \\__|
           //   / \\   \
          //   /   \\   \
         //   /     \\   \    CHILDREN OF THE ATOM
        //   /       \\   \
        VVVVV         \VVVV


(for Sega Saturn, Sony Playstation and PC)
Juggernaut and Magneto: The hidden bosses profile
Version 1.6--03/27/01
by Megnetto, the classic gamer-- megnetto@hotmail.com
This Megnetto document is a 2001 copyright that should not be duplicated, 
reproduced, or distributed outside this website mention here without notice, 
written permission and proper ID from the people who want this to the 
author.


1. " You dare rise against me?"  Introduction

The first version of this FAQ was a quick draft because I didn't have time 
to go into detail.  I brought the X-men game in Jan '98, the year Sega 
cancelled the Saturn system.  I went to the internet to find out more about 
it.  I've discovered not only the Akuma code, but also the code to get 
Juggernaut from K. Tanaka FAQ and other places.  After reading the Anita FAQ 
from Marvel Super Heroes, I waited for someone to write a FAQ for the hidden 
bosses in X-MEN:COTA before I did.  I wrote this not only because no one 
else did, but because I hope that someone reading this will write to me, 
answering some questions I have based on this game.

Because his code was the one that inspire me to write this, I included the 
Juggernaut in this FAQ.  I did that instead of making his own because he and 
Magneto have something in common.  They're both bosses who are hard to 
acquire as.  Besides, He doesn't have that many vocal quotes to make his own 
FAQ of my design.

Since the PC version of this game has the ability to get both Juggernaut and 
Magneto, this document refers to that as well.  Also if you have FINALBURN 
emulator to play the CPS2 arcade version on your PC.


2. "The human era is over.  The mutant era has come!" Contents and
                                                      updates
   1. "You dare rise against me?"  Introduction
   2. "The human era is over.  The mutant era has come!" Contents &
                                                         updates
   3. "Hyper grab!"  Unlocking the bosses
   4. "Force Field!"  Fun facts
   5. "Headcrush!"  Juggernaut's profile, move motions and combos
   6. "Shockwave!"  Magneto's profile, move motions and combos
   7. "Magnetic tempest!" Advice on defeating Magneto
   8. "You are beaten.  Magneto is supreme."  Gratitude and closing

FAQ updates:
   Version 0.1--02/26/00: first attempt.  Rough draft.  Originally named the 
Magneto profile.

   Version 0.2--03/08/00: materials sent in by people who answered my FAQ.  
Made complete overhaul.  Altered Contents and updates, Unlocking bosses, and 
Fun facts.  Added Introduction, Juggernaut section, and profile and combos 
to the Magneto section.

   Version 0.3--03/13/00: Minor corrections.  Confirmation of the codes.  
Added more combos.

   Version 0.4--03/14/00: Minor Adjustments.  Created ASCII design based on 
the 1960's comic logo.  Like it?  Maybe my last update unless I discover 
something important.

   Version 0.5--03/30/00:  More corrections, more adjustments.  Especially 
on Magneto's moves.

   Version 0.6--04/25/00: Corrections.  Expanded on Section 7.

   Version 0.7--06/10/00: Added more credits on Section 7.  Expanded on 
section 4 thanks to Dingo Jellybean.

   Version 0.8--06/16/00: Minor corrections.  Expanded to other websites.

   Version 0.9--06/20/00: Updated and expanded the website addresses on 
section 3.  Expanded on Section 4.

   Version 1.0--08/11/00: Added how to play against Akuma on section 7.

   Version 1.1--08/20/00: Minor alterations and added credits on section 7.

   Version 1.2--09/12/00: corrections on the "fight Akuma" code.  Added 
combo list on section 7.

   Version 1.3--11/29/00: Added credits on section 7.  Update on the "fight 
Akuma" code.

   Version 1.4--01/01/01:  Update on the "Fight Akuma" code.  Added a new 
section, "Advice on defeating Magneto".  Moved Gratitude and closing to 
section 8.  Any corrections and additional credits will be made without 
notice.

   Version 1.5--03/18/01:  New info dealing with emulators and cheats.

   Version 1.6--03/27/01:  New info and corrections.


3. "Hyper Grab!" Unlocking Magneto

First off, if you have a Game Shark cartridge for your console, there are 
codes in which you can access to the bosses (and Gouki/Akuma and other 
tricks for that matter).  The Game Shark Code Creators Club has them at 
these addresses:

   For Saturn: http://www.cmgsccc.com/sat/xmencota.shtml.

   For Saturn import: http://www.cmgsccc.com/satimport/xmencota.shtml.

   For Playstation: http://www.cmgsccc.com/psx/xmen.shtml.

Even though they are unofficial, I didn't have problems using any of them on 
my Sega Saturn.

It is now official, there are no codes to get Juggernaut and Magneto in the 
Saturn and Sony Playstation consoles.  None, zilch, nada.  Any codes you see 
on other websites just don't work!  However, there is a Juggernaut code for 
the Japanese import Saturn.  Please refer to the Kenichiro Tanaka FAQ in the 
Saturn section of gamefaqs.com for more information.  There is also codes 
for the PC version.  Look in the Haohmaru FAQ in the PC version of 
gamefaqs.com for more details.

If you have the FINALBURN emulator to play the CPS2 arcade version of X-Men: 
COTA, there is a save state that allows you to play not only as Akuma, but 
also Juggernaut and Magneto.  Be warned, the game crashes at the end when 
you are finish and see the character's endings.  Thanks to Alan Jaqueira for 
the info.  For more on this, check out these web sites:          
http://www.finalburn.com
                http://www.emulatronia.com
                http://www.vg-network.com
                http://cps2shock.retrogames.com


4. "Force field!"  Fun facts

Here are some things I've discovered playing both Juggernaut and Magneto on 
the American Sega Saturn:
1) Both players can play as Juggernaut and Magneto (Juggy vs. Juggy, Maggie 
vs. Maggie).  Unfortunately, they're both the same colors.  You can also 
choose manual or auto-guard.
2) You can't choose "Spaceport" or "Avalon" as the playing fields in the Vs. 
mode (In the PSX version, You cannot select which stage at all).
3) After he defeats his opponent the second time, Magneto raises his glowing 
fist and says, vocally, "You are beaten!  Magneto's supreme!" (If the CPU 
Magneto defeats the player in the final round with "perfect" health, he 
says, "You are beaten!").
  4) Even though Juggernaut is meant to be played in the Vs. mode, with the 
Game Shark code, you can play him and Magneto in all modes.  There are some 
things you should know.  First, in arcade and survival mode, they do not 
face themselves in the end.  They face some other x-character.  Second, 
Magneto has no ending whatsoever!  After he defeat his last opponent, the 
game resets itself back to the Sega Saturn main menu. Juggernaut has an 
ending, but it's Akuma's, meaning that Gouki appears and says "I am the 
master warrior!" and leaves (In the PSX version, there is no Survival mode 
and it does have a brief Magneto ending).
  5) Unlike Akuma (Gouki), Juggernaut and Magneto cannot be save in the 
"short-cut character select" vs. section after playing.  Probably the same 
for Playstation. Don't know about the PC version or Saturn import on this.


5. "Headcrush!" Juggernaut's profile, move motions and combos.

The following two sections was sent to me by Alan Jaqueira, using materials 
made by Rick Joseph, John Culbert, Kenichiro Tanaka and Haohmaru with some 
editing.

----------------------------------------------------------------------

JUGGERNAUT      "Unstoppable evil"

Name:          Cain Marko
Alias:         none
Origin:        Berkeley, California
Alignment:     evil
Hair:          red
Eyes:          blue
Stature:       6'10" (208cm)
Weight:        900lbs (408kg)
Enemies:       X-men, Spider-man

The magical properties of the ruby of Cyttorak transformed Cain Marko into a 
being of unstoppable evil - the irresistible force that men call Juggernaut! 
  Juggernaut is slow, but in terms of sheer attack and defense strength, no 
one is stronger.

Cain is not a mutant; he acquired his super-abilities from the mystical 
Cyttorak gemstone.  These powers include superhuman strength and stamina, 
the ability to generate a psychic force field, and the talent of being 
completely "unstoppable".  His half-brother is none other than Professor 
Charles Xavier, founder of the X-MEN.  Cain's father married Charles' sick 
mother not for love but for her money.  He hypocritically treat Charles and 
his mother well, but he abused his own son badly.  Because of this, Cain 
develop a raging hate and anger for his step-brother.  Cain's jealousy of 
him grew when he secretly discovered his mental powers.  Years later, Cain 
served in the army alongside Xavier in Asia, when they were attacked.  Marko 
deserted and went into an eerie cave.  Xavier followed and they both 
discovered the sacred lost temple of Cyttorak.  Cain took the ruby on there, 
read it's inscription, and was transformed into a "human juggernaut".  Then 
the enemy began shelling the area.  The cave collapsed and Marko was buried 
beneath tons of stone, while Xavier managed to escape.  Years later, Marko 
broke free with one goal in mind: to destroy Xavier and everything he stood 
for!!

a) CHARACTER OVERVIEW

Juggernaut is not really cheesy, just really powerful.. Raw and uninhibited 
in its purest form.  Forget about speed, agility and combos.  Juggernaut's 
power is daunting, despite his sluggish speed, HUGE delay and recovery time 
between moves.  He is just FUN to play, but don't be a fool looking for 
combos when all it takes is three or four hits to defeat your enemy.  If you 
want combos, go play Wolverine.  If you want finesse, play Psylocke.  
Juggernaut just gets the job done... PERIOD.


b) RATINGS (out of 5)

Power: 5
Speed: 1
Combos: 1.5
Projectiles: 3
Throws: 4
Hyper-X: 5
Cheese Rating: 3.5


c) REGULAR MOVES

- Jab

standing- Fast Jab.  (S. Jab has great range because of his size.
          This is an excellent pecking attack from mid or close
          range.)
crouching- Slams two fists together on the ground.  (Can hit fallen
           opponents.)
jumping- Hammer Punch.  (Nothing special.)

- Strong

standing- Hammer punch downward.  (Good damage.  Good range too.)
crouching- Same as C.Jab.  (Slightly more damage.)
jumping- Same as J.Jab.  (Good damage.)

- Fierce
standing- Uppercut.  (Major damage.  Very good range for an
           uppercut.  Does not launch.)
crouching- Squatting uppercut.  (This is Juggy's Launcher, sending the
           enemy straight up.  Also very long recovery, so try to
           avoid throwing it out of nowhere.  Try to follow it with
           an air combo.)
jumping- Arm sweep.  (Maybe the best range in the game.  And since it
                      is a Fierce Punch, it has great damage too.)
jumping + down- Body Splash.  (Huge dizzying damage.)

- Short

standing- Foot stomp.  (Not much damage but good pecking.)
crouching- Foot sweep.  (Not much damage.  Lousy pecking.)
jumping- Mid-kick.  (Same here.)

- Forward

standing- Same as S.Short. (Good damage.)
crouching- Same as C.Short.  (Good damage.)
jumping- Same as J.Short.  (Ditto.)

- Roundhouse

standing- Same as S.Short. (Major damage.  Great for stepping on
          opponents.)
crouching- Large foot sweep.  (Great damage but lousy recovery.)
jumping-  Same as J.Short. (Great damage.)

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

d) THROWS

- Strong Throw: Powerful Slam

(Juggernaut grabs the opponent and slams them headfirst into the ground.)

This throw does great damage, looks painful and be followed up in the 
corner, with the Body Lift.

----------------------------------------------------------------------

- Fierce Throw: Head butts `n' Uppercut.

(Juggernaut grabs his opponent, head butts them twice then uppercuts them 
away.)

IMO the better of the two throws, it looks hilarious and does good damage.  
Get it in whenever you can up close.

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

e) SPECIAL MOVES

- Earthquake: Forward, Down/Forward, Down + any punch button <G>

(Juggernaut exclaims "Earthquake!" and slams his fists into the ground 
producing a seismic wave across the ground)

Easily jumped over and slow coming out AND in recovery, this should be 
another one of your carefully used attacks.  When up close it trades 
surprisingly well.  Fortunately if blocked, it is very hard counter and will 
push the enemy quite far away.  FOR THIS REASON IT IS IMPORTANT--whenever 
you know you've made a mistake and the enemy blocks a regular attack, cancel 
into the Earthquake to push them back...

----------------------------------------------------------------------

- Double-Fisted Punch: Quarter-Circle Forward + any punch button <G>

(Juggernaut growls and thrusts both of his fists straight in front of him.)

Although it is considered a launcher, it launches the enemy at a VERY 
shallow angle and you can't follow it with anything.  It does monster damage 
and has amazing range, about half the screen!  Best used to counter an 
attack from a distance.  This has the worst recovery of all his attacks, so 
be VERY sure that it hits.

----------------------------------------------------------------------

- Girder Pick-Up: Down, Down + any punch button <G>

(Juggernaut wraps two hands around an I-beam, rips it off the floor and uses 
it as a weapon.)

When he has a girder, his punch attacks become long range overhead attacks 
(you can't block them low).  Juggernaut's hands must be align with one of 
the beams to perform this move.  Girder Pick-Up can only be done twice since 
there are only two of them per stage (in some stages, there are none).  The 
move is hard to pull so I recommend tapping down and pressing the 3 punches 
rapidly while over a girder to pull it off without too much work.  Juggy can 
lose a beam if grabbed, hit too much, or the round ends.  They are lost when 
the floor breaks and he falls (in multi-level stages).  He cannot grab or do 
any special move while holding one.

----------------------------------------------------------------------

- Taunt: Back, Down, Down/Back + any punch button <G>

(Juggernaut crosses his arms and gets a gleam in his eye.)

This has no attack regions, but it fills your X-Meter.  Most people have 
trouble getting the Taunt since it has the similar motions to the Cyttorak 
Power-Up. Just make sure you end up with the Down/Back position because if 
you press back and have your X- Power at level 2, the CPU will register a 
power up.  No limits on taunts, do as many as you can.

----------------------------------------------------------------------

- Body Lift: Down + any punch button on fallen opponent (close) <G>

(juggernaut lifts a downed opponent over his head.)

Just tap AT THE SAME TIME Down + Strong or Fierce to lift (same as Colossus 
and Sentinel).  Can be repeated two times.  Don't tap rapidly.  I saw the 
CPU do this move and that's how I found it.  After lifting, if you hit 
Strong, he'll head butt/uppercut (Strong Throw) his foe (IMO the best).  If 
you hit Fierce, he'll slam the opponent onto the ground (Fierce Throw) and 
if you hit Jab, either he'll do his Strong or Fierce Throws (it seems it's a 
random choice).  I find a lot times I miss this and get his crouching 
Fierce, which will get you in big trouble.

----------------------------------------------------------------------

- Shoulder Charge: Forward, Forward or all three punch buttons.

(Juggernaut dashes forward with his shoulder in front.)

Quite useless and leaves open for an attack when you reach your opponent.  
Only use it when you see a clear opening.

----------------------------------------------------------------------

- Back slide:  Back, Back or Back + all three punch buttons

(Juggernaut slides back in retreat.)

Speed isn't too bad, but Juggy doesn't really need it with his absorbing 
power.

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

f) X-ABILITY

Cyttorak Power-Up: Quarter-Circle Back + any punch button <G>

(Juggernaut grows and raises his fists to the air and begins to glow red.)

Once activated, Juggernaut's attacks will do twice as much damage!  While he 
is glowing red, Juggernaut can off a HALF of his foe's health with one 
Double-Fisted Punch!!  Try to do this whenever you have the chance.  You 
should basically be treating it like a Taunt, as it takes him around a full 
to power-up.  Juggernaut doesn't gain any X-Power while he's powered up.

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

g) HYPER-X

JUGGERNAUT HEAD CRUSH: Half-circle Forward (bottom half) + any punch button 
(only 1 punch button necessary) <G> (Maximum hits= 7)

(Juggernaut exclaims "HEAD CRUSH!" and rushes forward in a red glow with his 
head stuck out.)

OUCH!!!  This Hyper-X does MONSTROUS damage.  It takes off a hefty amount 
from your foe's energy.  Be VERY careful that this connects, because the 
recovery is terribly slow.  Although there are few chances to put this in 
combos, you can REALLY demolish the opponent with this Hyper-X!

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

h) COMBO IDEAS (Yeah, like he needs any.)

(Only read this section if you thoroughly understand how to do combos.  If 
not, there is a FAQ in this website that explains it fully.)

Ground Magic Series: Kick to Punch
Jumping Magic Series: Kick to Punch
Super Jumping Magic Series: Kick to Punch
Throw Combo Starters: Head butts `n' Uppercut, Powerful Slam
Launchers: C.Fierce

1) C.Fierce, SJ.Roundhouse -> SJ.Fierce
Notes: Very powerful combos.  You must cancel the C.Fierce with a super jump 
immediately.

2) C.Fierce, SJ.Down + Fierce (Body Splash)
Notes: Body Splash have to be done on the way up.  This is an instant dizzy 
combo.

3) Strong Throw, HEAD CRUSH.

4) C.Fierce, HEAD CRUSH.

5) Earthquake, HEAD CRUSH.

(More to come, send yours if you have any, please.)

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

i) MISC.

Apparently, Juggy can't reverse a throw with Down + 3 Punch buttons or do a 
safe landing but I've seen the CPU break grabs on the floor.  Remember that 
Juggernaut has Super Armor and will take a few hits before reeling.  That 
reason and because of his size, he'll take more hits from Super Moves.

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

j) COMPARISON OF MSH JUGGERNAUT TO X:COTA JUGGERNAUT

He has the Juggernaut punch and Object Lift in replacement of Girder and 
Body lift.  He controls the range of Earthquake and Body Splash.  His 
Double-Fisted punch is easier to execute, but his Cyttorak Power-Up is 
trickier.  Other than that, there is no real difference in power and 
ability.

######################################################################


6. "Shockwave!"  Magneto's profile, move motions and combos

----------------------------------------------------------------------

MAGNETO         "The Master of Magnetism"

Name:           Erik Magnus Lehnsherr
Other alias:    The Creator
Origin:         unknown
Alignment:      evil?
Hair:           white
Eyes:           blue-grey
Stature:        6'2" (188cm)
Weight:         190lbs (86kg)
Enemies:        X-MEN, Avengers, Savage Land Mutates

The malevolent Magneto seeks to dominate mankind, to bring about a world of 
mutant control - with himself as leader.  The very magnetic fields of the 
Earth are Magneto's to control and he will use those powers to destroy any 
who stand between him and his goals.  He can unleash devastating attacks 
like the Hyper-X MAGNETIC SHOCKWAVE - massive damage!  Attack when you can, 
with everything you have, and defend yourself by any means necessary!

After spending his childhood in Auschwitz and discovered his powers years 
later, the master of magnetism believes that the war between mutants and 
humans is inevitable, and he will do everything in his power to see that 
mutants reign supreme.  The extent of his power is incredible.

a) CHARACTER OVERVIEW

Magneto is the cheesiest character in the game.  He is really overpowering 
and his Super bar fills automatically.  The only way to have fun playing as 
him is fighting another person playing Magneto or trying to clear Survival 
Mode on level 8.  He can be selected only by using the Game Shark cartridge.

b) RATINGS  (out of 5)

Power: 5
Speed: 4
Combos: 2
Projectiles: 5
Throws: 5
Super Combos: 5
Cheese Rating: 5

c) REGULAR MOVES

- Jab

standing- Magnetic jab (this is a fast move, good to start combos).
crouching- Same as above.
jumping/flying- Downward Magnetic Burst (decent jump-in).

- Strong

standing- Magnetic Slash (great damage and range, good to surprise
          enemies).
crouching- Magnetic Uppercut (it launches, good air counter, the
           fierce version is better).
jumping/flying- EM Disruptor (Magneto fires an electromagnetic beam
                straight across the screen.  This move is not very
                useful in the air, but in the ground...).

- Fierce

standing- EM Disruptor.   (Magneto fires an electromagnetic beam
          straight across the screen.  This is Magneto's primary
          projectile, and has its ups and down; it reaches across the
          whole screen and if the enemy is a distance away you can
          play a pretty good game of keep-away with it.  It does
          great damage and always knocks them down, except for
          Juggernaut or when Colossus activates his Super Armor.
          If it connects, fine, but if it is blocked, make sure it
          knocked the enemy far away so they eat block damage and
          can't retaliate.)
crouching- Magnetic Uppercut (it launches, good air counter, great
           damage).
jumping/flying- Magnetic Wave (Magneto throws his hands downwards in
                front of him, whipping off twin waves of magnetic
                energy downward.  Use it as parts of a pecking
                tactic, combined with Air EM Disruptors and Hyper
                Grabs.  The point is, you have to make sure the enemy
                isn't under you when you throw one, because they can
                use a quick DP, an X-ability, or an X-Power move to
                knock you down).

- Short

standing- High kick.  (Not much damage.)
crouching- Foot sweep.  (Same here.)
jumping/flying- Flying kick.  (Ditto.)

- Forward

standing- Same as S.Short.  (Great damage.)
crouching- Same as C.Short.  (Good damage.)
jumping/flying- Mid-kick.  (Good damage.)

- Roundhouse

standing- Double High Kick (it launches across the screen, try to
          follow it with a EM Disruptor).
crouching- Slide (great damage, make sure this connects because the
           recovery time is slow).
jumping/flying- High kick.  (Good damage.)

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

d) THROWS

- Strong throw: Scrap Hold

(Magneto grabs the opponent, surrounds them with scraps of metal, then 
releases them)

This is one of the best throws in the game, as it allows you to follow up 
with ANY major combo of your choice!  This is because after Magneto releases 
the opponent from his grip, they remain held in the metal casing for long 
enough time to connect with ANY attack before they are released.  Note that 
they can escape from the metal faster by shaking the joystick and pressing 
the buttons rapidly, but even then you should be able to get just about 
anything in (like MAGNETIC SHOCKWAVE!!).
NOTE: You can also direct which way "Maggie" throws the enemy with the use 
of the joystick.

----------------------------------------------------------------------

- Fierce Throw: EM Shock

(Magneto grabs the opponent in one hand, stings them with energy, then slam 
them to the ground.)

Although IMO not as effective as his Strong Throw, it does very good damage. 
  You can also direct the throw like the Scrap Hold.  Follow it with a 
C.Roundhouse if you want.

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

e) SPECIAL MOVES

- Phase Out: Quarter-Circle Back + Fierce button  <G/A>

(Magneto outstretches his arms and phases in and out)

This move can be done only in Avalon and since a human controlling Magnus 
can't play in Avalon, you won't be able to perform this move.  The only 
thing I know about this move is that Magneto is momentary invulnerable when 
doing this.

----------------------------------------------------------------------

- EM Pulse: Quarter-Circle Forward + Strong <G/A>

(Magneto exclaims "EM Pulse!" and three electric pulses stream from his 
hand)

Very fast and cheesy move.  This move has almost very fast recovery and can 
be cancelled repeatedly into another EM Pulse.  Even in defense your 
opponent will eat very good block damage and have a few chances to counter 
attack you.

----------------------------------------------------------------------

- Magnetic Tempest: Quarter-Circle Forward + Jab, then Quarter-Circle 
forward  + Forward to throw <G/A>

(Magneto levitates, raises his hands and magnetically rips up several large 
pieces from the rocket exhaust in the Avalon background.  They hover until 
He sends them to the opponent.  They can be knocked out of the air.)

This move can only be done in Avalon.  Once again you can't perform this 
move since you are not able to fight in Avalon.  You can summon the move 
every time, but he'll just float there with his hands in the air, and his 
cape flowing, being an open target.  A CPU Magnus can call a lot of large 
shrapnel as he is approaching and while he is at the blue part of his stage. 
  The shrapnel home in when launched.  If he doesn't send them, they will 
hover there for about 10 seconds.

----------------------------------------------------------------------

- Hyper Grav: Quarter-Circle Back + Short <G/A>

(Magneto exclaims "Hyper Grav!" and produces four spheres of EM energy; if 
the enemy is caught in them, they will be floated over to him for a 
beating.)

I'm sure this is the cheesiest move in this game.  The Hyper Grav can't be 
block!!  Once you do grab the enemy with this, prepare to give a good combo, 
or better yet, a MAGNETIC SHOCKWAVE right in their face.  Be warned though, 
if the opponent hits you, the spheres disappear.  It can also be avoided by 
super jumping and Air Dash (Omega Red), double jumping (Cyclops and 
Psylocke) or super jumping and performing a special move like Wolverine's 
Drill claw or Storm's lighting attack.  The spheres will dissolve in about 4 
seconds.

----------------------------------------------------------------------

- Taunt: Quarter-Circle Forward + Roundhouse <G/A>

(Magneto crosses his arms and snickers)

This has no attack regions and does not build up your X-Power.  Use it only 
if you want to humiliate your enemy when they are dizzy after a big combo.

----------------------------------------------------------------------

- Grav Dash: Forward, Forward or all three punch buttons.

(Magneto floats forward quickly.)

A fairly fast dash, mixing this up with the backward dash is quite effective 
at keeping the opponent guessing, until they make a mistake and you can 
connect with a dashing combo.

----------------------------------------------------------------------

- Backward Grav Dash: Back, Back or Back + all three punch buttons

(Magneto floats backward quickly.)

Identical to the forward dash in every respect (except it goes back).  Use 
it along with the forward version on the ground to keep the opponent on 
their toes, or just to avoid certain attacks and make a hasty retreat.

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

f) X-ABILITIES

- Flight: Quarter-Circle Back + Short (then motion Quarter-Circle Back + 
Forward to land sooner) <G/A>

(Magneto takes to the skies.)

This is controllable in all directions. It is also possible to air dash 
forward by hitting all three punches like a normal dash.  You can use this 
often because Magneto's flight initiation time is very quick and he can't be 
easily hit when he first starts to float.  When you are flying, pester the 
opponent A LOT with Magnetic Waves, Hyper Grabs, and EM Pulses to keep them 
at bay and force them to eat at least block damage.  It takes a little of 
your X-Power and you can fly of 20 seconds.  Note: You can also air block 
during Flight.

----------------------------------------------------------------------

- Force Field:  Quarter-Circle Forward + Fierce <G/A>

(Magneto exclaims "Force Field." and an EM Force field appears around him.)

Magneto is COMPLETELY INVULNERABLE when the Field is around him and he can 
hit back!  Go totally offensive when you activate this.  Beware though, it 
doesn't last very long.  The Force Field can only be done ONCE per round, no 
more!  NOTE:  The Field will actually take damage from hits, making it waste 
away quicker.  If the enemy can repeatedly smack the Field, they can get rid 
of it pretty quickly (Omega Red can make short work of it with his OMEGA 
DESTROYER).

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

g) HYPER-X

- MAGNETIC SHOCKWAVE: Quarter-circle forward + Short <G>

(Magneto exclaims "Shockwave!" and fires a wave of EM energy from his open 
palm into the ground, creating consecutive brilliant blue columns of EM 
energy to surge up from the ground across the screen.)

It is PERFECT after you grab 'em with the Hyper Grav (very cheesy tactic 
because the Hyper Grav cannot be block).  Another place I can think of to 
use it is after blocking a slow recovering move from fairly close.  Does 
very good blocking damage, but there are ways they can escape this.  Cyclops 
and Psylocke can avoid this by Super Jumping and Double Jumping, Colossus 
can perform his Shoulder Tackle, Omega Red can use his Carbonadium Coil and 
Air Dash, Spiral is able to Switch Dance or Teleport Dance, Storm and 
Wolverine can Super Jump and use Lighting Attack/Drill Claw directly up 
(but, it'll be close!) and Akuma can teleport through the Shockwave in front 
of Magneto.

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

h) COMBOS IDEAS
(Only read this section if you thoroughly understand on how to use combos.  
If not, there is a FAQ in this website that explains it fully.)

1) Chain combo: Hyper Grav, S.Jab, S.Jab [] S.Strong [] S. Fierce
note: Sometimes I can put two S. Jabs in this combos, sometimes I can't...

2) Fierce Throw, C.Roundhouse.

3) C.Forward, S.Strong,C.Roundhouse.

4) C.Roundhouse, C.Fierce.

5) C.Jab, C.Roundhouse.

6) C.Jab, S.Roundhouse -> S.Fierce.

more to come.... (send yours if you have any, please.)

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

i) COMPARISON OF MSH MAGNETO TO X:COTA MAGNETO

Oh, how I describe thee.  Let me count the ways... His energy bar does not 
raise automatically.  His throw buttons are switched.  His EM Disruptor and 
Magnetic Wave are slower and harder to execute.  He lost his EM Pulse and 
his Hyper Grav can be block.  Well, at least his Magnetic Tempest works and 
his Shockwave is improved.

######################################################################


7. "Magnetic Tempest!" Advice on defeating Magneto

It's true that fighting Magneto is difficult and even harder defeating him 
because of his cheesy tactics, but he is NOT totally unbeatable.  Here are a 
few quick tips on overtaking him:

1) When round 1 starts, quickly go over and throw him, while his x-meter is 
low that he can't escape it.  Use a throw that would leave him close to you 
when he lands, so you can do extra damage, like a foot sweep, pick him up to 
throw or use an x-power.
For Colossus, go and use the Fierce throw, then pick him up and press fierce 
again.

2) Barrage him with a lot of projectiles, even if the character is a 
projectile (like Colossus, Omega Red, and Wolverine).  It will keep him on 
the defense and slowly wear him down.  Don't merely stand there and use the 
same motion pattern.  Move around.  Throw projectiles from different areas, 
even in the air, but don't be careless.  If you have the ability to control 
the direction of them, all the better.
For Sentinel, Force Magneto to a corner, crouching.  Get close (not TOO 
close) and repeatedly hit Strong.
For Spiral, Perform Dancing Swords, then repeatedly hit Jab.

3) When Magneto goes up in the air to do the Magnetic Pulse, try to go under 
him and either use a Dragon Punch-type special move, an "aim up" projectile 
special move, A Hyper-X, or simply jump up and hit Fierce or Roundhouse or 
throw him.
For Colossus, use a Roundhouse Shoulder Charge toward him, then try to hit 
or throw him while in the air.

4) When Magneto uses the Hyper Grav, instead of running away from it, keep a 
distance and try to hit him with a projectile (if you have one)while his 
guard is down because of the short delay.  You'll have a better chance of 
hitting him and making the Hyper Grav disappear, than dodging them all 
together.  This can not be said the same for the EM Pulse, because it comes 
out a lot quicker.  Better to block it than trying for a well-timed hit.

5) When Magneto's x-meter is full, try to get close to him, but not too 
close for him to combo you.  Really.  He'll be using the Shockwave soon most 
of the time.  When he raises his arm to start, quickly hit him and try to 
start a combo.  He'll keep trying to unleash his Hyper-X 3 or 4 times each 
time you hit him, before he'll try something else like using Force Field.

6) When Magneto uses his Force Field, stay clear of him and use some x-power 
to weaken it.  Don't use the Hyper-X unless the field is weak and his health 
meter is low.  Remember, he can use it only once per round.

7) When Magneto takes to the air, he would rather hit you with his 
projectiles than confronting you himself with punches and kicks.  If you are 
in the air, get close, block his attack, then counter with a hit or throw.  
Be careful that you don't get too close or he'll throw you, so make sure 
your x-meter is high enough for an escape in case that happens.

If these tips don't work, you can use the Game Shark codes as a last resort 
or try this trick that Rich Joseph mentioned in his arcade FAQ and what 
Johnny "Loopy" Ooi described completely in his PC FAQ.  The trick is called 
how to avoid Magneto in the game.  It involve another player and the secret 
character, Akuma.  The trick is for both players to win and lose playing as 
Akuma in order for player one (or two) to face an another character and not 
Magneto.  It starts when one of the players plays the game up to 
Juggernaut's stage before being challenge.  But be warned, It's more of a 
glitch than an actual secret code and it might not work on your game (It 
didn't work on my Sega Saturn).

There is a similar trick that you can use in the arcade or if you have 
emulators, such as MAME or Finalburn.  Play the game as Akuma, with no 
continues, until you face Magneto.  Lose to him, then continue with another 
character.  Have player two challenge you and beat him.  If this trick 
works, you should face the Sentinel and see the endings after you defeat him 
without battling Magneto.  Thanks to Faraz Khalid for sending this to me.


8. "You are beaten!  Magneto is supreme!" Gratitude and closing

    Special thanks go to:
  -Sega, Capcom, Acclaim and Marvel Entertainment Group for making
   this game.
  -Interact and GSCCC for making the cartridge and the cheat codes.
  -Alan Jaqueira, Faraz Khalid and Dingo Jellybean, for assisting me on this 
document.
  -John Culbert,Rick Joseph, Kenichiro Tanaka and Haohmaru for
   materials used from their FAQ.
  -The following people and websites who have posted this FAQ and it's 
updates:
    Al Amaloo at Game Advice.com
    Andrea Busia at www.ludus.it
    Christian Wirth at psxcodez.com
    Jamie Long at Games Domain.com
    Jeff "CJayC" Veasey at GameFAQs.com
    Tim Wuyts at the Cheat Empire
    Jennifer at Fresh Baked Games
These are the people who asked permission for this document.  If you see 
this on a website that IS NOT listed here, please tell me.
  -You, the reader, for looking at this.

If you have any questions, commits or adding solutions to this FAQ, please 
don't hesitate to write to me at the address shown.  Watch out for reviews 
of other games on Atari 2600, Sega Saturn, and video arcades on this or 
other websites.  Thank you for reading.  In closing, I shall leave you with 
this:

a)How to play against Akuma/Gouki as the "Alpha" boss.
This is for people who want an extra challenge.  In order to face him, your 
character must have these requirements:
   1) Must be on Manual.
   2) Fight with no continues.
   3) Defeat your opponents two rounds in a row (without losing a round), 
having "first attack" in every round.
   4) Must use the Hyper-X SIX times or more and it must connect on the 
opponent completely.  No missed or blocked Hyper-Xs, nor blocked or "cheesy" 
1-hit "super finish" will be accepted.  You must a MAXIMUM number of combos 
hits from your character's Hyper-X at least once (see John Culbert's X-Men 
FAQ for that info).
   If done correctly, Akuma will appear as the sixth opponent (before 
Juggernaut).  His stage is the "Danger Room" and he fights like he does in 
SUPER STREET FIGHTER 2 TURBO.  GOOD LUCK!!
Special thanks to Alan Jaqueria for the assist of this secret code.
(NOTE:  This trick is shown in arcade and in Sega Saturn systems.  I'm also 
told by Dingo Jellybean that it works on the Sony Playstation.  I don't know 
if it's there in PC, but I believe it would.)

b) X-MEN winning token description
   <v>--"victory", you win it by K.O.ing your opponent.
   <s>--"special", you win it by K.O.ing opponent using a special
                   move.
   <Ss>-"Super special", you win it by K.O.ing your opponent using
                         your x-power special move.
   <O>--"time", you win it by time out with more health than your
                opponent.

c)Order of characters Spiral morphs into while using her x-power. 
(#x)=number of hits.
   crouching--Cyclops-Sentinel-Psylocke-Spiral-Juggernaut-Storm-Omega 
Red-Wolverine-Magneto(3x)-Iceman-Colossus-Silver Samurai(3x)(=16 Hits).
   standing--Colossus-Iceman-Silver Samurai-Psylocke-Omega 
Red-Juggernaut-Wolverine-Spiral-Cyclops-Magneto(2x)-Storm-Psylocke-
Sentinel-Wolverine(4x)(=18 Hits).
   in air--Wolverine-Spiral(2x)-Psylocke(2x)-Silver 
Samurai-Colossus-Storm-Iceman-Cyclops-Juggernaut-Magneto(3x)-Sentinel-Omega 
Red(5x)(=20 Hits).

d) "Combo words" that are used in the game and the number of hits to get 
them:
   GOOD!--------3+
   GREAT!-------6+
   VERY GOOD!---8+
   WONDERFUL!--10+
   FANTASTIC!--12+
   MARVELOUS!--16+

e)For people who like the X-MEN: COTA music:
In case you don't know, you can play the audio music version of the CD 
(console versions only).  Better yet, to save wear and tear, record the 
music tracks from the CD to an audio cassette tape.  Just don't play track 1 
because it's the game load.  Here's the track list:

  Track  |       Title                                    | Time
----------------------------------------------------------------------
    02   | "Here comes a new challenger"                  | 00:05
    03   | Character select theme                         | 00:56
    04   | The fight result theme                         | 00:07
    05   | Continue                                       | 00:21
    06   | Game over                                      | 00:04
    07   | Savage Land                                    | 03:31
    08   | Moon Night                                     | 03:31
    09   | Mutant Hunting                                 | 03:31
    10   | Danger Room                                    | 03:31
    11   | On the Blackbird                               | 03:31
    12   | Ice on the Beach                               | 03:31
    13   | Mojoworld                                      | 03:31
    14   | Samurai Shrine                                 | 03:31
    15   | The Deep                                       | 03:31
    16   | Genosha                                        | 03:31
    17   | Space Port                                     | 03:31
    18   | Avalon                                         | 03:31
    19   | Q-Sound theme                                  | 00:08
    20   | X-Men game theme                               | 00:27
    21   | The Discussion                                 | 01:31
    22   | Daydream                                       | 00:31
    23   | Sculpting on the Beach                         | 01:21
    24   | The Idea                                       | 00:31
    25   | Reunion                                        | 00:51
    26   | Heartbreak                                     | 00:31
    27   | The Battle Continues                           | 00:51
    28   | ???????????                                    | 00:31
    29   | Credits theme                                  | 01:06
----------------------------------------------------------------------

f) and this:
"I shall allow no man to belittle my soul by making me hate him."--Booker T. 
Washington

