Marvel vs. Capcom 2: New Age Of Heroes

MAGNETO FAQ

Version 1.7

First appearance of FAQ: 11/26/00

Last Updated: 12/8/00

By: Phillip M.

E-mail: phillipm80@hotmail.com
----------------------------------------------------------------------
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This FAQ is copyright 2000 Phillip M.
The Capcom characters are copyright 2000 Capcom Co., Ltd.
The Marvel characters are copyright 2000 Marvel Characters, Inc.
Strider Hiryuu is copyright Moto Kikaku. All rights reserved.
----------------------------------------------------------------------
Table of Contents
----------------------------------------------------------------------
1.    Revision
2.    Magneto's Pros and Cons
3.    Button Configuration
4.    Button Abbreviations
5.    Normal Moves
6.    Special Moves
7.    Supers/Hypers
8.    Throws
9.    Assists
10.   Taunt
11.   Combos
12.   Strategies
13.   Vs. Strategies
14.   Good Partners for Magento
15.   Fighting Abyss
16.   Color Coordinations
17.   Credits
18.   Conclusion
19.   What's to Come...
----------------------------------------------------------------------
1. 	Revision
----------------------------------------------------------------------
Version 1.0 - it's here!
Version 1.1 - added some minor stuff and some editing
Version 1.2 - changed statement, little editing, and added 1 new team
Version 1.3 - very minor things like editing and added 1 more combo
Version 1.4 - 1 new strategy added, 1 new team
Version 1.5 - added all 56 character vs. strategies section
Version 1.6 - added color coordinations section and some editing
Version 1.7 - made FAQ more neater, added another team, made statement 
better
----------------------------------------------------------------------
2. Magneto's Pros and Cons
----------------------------------------------------------------------
Every character in the game has Pros and Cons. It's just that some have
more or less of each. If you read the pros and cons about Magneto below,
you will see that overall, there are more pros than cons. That is why
Magneto is probably pretty close to being the best character in the game
if he already isn't.
***********************************************
The Pros:
***********************************************
1.    Great strength
2.    Has fast speed
3.    Above average combos
4.    Fastest dash in game
5.    Most of moves have good priority
6.    Supers take a lot of damage
7.    Tempest super has no recovery time
8.    Great jump-in moves
9.    Plays a great keep-away game
10.   Has two throws
***********************************************
The Cons:
***********************************************
1.    Takes damage like a weakling
2.    Lots of his moves have lag time
3.    Some of his moves aren't that useful
4.    You have to combo in his supers

----------------------------------------------------------------------
3. Button Configuration
----------------------------------------------------------------------
This is what the arcade button setup looks like, well not exactly, but
you get the point:

                [Jab]        [Fierce]     [Assist 1]

                  O             O             O
    ()
    II
    II
    II            O             O             O
    --
               [Short]     [Roundhouse]   [Assist 2]

*to get the medium punch and the medium kick to appear, you have to
press the jab or short buttons twice*
----------------------------------------------------------------------
4. Button Abbreviations
----------------------------------------------------------------------
-Here are some of the abbreviations listed for you incase you don't know
what one of them means. I have used some of these in my FAQ so if you
don't understand something, you can always refer back to this section
and figure out what they mean.

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
TVC = Team Variable Combination
>= 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
----------------------------------------------------------------------
-Here are all of Magneto's normal attacks that you do by pressing the
corresponding button. I have descrbed what each move looks like, and
what I would use it for.

***********************************************
Jab
***********************************************

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

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/Medium Punch
***********************************************

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 great priority and no recovery time. You can use this in
combos, but that's about it. It's a great move, but not that useful.
Better than the jumping short.

***********************************************
Forward/Medium Kick
***********************************************

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 I would prefer to use the jumping strong
instead.

***********************************************
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 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
handy-dandy "force field" 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. cool huh!

j. roundhouse: Magneto extends his leg downward, towards your opponent's
head, with some energy going along with his foot. I think this move is
the best normal move, and should be your jump-in move all the time,
because it hits exactly where you need it to hit so you can start up one
of Magneto's combos (and some killer ones too). You should use this
move a lot in your battles because it is so tight and always comes in
handy. Plus, it has no start up time, great range, excellent priority,
and no recovery time!
----------------------------------------------------------------------
6. Special Moves
----------------------------------------------------------------------
-Magneto has 6 special moves all useful in their own way. Here I will
list all 6 of his special moves and will give you my opinion on each
of them.
***********************************************
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 come very handy and you will see that your opponent is
dying pretty quickly.
***********************************************
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 track down the opponent. If connects, 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. There are lots of things you can do with this move. 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), but boy, if they did everyone would be 
using
this move. 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 crosses 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
or something. That's the only thing I can think of that would be a effective
way for this move. Overall, there really isn't 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. Like 30 seconds or something, I'm not
sure though. Overall, it can be useful, but not that useful. If you have 
your
opponent in the corner, pull 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 or something. Also you
cannot block while you are flying with Magneto.
***********************************************
Air Dash [any direction button + PP]: *only in air*
***********************************************
Magneto leans forward and dashes across the screen very fast. Magneto's
dash is the fastest dash in the game I believe, but I'll check to make
sure that it is for sure. This move is very helpful in tough situations
like if someone is playing keep-away against you, you can just superjump
whenever you see an opening and then dash towards them to get next to
them again.
----------------------------------------------------------------------
7. 	Supers/Hypers
----------------------------------------------------------------------
-Magneto has 2 supers or hypers (whatever you like to call them). Both
of his supers come can really come in handy and I have listed how you
can connect them in the combo section of my FAQ. In this section I will
explain both of Magneto's supers and tell you in my opinion which one
I think is better and all that other good stuff.
***********************************************
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 move can be canceled from a hyper gravitation
if timed correctly. This move has high priority, super fast recovery
time, does great damage and chipping damage. Also if you press all the
buttons, even more ice shards will come out. Overall, excellent super,
I think the better of the two supers overall.
----------------------------------------------------------------------
8. Throws
----------------------------------------------------------------------
-Magneto has 2 throws which both come in handy in their own way. In the
throw section I described both of the throws, what you can do for each
of them, how they come in handy and which one in my opinion I think is
better. To throw someone, simply walk up to the person or if your already
close to them hold forward (towards them) and press either FP or RK.

***********************************************
With Fierce Punch:
***********************************************
Magneto grabs opponent and by doing so, he fills the opponent
up with some ice and sends him to the opposite end of the screen. The
opponent stays frozen for quite a while which gives you enough time to
dash in and do whatever you want to them *cough* tempest combo *cough*
*cough*. Note: Against the computer on the dreamcast your opponent will
stay there the maximum time, but if you play against a human player in
the arcades, they can start mashing all the buttons and they will get
unfrozen faster.
***********************************************
With Roundhouse Kick:
***********************************************
Magneto grabs the opponent by the groin if you actually look at
it, and throws the opponent at the opposite end of the screen. You can
dash in and otg them for a combo, but you have to be fast. This won't
work against some of the better players because they will most likely
roll out of the throw, but if you see that your opponent looks like a
newbie, go for it.

----------------------------------------------------------------------
9. Assists
----------------------------------------------------------------------
Here are Magneto's assist types and what he does when you call out his
assist and such. I also listed his counter assists which can be done
whenever your opponent is attacking, what Magneto does when you do
a team super, and a description of Magneto's Snapback.

Assist Types:
Alpha (projectile) -  EM Disruptor
Beta (capture) -  Hyper Gravitation
Gamma (launcher) -  Crouching Fierce Launcher

To get Magneto to come out and perform his assist, simply press either
the A1 or A2 button depending on where you have Magneto on the team.
Then Magneto will come out and will make a attack depending on which
assist type you selected for Magneto at the Character Select screen.
***********************************************
Counters:
Alpha (projectile) -  EM Disruptor
Beta (capture) -  Hyper Gravitation
Gamma (launcher) -  Crouching Fierce Launcher

To do a counter simply press QCB + A1 or A2 button whenever your opponent
is attacking you and Magneto will come out and depending on which assist
type you selected, he will do that certain move when he comes out to stop
to characters attacking for a second. This comes in handy if you want to
successfully switch your character without just coming out and the person
blocking you and then you eat up a big combo from them. You have to have
1 super meter availiable to do a counter.
***********************************************
Team Supers:
Alpha (projectile) -  Magnetic Shockwave
Beta (capture) -  Magnetic Tempest
Gamma (launcher) -  Magnetic Tempest

To do a Team Super, you have to have at least 2 super meters availiable
and then press both the A1 and A2 buttons at the same time. Depending on
how many characters you have left, they will come out and do one of their
supers depending on which assist type that you selected for them too. If
you have all 3 of your characters still alive, it will require 3 bars of
your super meter to do this but if you only have 2 people left it will
only require 2 bars of your super meter to do this.
***********************************************
Snapback:
***********************************************
Magneto's snapback is his s. Fierce. It has good range but it will miss some
of the shorter people in the game like servbot, roll, megaman and such. A
snapback requires 1 level of your super meter and can be comboed in.

-Beta Assist is the recommended assist by Capcom

-Personally, I like to use Alpha assist type

-To me, the assist you choose depends on how you want your team. If you
like a trap team, use the capture assist. If you like to keep them
grounded pick projectile. If you like to do setups pick launcher.

-This is just my opinion, so please don't e-mail me and start arguing
about it.
----------------------------------------------------------------------
10. Taunt
----------------------------------------------------------------------
Magneto taunt is sort of funny: He stands there, crosses his arms and
says "Be Gone" and shakes while he says it. I'm pretty sure he's
shaking becuase he is laughing at you. I usually do this after I have
beaten someone, and I press the start button on the arcade so I can do
whatever I want, but I just keep press the Taunt button (start) over
and over to get them angry. Its most likely to make some players mad
and why shouldn't it. Your opponent is dead, lying on the ground and
you go walk over to him (you don't have to but it looks better) and
keep saying "Be Gone" "Be Gone" "Be Gone", and then the next person in
line will be like "ohhh, you hear what he said about you John??" in a
cracked up voice. And you know the rest ^_^
----------------------------------------------------------------------
11. Combos
----------------------------------------------------------------------
I'm not going to list every single combo for Magneto because there are
many and different variations of about everyone of them, so I'm only
going to list the ones that I use and find effective in gameplay.

Where it says "[__ -__ hits]", this is because it depends on which
character you do the combo on. This is especially with all the tempest
combos that I listed. The hits will increase if you do it on someone
big like Juggernaut or Sentinel, but you won't get as many hits if you
were to do it on MegaMan or Sonson. Also, don't really know the exact hits
so I just put in for example: 30-50 hits or whatever. So what I am trying
to say is that this combo section may vary depending on which character
you do the combos on.

***********************************************
1) [8-hits]

j. rk > d. c. lk > c. FP /\ lp > lk > lp > lk > FP or RK
***********************************************
2) [13-14 hits]

j. rk > d. c. lk > c. FP XX shockwave
***********************************************
3) [29-35 hits]

j. rk > d. c. lk > s. RK > hyper gravitation XX tempest
***********************************************
4) [32-45 hits]

j. rk > d. c. lk > c. FP /\ lp > lk > lp > lk > hyper gravitation
XX tempest
***********************************************
5) [32-46 hits]

j. rk > d. c. lk > c. FP /\ lp > lk > lp > lk > hyper gravitation
XX tempest > EM Disruptor
***********************************************
6) [66-74 hits]

j. rk > d. c. lk > c. FP /\ lp > lk > lp > lk > hyper gravitation
XX tempest > lk > lk > hyper gravitation XX tempest
***********************************************
7) [70-78 hits]

call out Sentinel's ground assist > d. c. lk > c. HP /\ jab >
short > jab > short > hyper gravitation XX tempest > lk > lk > hyper
gravitation XX tempest
***********************************************
8) [infinite] *only in corner*

j. j. rk > d. c. lk > c. FP /\ lp > lk > lp > lk > hyper gravitation
XX tempest > lk > lk > hyper gravitation XX tempest \/ d. (otg) c. lk
>c. FP > lp > lk > lp > lk > hyper gravitation XX tempest > lk > lk
XX tempest \/ etc...
----------------------------------------------------------------------
12. Strategies
----------------------------------------------------------------------
Here are some tips to help you win against people in the arcades, or
even against your friends when you get a chance to play them.

These are just the general strategies, they don't apply for everyone
but for most characters in the game. If you want specific strategies
for certain characters in the game, you can go to the "Vs. Strategies"
section of this FAQ which is right below this section.

*I didn't put these in most important to least important or anything,
but just make sure that you do most of these techniques whenever you
are challenged against others*
***********************************************
1)  I prefer playing a close up game with Magento whenever possible.
Personally, I think that his close-up game is more effective than his
keep-away game. I'm not saying that he doesn't play good keep-away,
I'm just saying that his close-up game is more better.
***********************************************
2)  Use assists that hit the opponent multiple times in a row so
that you can make a dash in and launch the opponent up and start an
air-combo, I would recommend Sentinel ground assist, Cable projectile,
Cyclops projectile assist character. I think that the beam characters
work well with Magneto's fast dashes.
***********************************************
3)  Learn how to do the Tempest combos above, they are a big aspect
of your game.
***********************************************
4)  Use the EM Disruptor special move whenever you're at a safe
distance, but if your playing Cable or Iceman, I wouldn't do it
as much.
***********************************************
5)  If you ever throw the opponent with RK, try to dash in and otg
them for a combo.
***********************************************
6)  If someone is playing a keep-away game very well on you, just try
to sj and air-dash forward and over their head when you get a chance.
***********************************************
7)  Only use the FP or RK buttons to jump-in at the opponent.
***********************************************
8)  Take advantage of Magneto's dashing skills, if you're ever in a
tough situation, this will most likely help you out.
***********************************************
9)  If you got your opponent in the corner, do Magneto's flight mode
and start pressing all the kick buttons. This is sure to frustrate
them. If you can, add in a jab EM Disruptor.
***********************************************
10) After attempting to do a sweep with magneto (c. RK), add on a
Magnetic Force Field afterwards if your sweep does not connect, this
way your opponent will be punished if he/she takes advantage of
Magento's long recovery sweep.
***********************************************
11) Use Alpha assist when choosing Magneto's assist type even though
Beta Assist is recommended. Beta has too much lag at the end and isn't
really effective against most people in the arcades, and Gamma assist
doesn't have good range at all, and will most likely never hit anyone
when you pull it off.
***********************************************
12) Make sure that you have Magento start up the round. He's a good
battery and then the second character should be someone who can use up
some of those supers that Magneto has charged up.
***********************************************
13) Whenever you jump back, like if you want some room for example,
press FP while you jump back so that if your opponent tries to get next
to you, it will knock him away alittle bit. Try to press it like as soon
as you just get your feet off of the ground whenever you jump.
***********************************************
14) Don't even let your opponent have a chance! As soon as the round
starts be almost like right in his face ready to do you c. lk > c. FP
into tempest combo! Or better yet, be almost in his face like above and
as soon as the round starts press Sentinel assist (I recommend his
assist) and jump over to your opponent. So that the Sentinel Force will
hit him from one side and you on the other side will try to catch him
by doing c. lk > c. FP into the tempest combo. Lots of the times that
you try this, the your opponent tries the block in the way that Sentinel
is attacking, but that is the wrong way, they should be blocking back
against you so they end up eating all three parts of Sentinel's ground
assist and then c. lk > c. FP all the way through a tempest combo! I always
like to do this to confuse the opponent and most of the time it works.
***********************************************
15) Whenever you are thown or have a chance to roll out, make sure that
you do so. Many people out there rely on you not rolling out of throws
and such; ex: Jill because they can pull off a big/damaging combos if
you don't. But if you learn to roll all the time when you get a chance,
it will really ruin their gameplan and they will have to learn to try
something else on you.
----------------------------------------------------------------------
13. Vs. Strategies
----------------------------------------------------------------------
-This section will explain strategies about what you should do against
human players whenever they play with certain characters in the game.
Note that this is from my arcade experiences and what I personally
think you should do when you face a certain character. So just remember
that no two people play the exact same way. Whatever I say here about a
strategy for a certain character, you may not agree on. You may have your
own way of playing them and you are entitled to play the way you want
to play against certain characters. But this is my FAQ and so therefore,
this is the way I play them. Enjoy!
***********************************************
Akuma
***********************************************
I would try to play a distance game against him, because if he catches
you with his Hurricane kick he will most likely cancel into the Tenma
Gou Zankuu super for maximum damage. And if he catches you in an air-
combo he will cancel into Tenma Gou Zankuu also. I would try to stay
away from him by throwing lp EM Disruptors whenever safe, and calling
out assists that will keep him away, preferrably a beam assist.
***********************************************
Amingo
***********************************************
This guy's kinda weird. He can't really play a keep-away game against
you so I would use that as an advantage. If you have an assist that
crosses him up, dash in and start the tempest combo to get rid of him
fast. Since this guy is a little on the big side, and the tempest shoots
out lots of ice shards, not very many of them will miss him, which is
better for you and bad for the Amingo player.
***********************************************
Anakaris
***********************************************
Unless your Anakaris player is very advanced with him, you shouldn't have
a problem against him. Just do some of the regular strategies against
him. Just be aware of Anakaris's Pharaoh Cobra Blow Super which does
lots of damage if you block it or not.
***********************************************
B.B. Hood
***********************************************
I would play an up-close game against her. She has some good ground
techniques to really annoy you. Like her low and high missles can really
put Magneto in a bad position if you try to play keep-away against her.
She can play a good up-close game as well, but Magneto's is much better.
Her launcher has very short range so I wouldn't worry about her trying
to combo you that much. The only thing she has is the ability to combo
in her Cool Hunting super which does some pretty serious damage. She
also has a double jump, but that doesn't really effect Magneto. If she
tries to play keep-away, sj real fast and dash over her and try to start
a combo. Remember that you wanna play an up-close game against her.
***********************************************
Bison
***********************************************
Hmmmmm, this one is kinda hard since he is very unpredictable. But I
would play an up-close game against him too. If you see that the Bison
player is trying to catch you with the head press thing. Just dash back
while he's coming down and since it has a little lag, dash back in and
combo his ass. I guess that's all for him.
***********************************************
Blackheart
***********************************************
Beware of the Blackheart/Doom Trap and his inferno which he can cancel
into the Heart of Darkness super for great damage. I've seen lots of
Blackheart players who keep super jumping over and over again and
pressing a variety of FP or RK while in the air. So be aware of that.
Blackheart moves real slow and even his dash in slow. So i would use
Magneto's speed to dash in and start comboing whenever you see an
opening. Just try not to let him do that superjumping technique that
I listed above and you shouldn't have that many problems.
***********************************************
Cable
***********************************************
Oh Boy. Well whatever you do, don't let him get away from you unless you
want to be chipped the rest of the match. Stay on him the whole time
excuting tempest combos whenever possible. You should know that Cable
cannot play an up-close game but he is one of the best in keep-away.
Try to cross him up with an assist like Spiral's ground or Sentinel's
ground into the tempest combo. Don't even try to play a keep-away game
against him as you will win. Jump in with FP alot to start combos and
do a RK hyper gravitation if you see that he keeps jumping in the air
and doing viper beams to bring him back down to you.
***********************************************
Cammy
***********************************************
I would use a variety of keep-away and up-close against her. If she gets
you in a air-combo, she can cancel her Killer Bee Assault super move
from her RK cannon drill. She also has a fast dash like Magneto. But if
you see that your opponent just pulls off the Killer Bee Assault out
of no where and you block it, whenever she comes down from it, be ready
to punish her good. That's all.
***********************************************
Captain America
***********************************************
He's kinda slow but he's defidently stronger than ever. You will see that
the Captain America player will always try dash in to start an air-combo
on you, since his keep-away game isn't that great. Take advantage of his
poor keep-away game and use Magneto's keep-away game to get rid of him fast.
***********************************************
Captain Commando
***********************************************
You might have some trouble against him. He can play both a keep-away game
and a up-close game against you. I wouldn't recommend going into flight mode
against him because he will just do a captain corridor on you. If you get
caught in the Captain Storm super, always remember to roll out at the end
becuase most likely he will go for the otg for about 20 hits all together.
If he does the captain corridor and you block hit or he missed you, dash in
and do the tempest combo. You want to try to get rid of him fast as 
possible.
Look for any mistakes that he makes and punish him for doing so. Always be
ready to block or block if your not doing anything. If you have Storm on
your team and you have just done the tempest combo on him, DHC into Storm's
Hailstorm super to get rid of him quicker. That is all the advice I have
against him.
***********************************************
Charlie
***********************************************
Just a copy of Guile is all this guy is. Beware that he can cancel his
Sumersault Justice from any button. I would use a variety of keep-away
and up-close game against him. Easy enough huh?
***********************************************
Chun-Li
***********************************************
She's not that great in this game anymore. But she cancel her Kikou Shou
super from any button. It does okay damage but is not considered alot.
She does have a good anti air move, which is her Tenshou Kyaku. No problem
here.
***********************************************
Colossus
***********************************************
Wow this overpowered demon is really good. His air-raves take enormous
damage, especially if he adds on that damn power tackle at the end of it.
Don't let this guy get near you, especially whenever he goes into Super
Armor Mode. When he does this, just keep superjumping and dashing away
from him while he's in this mode. If you try to do a combo on him while
his Super Armor super is activated, prepared to eat one of those power
tackles. Play a keep-away game against him by doing EM Disruptors
whenever your far away. He's pretty easy as long as you don't play an
up-close game on him.
***********************************************
Cyclops
***********************************************
Cyclops can play a very good keep-away game like Magneto, but probably even
better. He can cancel his Super Optic Blast from a ground combo ending with
the cyclone hit, which does decent damage. If you see that he trips you, 
roll
out because he will most likely cancel into the Mega Optic Blast. If he
does this and you roll out, be ready punish him. Try to dash out of the
way if you see he's playing a keep-away game. Try not to let him superjump
that often because he will most likely do RK over and over again to charge
up his meter again. Look for any mess-ups that he does and punish him for
each one.
***********************************************
Dan
***********************************************
Come on, is this a joke. Yeah, some people say that he's good and stuff, but
I really don't believe that. He has a taunt super. That should tell you he's
not a good character right there. He's like another Servbot if you ask me.
Play a keep-away game against him for sure, because his really sucks. That
little Gadou Ken for a fireball. Do you realize how small that thing is!
Who would get hit by that except if it was comboed into or something. Don't
worry about him, he's nothing.
***********************************************
Dhalsim
***********************************************
He has long arms which can stretch across the screen if you try to dash in,
and if you try to jump in and combo him, he can do Yoga Strike super to
punish you, but otherwise he's easy.
***********************************************
Dr. Doom
***********************************************
About the same for Cable. Don't let him out of your site. If you see that
he goes into flight mode, just RK hyper grav him to bring him back down
since he can't block in air. Try to cross this guy up since he has to block
both high and low to block everything, then go into the tempest combo.
Don't play a keep-away game against him because his is better. I guess
that's it for him.
***********************************************
Felicia
***********************************************
She's pretty fast and can get a little annoying at times. Her Hyper Sand
Splash super does lots of damage and lots of chipping damage if it is
blocked. You will see the sand splash special move done alot. I think
that is really her only keep-away technique. Its' quick, does decent
damage, and doesn't have much recovery time on it. She can cancel her
Dancing Flash super after any button, which does decent damage also. I
would play both a keep-away and up-close game against her. I think her
rolling buckler special move has some lag at the end if it is blocked, so
I would dash in a combo her into a tempest combo of course. That's all
for her.
***********************************************
Gambit
***********************************************
The glitch man. He's really nothing to worry about. He's weaker than he
was in Marvel vs. Capcom. He's real slow and it seems that he has a little
trouble doing air-combos. His special moves aren't really effective. I
would play an up-close game against him since he really can't play one.
Just beware of the Gambit glitch though. If he is winning for some reason,
he will probably go for the glitch and he will win the round.
***********************************************
Guile
***********************************************
The guy who can cancel all of his supers. I have noticed that Guile is
pretty predictable, and considering that he only has 3 special moves
makes him even more predictable. If he tries to do a flash kick and you
block, punish him when he gets down. Most of the time I would play a
keep-away game against him since his sonic booms aren't as good and as
fast as Magento's EM Disruptors. If he trips you, roll out or be prepared
to eat a super, most likely sonic hurricane. He shouldn't be that hard
though.
***********************************************
Hayato
***********************************************
He has lots of those plasma combos which can be painful if you take too many
of them. His keep-away game sucks, so I would use that to your advantage.
Most Hayato players will add on the Plasma Field after air-rave. And then
they will try to do the Black Hayato super for maximum damage. Hayato isn't
really that hard so you shouldn't have any problems with him.
***********************************************
Hulk
***********************************************
He still maintains his great strength from Marvel SuperHeros vs. 
Streetfighter.
But I think that some of his moves have been toned downed and don't work
as great as they used to then. The only thing I would be concerned about
when playing him would have to be his Gamma Crush Super which is most of
the time not blocked the right way or is not really blockable since he's
so big. It does great damage and is hard to get away from. Whenever you see
him pull it off, keep dashing back to make sure that you don't get hit.
***********************************************
Iceman
***********************************************
If you let him, all he will do is icebeam all thoughout the round. Whenever
he jumps and starts doing this, do hyper gravitation to bring him back
down, then launch him into the tempest combo. Try not to let him launch
you up either as he will cancel into Aritc Attack super. He takes no
block damage, but I think that only effects characters that have beams,
like Cable and Cyclops. I'm pretty sure you can use the EM Disruptor and
it will still take block damage if he blocks it. But don't try to play
keep-away against him as he is better than you in that. Instead try to
perform many combos on him to wear him down.
***********************************************
Ironman
***********************************************
He has some good keep-away tactics like his unibeam that can be done
over and over to keep you grounded. That being said, I would suggest
playing a up-close game against him. Beware of his combo that he
cancels into his Proton Cannon super. I think it is c. lk > c. lk >
(otg) c. lk > c. lp XX Proton Cannon. Just make sure that you roll
out after the c. mk and if they didn't think that you were going to
roll out and proceed with the rest of the combo. Do a TVC or something
you know will take lots of damage on him. Do the tempest combo if you
want to again.
***********************************************
Jill
***********************************************
She's like the master of otging people. Lots of her combos rely on this.
She has zombie helpers to confuse you and she can add on that Super
Fiery Dash super after an air-rave for lots of damage. Basically, she
can come up with some sick combos. To get around this, I would recommend
playing a keep-away game against her too. She can play an okay keep-away
game, but not as good as Magneto's. If she tries to pull off the Tyrant
super and you block dash in and combo her to death.
***********************************************
Jin
***********************************************
He's sort of like a mini-Hulk. I don't see much problem with him except
that he can combo in the Saotome Cyclone super after being launched by
him. I would defidenty not go into flight mode against him either as he
can decide to do the Bloody Vulcan or the Saotome Cyclone super since
you can't block when your in flight mode. His Saotome Dynamite is a
great move for him as it will throw your EM Disruptors. So I would play
an up-close game against him. Just try as hard as you can not to let him
catch you with his jumping FP or RK as he will most likely cancel into
the Saotome Cyclone Super after he launches you.
***********************************************
Juggernaut
***********************************************
His Head Crush is really something, and has no start up time and goes
through everything in it's site. So i would play a up-close game
against him. Just be aware that he can pull of 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. 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 off the Shipwreck super
and you block it, she has lag at the end of it so combo her whenever she's
done with it.
***********************************************
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.

-If you need more specific strategies on a certain character, you can
e-mail me and I will give you a more detailed description than this if
you need it. But note that it might be awhile for me to get back to you
because I don't check my e-mail that often.
----------------------------------------------------------------------
14. Good Partners for Magento
----------------------------------------------------------------------
-Here are some characters that I find that work well with Magneto.
***********************************************
1) Magneto (a), Cable (b), Sentinel (c)
***********************************************
This team is pretty good together. You have Magneto to start the round
and to earn some super gauges then whenever Magneto is starting to get
hurt, you can switch to Cable to use up some of those supers with his
Hyper Viper Beams. Always call out Sentinel assist while Magneto jumps
over the opponent to get the opponent confused because some of the
scrubby people try to block the sentinel assist but they end up eating
a combo from Magneto from the other side. Sentinel's ground assist
(gamma assist works very well with Magneto's fast dashing in skills.
For example: Call out Sentinel assist, jump over opponent with Magneto
so that Sentinel's assist hits them from one side and you do a c. lk >
C. HP to see if they are blocking the right way. Or you can call out
Sentinel assist while afar with Magento and if the assist hits, hurry
up and dash in while the second or third hit from Sentinel's assist and
do an air combo. This is a great team overall. I've gotten 16 wins with
this team.
***********************************************
2) Magneto (a), Jin (b), Cable (b)
***********************************************
Also a very good team. Always make sure that you are continuously calling
out Jin's beta assist. Jin probably has one of the top 5 assists in the
game, it controls some beam characters and even takes out some supers.
Charge up the meter with Magneto and try to use a tempest combo at
least once in the match. Remember that two tempest combos will kill 1
character with a full life of energy. Try to learn the tempest combo, it
comes in handy all the time. If you see that you are about to die with
Magneto, switch out to Jin and try to do his jumping FP \/ s. lp > s. lp
XX Tornado super. This takes lots of damage too. Probably one of the
most powerful supers in the game. Call out Magneto assist from a safe
distance and keep on jumping and press FP to do the 4-hit Tornado combo
with Jin. Cable is played as anchor this time because he can do lots of
damage without having supers. When you have to call in cable, you know
what to do. This team has very good DHC abilities too. Do tempest combo
with Magneto DHC into Jin's Bloody Vulcan XX Cable's HVB. I've gotten
about 12 wins with this team.
***********************************************
3) Magneto (a), Guile (c), Sentinel (c)
***********************************************
Just like to first team that I mentioned, always call out Sentinel's
ground assist while playing as Magento. It sets up combos well and
confuses lots of people. When you are playing as Guile, try to use
up some of the supers since most of his combos rely on finishing off
with a super. If you see that your opponent has messed up or you blocked
a super from him, dash in and do s. lp > s. lp XX Sonic Hurricane for
easy damage very fast. Call out Sentinel's assist while your playing as
Guile too. Whenever Sentinel's assist connects dash in and do s. lp >
s. lp XX Sonic Hurricane. I know I haven't mentioned what to do when
you are playing as Sentinel so I will do that now. When playing with
Sentinel, keep jumping in with j. short > j. roundhouse > lp rocket punch
for lots of damage and only a three hit combo. I usually just keep on
repeating this until opponent dies. Or when your opponent is in the corner
do lk sentinel force and then launch them with s. RK after the third hit
connects and finish off the air combo with Sentinel Turbine Super for
maximum damage. Also if you opponent is in the corner, go in flight mode
and keep pressing Sentinel's kicks over and over to confuse your opponent
and sometimes get them frustrated. This team has gotten me 12 wins.
***********************************************
4) Magneto (a), Cable (b), Cyclops (a)
***********************************************
Yes, once again, you start out with Magneto. While Magneto, call out
Cyclops asisst and keep jumping in with FP trying to catch them for
a air-combo. When you catch them, do the tempest combo. I know this
team is not much different from the first one so, once again, whenever
you see that Magento's life bar is wearing down. Switch out to Cable
and try doing some of his very well keep-away tactics slowly bringing
the super meter like to level 2. Then if you see that you catch someone
off-guard, do  a Air Hyper Viper Beam. As some of you already know, the
AHVB (Air Hyper Viper Beam) is very much better than the ground version.
When your Cable, and you see that there is an opening, for example. Your
opponent pulls off a super that you blocked and it has terrible lag at
the end, jump up and do a AHVB, then do it again and again until the
opponent dies or you run out of supers. You can also do this, if your
opponent tries to tag out, and you expected it, and you block...Jump up
and do AHVB again. If you see that you are dying with Cable (but you
actually should be winning, but i have to tell you what to do with
Cyclops) switch to Cyclops and decide whether you want to play keep-
away or up-close with him. If you play keep-away, just keep doing optic
blasts whenever you get a chance. If you want to play up-close, jump in
with j. lk > j. lk \/ s. lk > s. lk > cyclone kick (hits twice) XX
Super Optic blast and aim straight forward for it to connect. Also
you can jump in with j. lk > j. lk \/ c. lk > c. RK XX Mega Optic Blast.
But it is risky because the opponent has a chance to roll out. If you
need to build up the meter fast, Cyclops can do that very fast. Just
superjump up and keep pressing RK while in the air. I've gotten about
6 wins with this team but yet a never really play with this team that
much. It's just that I think that I'm a little bit more effective with
Sentinel more than Cyclops. Overall, this is a very good team.
***********************************************
5) Magneto (a), Storm (a), Cable (b)
***********************************************
Wow! I was just messing around with this team not too long ago and man!,
this is a very good team. Magneto, like I've said before will be starting
the round. Try doing the tempest combo whenever you can, if you do catch
them and you have another hyper combo gauge DHC into Storm's Hailstorm.
Man this itself takes off about 5/6 of the opponents life, almost near
death! I think this would have to be the best DHC team out there! Also,
whenever you DHC into the Hailstorm press all the buttons to get in as
much damage as possible and adding more hits to the combo. This team has
insane DHCs. Whenever your Storm, jump in with FP \/ lk > RK /\ lp > lk >
lp > lk > RK. I've never really spent the time to play Storm that much so
I really don't know any good combos with her and there are probably more
better ones than this classic one I'm sure. If you know how to play Storm
very well, this team has got everything you need and will probably be
your team of choice out all the one's that I have listed so far. First of
all, Magneto is easily the best character in the game if played correctly
and so is Storm. She is defidently the 1st of 2nd best character in the
game. And then you got Cable who is like the 2nd or 3rd best character in
the game. All top-teir characters in this team. Also, since Sentinel is not
in this team now, call out Storm's alpha assist which is her horizontal
typhoon, this is the substituting for Sentinel's ground assist. I will be
experimenting with this team more so I can tell you some of the better
combos with Storm. Overall, A extreamly good team if played correctly.
***********************************************
6) Magneto (a), Dr. Doom (b), Sentinel (c)
***********************************************
Here's a tourney winning team and is well balanced too. Have Magneto
start and try to let him stay in as long as you can. This team is more
of a keep-away team than the others that I've listed. Anyway, play with
Magneto till he is almost dead or has lots of life that he can recover
and then switch out the Doom. Play a keep-away game with him too by
superjumping and doing photon shots while in the air. Keep repeating
this until your opponent becomes frustrated and then does a super out
of nowhere. When he does that be ready to dash in and combo him with
d. c. lk > c. lk > c. FP /\ lp > lk > lp > lk and to finish it off,
either do a roundhouse, air-dash downwards and forward throw them before
they land, or the Photon Array super. Which ever you feel like doing.
They all do decent damage. Repeat this process until Doom is getting
low on damage and switch to Sentinel. Jump in with j.lk > j. RK >
Rocket Punch down for easy damage. Or jump in with j. FP  \/ s. lk >
s. RK /\ lp > lk > lp XX Hard Drive super. Just repeat doing these
tactics with Sentinel and call out some Sentinel Forces' every once
in a while for a great match and most likely a winning match. I've
gotten about 10-11 wins with this team. Overall, a balanced and very
good team that can get you to win in tourneys and such.
----------------------------------------------------------------------
15. Fighting Abyss
----------------------------------------------------------------------
-When you get to the final level of the game, you fight against a guy
named "Abyss". There are 3 forms of him and each of them is different
and mostly requires a different technique on how to beat him. Some people
say that he is hard but he's really nothing to worry about. Abyss will
not (shouldn't) be be the hardest person that you fight. There are many
great players out there that will always give you a greater challenge.
***********************************************
-The first one (fat one with super armor):
***********************************************
Just jump up and keep on doing a magic series combo on him and when you
see him about to shoot that big blue beam at you, just superjump and dash
over his head, and if he has lots of life left and you have a super handy,
go head and do the tempest combo on him while he is shooting the beam.
Because first, the beam will not hit even though your behind him like
some normal attacks, and secondly because when you do the tempest on this
guy, it really takes lots of damage very quickly.
***********************************************
-The second one (green guy):
***********************************************
I just go to the opposite end of the screen and call out a beam assist or
an assist that shoots from far away and keep doing the EM Disruptor
whenever it is safe. Just watch out when he pauses because that means
that he is going to do that laser thing on you or he is going to go hide
out and throw out those 3  big, green bubbles at you. If he does the laser,
just try to superjump real fast and do an air-dash, but if you see that
your not going to have enough time to do that, just block, it 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.
***********************************************
-The last one (big and ugly red half-dog):
***********************************************
This one should be the easiest out of all three of them. What I do is
whenever it's safe, jump up and do a magic series combo. And since you
have saved up those supers (you should have about 3 or 4), jump up and
perform the tempest super whenever you see that he has just got through
doing that venom fang looking move that he does right after he raises
all those flames of fire from underneath the ground. The tempest performed
on this guy will take about 1/2 of his life away since just about all
the little ice shards go in all directions and the boss is everywhere
around you. You only have to perform this 2 times on him even when he
has a full life of energy (when you first start the round) to kill him.
***********************************************
-Abyss is pretty easy overall and with Magneto as the character that
you pick to challenge him, it makes it even more easier.
----------------------------------------------------------------------
16. Color Coordinations
----------------------------------------------------------------------
-At this section of the FAQ I will explain the colors that are optional
whenever you select Magneto as your character. There are 6 buttons so
there are 6 different colors as well. This does not improve your gameplay
or anything, it's just for you to look organized and make your team
match and have your Magneto character the color that you want him to be.

-At the character select screen, highlight Magneto and according to the
button that you press to select him, that will be the color he will be
when you start the match.

Select with:

Jab [X]

Red body with light purple cape, gloves, belt, and boots.
============
Short [A]

Blue body with dark purple cape, gloves, belt, and boots.
============
Fierce [Y]

Reddish-Pink body with turquoise cape, gloves, belt, and boots.
============
Roundhouse [B]

Dark Purple body with dark blue cape, gloves, belt, and boots.
============
Assist 1 [L]

Bright Red body with purple cape, gloves, belt, and boots.
============
Assist 2 [R]

Red body with black cape, gloves, belt, and boots.
----------------------------------------------------------------------
17. Credits
----------------------------------------------------------------------
Here are some of the people that I would like to thank...

Capcom - for making this tight game
CJayC - for posting my FAQ
Cuong - for letting me go to his house and play MvC2
David - for lending me a copy of the NetZero cd. Its free! Its free!
David C. - For helping me out with the game, and his very helpful Cable FAQ
Dragonkahn - for helping me out with the FAQ
Gamefaqs - for their awesome and helpful site
Kevin - for letting me go to his house and play MvC2
Mark - For letting me get the Dreamcast early
----------------------------------------------------------------------
18. Conclusion
----------------------------------------------------------------------
Magneto is a great character. He is easily the best character in the
game. I started playing with him about 2 months ago when I realized
how good he really is. He has many abilities and strengths, and he can
play both keep-away and a up-close game. Even though Magneto is an old
old man, he's pretty fast for his age. He has fast speed and has the
fastest dash in the game. Okay, well I hope that you enjoyed the FAQ.
If you have any questions, comments , or suggestions feel free to
e-mail me at <phillipm80@hotmail.com>.
----------------------------------------------------------------------
19. What's to Come
----------------------------------------------------------------------
At this section of the FAQ, I will tell you what is most likely to come
on the next update of the FAQ.

1) little additions to the FAQ

***********************************************
Copyright 2000 Phillip M.

