3pwood's Marvel Vs. Capcom 2 Magneto FAQ v1.12
Last updated: 7/6/00 Combo Segment #5 (Hyper Grav XX Tempest) is 
                     escapable...it is a sad day. 
                     The next update will have new combos that don't
                     rely on the tempest.

Go to gamefaqs.com for the most recent version of this FAQ.

This FAQ is written by, copyright 2000, and owned by, John Mayfield
E-mail: mayfield_john@hotmail.com
ICQ: 69395922 (3pwood)

This FAQ and everything in it is protected by International Copyright Law.
Use it however you want, except don't sell it, don't edit it, and don't 
take my name off it.

All Capcom characters and series are (c) Capcom Co., Ltd.  Strider is
(c) Moto Kikaku.  All Marvel characters are (c) Marvel Characters, Inc.
(I yoinked that bit from Kao's FAQ. I figure the guy must know how not 
 to get in trouble. I hope you don't mind, Kao.)

=======================================================================
Contents:
=======================================================================

1. Key and conventions.

2. Move Descriptions
  2.1 Normal Move Descriptions
  2.2 Special Move Descriptions
  2.3 Super Move Descriptions
  2.4 Throws
  2.5 Assists, Counters, Team supers, and Snapback

3. Combos
  3.1 Combo Conventions
  3.2 Magic Series
  3.3 Superless Combos
  3.4 Super Combos
  3.5 Combo Segment Explanations
  3.6 Combo Chart
  3.7 Infinite Combos

4. Strategy
  4.1 Fighting People
  4.2 Fighting Abyss 

5. Appendix
  5.1 Condensed Move List
  5.2 Move Damage and Hit Table
  
6. Thanks and Stuff

7. Contact Information

=======================================================================
1. Key and Conventions
=======================================================================

F = Joystick pushing toward your opponent
B = Joystick pushing away from your opponent
U = Joystick pushing up
D = Joystick pushing down
(Diagonals will be specified as combinations. For example DB = Joystick
 pushing diagonally down and away from your opponent)

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)

Button layout:

(Jab)   (Fierce)  (Assist 1)

  O         O         O   


  O         O         O

(Short) (Roundhouse) (Assist 2)

(Strong, and Forward (medium punch and kick respectively) are used by
tapping the jab or short button, at the appropriate point in a combo.)

P = Tap any punch button
PP = Tap both punch buttons
K = Tap any kick button
KK = Tap both kick buttons
A1 = Tap the Assist 1 button
A2 = Tap the Assist 2 button

d.* = Specifies Ducking state during a button press (For example: d.fierce)
s.* = Specifies Standing state during a button press
j.* = Specifies Jumping state during a button press
sj.* = Specifies Super Jumping state during a button press

/ = or
+ = and 
, = then

=======================================================================
2. Move Descriptions
=======================================================================

2.1 Normal Move Descriptions
----------------------------
This is just a basic description of the moves. For information
regarding unusual comboing properties of these moves, please see 
the combo segment explanations (section 3.5).

Jab
---
s.jab: Magneto thrusts his palm forward and a small blast of energy 
       extends from it.  Fast, decent priority, the energy blast gives 
       it more range than most jabs, but it hits rather high, missing 
       ducking opponents. Use sparingly.
d.jab: Almost identical to the standing jab, but this one hits lower.
       It can still be blocked high, however. This means that except 
       for having slightly more range than it's kick counterpart, 
       anything the d.jab can do, the d.short can do better.
j.jab: Magneto quickly swipes in front of himself with his hands, 
       leaving behind some sort of blue energy. Quick, decent priority.
       The hit area is poorly placed for attacking someone on the ground,
       But this move might be useful for air to air combat.

Short
-----
s.short: Magneto lets loose with a very awkward looking low kick. 
         The range isn't that great, but it is fast, and it will OTG
         (Hit an opponent that is laying on the ground). Better than 
         the s.jab in that it will hit ducking opponents.
d.short: The standard ducking short. Magneto shifts his weight to his
         rear leg and slides his front foot out in a fast, short range
         kick. Quick, decent range, hits low. This is probably your 
         weak attack of choice.
j.short: Magneto sticks his leg straight out at a right angle. The only 
         Time you might want to use this is for starting multi-hit 
         jump-ins. You can also get what is essentially his d.short, 
         while in the air by pressing df+short, but there doesn't seem 
         to be much point to it.

Strong
------
s.strong: Magneto turns sideways and lets loose an energy-encased 
          uppercut. Launches. Range isn't that great. Seeing as It 
          can't be used outside of combos, you can't use this as an 
          anti air. Misses some ducking opponents. Use sparingly
d.strong: Magneto sends a little globe of energy sliding along the 
          ground. Knocks your opponent off his feet, effectively 
          ending any opportunity that might have existed to land 
          some longer combo. Can be blocked high. Not-so-good recovery
          Use sparingly.
j.strong: Magneto extends his fists, and a small spike of energy 
          emerges. Good speed, and priority. Excellent recovery. Combos 
          well. Only usable within combos, but it does its job there 
          nicely.

Forward
-------
s.forward: Magneto brings his leg, trailing energy, in an arc up to 
           where he could lick his knee (agile old bastard isn't he?).
           Not a bad move in and of itself, it has good range, speed, 
           priority, and recovery, but there is almost always a better 
           move to use. Use primarily in blocked combos, try following 
           it up with an EM Disruptor.
d.forward: A slightly extended version of his d.short. Quick coming out.
           Takes longer to recover than it looks like. There is almost 
           always a better move to use than this one.
j.forward: Magneto brings one leg up, trailing energy, in an upward 
           kick. Not a bad move, but it doesn't have any 
           characteristics that make it particularly useful either.

Fierce
------
s.fierce: Magneto whips his arm across in front of himself. An energy 
          field extends from, and trails, his arm. Excellent range, 
          excellent priority, excellent speed and decent recovery.
          This move is still rarely used because it can't set up any 
          combos, and it misses many ducking opponents. If you run into 
          someone who's particularly dash-happy, though, let 'em have it. 
          (this is the move animation used for Magneto's snapback)
d.fierce: Magneto gestures upward with his hands and two trails of energy 
          spiral upward. Decent priority, not the greatest. Has less 
          range than it might look like. Launches. This is magneto's main 
          launcher. You might be tempted to try to use this as an anti-air 
          move, but seeing as it has only decent priority, and doesn't hit
          quite where it looks like it should, I'd advise against it.
          Curiously, df+fierce is slightly more damaging than a regular 
          d.fierce.
j.fierce: Magneto whips his fists together at a 45 degree angle downward,
          and when they connect, a substantial burst of energy emerges.
          Fast, good priority, decent range. A good move, but not as good 
          as j.roundhouse.

Roundhouse
----------
s.roundhouse: Magneto lets loose with two upward-arcing kicks. The first 
              kick lifts the opponent off the ground slightly and the 
              second one launches them into the air. Quick, OK recovery. 
              Blocked attempts are easily covered with an EM Disruptor.
              Not a bad move, but the sharply horizontal angle at which 
              it launches your opponent makes it undesirable as a 
              launcher.
d.roundhouse: Magneto slides forward with one energy encased foot 
              extended. Excellent priority, hits low, and has a quick 
              startup, but has some pretty bad recovery time. Be sure to 
              cancel this move into something safe, or cover yourself 
              with an assist, if it is blocked
j.roundhouse: Magneto extends his leg downward at a 45 degree angle, with 
              an accompanying blast of energy. Possibly Magneto's single 
              best normal move. It has just the right angle that makes it 
              perfect for jump-ins. It is fast, has wonderful priority, is 
              easy to combo off of, and can even be used as a cross-up.


2.2 Special Move Descriptions
-----------------------------

EM Disruptor  hcf+p [b,db,d,df,f+p] (air or ground)
 Magneto fires a quick, wide, single-hit beam from one palm. This beam 
 has some recovery time. It is quick enough that your opponent won't be 
 able to dash over and hit you if it is blocked at a relatively long 
 range, but if you do it up close and it is blocked, you might have a 
 problem. Seeing as it is only one hit, if there is any sort of projectile 
 in the air between you and your opponent, your beam will just destroy the 
 projectile, doing absolutely nothing to your opponent.

Hyper Grav  hcb+k [f,df,d,db,b+k] (air or ground)
 Magneto poses and four energy spheres form, flying out towards the enemy
 (that's right, not just straight forward, they track your opponent).
 If these spheres hit, your opponent will be carried by the spheres, to 
 hover helpless in front of you. Slow startup but there's a big payoff 
 if it connects.  I'd advise using this primarily to cover your helpers 
 from across the screen, or, sparingly, as an anti-air move.

Magnetic blast  [u,uf,f+p] (air only)
 Magneto does what's essentially his j.jab, but this time, the energy
 arc's are pink, and they fly downward at a 45 degree angle. Magneto's 
 air fireball. This move isn't particularly fast, or damaging, but 
 neither is it lacking in any particular area. I only use it for a bit
 of a mix-up now and then. Use it as you see fit.

Forcefield  hcf+k [b,db,d,df,f+k] (ground only)
 Magneto poses and, for a split second, erects a forcefield around 
 himself. If your enemy attempts a physical attack (not a projectile) 
 during the time the forcefield is up, Magneto will counter. How he 
 counters depends on what button you use. If you use short, the 
 forcefield will briefly become charged with energy, and will knock your 
 opponent away. If you use roundhouse, magneto will counter with a 
 single Magnetic Shockwave blast. The counter is faster if you use short,
 it is also more likely to hit, because it basically encases magneto. 
 The roundhouse version does more damage, and can be used to start combos.

Flight  qcb+kk [d,db,b+kk] (air or ground)
 Magneto lifts off into the air and flies for a limited amount of time.
 You control his movement with the joystick. You cannot block while 
 flying. You can call in assists while flying. To cancel your flight,
 prematurely just repeat the qcb+kk motion.

Air dash [hold a direction, and press pp] (air only...obviously)
 Magneto will dash quickly in the direction you hold. Can be used to
 interrupt normal moves. This is basically just used to be tricky 
 (jumping, then immediately air dashing down towards a ducking opponent 
 and attacking, and other such things), or in combos (which will be 
 explained in the combo section)


2.3 Super Move Descriptions
---------------------------

Magnetic Shockwave  qcf+pp [d,df,f+pp] (ground only)
 Magneto slams one fist into the ground and a giant...uh...Magnetic 
 Shockwave...emerges. If it connects, it bounces the opponent along in a 
 somewhat comical fashion, hitting multiple times along the way. The 
 shockwave is quite high, extending to not quite maximum super jump height 
 (meaning it can be jumped over. Watch out). It is fairly easy to combo, 
 and does decent damage. It's drawbacks are that if it is done in a 
 corner, it will only do a couple hits, and if it is blocked in a corner, 
 or pushblocked up close, it is easily punishable.

Magnetic Tempest  qcf+kk [d,df,f+kk] (air or ground)
 Magneto takes the same stance he does for a Hyper Grav. Chunks of metal
 begin forming around him and flying away. Almost the entire screen is 
 covered, the only safe place being behind Magneto. The Magnetic Tempest 
 has a slow startup. But it also does great damage, is nearly impossible 
 to counter if blocked, and can be comboed into and out of.


2.4 Throws
----------

b/f + fierce: Magneto grabs his opponent, and several chunks of metal
(air/ground)  form on him. Magneto then flings his opponent away. The 
              enemy is temporarily immobilized by the metal chunks. 
              Human opponents usually free themselves quickly by moving 
              the joystick and pressing the buttons, but against the 
              computer this throw will give you a free combo.

b/f + roundhouse: Magneto grabs his opponent (by the groin, on many 
(air/ground)      characters) and charges them with some sort of energy,
                  which I assume is magnetic, before flinging them away.
                  This throw will leave your opponent lying on the 
                  ground. Try to dash over and kick him. If you throw 
                  your opponent into a corner, you can hit him with a 
                  d.fierce before he even touches the ground. 
                  This throw can be directed downward on the ground, and
                  up or down, in the air. Hold the joystick to determine 
                  the direction. The default throws your opponent 
                  forward.


2.5 Assists, Counters, Team Supers, and Snapback
------------------------------------------------

Assists:
Alpha- EM disruptor
Beta - Short Hyper Grav
Gamma- d.fierce

Counters:
Alpha- EM disruptor
Beta - Short Hyper Grav
Gamma- d.fierce

Team Supers:
Alpha- Magnetic Shockwave
Beta - Magnetic Tempest
Gamma- Magnetic Tempest

Snapback: Magneto's snapback uses his s.fierce animation, which means 
          it can miss ducking opponents. My advice is to combo into it
          off the first hit of a s.roundhouse. It'll pop them up to the 
          proper height.

=======================================================================
3. Combos
=======================================================================

3.1 Combo Conventions
---------------------

In this FAQ, I will be using what has come to be known as James Chen 
combo notation, after it's inventor:

-> signifies a chain combo. It says that to get from one hit to the next,
   you should be making use of your character's magic series.

XX Buffering. Signifies a special or super cancel. It says that you 
   should be interrupting the animation of one move with that of the 
   following special or super move.

,  Linking. Signifies a pause. This means that you should wait until
   the current move is completed, and the next move will be fast enough
   to combo on it's own.

\/ Landing. You should have been in the air before this, and should be
   on the ground after this. 

/\ Super jumping. Just super jump when you see this mark.

OTG Just means that you will be hitting your opponent while he or she is 
    laying on the floor. It stands for "Off The Ground."

() Other things I think are important, like dashing and such, will appear 
   inside parentheses.

Example: j.roundhouse \/ d.short -> d.fierce /\ sj.jab -> sj.short ->
         sj.strong, sj.short -> sj.forward XX EM Disruptor

Translation: Jump in with roundhouse. Land. Hit with a ducking short, 
             chained into a ducking fierce. Super jump up after your 
             opponent and hit with a super jumping jab, chained into 
             a super jumping short, chained into a super jumping strong.
             now wait until the strong finishes, and hit with another 
             super jumping short. Chain that into a super jumping forward,
             and cancel that into an EM Disruptor.

Got it?


3.2 Magic Series
----------------

If you don't know what a magic series is, it's the extremely goofy and 
annoying term for the sequence in which chain combos (combos using normal 
attacks, chained together in a sequence) can be done.

Each character has three different magic series. Which one is used is 
determined by whether the character is on the ground, jumping, or super
jumping.

The button layout has changed in MvC2 (which you probably knew..heh heh), 
but I will still be drawing the magic series diagrams as if it hadn't:

(jab)  (strong)  (fierce)
  O        O         O

  O        O         O
(short) (forward)(Roundhouse)

The magic series diagrams will be numbered button layouts. You can press 
the buttons in the order shown, to get a chain combo. You can skip 
forward, but not back.

So, finally:

 (Ground)  (Jumping)  (Super Jumping)
  1 2 2      1 3 5        1 3 5
  1 2 2      2 4 6        2 4 6


3.3 Superless Combos
--------------------
For explanations of how to do the trickier parts of these combos, refer 
to section 3.5, Combo Segments.

1) j.roundhouse \/ d.short-> d.fierce /\ sj.jab-> sj.short-> sj.strong-> 
   sj.forward XX EM Disruptor

2) j.roundhouse \/ d.short-> d.fierce /\ sj.jab-> sj.short-> sj.strong-> 
   sj.forward XX air dash (diagonally up and forward) sj.jab-> sj.short-> 
   sj.strong-> sj.forward XX EM Disruptor

3) j.roundhouse \/ d.short-> d.fierce /\ sj.jab-> sj.short-> sj.strong, 
   sj.jab-> sj.short-> sj.strong-> sj.forward XX air dash (diagonally up 
   and forward) sj.jab-> sj.short-> sj.strong-> sj.forward XX EM Disruptor


4) d.short-> d.fierce /\ sj.roundhouse XX air dash (diagonally down and 
   forward) sj.short-> sj.forward \/ d.fierce /\ sj.jab-> sj.short-> 
   sj.strong, sj.jab-> sj.short-> sj.strong-> sj.forward XX air dash (up) 
   sj.jab-> sj.short-> sj.strong-> sj.forward XX EM Disruptor

5) Throw with roundhouse, (dash), OTG d.short-> d.roundhouse XX Hyper 
   Grav, d.fierce /\ sj.roundhouse XX air dash (diagonally down and 
   forward) sj.short-> sj.forward \/ d.fierce /\ sj.jab-> sj.short-> 
   sj.strong, sj.jab-> sj.short-> sj.strong-> sj.forward XX air dash (up),
   sj.jab-> sj.short-> sj.strong, sj.jab-> sj.short-> sj.strong-> 
   sj.forward XX EM Disruptor


3.4 Super combos
----------------

1) j.roundhouse \/ d.short-> d.fierce XX Magnetic Shockwave

2) j.roundhouse \/ d.short-> d.fierce /\ sj.jab-> sj.short-> sj.strong-> 
   sj.forward XX Hyper Grav XX Magnetic Tempest, sj.short-> sj.forward XX 
   EM Disruptor

3) s.short-> s.roundhouse (first hit only) XX hyper grav XX Magnetic 
   Tempest, OTG d.short-> d.roundhouse XX Hyper Grav XX Magnetic Tempest

4) j.roundhouse \/ d.short-> d.fierce /\ sj.jab-> sj.short-> sj.strong-> 
   sj.forward XX air dash (diagonally up and forward), sj.jab-> sj.short-> 
   sj.strong-> sj.forward XX Hyper Grav XX Magnetic Tempest, sj.short-> 
   sj.forward XX Hyper Grav XX Magnetic Tempest, sj.short-> sj.forward XX 
   EM disruptor

5) d.short-> d.fierce /\ sj.roundhouse XX air dash (diagonally down and 
   forward), sj.short-> sj.forward \/ s.roundhouse (first hit only) XX 
   Magnetic Shockwave.

6) d.short-> d.fierce /\ sj.roundhouse XX air dash (diagonally down and 
   forward), sj.short-> sj.forward \/ s.roundhouse (first hit only) XX 
   Hyper Grav XX Magnetic Tempest, OTG d.short-> d.roundhouse XX Hyper 
   Grav, d.fierce /\ sj.jab-> sj.short-> sj.strong-> sj.forward XX Hyper 
   Grav XX Magnetic Tempest


7) d.short-> d.fierce /\ sj.roundhouse XX air dash (diagonally down and 
   forward), sj.short-> sj.forward \/ s.roundhouse (first hit only) XX 
   Hyper Grav XX Magnetic Tempest, OTG d.short-> d.roundhouse XX Hyper 
   Grav, d.fierce /\ sj.jab-> sj.short-> sj.strong, sj.jab-> sj.short-> 
   sj.strong XX Hyper Grav XX Magnetic Tempest, sj.jab-> sj.strong XX 
   air dash (diagonally up and forward), sj.jab-> sj.short-> sj.strong, 
   sj.jab-> sj.short-> sj.strong-> sj.forward XX Hyper Grav XX Magnetic 
   Tempest, sj.short-> sj.forward XX Hyper Grav XX Magnetic Tempest, 
   sj.short-> sj.forward XX EM Disruptor


3.5 Combo Segment Explanations
------------------------------

1) [...sj.forward XX air dash (diagonally up and forward) sj.jab->...]
   As I said earlier, you can cancel normal moves into magneto's air 
   dash. You can also do normal moves during the air dash. This is simply 
   making use of those two properties to "reset" Magneto's magic series, 
   mid-combo. 
   As with allot of Magneto's more advanced combos, it's recommended that 
   you have quick fingers.

2) [...d.fierce /\ sj.roundhouse XX air dash (diagonally down and forward)
   sj.short-> sj.forward \/ d.fierce]
   OK, the reason this one works is a bit technical. There's a property
   of the flying screen effect (where you hit your opponent away, they go 
   flying, and the screen follows them, not you) that makes moves that 
   normally would cause the flying screen, like that sj.roundhouse, not 
   cause the flying screen if it's the first jumping hit that has 
   connected after the first hit in a given combo. Note that none of the 
   combos that use this technique can  be started from a multi-hit jump-in. 
   The reason that is important, is that during the flying screen effect, 
   some moves (all specials and supers, I believe) are not allowed. This 
   includes the air dash. 
   For the same reason, the properties of the flying screen, this sequence 
   cannot be used as an infinite. The second time you attempted the 
   sj.roundhouse, it would cause the flying screen and end the combo.
   As for the execution of this maneuver, it'll take some practice. Try to 
   hit your opponent with the sj.roundhouse as soon as possible, so as to 
   Keep your opponent low to the ground. Also, press short and forward 
   *slowly* to make your opponent lose enough altitude for the d.fierce to 
   connect.

3) [...d.fierce /\ sj.roundhouse XX air dash (diagonally down and forward)
   sj.short-> sj.forward \/ s.roundhouse...]
   This uses the same principle as #2. The only differences are that you 
   don't need to get your opponent quite as low for the s.roundhouse to 
   connect, and that you usually want to cancel the roundhouse after the 
   first hit. The second hit, is a somewhat undesirable launcher.
   
4) [...OTG d.short-> d.roundhouse XX Hyper Grav...]
   For some odd reason, if you use the d.roundhouse as the second hit 
   after an OTG, your opponent will be launched in a high arc over your 
   head. This allows for the Hyper Grav, with it's slow execution, to 
   connect cleanly. The only real hang-up people seem to have with this 
   one is that the Hyper Grav is a half circle motion (f,df,d,db,b + K). 
   This means that you can't just roll the stick from down (it's position 
   from doing the d.roundhouse) to back, but you have to go from down to 
   forward, and then roll to back.

5) [...XX Hyper Grav XX Magnetic Tempest...]
   You know how when you do a super, the screen freezes for an instant? 
   Well as it turns out, not everything freezes in that instant. Hyper 
   Gravs move some. So, if you do a hyper grav, and cancel it almost 
   immediately into the Tempest, the "super charge freeze" of the Tempest 
   will allow the Hyper Gravs to combo after many things. Your opponent 
   will then be pulled into the tempest.
   This maneuver must be done quickly, but it is possible to do it *too*
   quickly. If you are doing it too slowly, the hyper gravs won't combo. 
   If you are doing it too quickly, the hyper gravs will not even form, 
   but you will hear Magneto say "Hyper Grav."
   A somewhat recent discovery is that this combo can be "shaken out of."
   If someone simply mashes the buttons and shakes the joystick after 
   being hit with the Hyper Grav, he will be released before the Magnetic 
   Tempest hits. :(

6) [...sj.strong, sj.jab...]
   The strong has a fast enough recovery, and the jab has a quick enough 
   start up, that this will combo. The timing takes a bit of practice.
   In my opinion, this is just to show off, unless you need the extra 
   hits to build your super meter for a tempest at the end of the air 
   combo.

7) [...magnetic tempest, OTG d.short...] and
   [...magnetic tempest, sj.short...] or [...magnetic tempest, sj.jab...]
   The magnetic tempest has a quick enough recovery that you can usually
   just combo off of it.  Be warned that the magnetic tempest is somewhat 
   random. Consequently, the opportunity for comboing after it is 
   somewhat varied in each instance. It is sometimes possible to connect 
   with a d.fierce before the enemy even hits the ground, and it is 
   sometimes difficult to  combo much of anything from the tempest in the 
   air, but *usually* these options are fairly reliable.


3.6 Combo Chart
---------------
Something I'm trying out. It's always bugged me that most combos are given 
in list form, when the structure of the combo system is actually more akin 
to a chart or tree, with various combo options branching off at various 
points. 
I thought that this might be a good way to display some of that form.

Just follow along the chart, moving in the directions that the arrows 
indicate, branching in whatever directions you choose, and you should come 
up with a legitimate combo.

Please keep in mind that this chart does not display all combo options. 
Far from it, actually.


 (start)        (start)               (start)           (start)          
                     V------<-----
 d.short->      s.short->        | j.roundhouse        j.fierce->         
 d.fierce       s.roundhouse     |       |             j.roundhouse       
    |           (1st hit only)   |       |                  |                
    |                |           |       |                  |            
    V                V           |       V                  V            
 ----->-V-<-------------         ----------------------------
 |      |              |                           |                     
 |  Magnetic           |                           V
 |   Shockwave         |                   ---------------------
 V                     |                   |                   |
 --------V             V                   |                   |
 |  sj.roundhouse   Hyper Grav XX          |                   V
 |  air dash (DF)   Magnetic Tempest       |                s.short->
 |  sj.short ->           |                |                s.forward XX
 |  sj.forward            V                |                EM Disruptor
 |      |           OTG d.short->          V
 |      |           d.roundhouse        d.fierce     
 |      |                 |                |
 |      |                 V                |
 |      |            Hyper Grav            |
 |      |                 |                |
 |      |   -------------------            | 
 |      |   |        |        |            |
 |      V   V        V        V            |
 |     d.fierce   Magnetic    Magnetic     |
 |        |        Shockwave   Tempest     |
 |        |                                |
 |        |                                |
 V        V                                V
 -----------------------------------------------------------------
     |           |                 |               |             |
     V           V                 V               V             V
 Magnetic    sj.jab->        sj.jab->        sj.jab->        sj.jab->
 Shockwave   sj.short->      sj.short->      sj.short->      sj.short->
             sj.strong->     sj.strong->     sj.strong->     sj.strong,
             sj.forward XX   sj.forward XX   sj.forward XX   sj.jab->
             EM Disruptor    Hyper Grav XX   Air dash (UF)   sj.short->
                             Magnetic              |         sj.strong->
                              Tempest              |         sj.forward->
                                  |                |         Air dash (u/uf)
                                  |                |              |
                                  V                |              |
            ------------------------               |              |
            |                 |                    |              |
            V                 V                    |              |
        sj.jab->           sj.short->              |              |
        sj.strong XX       sj.forward XX           |              |
        Air dash (UF)      EM Disruptor            |              |
            |                                      |              |
            V                                      V              V
        -----------------------------------------------------------
        |                  |                  |                  |
        V                  V                  V                  V
     sj.jab->           sj.jab             sj.jab->           sj.jab->
     sj.short->         sj.short           sj.short->         sj.short->
     sj.strong->        sj.strong          sj.strong->        sj.strong->
     sj.forward XX      sj.jab             sj.forward XX      sj.jab->
     Hyper Grav XX      sj.short           EM Disruptor       sj.short->
     Magnetic Tempest   sj.strong                             sj.strong->
            |           sj.forward XX                         sj.forward XX
            |           Magnetic Tempest                      EM Disruptor        
            |               |
            |               |
            |               |                       
            V               V
            -------------------------------------
                         |                      |
                ---->----|               --->---|
                |        V               |      V
(After too many |     sj.short->         |   sj.short->
 repetitions,   |     sj.forward XX      |   sj.forward XX
 your           |     Hyper Grav XX      |   EM disruptor
 positioning or |     Magnetic Tempest   |
 momentum may   |        |               |     
 go awry)       |        V               |
                ---<--------------->------
        
    

3.7 Infinite Combos
-------------------
I will not be held responsible for any damages or injuries that result 
from doing these combos on 7' 300lb ex-wrestlers named Mungo.

Repeat the bracketed [] section.

1) d.fierce /\ sj.roundhouse XX air dash (diagonally down and forward), 
   sj.short-> sj.forward \/, [(jump) j.jab-> j.df+short-> j.strong]

2) (opponent in a corner) [Super Jump and hit your opponent on the way up 
   with a sj.df+short XX air dash (diagonally down and forward), 
   sj.df+short-> sj.forward \/]

For movies of these infinites, and many more, I reccomend visiting:
http://www.geocities.com/warganic/


=======================================================================
4. Strategy
=======================================================================

4.1 Fighting People 
-------------------

I don't feel that it would work well for me to detail my playing style, 
because it's just that. *My* playing style. And it may or may not work 
for you. What I will do is detail some tips and tricks that will, 
hopefully, help you.

-You can use a delayed hyper combo to switch to Magneto safely, using 
 the Magnetic Tempest. It is in order to make use of this that Magneto 
 usually isn't the first member of my team.

-If you get involved in a close-in melee, try canceling from a Hyper 
 Grav, to a Magnetic Tempest, as though you were trying to combo it. The 
 result is that the Hyper Grav connects almost immediately after the 
 charge, and the super gives you a small moment of invulnerability. So if 
 your opponent has thrown out an attack, he will be pulled into the 
 Tempest. It works sort of like a counter, and it's almost completely safe.

-Try using the Hyper Grav XX Magnetic tempest to counter jump-ins too.

-After a roundhouse throw, you can dash over and hit your opponent off the
 ground. If you throw your opponent into a corner, however, you can simply
 connect with a d.fierce, without giving your opponent a chance to roll.

-One way to land Zangief's Final Atomic Buster, is to super jump directly 
 above your opponent, do a Magnetic Tempest, and then cancel to FAB. This
 will only work a few times at best, and not at all against some 
 opponents, but usually the worst thing that happens is your opponent will 
 jump away, leaving Zangief safe.

-If your opponent is turtling, jump and quickly air dash down at them. 
 Hopefully they will not have had enough time to switch to standing block.

-Use an EM disruptor occasionally (from a safe distance) to keep your 
 opponent on his guard.

-If you manage to get close enough to a helper, launch them with a 
 d.fierce, cancel to Hyper Grav, and then cancel to Magnetic Tempest. What 
 will happen is this: If your opponent sees you launch his helper, and tries 
 to retaliate, the Hyper Grav will hit him and pull him into the Tempest. If 
 he doesn't try to retaliate, he will block the Hyper grav and the Tempest, 
 leaving you safe. The helper will fall (Unable to block) into the Tempest 
 regardless. When the Tempest is over, OTG the helper with d.short-> 
 d.fierce, and repeat, for one severely messed up helper.

-Try using a roundhouse forcefield after a blocked d.roundhouse. Because of
 the long recovery on the roundhouse, your opponent will often try to 
 retaliate, and will be hit by the counter. Dash over and hit him with 
 d.short->d.roundhouse XX Hyper Grav, and do whatever you want to him. I'd 
 recommend a Magnetic Tempest.

-Also try the roundhouse forcefield after killing one member of your 
 opponent's team. Time it so that the forcefield will be active when your 
 new opponent is jumping in, during the best time for him to attack.

-Magneto, with his quick dash, and vertical launch (d.fierce), is perhaps 
 the best character to use for what I call "helper bouncing."  Helper 
 bouncing just involves repeatedly launching a helper, who is, of course, 
 unable to block, for an easy sort of infinite combo.  For this to work 
 though, you can't have your opponent's active character on the screen, or 
 he'd just come up and hit you. There are two major ways of creating this 
 scenario. The first is to hit your opponent with a snapback while his 
 helper is out, thus knocking him off screen and leaving his helper 
 vulnerable. The second is simply to kill his active character while his 
 helper is out. 
 A new active character will not be sent in until all helpers leave the 
 screen, and the helper won't leave the screen unless you let him hit the 
 ground.
 I'm not one to preach about cheapness, but if you're just playing for 
 fun, your opponent might find this...upsetting.

4.2 Fighting Abyss
------------------

Form 1: 
 Just do Magneto's six hit jumping magic series to him. Whenever Abyss 
 is about to attack, just air dash up and forward, to land safely behind 
 him. The only real exception to this is when he does his little "rain of 
 spikes". It's tracking, so you can't escape by dashing over him. If you 
 see him raise one hand straight up in the air, just block, then continue 
 with the pattern.

Form 2:
(the easy way) Just stay back and shoot him with EM Disruptors. Watch
 out for his beams. When he submerges and sends out bubbles, you can 
 either super jump and shoot them down with his Magnetic Blast (u,uf,f+P), 
 try to Shoot them with EM Disruptors, and kick them with jumping and 
 standing roundhouse if they get too close, or just use a Magnetic Tempest.
(the funny way) Move in until you are almost touching him, then as time 
 starts, jump forward over him, kicking him with j.roundhouse. He will 
 shoot the other way and start to turn. As soon as he starts to turn, jump 
 over him again, and repeat. If he does a beam during this, be careful not 
 to use any attacks that might extend far enough through him to get you hit 
 by the beam. Use the same strategy against the bubbles as is detailed in 
 "the easy way."

Form 3:
 If you have super energy (and you should after the first two forms), just 
 jump up and Magnetic Tempest the ball (preferably while the monster is 
 formed). If you don't have super energy, just jump up and hit the ball 
 with a jumping magic series, until you do have super energy.  The Magnetic 
 Tempest really tears this guy up.

=======================================================================
5. Appendix (useful, or not so useful, information)
=======================================================================

5.1 Condensed Move List
-----------------------

Angled Kick           (air)          df+short

EM Disruptor          (air/ground)   hcf+p  [b,db,d,df,f+p]
Hyper Grav            (air/ground)   hcb+k  [f,df,d,db,b+k]
Force Field           (ground)       hcf+k  [b,db,d,df,f+k]
Magnetic Blast        (air)                 [u,uf,f+p]
Flight                (air/ground)   qcb+kk [d,db,b+KK]
Air Dash              (air)          Hold any direction + pp

Magnetic Shockwave    (ground)       qcf+pp [d,df,f+pp]
Magnetic Tempest      (air/ground)   qcf+kk [d,df,f+kk]

Launchers:
d.fierce
s.strong
s.roundhouse (second hit)

Assists:
a - EM Disruptor
b - short Hyper Grav
g - d.fierce

Team counters:
a - EM Disruptor
b - short Hyper Grav
g - d.fierce

Team supers:
a - Magnetic Shockwave
b - Magnetic Tempest
g - Magnetic Tempest

Snapback - s.fierce


5.2 Move Damage and Hit Table
-----------------------------
-Moves are listed on the left.
-The damages listed were obtained by hitting Cable (average damage bracket)
 on damage setting 2. "~" will be used to indicate that a move has variable 
 damage. The number given will be an approximate average.
-Hits refers to how the move can be blocked. "H" means the move must be 
 blocked high, "L" means the move must be blocked low, and "M" means the 
 move can be blocked either high, or low.
-OTG refers to whether or not the move can be used to hit an opponent off 
 the ground. The value given will either be a yes or a no. "N/A" stands 
 for "Not Aplicable", and will be used for attacks that seem impossible 
 to even attempt on a grounded opponent.

Move                                 Damage      Hits(H/L/M)     OTG(Y/N)
-------------------------------------------------------------------------
s.jab.................................4..............M..............N
d.jab.................................4..............M..............N
j.jab.................................4..............H..............N
s.short...............................4..............M..............Y
d.short...............................4..............L..............Y
j.short...............................4..............H..............N
j.df+short............................4..............H..............Y
s.strong..............................7..............M..............N
d.strong..............................7..............M..............Y
j.strong..............................7..............H..............?
s.forward.............................7..............M..............Y
d.forward.............................7..............L..............Y
j.forward.............................7..............H..............?
s.fierce..............................13.............M..............N
d.fierce..............................13.............M..............N
df+fierce.............................14.............M..............N
j.fierce..............................13.............H..............Y
s.roundhouse (hit 1)..................9..............M..............N
s.roundhouse (hit 2)..................4..............M..............N
s.roundhouse (both hits)..............13.............M..............N
d.roundhouse..........................13.............L..............Y
j.roundhouse..........................13.............H..............Y
EM Disruptor (jab)....................14.............M..............N
EM Disruptor (fierce).................18.............M..............N
Hyper Grav (short)(capture)...........4..............M..............N
Hyper Grav (short)(release)...........8..............M..............N
Hyper Grav (short)(total).............12.............M..............N
Hyper Grav (roundhouse)(capture)......4..............M..............N
Hyper Grav (roundhouse)(release)......8..............M..............N
Hyper Grav (roundhouse)(total)........12.............M..............N
Magnetic blast (jab)..................14.............M..............Y
Magnetic Blast (fierce)...............14.............M..............Y
Forcefield (short)....................12.............M..............Y
Forcefield (roundhouse)...............15.............M..............Y
Magnetic Shockwave....................~55............M..............Y
Magnetic Tempest......................~72............M..............Y
Fierce Throw..........................8..............(unblockable)..N/A
Roundhouse Throw......................16.............(unblockable)..N/A
Assist A..............................18.............M..............N
Assist B (capture)....................4..............M..............N
Assist B (release)....................8..............M..............N
Assist B (total)......................12.............M..............N
Assist G..............................15.............M..............N
Snapback..............................10.............M..............N

=======================================================================
6. Thanks and Stuff
=======================================================================

I think I'll thank some people...

Gamefaqs and CJayC (Jeff Veasey)- for being Gamefaqs, and for hosting this. 
         I never cease to be amazed at how much info there is on your site,
         and by how fast it runs.      

Kao Megura (Chris MacDonald) - for having a nice MvC2 FAQ to check myself
                        against, and just generally being the God of FAQs

Mike-Z and Warganic - for inspiring many of these combos

James Chen - for teaching me about the vs. game combo system.

Gambit - for giving me the damage chart idea

Everyone at the Kitsap Mall Silvercoin, including but not limited to...
Oscar: Gone but not forgotten. 
Sherwin: For playing all those weird people, *well* too!
Lee and Francis(sp?): For providing good competition, and a good sense of 
                      humor.
Richard: hmmm...I suppose now that I'm done with this, I can play suikoden.
Steve: Block low damnit, you aren't playing Tekken anymore. :)
T.J. : If I ever become ruler of the world, you can count on me for that 
       island full of beautiful women and those thousands of gallons of 
       grape soda.
Patrick: For being annoying and effective. And for giving me your game that 
         one time.
Derrick: You're there when I buy eggs. It's creepy.....whiner. :)
Mural(sp?): For showing me that cheese is still effective, and that
            I still don't like to play that way. And for being a nice guy.
Whitey: I don't know your name, you tall, goofy, comic shop wierdo.
Leon: You're an asshole, and you look like the lost Beastie Boy, but you can 
      play. Can't argue that.
And of course, Ed! For being the coolest manager the world has ever known.

Fighters.net - for just being such a cool site, and for hosting such a 
               wonderful forum.

Everyone at the fighters.net forums. No way I'm going to list you all, but 
I will mention Brainslug for making me write all that Magneto information, 
and Chapel for mentioning that that post could be made into a FAQ. I took 
your advice.

Shoryuken.com - they're neat...but they need to get a 3S section.

The little known site, streetfighter.org - in the hope that this nice 
little site will get at least a few hits because of me.

=======================================================================
7. Contact Information
=======================================================================

If you have any information that might benefit this FAQ, whether it is 
about corrections, typos, or suggestions, or if you just have a question
about something, don't hesitate to contact me.

E-mail: mayfield_john@hotmail.com
ICQ: 69395922 (3pwood)

I also frequent the fighters.net forums, if you'd care to contact me there.

