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Monday
Feb072011

NORMAL MOVES

Damage #s are (standing/crouching/air)

L - LIGHT (50k/43k/48k)

Both Standing L and Crouching L chain into into themselves for easy hit confirms.  Be wary of using too many, as damage scaling in this game is severe.

M - MEDIUM (65k/70k/68k)

Crouching M does chip damage. Jumping M has a very good vertical hitbox and may also cross up.

H - HARD (83k/75k/83k)

Standing H will knock the opponent back. Crouching H slides forward. Jumping H is good horizontal range and crosses up.

S - EXCHANGE (90k/NA/90k)

Standard launcher. 

Monday
Feb072011

SPECIAL MOVES

ELECTROMAGNETIC DISRUPTOR - QCF+ATK (90k/104k/121k)

This is one of the best projectiles in the game because of the startup and damage. Utilize this move to either zone the opponent out or to extend combo's for additional damage. You can also cancel into any of his hyper combos from this move.

MAGNETIC BLAST (IN AIR) - U, U/F, F+ATK (70k)

This is a high durability attack that shoots down at a 45 degree angle, plowing through most anything in its path making it ideal for zoning and clearing the way before mounting an offense. The Light version moves slowly and can also be used within combos. 

HYPER GRAVITATION - QCB+ATK (95k/99k/99k)

It's primary use is in the corner to extend combo's and increase damage output. From mid to full screen, the move can be used to catch an over aggressive player moving forward. However, use the move with caution as it has a slow startup and long recovery period. 

FORCE FIELD - F,D,D/F+ATK (100k)

When an opponents normal attack hits you while force field is active, they will be knocked back. There aren't many situations where you can use this move to punish your opponent, so if you do choose to use it, do so at your own risk. The rewards aren't very high.  

 

FATAL ATTRACTION - BACK, DOWN, DOWN-BACK + ATK

 

Magneto uses his magnetic powers to push and pull the opponent around the screen. Light version draw them in, Medium version pushes away and Hard version pulls them down. 

You can also use this while in blockstun to cancel into other attacks. 

FLIGHT - QCB+S

Magneto's flight mode is very useful for running away, cancelling from your air-dash (to avoid running into projectiles or change your trajectory for offensive purposes), and extending combo's. 

Monday
Feb072011

ASSISTS

ELECTROMAGNETIC DISRUPTOR (90k)

Shot - Front

This is the assist of choice if you choose to use Magneto. EM Disruptor will extend combo's and help control the horizontal area whether it's on offense or defense.

HYPER GRAVITATION (99k)

Shot - Front

The assist has very limitied utility. It is used primarily to extend combo's but does not contribute to anything else.

FORCE FIELD (100k)

Extra - Instant

Thus far in the competitive scene, there has been no real utility for this assist. It will knock an opponent back if the opponent hits the force field while it's active.

Sunday
Jan302011

HYPER COMBOS

MAGNETIC SHOCKWAVE - QCF+2ATK (327k)

Magnetic Shockwave is a versatile Hyper Combo which can be utilized offensively or defensively. It begins from the point at which Magneto stands and extends vertically while moving horizontally in columns completely across the screen. Although it has a large amount of recovery, only a handful of characters can punish it from full screen.

MAGNETIC TEMPEST - QCB+2ATK (270k)

The Magnetic Tempest can be used to finish a combo because it isn't scaled as heavily as Magnetic Shockwave. Additionally, you can perform the DHC glitch with the Magnetic Tempest. 

GRAVITY SQUEEZE - F,D,D/F+2ATK (400k, lvl 3)

This is one of the best Level 3 Hyper Combo's in the game because you utilize it from nearly every situation possible: while the opponent is using a move with heavy startup, at the end of a combo, while the opponent is knocked down from anywhere on the screen. The startup on it is fairly quick and travels almost instantaneously. However, you must be on the ground to perform Gravity Squeeze, although that is a minor setback.

Sunday
Jan302011

COMBOS

Crouching L, Crouching M, Crouching H, S, Neutral Jump H, dash-forward, Jump M, Jump H, Neutral Jump H, dash-forward, Jump M, Jump H, Neutral Jump H, dash-forward, Jump M, Jump H, Standing H, Electromagnetic Disruptor

Crouching L, Crouching M, Crouching H, S, Neutral Jump H, dash-forward, Jump H, Fly, L, M, H, dash-forward, H, dash-forward, H, dash-forward, H, dash-forward, H, S, Gravity Squeeze

Sunday
Jan302011

TEAMING GUIDE

Magneto is one of the characters in the game that defines the meaning of "Point Man". He's a very fast and momentum based character who can build a lot of meter with his combo's, has various ways of damage output, and can change the pace of the match in an instant. His abilities to zone from full screen with EM Disruptor or rush down utilizing his 8-way dash makes him an instant favorite. His only setback is that he's very fragile and those who don't play with a bit of caution can see his potential go to waste as soon as he gets hit.

While as an assist, most if not all players choose to go with EM Disruptor. It's quick startup and fairly decent damage can either help control the pace or extend combo's. However, remember that he's a very fragile character so if you get assist happy he may be approaching his grave eariler than you would like.

Overall, Magneto takes quite a bit of skill to use because of how many options he has as well as the combo's that are at his disposal. The goal is to get in without getting hit so it will take a bit of patience and execution to be able to capitalize on that aspect. Once you're in, Magneto will be able to apply the pressure to opponents and change the pace of the match. Just don't caught.