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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. 

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