Marvel Vs Capcom 2: New Age of Heroes
Magneto FAQ
V1.0


=---Legal Stuff-------------------------------------------------------------=
This FAQ is Copyright 2000 Isao (William Chiang)

Capcom characters are Copyright 2000 Capcom Co., LTD.
Marvel characters TM are Copyright 2000 Marvel Characters, Inc.

United States and International Copyright laws protect this FAQ.

No part of this document may be reproduced without the expressed consent of
Isao (William Chiang) ([email protected])

=---------------------------------------------------------------------------=


============TABLE OF CONTENTS===========

I.    Revision History and Introduction

II.   Marvel Vs Capcom 2 Game System

III.  Character Specifics and Move List

IV.   Strategies (Specific and General)

V.    Last Thoughts and Thanks

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


=---------------------------------------------------------------------------=

I. REVISION HISTORY AND INTRODUCTION

------------------------
====Revision History====
------------------------


V1.0  (6-16-00): First Version of FAQ.  Everything is new.


-------------------
====Introdution====
-------------------

The Vs series has been Capcom's bread and butter in the arcades these past
few years, and even between the ludicrous two and a half year wait between
MvC 1 and MvC 2, mindless drones have been dumping in quarters like no
tomorrow.  My personal opinion about the Vs series is rather mixed.  It's fun
and entertaining, but I have to admit that the gameplay isn't too great.  Of
course Capcom has fixed the horrendous balance problems since X-men Vs Street
Fighter, Marvel Vs Street Fighter (the absolute low point in the Vs series),
and Marvel Vs Capcom 1. But in the extraction of some problems, and in the
quest to make an even more entertaining game, Capcom has allowed some glaring
problems in Marvel Vs Capcom 2.  Almost every character has a 100% combo, and
an Infinite.  Personally, I prefer games with more gameplay than flash (Like
King of Fighters).  However I also prefer playing against a human opponent
rather than the computer, so I have committed myself to learning and becoming
a master of Marvel Vs Capcom 2.
This FAQ about Magneto is for the educated reader and player only.  I know it
is long, but if you take your time to peruse the whole FAQ (including the
Legal Stuff ^_^), you will learn lots.  I will try to stress fairness in
gameplay (i.e. stay away from throws), however even I have my cheap
inclinations sometimes, so I will not deny the reader of SOME cheap info.
But please, PLEASE do not play like a scrub.  It just makes you seem like an
ass.  In the Strategies Section, I will go into more depth about cheapness
and cheap characters, and how not to be one and how to stop one.  Have fun,
and thanks for reading.  (Note: An asterisk * beside a title means that there
are current plans to update that section.)


=---------------------------------------------------------------------------=

II. Marvel Vs Capcom 2 Game System


-----------------------------------------
====Control Abbreviations and Symbols====
-----------------------------------------

Do not, I repeat, DO NOT pay attention to the button labels on the Arcade
Board.  They are wrong, and are labeled for MvC 1.  Do not get confused when
I say Roundhouse (HK) and press the button labeled Roundhouse, which is
actually the Assist 2 (A2) button!


    ==Button Abbreviations==

    LP:  Light Punch   (Jab)
    MP:  Medium Punch  (Strong)
    HP:  Hard Punch    (Fierce)
    P:   Any Punch
    2P:  Two Punches   (LP + HP)

    LK:  Light Kick    (Short)
    MK:  Medium Kick   (Forward)
    HK:  Hard Kick     (Roundhouse)
    K:   Any Kick
    2K:  Two Kicks     (LK + HK)

    A1:  Assist 1
    A2:  Assist 2


    ==Joystick Abbreviations==

    F:   Forward
    D:   Down
    B:   Back
    U:   Up
    DF:  Down-Forward
    DB:  Down-Back
    UB:  Up-Back
    UF:  Up-Forward
    QCF: Quarter Circle Forward
    QCB: Quarter Circle Back
    HCF: Half Circle Forward
    HCB: Half Circle Back
    270: Rotate Joystick 270 Degrees
    360: Rotate Joystick 360 Degrees

    +:  Denotes button or joystick movement that must be performed in
        conjunction with another button or joystick movement.
        (i.e. D + LP = Down and Light Punch at the same time)

    ,:  Denotes button or joystick movement that must be performed
        immediately one after the previous button or joystick movement.
        (i.e. D, DF, F = Down, then Down-Forward, and then Forward)




--------------------------------
====Basic or Universal Moves====
--------------------------------

For more info, please refer to other FAQs.


    Jump:        Simply tap up on the joystick.

    Super Jump:  Quickly tap Down, and then up.  Or you may just press up
    from a crouching (down) position.  Or you may press two kicks (LK + HK)
    for most characters (excluding Zangeif).

    Dash:        Simply tap forward twice.  Or you may press two punches
    (LP + HP) for most characters (excluding Zangeif.)

    Roll:        When falling from a knock down attack, quickly roll the
    Joystick Back, Down-Back, and then Down plus any punch button.

    Force Block: When blocking a multi-hit attack, such as a beam super,
    Press two punches (LP + HP).

    Switch Characters: To switch out to Character 1, simply press Jab and
    Short buttons (LP + LK) at the same time.  To switch out to Character 2,
    press Fierce and Roundhouse (HP + HK) at the same time.  Switching out
    causes the character jumping in to lose all RED LIFE (The red life bar
    behind the main life bar).  So use smarts, and don't switch out every
    three seconds, like some idiots do.

    Assist: To call out an Assist, simply press the Assist 1 (A1) for the
    second character, and Assist 2 button (A2) for the third character in
    the team.

    Snapback: Move the joystick Down, Down-Forward, and then Forward (QCF)
    and press either Assist button (A1 or A2).  The opponent will be knocked
    out of the screen, forcing another opponent team member to jump in.
    Uses 1 Hyper Combo Level.

    Team Counter:  To counter an attack by the opponent, simply press the
    Assist 1 or Assist 2 (A1 or A2) button whilst blocking the attack made.
    Either the second or third character will jump out accordingly and
    attack the opponent.  The characters will switch out at this point.
    Uses 1 Hyper Combo Level.

    Triple Delay Hyper Combo: Simply ram on both Assist buttons at the same
    time (A1 + A2) and all three characters will appear on screen to perform
    their according HC.  Rather worthless if you ask me.  Uses 3 Hyper
    Combo Levels.



=---------------------------------------------------------------------------=

III. Character Specifics and Move List

Magneto is a character who has the ability to win matches with only his
normal and special moves.  In many cases he is considered overpowered due to
his overwhelmingly high priority attacks.  (My rating system goes from 1:
Really Crappy or worst to 10: Totally Overpowered or best.  5 is the median
rating, duh.)


------------------------
====Character Rating====
------------------------


Strength: 9.0.    He dishes out damage pretty damn well.  Hit for hit, he
causes the opponent to lose life very quickly.  You can easily take out Gouki
(Akuma) out in less than 10 seconds if played correctly.


Vitality: 4.5.  He takes damage rather poorly.  Since 5 is the average score,
and he takes a bit more damage per hit (not much) than the average character
like Ryu, he gets a 4.5. :(


Speed:    7.0.  At times, his moves have way too much execution and lag time.
However, some of his moves come out instantly, thus offsetting the score a
bit.  His dash is the fastest in the game.


Attack:   7.5.  The difference between Attack and Strength is the character's
ability to go on the offensive.  Someone may be powerful, but their offense
can completely suck (i.e. Hulk).  Magneto plays the offensive game rather
well.  He has a number of jump-ins that are effective, and he can fight
pretty well at close quarters.  His speed (or lack thereof) on some moves
makes him more of a defensive minded character though.



Defense:  9.0.  The difference between Defense and Vitality is the
character's ability to sit back and go on the defensive.  Someone may have
high Vitality, but their defense can totally suck (i.e. Silver Samurai).
Magneto is one of the masters at keep away.  If played correctly, his defense
is almost impregnable.  His crouching Fierce, standing Fierce, and Jab EM
Disruptors can keep anyone away.



Overall:  8.5.  The overall score is independent from the rest of the scores.
It depends on the overall effectiveness of the character when played at
maximum ability.  Which explains the 8.0.  Magneto is definitely one of the
best characters in the game if played correctly.  His assists are
questionable, but as a main character, he can definitely dish it out before
having to use another character.



==------------Assist Options------------==

Every character has three variations of assists.  Your choice is extremely
important, as it decides whether you lose or win.  Magneto's assists are
okay, but they're far from being overpowered.

Alpha Assist/Projectile Type:  EM Disruptor.  A beam Assist. Hits once.  Read
EM Disruptor info for more.  Select if you want to play a keep-away game or
if you want to keep projectile opponents in check.  Rating: 7.0

Beta Assist/Capture Type: Hyper Grav.  An attack Assist.  See Hyper Grav info
for more.  A rather useless Assist if you ask me.  Comes out too slowly to be
useful.  Rating: 3.0

Gamma Assist/ Launch Type: Crouching Fierce.  Good priority, but sorry range.
Use this if you want to stop people who constantly jump-in or dash in.  It's
okay for setting up combos, but again, the range is pretty bad.  Rating: 6.5


Recommended Assist: Either Alpha or Gamma.  Your choice.



==------------Normal Moves-----------==


-------------------
====Light Punch====
-------------------

To perform a Light Punch, press the "Jab" button once.


Standing:  Magneto sticks his hand out, jabbing the opponent with his
outstretched fist glowing with magnetism.  Rather quick for a big man like
Magneto, and it has pretty high priority.  Use it for poking and combo
starting.  Rating: 7.0


Crouching: Magneto does the same animation, just crouching this time.
Execution seems to be a bit quicker than his standing Jab, but it still has
very good priority for a jab.  Same use as standing.  Rating: 7.0


Jumping:   Magneto takes his arms and waves them forward, creating a wave of
energy in front of him.  It has good execution time, however, the range is
rather small compared to other jumping attacks.  Use as an Aerial Rave
starter or an air poke.  Rating: 6.0


--------------------
====Medium Punch====
--------------------

To perform a Medium Punch, press the "Jab" button a second time.


Standing:  Magneto brings his hand upwards in a sort of uppercut motion with
the same field of magnetism around his hands as his jab.  If done close
enough, it causes two hits.  Decent execution time, but since Magneto can
only chain a Weak Punch into a Strong/Hard Punch/Kick, there's really no
reason for you to use this.  It has better Vertical range than horizontal.
It's okay as a poke.  Rating: 5.0


Crouching:  Magneto sweeps his hand along the ground, causing a small ball of
magnetism to travel along the ground a short distance.  The execution time is
decent again, but the lag time afterwards is almost unbearable.  Use this to
poke and instead of a crouching Fierce if the opponent is too far away.
Rating: 4.5


*Jumping:    Combo filler.  I believe that it is the same animation as his
standing Strong.  I'll have to check back on this.  Rating: 4.0 (For now)




------------------
====Hard Punch====
------------------

To perform a Hard Punch, press the button that is labeled "Strong" on the
arcade board.  This is incorrect, due to the new button setup that MvC 2 has
introduced.  Pressing the "Strong" button will result in a Hard Punch
(Fierce) to come out.


Standing:   Magneto takes his arm back for about 1/4 of a second, and then
swings his whole arm forward, creating a large wave for magnetism in front of
him.  Not only does this move create insane damage; it has insane range and
priority.  If the opponent blocks it, then the are pushed back to the
opposite edge of the screen.  If the opponent is hit, then the same thing
happens.  There is no real drawback to this move, except for maybe the
execution time.  Abuse if you want to be cheap.  Rating: 9.0


Crouching:  Magneto sweeps his arm forward, creating a short column of
twisting magnetism in front of him.  This is his launcher.  It has a little
start up time, so you'll have to anticipate your opponent's move before you
pull this out.  It has a bit of lag time, and the horizontal range leaves
much to be desired.  However, the vertical priority is massive.  Few moves
can beat out his crouching Fierce if done correctly.  Don't abuse it, but use
it wisely, and the crouching fierce can be deadly.  Rating: 9.0


Jumping:   Magneto creates a double fist and punches downward with the same
magnetic field as his standing/crouching jab.  This has very good priority,
and decent range.  The execution time is rather pleasing, and it has almost
no lag.  This is actually my preferred jump in.  Use this to finish Aerial
Raves and to play a careful poking game with.  Rating: 8.0



------------------
====Light Kick====
------------------

To perform a Light Kick, simply press the "Short" button once.


*Standing:   Magneto's kicks pale in comparison to his punches. His short
kick has some start up and very little range.  Has more range than jab, but
that's about it.  Use Jab instead in most situations.  Rating: 3.0


Crouching:  Magneto sticks his foot out rather slowly.  The priority is
great, however the execution time leaves much to be desired.  Use this for
distancing and careful poking.  Rating: 5.0



*Jumping:   Not much to say about it.  His jumping Short is so worthless that
I hardly ever use it other than in an Aerial Rave.  More info later once I
play some more.  Rating: 3.0




-------------------
====Medium Kick====
-------------------

To perform a Medium Kick, press the "Short" button as second time.


*Standing:  I'm not too sure about this one... like I said before, I usually
stick to Magneto's punches.  This has almost no use at all.  Rating: 2.0


Crouching:  Magneto sticks his foot out again, EXACTLY like his crouching
Short animation, but this time slower and more damaging.  It's execution and
lag time isn't that great.  However, what saves this move is the ignorance of
the human opponent.  For all the people I play against, they always expect
another foot sweep to come out after the crouching Forward for some reason.
When nothing else comes out, they just sit idle waiting for another hit.  Use
this in conjunction with a crouching Roundhouse to get good results.  Rating:
6.0


*Jumping:  Aerial Rave filler.  I don't know much about it.  Sorry.  More
later.  Rating: 3.0



-----------------
====Hard Kick====
-----------------

To perform a Hard Kick, press the button that is labeled "Forward" on the
arcade board.  This is incorrect, due to the new button setup that MvC 2 has
introduced.  Pressing the "Forward" button will result in a Hard Kick
(Roundhouse) to come out.


Standing:   Does a short kick (I think) and then follows it up with another
upwards kick.  This acts like a mini launcher once the second kick connects.
The range is a bit pathetic, but the execution and lag really isn't half-bad.
I still prefer the standing Fierce though.  Rating: 6.0



Crouching:  Magneto slides forward with a small magnetic field surrounding
his outstretched foot.  It has pretty good priority and range, however the
execution and lag time just totally kill this move.  The lag time is almost
so bad that even if it connects, a character may get up and counter you.  It
can cancel into a 'Hyper Grav' though, making it a combo starter, instead of
a combo ender.  ^_^.  Rating: 5.5



Jumping:    Magneto sticks his foot out in about a 30 degree angle downwards,
with a magnetic field surrounding the foot, like his crouching Roundhouse.
For a Roundhouse, this lasts actually a long time.  Meaning that it has very
good priority, and almost no lag.  It barely has any start-up either.  It
tends to knock opponents a bit back however, making comboing afterwards
harder.  I can't say that this is really worse than the jumping Fierce, but I
can't really say that it's better either.  Rating: 8.0



==------------Command Moves------------==


--------------
====Throws====
--------------

F + HP:  Magneto grabs his opponent and summons shards of metal to create a
sort of cocoon around the opponent.  This throw actually stuns the opponent
for at least 1/2 a second, enough time for you to dash in and combo.  It's
cheap, and I try to stay away from using it.  I usually only accidentally
throw in most cases.  Rating: 8.0


F + HK:  Magneto grabs his opponent and pumps them full of electricity and
then throws them across the screen.  Beware of good opponents, because they
will usually roll out of harms way afterwards.  Against scrubs, go for an OTG
to follow up this throw in the corner.  Rating: 6.0


==------------Special Moves------------==


--------------------
====EM Disruptor====
--------------------

QCF + P (Air or Ground):
Magneto brings his arm out to shoulder level and sends out a wide beam of
magnetism towards his enemy.  This is only a single hit projectile, no matter
which punch button is used.  EM Disruptor is a major weapon in Magneto's
keep-away game.  The Jab version of this can be totally abused, almost to
cheap levels.  It has very little execution time, and no lag time at all.
You can even pull this move out at close quarters and not worry about being
countered.  The Fierce version comes out slower, thus making it more
avoidable and less effective.  The EM Disruptor is essential in Magneto's
fighting style, and it also makes a great cover for Partner Assists when
they're taunting.  So many people attempt to combo my Partner Assists when
they start taunting.  I just throw out a couple of Jab EM Disruptors and the
opponent can't do anything except take hits or block.  I've aggravated lots
of people this way.  The Jab and Fierce versions get two different ratings,
but both take off considerable damage.  Jab Version Rating: 10.0!  Fierce
Version Rating: 7.5



------------------
====Hyper Grav====
------------------

HCB + K (Air or Ground):
Magneto stands straight with his arms flexing at his sides and sends out four
magnetic spheres towards the opponent.  If the spheres hit the opponent,
he/she is dragged towards Magneto for miniscule damage and stunned for about
1.5 seconds.  They are open for combos at this time.  Sounds great huh?
Well, no one ever gets hit by a Hyper Grav, because it's so easy to see
coming out and travels rather slowly across the screen.  However, you can
combo into a Hyper Grav ONLY IF you are VERY skilled.  It takes lots of time
and practice to pull off a Hyper Grav after a Jumping Forward or crouching
Roundhouse.  See combo section for more.  Short makes the execution time
shorter, but lessens the distance the spheres travel.  Roundhouse increases
the already horrid execution time but allows the spheres to travel full
screen.  The spheres are sort of auto aiming, but they can't really seek and
latch onto the opponent.  I only use this move to keep people away or for fun
^_^.  It's rather useless though.  Never pull this off at close quarters if
your opponent is rushing at you.  You can't abuse it at all.  Short Version
Rating: 5.0.  Roundhouse Version Rating: 4.0.



---------------------
====Overhead Wave====
---------------------

U, UF, F + P (air only):
Exact same animation as Magneto's jumping Jab, but the magnetic waves
actually travel out in a rather steep angle.  Does little damage, but you
basically use this move to play a keep away game, or to lead a combo off
with.  The Jab version travels slow enough so that you can land and combo at
the same time it connects (like Guile or Nash's Sonic Boom).  The Fierce
version is used to keep opponents on their feet.  Execution time needs work,
but there is punishable lag time.  Use Overhead Waves more often in Flight
Mode.  Jab Version Rating: 7.0.  Fierce Version Rating: 6.0



-------------------
====Force Field====
-------------------

HCF + K:
Magneto spreads his arms out as a magnetic field spreads around his entire
body.  This is strictly used as a counter move.  If the opponent performs a
physical attack on you while the Field is flashing, then they are countered
in two ways according to the kick button used.  If the Short button is used,
then the field expands a bit and the opponent is knocked back for minor
damage.  If the Roundhouse button is used, then Magneto performs a single
'Magnetic Shockwave' to knock the opponent back.  The timing is difficult on
this move, and it has lots of lag time if the opponent doesn't activate the
counter process.  The Roundhouse version is a bit wishy-washy, as it
sometimes doesn't even connect.  Both have quite a bit of start-up.  I really
don't even bother with this move, since the risk is far greater than the
return.  If anything I'd just stay away completely from this move.  Short
Version Rating: 3.5.  Roundhouse Version Rating: 3.0



--------------
====Flight====
--------------

QCB + 2K:
Magneto levitates off the ground.  You can hold up on the joystick to make
him go up.  There is a maximum height to his flight though, so it isn't was
useful as one may think.  You can't block during his flight either.  The only
real reason to use this is to play a keep away game with your opponent.  To
cancel the flight mode, just perform the QCB + 2K again.  Rating: 4.0



----------------
====Air Dash====
----------------

Any Direction + 2P (ONLY during Flight):
Dash in any direction very quickly in flight mode.  Makes flight a bit more
useful.  Might as well constantly use it during flight mode to keep your
opponent confused.  Rating: 6.5





==------------Hyper Combos------------==


--------------------------
====Magnetic Shockwave====
--------------------------

QCF + 2P:
Magneto rears back for about half a second, and then brings his arm down to
feed the ground full of magnetic energy.  The result is a Power Geyser like
column of energy that emits out of the ground.  The wave travels in
individual columns towards the enemy.  There about eight total individual
columns.  Out of the two Hyper Combos Magneto has, this is the more useful
one.  Although it doesn't take off as much damage as the Magnetic Tempest
does, the Magnetic Shockwave is much easier to connect.  You can easily OTG
or perform this after a crouching Fierce.  See Combo Section for more info.
You can add you own combo to the end if you keep on dashing forward quick
enough to catch the opponent before he/she is blasted away by the last
column.  Ramming on the buttons does nothing for the damage in this Hyper
Combo.  Do not use this in the corner, or else you'll just waste a Hyper
Level and leave yourself open to retaliation.  Rating: 7.5



------------------------
====Magnetic Tempest====
------------------------

HCF + 2K (Air OR Ground):
Magneto rears back, exactly like his Hyper Grav animation.  Instead of just
magnetic spheres coming out, countless shards of metal fly out in almost all
directions (they don't fly out from about a 255 degree angle to a 285 degree
angle, if you remember your geometry and considering that 0 degrees is a
straight line from his back).  The stronger of the two Hyper Combos magneto
has, but Magnetic Tempest has a hard time connecting.  You can connect fully
on this only if you have connected on a Hyper Grav.  See Combo Section for
more details.  If you ram on the buttons during the duration of the Hyper
Combo, more metallic shards will fly out and more damage will be done.  The
chipping damage is alright.  Basically use this as a keep away tool, a combo
ender, or a combo starter (Heh heh heh).  Rating: 6.0





=---------------------------------------------------------------------------=


IV. Strategies (Specific and General)




==------------General Strategies------------==


To truly become a masterful Magneto player, you must pay attention to several
things.

His strengths:

+  A master at keep-away and distance games
+  He's really fast for such a big person
+  His combos aren't too shabby
+  His moves have high priority
+  His strength is something truly amazing

His weaknesses:

-  A total weakling when it comes to taking hits
-  Lots of his attacks have lag time and are punishable by all means
-  His supers aren't as useful as you'd wish them to be
-  He's not a mashing character (bad for some of you, good for me)
-  He is a rather large target, as the opponent often has the smaller size
advantage.


Basically, you have to just remember to play calm and cool, and not mash on
the buttons all day.  If you sit back and wait for the opponent to make a
mistake, Magneto will hardly ever lose.  Many people call this "Cheap
Turtling," but I call this being smart and taking advantage of Magneto's
abilities.  If your opponent is someone of an ass and he/she chooses Ice Man,
then it is the prime time you go on the offensive.  Basically, on beam based
characters, you definitely have to go on the offensive.  Against Fireball or
Physical characters, just sit back and play defense.


*More stuff later.



-------------
====Teams====
-------------

Magneto works well with certain characters Assisting him.  Here are some
teams that I have found very effective.  Most of these teams have earned me
15 or more win streaks.


1.  Magneto, Jin, Captain America:
The trick to winning in MvC 2 is constant assisting.  Never should there be a
second in the match when there is no partner assist coming out.  Pick either
Alpha or Gamma Assist for Magneto (Projectile or Launch), Beta Assist for Jin
(Anti-Air), and Gamma Assist for Captain America (Dashing).  Whenever the
opponent nears, use the Jin assist and they will be knocked back.  Or if they
pull out a non-beam super, throw Jin out too.  He can stop such supers as
Beserker Barrage X or even Oroburos.  Whenever you face an opponent who just
sits back or is a cheap Fireball/Beam character (I.e. Ice Man), whip Captain
America out.  His Charging Star negates all normal Fireball/Beam attacks, and
does impressive damage.  His taunt afterwards leaves him in a lot of danger,
so to cover his ass, throw out a couple of Jab EM Disruptors.  Either the
opponent will be stupid and try to combo Captain America and will get hit by
the EM Disruptors or they will sit back and just block.  Usually, the former
happens.  I have beat most teams with just Magneto this way.  People tend to
get pissed when you play this team (for several reasons) because it is so
effective Assist wise.  Many consider this style of play cheap, but it's not
like it's unstoppable.  In fact, with this team, comboing after the assists
is almost impossible, so the overall strength is weakened a little.  Go for
powerful, calculated hits instead.  Jin's supers are amazingly useful, and
Captain America can take on whole teams by himself.  This team is amazing.
The Delayed Triple Hyper Combo for this team is hard to connect, so don't use
it.  In fact, never use Delayed Triple Hyper Combos.  They all suck anyhow.
Team Rating: 9.0


2.  Magneto, Gouki (Akuma), Dr. Doom:
The trick to winning in MvC 2 is constant assisting.  Never should there be a
second in the match when there is no partner assist coming out.  Pick either
Alpha or Gamma Assist for Magneto (Projectile or Launch), Gamma Assist for
Akuma (Variable), and preferably Alpha or Beta Assist for Dr. Doom.  Akuma is
your all purpose combo Assist.  You can't pull Akuma out carelessly, however,
since he takes damage horrendously and his Tatsumaki Zankuu Kyaku loses
against projectiles.  Pull him out once the opponent jumps in, or when the
opponent nears, and he will be an effective assist.  If he whiffs, make sure
you cover him with Jab EM Disruptors when he taunts.  With Dr. Doom's
Assists, the opponent should be kept at a distance.  For his Alpha assist,
his Photon Shot spreads to all areas of the screen, so it is useful to keep
pixies like Wolverine away.  His Beta Assist, Molecular Shield, is amazingly
effective.  It plays as a keep-away and a projectile.  This team seriously
lacks a defense against beam characters though.  Plus the fact that two out
of the three characters take damage poorly (Magneto and Akuma) makes the team
weak.  It's not as good as other teams, but with Magneto and Dr. Doom being
able to play a keep away game, and Akuma being able to go heavy on the
offensive, this team can hold its own.  Again, you should tend to stay away
from a Triple Delayed Hyper Combo.  Again, Triple Delayed Hyper Combos suck.
I think that Akuma is rather overrated (he just takes damage so poorly!), and
unless you are a master, Dr. Doom is hard to play entirely well.   Team
Rating: 7.5


3.  Magneto, Ryu, Captain America:
The trick to winning in MvC 2 is constant assisting.  Never should there be a
second in the match when there is no partner assist coming out.  Pick either
Alpha or Gamma Assist for Magneto (Projectile or Launch), Alpha or Gamma
assist for Ryu (Anti-air or Variable), and of course, Gamma assist for
Captain America (Dash).  This team is just like the first team I mentioned,
only with Ryu instead of Jin.  Basically played the same way.  Ryu's Alpha
assist is very reliable, but still lacks the punch if Jin's.  Ryu's Gamma
assist is used similarly as Captain America's assist to a certain extent.
His Tatsu Maki Senpuu Kyaku doesn't negate projectiles though, so you'll have
to be more careful with it.  Ryu as a character can take on teams by himself.
He takes damage decently only, however he can play both offensive and
defensive game incredibly.  This team is weaker in the assist area than
others, however, as individual fighters, it is EXTREMELY strong.  The Triple
Delayed Hyper Combo of this team works to a certain extent, but I still
suggest staying away from it.  This team has its weaknesses, but they are
hard to take advantage of.  On par if not better than the first team I
mentioned.   Team Rating: 9.0


4.  Magneto, Ryu, Venom:
The trick to winning in MvC 2 is constant assisting.  Never should there be a
second in the match when there is no partner assist coming out.  Pick either
Alpha or Gamma Assist for Magneto (Projectile or Launch), Alpha or Gamma
assist for Ryu (Anti-air or Variable), and Alpha assist for Venom (Variable).
Like the team mentioned above, except Venom adds a little twist to it.  Venom
has the ability to completely dodge projectiles with his Venom Fang assist.
Venom, however, as a character is weaker than others.  His game is rather
limited in certain areas, making him strong, but nowhere near the best.  The
Triple Delayed Hyper Combo for this team works terribly well.  This is one
time that I may actually suggest using it.  I basically play this team for a
bit of a change and for fun.  Not as strong as other teams.  Team Rating: 8.0

*More Teams to come soon!  I need to play a little more and experiment.



------------------------
====Cheap Characters====
------------------------

These are characters you shouldn't be playing for many reasons.  Either
they're just cheesy, overrated, or just stupid.  This is good advice to
follow if you want to become a respected player, not a loser scrub.  This
section is bound to piss off lots of gamers out there, because so many call
themselves "Masters" at these cheese characters.  People will argue that
these characters are good, but in truth, do you ever see the best players
using them without being cheesy?  Character Ratings are based on how most
people play them, NOT how a master plays them.  That is why their ratings are
so low.  I'm not claiming to be a "Master" at these characters either, so
please do not e-mail me about being conceited or something.


1.  Ice Man:
Grrr... the only people who play him are complete scrubs and worthless
idiots.  His no blocking damage for "energy" attacks is an unfair advantage.
People just sick back and shoot Ice Beams all day.  He's a scrubby character
that can't stand on his own.  He takes Damage poorly, and without that cheap
ability to take no block damage, he'd be totally worthless.  Stay away from
playing him.  It only takes about two minutes to master his style of play.
If you rely on him, you're a scrub.  Nothing brings me as much pleasure as
beating the living crap of an Ice Man player.  If you play him, you might as
well label yourself as a no-skilled, worthless scrub.  Enough said.
Character Rating: 4.0.


2.  Wolverine (Both Versions):
It doesn't matter whether or not Capcom weakened him; he's still a masher's
dream.  He almost totally sucks now, and is mostly flash.  There's almost no
reason to play him at all.  It's boring to play him too.  He's old and tired
out.  Capcom, please just let him age gracefully far, far away from the video
game spotlight.  Most people who play him are beginners or people who haven't
realized how crappy he is.  Character Rating: 3.0.


3.  Strider:
Overrated, overrated, overrated!  Sure, he has the speed and sometimes the
priority, but he's pretty much just a one trick pony.  All people ever try to
do is jump in, Aerial Rave, and then Uroburos or Legion.  Sigh... he's so
predictable, and so boring to play.  Masher's dream too.  His assists are
totally worthless.  Only idiots will keep on choosing him.  Please, just let
off, because he sucks.  Most people that use Strider are beginners, cheap
asses, or people who are not skilled enough to play a concentrated game.
Character Rating: 5.0


4.  Cable:
So many people do not know how to play Cable correctly.  They just use his
Viper Beam over and over again.  It's as if they don't know the meaning of
Execution and Lag time.  He's actually pretty good if played correctly; but
then again, he's almost never used correctly.  Basically a second scrub
version of Ice Man.  If you wish to play him, please read up on some nice
FAQs first, or practice hard.  Because if you don't then you just look
stupid.  Character Rating: 4.5


5.  Spider Man:
Sigh... like a second version of Strider.  Jump-in, ground combo, Aerial
Rave, Web Ball, crap poking game, and sweep into a Crawler Assault.  Spider
Man players are very predictable also.  Spider man can not play a varied
game.  He is limited to the same moves and same combos over and over again.
If played even at maximum ability, he is far from the best.  He's a semi-
masher for semi-experienced characters.  Most people who use Spider Man are
decently skilled, however they like to use predictable and characters with an
easy game to learn.  Character Rating: 5.5


6.  Jill:
Geez, she seems to be the most favorite, new character.  She is used in about
3/5 of all the matches I have played.  She really isn't that great of a
character either.  And most people are very predictable when they play Jill
too.  All they do is dash in for a ground combo, Aerial Rave ending in her
Hyper Combo, call countless undead helpers onto the screen, and try to do
chip damage with her Rocket Launcher hyper Combo.  And they're not very
successful with it either.  I have never really met someone who could play
her at her maximum ability.  She has potential to be a very good Pixie
character, but no one seems to bother to learn how to use her correctly.  Use
Jill only after practicing and reading up on her.  But you'll still won't get
much respect for playing her because Jill players are a dime a dozen.
Masters are very rare.  Character Rating: 4.5


*People to be added/removed to the list as time goes on.




==------------Specific Strategies------------==

Jab EM Disruptor, Assist, and Repeat.  ^_^  Just kidding.


*Coming Soon!





=---------------------------------------------------------------------------=

V.  Final Thoughts and Thanks

Sorry for the missing sections, but they will be coming soon!  I think that
this FAQ is a respectable size already ^_^.  Anyway, just remember, the most
important part of playing a game is to HAVE FUN!  Don't let the lust for
winning totally ruin your enjoyment of the game.  Don't be an ass.  Have
manners.  Nothing's worse than a loser who takes the game too seriously.
There was once this guy who called me a derogatory name for African Americans
while playing me >_<.  Even though I am Taiwanese, that's a no-no.  Please
don't be like that.  It's not cool.  Oh yeah, and don't bring your boy/girl
friend to the arcade!  It sucks for them!


Thanks to:

All the scrubs who have forced me to learn to play fair and still kick ass.
My best friend who's Importing habits have given me lots of time to play.
All the people who write FAQs.
The owner of www.Gamefaqs.com.
You.


Please e-mail me at [email protected] if I have violated any Copyright Laws
or have insulted you in some way.  Or just e-mail me if you have comments or
opinions or suggestions.  Please limit your bitching to 1 e-mail only please.
Replies will take some time so please wait.


That's it for now!  Look for more FAQs on other characters and updates!
Laters people!


Copyright Isao (William Chiang) 2000.