Date: Fri, 27 Feb 1998 18:30:35 -0500
From:
[email protected]
Complete Magneto and Juggernaut Move List for X-MEN:COTA PC
-----------------------------------------------------------
by Haohmaru (
[email protected]) Made in Puerto Rico, USA
Here are the moves for the PC version of XMEN :COTA. You can get Mag
or Jug using the keyboard but make sure the game registers all 3 button
presses on the input test on the options menu. If you don't have one
I suggest you buy one or use the keyboard to play. I got mine by buying
Super SF2 in Elect. Boutique (approx. $10 or so now) which comes bundled
with the controller. I also saw a 6 button joystick for $22. Playing any
Capcom game without a 6-button pad is like a TV remote control with no Power
On button and with just a Volume UP and Channel UP button. It's incomplete.
You can get the game's moves and complete info on www.gamefaqs.com . I found
my copy of the game in Elect. Boutique in the discount part for only $25.
The CODE:
To enable Mag and Jugs, press F10 to get the options menu. Type SPAM and go
to # 7. Configuration, then 1. System. A new option saying Boss Enable
should be available. Put YES on Boss Enable and exit. Start a game. After
selecting any character, press and hold all punches for Juggernaut or all
kicks for Magneto until the match starts. You may switch to Jugs or Mag even
after you have fought with any other char just by pressing all P or all K
until the next match. They just say "I'm the master warrior" on their
endings just like Akuma but they have they same credit animation like the
rest of the characters. Only Akuma's ending credits are different. Heh,
master warrior......should say "Look ma! No chains!"
Another Note: I used directions for Jugs moves but for Mag's they are just
quarter circle motions so for those that aren't familiar with those, Ill
clear them up below. All moves facing right, like in all faqs. Where I put
this, I mean this:
HCF - b,db,d,df,f (half circle forward)
QCF - d,df,f ( a fireball motion, quarter circle forward)
QCB - b,db,b ( a hurricane kick motion, quarter circle back)
Juggernaut ------- "I'M.... UNSTOPPABLE" <--Sound Code 01EC (Hmmm!)
----------
Earthquake -- f,df,d + P
Chouhatsu -- b, d ,db + P (taunt, builds up meter)
Double Fist -- d,df,f + P
Girder Pick Up -- d,d + 3P (see NOTES)
Lift Opponent -- d + MP/Strong P (when opp. is on the ground)
then WP/Strong P to slam or MP to headbutt/uppercut
-Level 2-
Cytorrak Power Up -- d,db,b +P (glows red, does MORE damage)
--Hyper X--
HEADCRUSH - HCF + any Punch (no need to press 3 P, only 1 punch necessary)
NOTES: D + Strong P while jumping does a body splash. Girder Pick up can
only be done a maximum of 2 times since there are only two beams per stage.
The move is hard to pull so I recommend tapping down and pressing the 3
Punches rapidly while over a beam to pull it off w/o too much work.Jugs
can lose the girder if grabbed, hit too much, or the round ends. Girders
available are lost when the floor falls. Most people have trouble getting
the Taunt (Chouhatsu) since the Power Up and the Taunt have similar motions.
Just make sure you end up with the db position because if you press b and
have energy the machine will register a power up. No limits on taunts
(chouhatsu), do as many as you want. You cannot grab or do any special
move while holding the girder. Apparently, Jugs can't break out of a grab
with D + 3P or any other grab but I've seen the CPU break grabs on the floor.
I found a new move that has Juggy lift downed opponents. Just tap AT THE
SAME TIME d+P to lift same as Colossus and Sentinel. Can be repeated 2 times.
Don't tap rapidly. I saw the machine do this move and that's how I found it.
That "Im unstoppable" quote wasnt added to Jugs until Marvel Super Heroes
so Im wondering why its in this game and wasnt used. Remember that Jugg has
Super Armor and will take a few hits before reeling. That's also the
reason he'll take more hits from Super Moves and because of his size.
Magneto ------- " You are beaten. Magneto is supreme "
-------
E-M Pulse - QCF + Medium P
Hyper Grav QCB + Weak K (pulls opp to you, setup for attack)
Magnetic Tempest - QCF + Weak P (Only in Magneto Stage with Blue Background
section w/ the rocket)
then QCF+ Medium K to throw
Taunt - QCF + Strong Kick (does not build up meter)
Phase Out - QCB + Strong P (Only in Magneto Stage)
-Level 2-
Magnetic Bubble - QCF + Strong P (Once per round limit, invincibility!)
Fly - QCB + Weak Punch
then QCB + Medium Kick to stop
--Hyper X--
SHOCKWAVE - QCF + Weak K
NOTES: On the ground, standing Strong P shoots a beam (this becomes HCF on
MSH and after). In the air , Strong P shoots Double Wave (u,uf,f in the air
on MSH and after) and Medium P does the same beam mentioned above but in
the air. You can call the rocks of the Tempest as you are approaching
and while you are at the blue part of Mag's stage. The rocks home in when
launched. Tempest is not a Super like in MSH. The Mag Bubble can only be
done ONCE per round, no more! Use Medium P to grab with opponent with the
rocks around him/her. A good way to avoid the Hyper Grav is Super Jumping
over it then dashing back as soon as you hit the ground. The Phase Out can
only be done at certain times in the round. As to which times I don't know.
You can watch CPU Mag and do it when he does it and try at various points
in the fight.
Some COMBOS or almost combos:
With Mag and opp in corner--
Crouch Strong K, crouch med P, Super Jump Jab X 2
or instead of SJ stay standing and tap Jab as opp
falls.
With Juggernaut and opp in corner--
Fierce Earthquake then HEADCRUSH
Some notes missing from the FAQ
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Press down + P to dive with Colossus during the Super Move
Tap Punch when Akuma air-grabs to throw up to 2 times