FIGHTER FILE 06
Magik sits in slot 6 of 21 on the select screen, rates 4 of 5 for ease of use, and wears 1 costume in 9 colours.
Magik is a versatile close-range fighter, wielding the Soulsword and the magic of Limbo. She can use Dark Portal to teleport herself or projectiles around the field, capable of attacking from all sides. Place her Dark Portals strategically to tear your opponent apart.
Sends out a fireball as a projectile.
If the projectile comes into contact with Dark Portal, it reappears near the opponent to attack again.
The and versions can pass through the opponent, making them work well in combination with Dark Portal.
The different button inputs result in no change during Darkchild state. While in Darkchild state, the attack is more powerful than the version, and costs no Skill Gauge.
Standard version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Performs an attack while leaping up.
It gains invincibility to aerial attacks from partway through the action, making it a great option against opponents in the air.
The aerial version cannot be used again until after landing.
Either before or after the attack hits, it can be followed up by Teleport.
The different button inputs result in no change during Darkchild state. While in Darkchild state, the attack is more powerful than the version, and costs no Skill Gauge.
Standard version Skill Gauge cost: 25
Universal (grounded)
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Universal (aerial)
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
version
An attack that triggers a Break when near the corner.
Slashes the opponent repeatedly.
Either before or after the attack hits, it can be canceled into Teleport.
The different button inputs result in no change during Darkchild state. While in Darkchild state, the attack is more powerful than the version, and costs no Skill Gauge.
Standard version Skill Gauge cost: 25
version
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
version
A direct attack performed by the character.
version
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
Darkchild
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
Generates a pillar of flame from the ground.
If the projectile comes into contact with Dark Portal, it reappears at the opponent's feet to attack again.
The version generates two flame pillars.
The different button inputs result in no change during Darkchild state. While in Darkchild state, the attack is more powerful than the version, and costs no Skill Gauge.
Standard version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Super Skill
Performs a series of attacks after a lunging attack.
If Magik is nearby a Dark Portal, holding the input will warp her near the opponent to attack.
While in Darkchild state, it performs a different follow-up attack.
After using this move, Darkchild state ends.
Skill Gauge cost: 50
It does not cost any Skill Gauge while in Darkchild state.
Grounded
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Aerial
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Channels the energy of Limbo, transforming Magik into the Darkchild state.
While in Darkchild state, her attacks and Skills become more powerful.
While in this state, it is possible to Teleport nearby a Dark Portal even if an attack whiffs.
It consumes the entire Skill Gauge upon activation, and the duration of the Darkchild state increases based on the amount of Skill Gauge consumed.
The recovery is faster when used mid-combo.
Skill Gauge cost: 100 to 150
Universal
A move that does not hit as an attack.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Only available during Darkchild state.
After slashing in front of her, performs a follow-up attack.
Darkchild state ends after using this move.
Queen of Limbo triggers automatically when Darkchild is performed as part of Link Attack Ultimate.
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
It does not cost Skill Gauge when performed after activating Darkchild for 150 Skill Gauge.
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Sets up a Dark Portal.
The position of the portal varies depending on the directional button (Direction).
Up to two total Dark Portals can be placed at a time.
Magik can use Teleport when near a Dark Portal, and they interact with her other Skills.
While in the Darkchild state, it can be followed up by other Skills partway through the action.
Universal
A move that does not hit as an attack.
Pressing near Dark Portal warps you near the opponent.
You can appear in different locations depending on the directional button (Direction) when entering the Dark Portal.
appears behind the opponent, appears above the opponent, and always appears on the ground.
Universal
A technique consisting of only movement.
Pressing during Teleport performs an attack while warping.
The attack varies depending on if you are appearing on the ground or mid-air.
Grounded
A direct attack performed by the character.
Aerial
A direct attack performed by the character.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Sends out a fireball as a projectile.
While in the Darkchild state, attacks with a powered-up version.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Leaps up while attacking.
While in the Darkchild state, attacks with a powered-up version.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Generates a pillar of flame from the ground.
While in the Darkchild state, attacks with a powered-up version.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Lunges down, making an attack from above.
While in the Darkchild state, it deals additional damage.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After slamming the opponent to the ground, follows up with Soulsword Sacrifice.
While in the Darkchild state, it deals additional damage.
Using this move ends the Darkchild state.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge Cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent