FIGHTER FILE 18
Magneto sits in slot 18 of 21 on the select screen, rates 3 of 5 for ease of use, and wears 1 costume in 9 colours.
Magneto is a technical character who uses magnetism to turn the battlefield itself into his weapon. Using his projectile builds up more debris, powering up his Skills. Use magnetism to collect debris to gain an advantage on the field, then draw in the opponent to go on the offense.
Gathers debris with magnetism to form a projectile.
The version fires at an angle.
After the attack, clouds of debris remain on the stage.
Holding the input draws in more debris.
The more debris present on stage, the faster it charges when holding the input.
While clouds of debris are present, Magneto will not be knocked back by projectile or Assist attacks during the default state.
While Magnetize is active, each cloud of floating debris deals an additional follow-up attack.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
With Debris (Unmagnetized)
Will not be knocked back by projectiles and attacks from non-Leader characters from midway through the action.
A grab, restraining the opponent with magnetism before attacking.
The and versions can restrain grounded opponents, while the version can restrain aerial ones.
This move deals heavier damage the more debris are present.
Creates three clouds of debris after the attack.
While Magnetize is active, it pulls the opponent in before the grab activates.
version Skill Gauge cost: 25
version
A throw attack that can grab grounded opponents.
version
A throw capable of grabbing aerial opponents.
Gains invincibility to aerial attacks from midway through the action.
version
A throw attack that can grab grounded opponents.
After launching the opponent, attacks them with debris.
This move works well as an anti-air, as it gains invincibility to aerial attacks midway through the action.
This move deals heavier damage the more debris is present.
The follow-up attack changes while Magnetize is active, dealing even more damage.
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.
Gathers debris in a set position before attacking.
The version aims for the opponent's position.
Clouds of debris already on stage rain down to the front as an extra attack.
While Magnetize is active, additional debris fall at the opponent's position to attack.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Super Skill
After gathering debris and attacking Magneto's immediate surroundings, rains debris down from above.
The debris will rain down even if the first part of Magneto's attack does not hit at close range.
This move deals heavier damage the more debris is present.
While Magnetize is active, the raining debris will be drawn closer towards the opponent's position.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
After attacking to the front, follows with a massive amount of debris.
Generates three clouds of debris and inflicts Magnetize on the opponent after the attack on hit.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
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
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Manipulates and throws an object in the field with magnetism.
Generates one cloud of debris on the field after the attack.
Up to three clouds of debris can exist at a time.
Inflicts Magnetize on the opponent after the attack on hit.
Universal
An indirect attack using a projectile or other means.
Performs an attack enshrouded in magnetic energy.
When held to maximum charge, inflicts Magnetize on the opponent.
While Magnetize is active, certain Skills behave differently, altering aspects such as trajectories.
It places a cloud of debris on the field after the attack.
Grounded
A direct attack performed by the character.
Aerial
A direct attack performed by the character.
Hovers mid-air while attacking to the front.
This move cannot be canceled into normal moves, but it has an extended window before the opponent can recover.
Universal
A direct attack performed by the character.
Rapid movement in the chosen direction while mid-air.
Universal
A technique consisting of only movement.
Unrestricted movement while mid-air for a limited time.
Universal
A technique consisting of only movement.
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.
Gathers debris with magnetism to form a projectile.
While clouds of debris are present, you will not be knocked back by projectile or Assist attacks.
When Magnetize is active, the debris hit as a follow-up.
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.
With Debris (Unmagnetized)
Will not be knocked back by projectiles and attacks from non-Leader characters from midway through the action.
Gathers debris with magnetism to form a projectile that attacks at an upward angle.
While clouds of debris are present, you will not be knocked back by projectile or Assist attacks.
When Magnetize is active, the debris hit as a follow-up.
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.
With Debris (Unmagnetized)
Will not be knocked back by projectiles and attacks from non-Leader characters from midway through the action.
Gather debris at the opponent's position to attack.
While clouds of debris are present, additional debris rains down to the front as an extra attack.
When Magnetize is active, the debris rain down at the opponent's current position.
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.
Gathers debris with magnetism to form a projectile mid-air.
While clouds of debris are present, you will not be knocked back by projectile or Assist attacks.
While Magentize is active, the debris hits as a follow-up attack.
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
An indirect attack using a projectile or other means.
With Debris (Unmagnetized)
Will not be knocked back by projectiles and attacks from non-Leader characters from midway through the action.
A lunging attack follow-up.
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 a lunging attack, performs Magnetic Maelstrom as a follow-up.
It deals additional damage when debris are present.
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
An indirect attack using a projectile or other means.
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 Multi-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.
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