Magneto
Moves
11

MagnetoErik Lehnsherr

Magneto (Erik Lehnsherr) wird in MARVEL Tōkon: Fighting Souls als Teil von Knights of Doom präsentiert, gemeinsam mit Doctor Doom, Green Goblin, Carnage. Diese Seite behandelt die Identität der Figur, ihr Team, die charakterspezifischen Systeme in ihrem Engine-Eintrag und ihre Moveliste.

Magneto Spielstil und Archetyp

Archetyp

Debris Zoner / Magnetise Control

Magneto builds a stage full of scrap and a marked opponent, then cashes both in at once. Early rounds are investment; late rounds are collection.

Debris cloudsMagnetiseFree FlightScreen control
Schwierigkeit

This is not the MARVEL vs. Capcom Magneto. He is not a fly-in-and-blender rushdown character here — he is a screen control zoner whose gameplan is to make the stage itself hostile. The debris he throws in Magnetic Blast leaves clouds behind on stage, and Metallic Meteor rips up scenery to leave another. Up to three can be out.

The reason to care is that clouds are not decoration. Shrapnel Strike makes existing clouds rain down as a bonus attack, and Magnetic Maelstrom does more damage the more clouds are out. So a Magneto who spent the first twenty seconds building has a Super that is worth substantially more than the same Super from a Magneto who did not.

ResourceBuilt byCashed in by
Debris clouds (max 3)Magnetic Blast, Metallic Meteor, charged Command NormalShrapnel Strike (rains them down), Magnetic Maelstrom (more damage)
MagnetiseMetallic Meteor on hit, full-charge Command Normal, Magnetic RetributionPolarity Shift (different follow-up while active)
Magneto's two economies — build both, spend both
Vorteile
  • Debris clouds persist, so his screen control compounds through a round
  • Magnetic Maelstrom scales with cloud count — meter and setup multiply each other
  • Magnetic Retribution applies Magnetise AND leaves three clouds in one Ultimate
  • Free Flight plus Multi-Dash gives him mobility most zoners do not have
  • Gravity Bind covers both planes — Light and Heavy catch grounded, Medium catches airborne
Nachteile
  • Slow to come online — an early rush beats him before the clouds exist
  • Two resources plus flight plus gauge is a lot to hold in your head
  • Heavy Skills cost 25 gauge each, competing with the Super they improve
  • Command Normal 2 cannot be cancelled into normals, so his air pressure has a dead end
  • Projectile-based, so Doctor Doom, Wolverine and Hulk all have direct answers

Magneto Spielplan

A Magneto round has two halves. In the first you are building — clouds on stage, Magnetise on the opponent. In the second you are collecting, and the collection is much bigger than it would have been without the first half.

Building. Magnetic Blast hurls debris forward (Medium angles it) and leaves clouds behind on stage — so your neutral poke is also your investment. Metallic Meteor rips up stage scenery, leaves a cloud, and applies Magnetise on hit, which makes it the single most efficient button he has. A fully charged Command Normal 1 does both as well.

Magnetise. It is a mark on the opponent that changes the follow-up available on Polarity Shift, his anti-air launcher backed by debris. Keeping Magnetise applied means your anti-air converts differently — and better — so it is worth reapplying rather than treating as a one-off.

Collecting. Shrapnel Strike gathers debris, Heavy aims at the opponent, and existing clouds rain down as a bonus attack — that is your mid-round cash-out, and it is free of Skill Gauge on Light and Medium. Magnetic Maelstrom is the big one at 50 with cloud scaling. Magnetic Retribution, the Ultimate, is both: it applies Magnetise and leaves three clouds, so it refills your board while doing damage.

Movement. Free Flight and Multi-Dash let him stay above a stage he has made dangerous. Command Normal 2 hovers and attacks forward, and note that it cannot be cancelled into normals, leaving the opponent stuck longer — so it is a positioning and pressure tool rather than a combo link. Do not try to chain out of it.

Magneto wichtigste Moves

Eleven entries, and four of them feed the two economies that decide his rounds.

Metallic Meteor

Einzigartig
UUnique (Air OK)
Air OK
PSR1XboxRB

Rips up stage scenery magnetically. Leaves a cloud, up to three, and applies Magnetise on hit.

The most efficient button in the kit. Rips up scenery, leaves a cloud (up to three), and applies Magnetise on hit — it builds both resources at once.

  • If you only press one setup move in a round, press this one.

Magnetic Blast

Skills25 Skill-Anzeige (nur Heavy)
LMH↓↘→ + Light/Medium/Heavy
PSXboxXYB

Hurls debris forward. Medium angles it, and clouds are left behind on stage.

Your neutral poke that is also an investment — it hurls debris forward and leaves clouds behind on stage. Medium angles it.

Shrapnel Strike

Skills25 Skill-Anzeige (nur Heavy)
LMH↓↓ + Light/Medium/Heavy
PSXboxXYB

Gathers debris. Heavy aims at the opponent, and existing clouds rain down as a bonus attack.

The mid-round cash-out. Gathers debris, Heavy aims at the opponent, and existing clouds rain down as a bonus attack.

Polarity Shift

Skills25 Skill-Anzeige (nur Heavy)
LMH↓↙← + Light/Medium/Heavy
PSXboxXYB

Anti-air launcher backed by debris, with a different follow-up while Magnetise is active.

The anti-air launcher, backed by debris, with a different follow-up while Magnetise is active — which is why keeping the mark applied matters.

Gravity Bind

Skills25 Skill-Anzeige (nur Heavy)
LMH→↓↘ + Light/Medium/Heavy
PSXboxXYB

Magnetic grab. Light and Heavy catch grounded opponents, Medium catches airborne ones.

Coverage on both planes: Light and Heavy catch grounded opponents, Medium catches airborne ones. Your answer to someone trying to jump the debris.

Command Normal 1

Einzigartig
HHeavy (Air OK) (Hold)
Air OKHold
PSXboxB

Magnetic energy attack. A full charge applies Magnetise and leaves a debris cloud.

A charged magnetic attack where a full charge applies Magnetise AND leaves a debris cloud — the other double-builder.

Free Flight

Einzigartig
↑ (Mid-air) (Hold)
Mid-airHold

Hold up in the air to fly freely for a short time.

Free Flight. Keeps him above the stage he has made hostile.

Magnetic Maelstrom

Super-Skills50 Skill-Anzeige
MH↓↘→ + Medium/Heavy
PSXboxYB

Pulls in debris, attacks all around him and rains it down. More clouds means more damage.

The Super that scales with your setup — pulls in debris, attacks all around him, rains it down, and hits harder the more clouds are out.

Magnetic Retribution

Ultimate-Fahigkeiten100 Skill-Anzeige
MH↓↙←→ + Medium/Heavy
PSXboxYB

Forward strike into a debris avalanche. Applies Magnetise and leaves three clouds.

The Ultimate, and a board refill: a forward strike into a debris avalanche that applies Magnetise and leaves three clouds.

Magneto Combos

Basic confirm

1L
2M
3H
4Magnetic Blast
LMH↓↘→ + Light/Medium/Heavy
PSXboxXYB
Light — leaves a cloud

The universal opener into Magnetic Blast. Even your basic combo is building the board.

Double-build

1L
2M
3Metallic Meteor
UUnique (Air OK)
Air OK
PSR1XboxRB
cloud + Magnetise

Less damage than the full chain, but you leave the exchange with both resources moving. Early in a round this is the correct trade.

Anti-air with the mark on

1Polarity Shift
LMH↓↙← + Light/Medium/Heavy
PSXboxXYB
different follow-up while Magnetise is active
2j.M
3j.H

Polarity Shift converts better with Magnetise applied, which is the practical reason to keep reapplying it.

Rain the board down

1Shrapnel Strike
LMH↓↓ + Light/Medium/Heavy
PSXboxXYB
existing clouds rain down
2L
3M
4Magnetic Blast
LMH↓↘→ + Light/Medium/Heavy
PSXboxXYB

Shrapnel Strike is the gauge-free cash-out. Use it when you have clouds but not 50 Skill Gauge.

Full board Super

50 Skill Gauge, three clouds
1L
2M
3H
4Magnetic Maelstrom
MH↓↘→ + Medium/Heavy
PSXboxYB
scales with cloud count

The whole point of the character. The same 50 gauge is worth dramatically more with three clouds on stage than with none.

Magneto Team-Synergie und Assists

Assist-RolleScreen-control assist

A called Magneto can leave debris on stage, which is an assist whose value persists after he has gone — and Gravity Bind is a strong lockdown call that catches both grounded and airborne opponents depending on the button. He needs, in return, someone who buys him the early-round time he cannot take for himself.

Magneto is a second or third character in MARVEL Tōkon, not a point. His payoff is cumulative, so putting him first means spending his best rounds building a board that a Member Change then takes him away from.

Magneto Matchups

Magneto's losses all come from characters who either erase debris or deny build time. Against them, stop trying to build three clouds — take Metallic Meteor whenever it is safe for the double-build, use Gravity Bind Medium to punish jump-ins, and cash out with Shrapnel Strike rather than saving for a Maelstrom you may never get to use.

Magneto litters the stage with debris clouds and marks the opponent with Magnetise — the more scrap on screen, the more everything he does is worth. Magneto ist ein Debris Zoner / Magnetise Control mit einer Schwierigkeit von 4 von 5. Die prägenden Merkmale sind Debris clouds, Magnetise, Free Flight, Screen control.

MetaBot Desktop

Sichere dir den entscheidenden Vorteil

Echtzeit-Overlays, automatisches Match-Tracking und exklusive Tools — alles, was du zum Klettern brauchst, kostenlos auf deinem PC.

  • In-Game-Overlays
  • Automatisches Match-Tracking
  • Exklusive Desktop-Tools
🔍

Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.

Report an Issue

Magneto How to Play - FAQ

How do debris clouds work for Magneto in MARVEL Tōkon?

Magneto leaves debris clouds on stage — up to three at once. Magnetic Blast leaves them behind as it hurls debris forward, Metallic Meteor rips up scenery to leave one, and a fully charged Command Normal leaves one as well. They matter because Shrapnel Strike makes existing clouds rain down as a bonus attack, and Magnetic Maelstrom does more damage the more clouds are out.

What does Magnetise do in MARVEL Tōkon?

Magnetise is a mark applied to the opponent by Metallic Meteor on hit, by a fully charged Command Normal, and by his Ultimate, Magnetic Retribution. While it is active, Polarity Shift — his anti-air launcher backed by debris — has a different follow-up available. Because it changes how his anti-air converts, it is worth reapplying through a round rather than treating as a one-time effect.

When should Magneto use Magnetic Maelstrom?

With three debris clouds on stage. Magnetic Maelstrom pulls in debris, attacks all around him and rains it down, and it explicitly does more damage the more clouds are out. Spending the 50 Skill Gauge on an empty stage throws away most of the move's value, so build first and cash out second.

Is Magneto a rushdown character in MARVEL Tōkon?

No. Unlike his MARVEL vs. Capcom incarnation, the MARVEL Tōkon Magneto is a screen-control zoner. His gameplan is to accumulate debris clouds and keep Magnetise applied, then cash both in with Shrapnel Strike and Magnetic Maelstrom. He does have Free Flight and Multi-Dash, but the mobility is there to stay above the board he built rather than to run a mix-up.

Who counters Magneto in MARVEL Tōkon?

Characters who erase projectiles or deny build time. Doctor Doom's Nullify Shield blanks his debris outright while Doom has Free Flight of his own. Wolverine's X-Force erases projectiles and his Berserker strings never leave a free moment. Hulk clears shots with Thunder Clap and walks through the rest with armour. Against all three, take the efficient Metallic Meteor double-build when you can and cash out early with Shrapnel Strike.

Where should Magneto go on a MARVEL Tōkon team?

Second or third, not point. His value is cumulative — the debris board and the Magnetise mark both take time to establish — so leading with him means spending his strongest stretch building something a Member Change immediately takes him away from. Doctor Doom is the natural partner, since Nullify Shield holds the space while Magneto builds behind it.