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| ==Overview== | | ==Overview== |
| Magna Defender is an extremely hard-hitting character with rather decent reach. Some of his moves possess super armor, allowing him to plow through enemy attacks. He also has extremely high chip damage on his 5S, which means his mix-up is less about the traditional high/low/throw and more about baiting pushblock, then punishing his opponent's reaction to his pressure. | | Magna Defender is a high damage character with good reach and frame data. Magna establishes strong mid-range pressure with his plus frames, his 4H, a far reaching standing overhead, and 5S, a nearly full screen shotgun blast. Combined with his 6S Lariat and jS sword spin, he even provides good support on tagout. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
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| |tablewidth=80 | | |tablewidth=80 |
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| ==Normal Moves== | | ==Normal Moves== |
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| |recovery= | | |recovery= |
| |frameAdv= +0 | | |frameAdv= +0 |
| |description=Crouching punch. Not a low, unlike most 2Ms. Has worse range than 2L, so it's mostly useful when you're already very close and doing a blockstring. | | |description= |
| | Crouching punch. Not a low, unlike most 2Ms. Has worse range than 2L, so it's mostly useful when you're already very close and doing a blockstring. |
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| | '''Whiff Cancels''' |
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| | This move can be cancelled on whiff into '''EX'''. |
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| }} | | }} |
Latest revision as of 06:23, 25 October 2022
Michael 'Mike' Corbett
Magna Defender
Introduction
Health: 1100
Walk Speed: 525 Forward, 375 Back
The first Magna Defender possessed the body of Michael "Mike" Corbett in order to seek revenge against the warlord Scorpius. After sacrificing himself to save Terra Venture, the spirit of Magna Defender gave the Magna Blaster to Mike, making Mike the second Magna Defender.
Overview
Magna Defender is a high damage character with good reach and frame data. Magna establishes strong mid-range pressure with his plus frames, his 4H, a far reaching standing overhead, and 5S, a nearly full screen shotgun blast. Combined with his 6S Lariat and jS sword spin, he even provides good support on tagout.
Playstyle
Magna Defender is a slow medium range character with many armored options |
Pros |
Cons |
- Tools of the Trade - Magna's buttons have great frame data across all of his normals. This gives him great options in neutral and pressure situations
- Ain't No Benchwarmer - Magna has great tagout value with many of his specials and 4H
- Respect the Strap - Magna's 5S/assist shotgun covers a ton of space, beats many character's projectiles, and converts to a ToD
- Everyone's Invited - Magna has very consistent Happy Birthday routes and his long normals help scoop up assists
- Damage - Magna has ToDs off of any hit, as well as two infinites
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- Bet It All on the DP - Magna has all of the common big body problems. His slow speed and buttons make his defensive play more reliant on reversals and universal options
- They Draw Their Strap Faster - While Magna's shotgun is invaluable to his gameplan, it has a TON of startup
- Swords are Only So Long - Magna struggles at full screen as a solo character. He relies on careful movement and 6S callouts to get in from a distance
- Didn't Equip FMJ - Magna's beam super isn't as strong as others because it doesn't go through characters
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Normal Moves
5L
5L
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40
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High/Low/Air
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7f
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-
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-
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+11
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-
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Jab. Quick poke for when you need one. Useful for comboing off of overhead as well. Causes flipout if it hits an airborne opponent. Doesn't cancel into 5M but can link.
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5LL
5LL
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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50
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High/Low/Air
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-
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-
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-
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+7
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-
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Second hit of jab auto combo.
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5LLL
5LLL
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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90
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High/Low/Air
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-
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-
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-
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-16
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-
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Third hit of jab auto combo. Pops up.
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2L
2L
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40
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Low/Air
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6f
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-
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-
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+6
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-
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Low kick. Magna's fastest normal. Cancels into 5L for confirms.
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5M
5M
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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60
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High/Low/Air
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10f
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-
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-
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+0
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-
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Swipe with pretty decent range. Very useful footsies tool and useful for juggling.
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5MM
5MM
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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70
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High/Low/Air
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-
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-
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-
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-8
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-
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Launch from 5M. Generally, 2H is preferable, but Magna Defender get combos from this as well.
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4M
4M Galactic Kick
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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90
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High/Low/Air
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25f
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-
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-
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-6
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-
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Magna Defender performs a pushkick. 5 hits of armor make this a good tool for punishing approach options. Very slow, however, so it's easy to get grabbed if you get predictable. Staggers grounded opponents, restands vs airborne opponents.
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2M
2M
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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65
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High/Low/Air
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8f
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-
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-
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+0
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-
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Crouching punch. Not a low, unlike most 2Ms. Has worse range than 2L, so it's mostly useful when you're already very close and doing a blockstring.
Whiff Cancels
This move can be cancelled on whiff into EX.
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5H
5H
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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80
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High/Low/Air
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16f
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-
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-
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-1
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-
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Big sword slash. Cancels to 6S and groundbounces airborne opponents.
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5HH
5HH
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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100
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High/Low/Air
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-
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-
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-
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-17
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-
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Second slash. Groundbounces.
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2H
2H Defending Cut
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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80
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High/Low
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16f
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-
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-
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-17
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-
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Anti-air slash. Air-unblockable and launches. Good hitbox for an anti-air but kind of slow.
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4H
4H Moon Splitter
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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80
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High/Air
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23f
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-
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-
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+1
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-
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Overhead. Can link into 2L or 5L after this hits. Groundbounces airborne opponents and OTGs.
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j.L
j.L
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40
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High/Air
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9f
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-
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-
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-
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-
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Jump kick. A pretty standard j.L although kind of slow.
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j.M
j.M
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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65
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High/Air
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7f
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-
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-
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-
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-
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Jump punch. Has rather short range for a j.M, but delaying j.L into j.M can lead to rejumps.
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j.H
j.H
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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80
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High/Air
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13f
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-
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-
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-
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-
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Sir slash. Good hitbox, covers a lot of space, but kind of slow. Groundbounces on air hit.
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Special Moves
5S
Magna Blaster 5S
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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30x4, 50x2
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High/Low/Air
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24f
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-
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-
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-6
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-
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- Not considered a projectile.
Shotgun. Does a big amount of chip on block, and causes a hard knockdown on hit.
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4S
Avenger 4S Cease your mashing! Cease your mashing!
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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4S
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0
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-
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-
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-
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-
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-
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-
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Catch
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40, 100
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-
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-
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-
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-
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-
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-
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Magna Defender extends his palm. If struck by a physical attack, he proceeds to polevault the opponent to his back, causing a groundbounce; he recovers in time for a 5M to juggle.
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6S
Hot Steel 6S
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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90
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High/Low/Air
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27f
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-
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-
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-21
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-
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Dash swipe. Can cancel into 2H on hit. Has armor and goes pretty far; when backed by an assist, this move is a pretty solid approach.
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j.S
Energy Chop j.S
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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25x4, 80
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High/Low/Air
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14f
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-
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-
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-
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-
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Spin slash. Very huge hitbox but punishable on block, so risky if not covered. OTGs
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EX Attack
Zika's Revenge 5S+L
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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40x4, 100
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High/Low/Air
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-
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-
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-
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-16
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-
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- Switches sides.
- If the first hits are blocked, the rest of the move will not come out.
Magna Defender performs a multi-hitting version of his 6S, then performs the attack portion of his 4S. This move has some invincibilty, and Magna Defender can link 2L on hit to confirm into combos.
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Throws
Forward Throw
Forward Throw 5M+H/6M+H
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
171
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Throw
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6
|
-
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-
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-
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-
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Knocks down the opponent and sends them flying away.
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Back Throw
Back Throw 4M+H
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
101
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Throw
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6
|
-
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-
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-
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-
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Slams the opponent behind him. Can cancel into 5S.
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Super
Galactic Mega Blaster H+S
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
20x13, 150
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High/Low/Air
|
-
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-
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-
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-43
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-
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Magna prepares the Mega Blaster, then shoots a barrage of energy blasts.
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Tag Actions
Assist
Assist Magna Blaster A1/A2
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Damage
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Guard
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Startup
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Active
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Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
25x6
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High/Low/Air
|
-
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-
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-
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-
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-
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Shotgun assist. Does huge chip just like the regular version of the move. Because of the hard knockdown, it's hard to combo after on hit without assist.
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Swap Strike
Swap Strike A1/A2+S
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Damage
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Guard
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Startup
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Active
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Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
70
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High/Low/Air
|
6f
|
-
|
-
|
-4
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-
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Faster than EX Attack, making it a little more reliable as a reversal, but far less damaging. Forces a character switch on hit; knocks down if only one character remains.
Same animation and range as 5MM.
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Team Synergy
Combos
Tested as of 2.6
2L 5M 5H 6S 2H [9j.LM]x2 5M 6S 2H 9j.LM 9j.LMH 4M dash~9j.H 2LLL 2LL 5M 5H 5S 4H 2L 2L 5M 5S backdash Super 4H 883 Damage (video)
This combo does not TOD typically and as such it is advised to reset after 4H into either a mix of 2L/4H/Throw or an unblockable setup.
TODs
2LL 5MH 6S 2H 9.jLM [dash 9.jLM]x3 dash 2L 2L 2L 5MS dash 4H 5M 6S 2H 9.jLM [dash 9.jLM]x2 dash 9.jLMH 4M dash 9.jH 2LLL 2LLL 2L 5MHH EX super 1101 damage (video)
2LLL 2LLL 2L 5MH 6S 2H 9j.LM [dash 9j.LM]x2 dash 2L 2L 2L 5MS dash 4H 5M 6S 2H 9.jLM dash 9.jLM dash 9.jLMH 4M dash 9.jH 2LLL 2LLL 2L 5MHH EX super 1103 damage (video)
Videos
Magna ToD w/ Trini/Zedd (net 2 meter) (2020)
Magna ToD w/ Trini/Jason (2020)
Colors
External Links