Magneto
A TierZoner / Pressure · Intermediate · notes verified Aug 9, 2026
Classic pressure-and-zone hybrid who rewards disciplined play.
Strengths
- + Strong keepaway and confirms
- + Good anti-projectile tools
- + Solid assists for teammates
Weaknesses
- − Execution-heavy confirms
- − Weaker close-range brawling
Best Team Partners
Community suggestions for team synergy. Star-Lord and Wolverine pair well with Magneto in the recorded launch notes.
Start a team with Magneto →Where They Fit on Your Team
Magneto is the setup half of a team: he zones into a confirm, then pressure characters like Wolverine finish the job. His anti-projectile tools and solid assists make him a strong second character behind a rushdown point. He rewards teams that have a clear plan after the first hit.
Pick or Skip
Pick Magneto if you like disciplined keepaway that converts into real damage. Skip him if you want simple execution — his confirms need lab time.
How to Play
Magneto plays a patient game: zone until they commit, then convert one clean hit into pressure. The execution lives in his confirms, so spend training time on one reliable punish combo instead of trying to learn every route on day one.
The move list below is source-checked and dated. Verify anything tournament-critical in training mode.
Magneto Move List
Character-specific commands checked Sep 5, 2026 against TŌKONDB's transcription of the in-game command list and cross-checked against Tokon Fighting Souls Guide. Numpad notation: 236 = quarter-circle forward, 214 = quarter-circle back, 623 = forward/down/down-forward, and 632146 = half-circle back then forward. Verify tournament-critical timing and properties in training mode; frame data is not claimed here.
Source pages: TŌKONDB command list · Tokon Fighting Souls Guide
| Move | Type | Input | Quick Skill | Gauge | Notes |
|---|---|---|---|---|---|
| Magnetic Blast | Skill | 236 + L / M / H (hold OK) | QS (hold OK) | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Gravity Bind | Skill | 623 + L / M / H | 6 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Polarity Shift | Skill | 214 + L / M / H | 4 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Shrapnel Spike | Skill | 22 + L / M / H | 2 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Magnetic Maelstrom | Super | 236 + M + H | U + QS | 50 | — |
| Magnetic Retribution | Ultimate | 632146 + M + H | 6 + U + QS | 100 | — |
| Tōkon Assemble | Assemble | 236 + L + A | A + QS | 150 | — |
| Metallic Meteor | Unique | U / 2 + U | — | — | — |
| Command Normal 1 | Unique | H (hold) | — | — | — |
| Command Normal 2 | Unique | 6 + H (mid-air) | — | — | — |
| Multi-Dash | Unique | Direction ×2 / Direction + L + M / Direction + QD (mid-air) | — | — | — |
| Free Flight | Unique | 8 (hold) | — | — | — |
L = Light (Square), M = Medium (Triangle), H = Heavy (Circle), U = Unique (R1), QS = Quick Skill (R2). In numpad notation, 236 is quarter-circle forward, 214 is quarter-circle back, 623 is a dragon-punch motion and 632146 is half-circle back then forward. ↓↘→ is quarter-circle forward, ↓↙← is quarter-circle back, ↓↓ is double down. Air OK means the move works mid-air. The controls page covers the full button and gauge breakdown.
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