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Magneto

A Tier

Zoner / 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

MoveTypeInputQuick SkillGaugeNotes
Magnetic BlastSkill236 + L / M / H (hold OK)QS (hold OK)The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately.
Gravity BindSkill623 + L / M / H6 + QSThe EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately.
Polarity ShiftSkill214 + L / M / H4 + QSThe EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately.
Shrapnel SpikeSkill22 + L / M / H2 + QSThe EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately.
Magnetic MaelstromSuper236 + M + HU + QS50
Magnetic RetributionUltimate632146 + M + H6 + U + QS100
Tōkon AssembleAssemble236 + L + AA + QS150
Metallic MeteorUniqueU / 2 + U
Command Normal 1UniqueH (hold)
Command Normal 2Unique6 + H (mid-air)
Multi-DashUniqueDirection ×2 / Direction + L + M / Direction + QD (mid-air)
Free FlightUnique8 (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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