\\^^^\ //^^^/ \\ \ // / \\ \ // / \\ \ // / \\ \ // / \\ \/ / __ __ _____ __ _ \\ / || \ / | || ___| || \ || | \\ / ____ || \/ | || |___ || \|| | // \ ||____| || |\ /| | || ___| || |\ \| | // \ || |\\/|| | || |___ || |\\ | // /\ \ ||_| ||_| ||_____| ||_| \\__| // / \\ \ // / \\ \ // / \\ \ CHILDREN OF THE ATOM // / \\ \ VVVVV \VVVV (for Sega Saturn, Sony Playstation and PC) Juggernaut and Magneto: The hidden bosses profile Version 1.6--03/27/01 by Megnetto, the classic gamer-- megnetto@hotmail.com This Megnetto document is a 2001 copyright that should not be duplicated, reproduced, or distributed outside this website mention here without notice, written permission and proper ID from the people who want this to the author. 1. " You dare rise against me?" Introduction The first version of this FAQ was a quick draft because I didn't have time to go into detail. I brought the X-men game in Jan '98, the year Sega cancelled the Saturn system. I went to the internet to find out more about it. I've discovered not only the Akuma code, but also the code to get Juggernaut from K. Tanaka FAQ and other places. After reading the Anita FAQ from Marvel Super Heroes, I waited for someone to write a FAQ for the hidden bosses in X-MEN:COTA before I did. I wrote this not only because no one else did, but because I hope that someone reading this will write to me, answering some questions I have based on this game. Because his code was the one that inspire me to write this, I included the Juggernaut in this FAQ. I did that instead of making his own because he and Magneto have something in common. They're both bosses who are hard to acquire as. Besides, He doesn't have that many vocal quotes to make his own FAQ of my design. Since the PC version of this game has the ability to get both Juggernaut and Magneto, this document refers to that as well. Also if you have FINALBURN emulator to play the CPS2 arcade version on your PC. 2. "The human era is over. The mutant era has come!" Contents and updates 1. "You dare rise against me?" Introduction 2. "The human era is over. The mutant era has come!" Contents & updates 3. "Hyper grab!" Unlocking the bosses 4. "Force Field!" Fun facts 5. "Headcrush!" Juggernaut's profile, move motions and combos 6. "Shockwave!" Magneto's profile, move motions and combos 7. "Magnetic tempest!" Advice on defeating Magneto 8. "You are beaten. Magneto is supreme." Gratitude and closing FAQ updates: Version 0.1--02/26/00: first attempt. Rough draft. Originally named the Magneto profile. Version 0.2--03/08/00: materials sent in by people who answered my FAQ. Made complete overhaul. Altered Contents and updates, Unlocking bosses, and Fun facts. Added Introduction, Juggernaut section, and profile and combos to the Magneto section. Version 0.3--03/13/00: Minor corrections. Confirmation of the codes. Added more combos. Version 0.4--03/14/00: Minor Adjustments. Created ASCII design based on the 1960's comic logo. Like it? Maybe my last update unless I discover something important. Version 0.5--03/30/00: More corrections, more adjustments. Especially on Magneto's moves. Version 0.6--04/25/00: Corrections. Expanded on Section 7. Version 0.7--06/10/00: Added more credits on Section 7. Expanded on section 4 thanks to Dingo Jellybean. Version 0.8--06/16/00: Minor corrections. Expanded to other websites. Version 0.9--06/20/00: Updated and expanded the website addresses on section 3. Expanded on Section 4. Version 1.0--08/11/00: Added how to play against Akuma on section 7. Version 1.1--08/20/00: Minor alterations and added credits on section 7. Version 1.2--09/12/00: corrections on the "fight Akuma" code. Added combo list on section 7. Version 1.3--11/29/00: Added credits on section 7. Update on the "fight Akuma" code. Version 1.4--01/01/01: Update on the "Fight Akuma" code. Added a new section, "Advice on defeating Magneto". Moved Gratitude and closing to section 8. Any corrections and additional credits will be made without notice. Version 1.5--03/18/01: New info dealing with emulators and cheats. Version 1.6--03/27/01: New info and corrections. 3. "Hyper Grab!" Unlocking Magneto First off, if you have a Game Shark cartridge for your console, there are codes in which you can access to the bosses (and Gouki/Akuma and other tricks for that matter). The Game Shark Code Creators Club has them at these addresses: For Saturn: http://www.cmgsccc.com/sat/xmencota.shtml. For Saturn import: http://www.cmgsccc.com/satimport/xmencota.shtml. For Playstation: http://www.cmgsccc.com/psx/xmen.shtml. Even though they are unofficial, I didn't have problems using any of them on my Sega Saturn. It is now official, there are no codes to get Juggernaut and Magneto in the Saturn and Sony Playstation consoles. None, zilch, nada. Any codes you see on other websites just don't work! However, there is a Juggernaut code for the Japanese import Saturn. Please refer to the Kenichiro Tanaka FAQ in the Saturn section of gamefaqs.com for more information. There is also codes for the PC version. Look in the Haohmaru FAQ in the PC version of gamefaqs.com for more details. If you have the FINALBURN emulator to play the CPS2 arcade version of X-Men: COTA, there is a save state that allows you to play not only as Akuma, but also Juggernaut and Magneto. Be warned, the game crashes at the end when you are finish and see the character's endings. Thanks to Alan Jaqueira for the info. For more on this, check out these web sites: http://www.finalburn.com http://www.emulatronia.com http://www.vg-network.com http://cps2shock.retrogames.com 4. "Force field!" Fun facts Here are some things I've discovered playing both Juggernaut and Magneto on the American Sega Saturn: 1) Both players can play as Juggernaut and Magneto (Juggy vs. Juggy, Maggie vs. Maggie). Unfortunately, they're both the same colors. You can also choose manual or auto-guard. 2) You can't choose "Spaceport" or "Avalon" as the playing fields in the Vs. mode (In the PSX version, You cannot select which stage at all). 3) After he defeats his opponent the second time, Magneto raises his glowing fist and says, vocally, "You are beaten! Magneto's supreme!" (If the CPU Magneto defeats the player in the final round with "perfect" health, he says, "You are beaten!"). 4) Even though Juggernaut is meant to be played in the Vs. mode, with the Game Shark code, you can play him and Magneto in all modes. There are some things you should know. First, in arcade and survival mode, they do not face themselves in the end. They face some other x-character. Second, Magneto has no ending whatsoever! After he defeat his last opponent, the game resets itself back to the Sega Saturn main menu. Juggernaut has an ending, but it's Akuma's, meaning that Gouki appears and says "I am the master warrior!" and leaves (In the PSX version, there is no Survival mode and it does have a brief Magneto ending). 5) Unlike Akuma (Gouki), Juggernaut and Magneto cannot be save in the "short-cut character select" vs. section after playing. Probably the same for Playstation. Don't know about the PC version or Saturn import on this. 5. "Headcrush!" Juggernaut's profile, move motions and combos. The following two sections was sent to me by Alan Jaqueira, using materials made by Rick Joseph, John Culbert, Kenichiro Tanaka and Haohmaru with some editing. ---------------------------------------------------------------------- JUGGERNAUT "Unstoppable evil" Name: Cain Marko Alias: none Origin: Berkeley, California Alignment: evil Hair: red Eyes: blue Stature: 6'10" (208cm) Weight: 900lbs (408kg) Enemies: X-men, Spider-man The magical properties of the ruby of Cyttorak transformed Cain Marko into a being of unstoppable evil - the irresistible force that men call Juggernaut! Juggernaut is slow, but in terms of sheer attack and defense strength, no one is stronger. Cain is not a mutant; he acquired his super-abilities from the mystical Cyttorak gemstone. These powers include superhuman strength and stamina, the ability to generate a psychic force field, and the talent of being completely "unstoppable". His half-brother is none other than Professor Charles Xavier, founder of the X-MEN. Cain's father married Charles' sick mother not for love but for her money. He hypocritically treat Charles and his mother well, but he abused his own son badly. Because of this, Cain develop a raging hate and anger for his step-brother. Cain's jealousy of him grew when he secretly discovered his mental powers. Years later, Cain served in the army alongside Xavier in Asia, when they were attacked. Marko deserted and went into an eerie cave. Xavier followed and they both discovered the sacred lost temple of Cyttorak. Cain took the ruby on there, read it's inscription, and was transformed into a "human juggernaut". Then the enemy began shelling the area. The cave collapsed and Marko was buried beneath tons of stone, while Xavier managed to escape. Years later, Marko broke free with one goal in mind: to destroy Xavier and everything he stood for!! a) CHARACTER OVERVIEW Juggernaut is not really cheesy, just really powerful.. Raw and uninhibited in its purest form. Forget about speed, agility and combos. Juggernaut's power is daunting, despite his sluggish speed, HUGE delay and recovery time between moves. He is just FUN to play, but don't be a fool looking for combos when all it takes is three or four hits to defeat your enemy. If you want combos, go play Wolverine. If you want finesse, play Psylocke. Juggernaut just gets the job done... PERIOD. b) RATINGS (out of 5) Power: 5 Speed: 1 Combos: 1.5 Projectiles: 3 Throws: 4 Hyper-X: 5 Cheese Rating: 3.5 c) REGULAR MOVES - Jab standing- Fast Jab. (S. Jab has great range because of his size. This is an excellent pecking attack from mid or close range.) crouching- Slams two fists together on the ground. (Can hit fallen opponents.) jumping- Hammer Punch. (Nothing special.) - Strong standing- Hammer punch downward. (Good damage. Good range too.) crouching- Same as C.Jab. (Slightly more damage.) jumping- Same as J.Jab. (Good damage.) - Fierce standing- Uppercut. (Major damage. Very good range for an uppercut. Does not launch.) crouching- Squatting uppercut. (This is Juggy's Launcher, sending the enemy straight up. Also very long recovery, so try to avoid throwing it out of nowhere. Try to follow it with an air combo.) jumping- Arm sweep. (Maybe the best range in the game. And since it is a Fierce Punch, it has great damage too.) jumping + down- Body Splash. (Huge dizzying damage.) - Short standing- Foot stomp. (Not much damage but good pecking.) crouching- Foot sweep. (Not much damage. Lousy pecking.) jumping- Mid-kick. (Same here.) - Forward standing- Same as S.Short. (Good damage.) crouching- Same as C.Short. (Good damage.) jumping- Same as J.Short. (Ditto.) - Roundhouse standing- Same as S.Short. (Major damage. Great for stepping on opponents.) crouching- Large foot sweep. (Great damage but lousy recovery.) jumping- Same as J.Short. (Great damage.) ====================================================================== d) THROWS - Strong Throw: Powerful Slam (Juggernaut grabs the opponent and slams them headfirst into the ground.) This throw does great damage, looks painful and be followed up in the corner, with the Body Lift. ---------------------------------------------------------------------- - Fierce Throw: Head butts `n' Uppercut. (Juggernaut grabs his opponent, head butts them twice then uppercuts them away.) IMO the better of the two throws, it looks hilarious and does good damage. Get it in whenever you can up close. ====================================================================== e) SPECIAL MOVES - Earthquake: Forward, Down/Forward, Down + any punch button (Juggernaut exclaims "Earthquake!" and slams his fists into the ground producing a seismic wave across the ground) Easily jumped over and slow coming out AND in recovery, this should be another one of your carefully used attacks. When up close it trades surprisingly well. Fortunately if blocked, it is very hard counter and will push the enemy quite far away. FOR THIS REASON IT IS IMPORTANT--whenever you know you've made a mistake and the enemy blocks a regular attack, cancel into the Earthquake to push them back... ---------------------------------------------------------------------- - Double-Fisted Punch: Quarter-Circle Forward + any punch button (Juggernaut growls and thrusts both of his fists straight in front of him.) Although it is considered a launcher, it launches the enemy at a VERY shallow angle and you can't follow it with anything. It does monster damage and has amazing range, about half the screen! Best used to counter an attack from a distance. This has the worst recovery of all his attacks, so be VERY sure that it hits. ---------------------------------------------------------------------- - Girder Pick-Up: Down, Down + any punch button (Juggernaut wraps two hands around an I-beam, rips it off the floor and uses it as a weapon.) When he has a girder, his punch attacks become long range overhead attacks (you can't block them low). Juggernaut's hands must be align with one of the beams to perform this move. Girder Pick-Up can only be done twice since there are only two of them per stage (in some stages, there are none). The move is hard to pull so I recommend tapping down and pressing the 3 punches rapidly while over a girder to pull it off without too much work. Juggy can lose a beam if grabbed, hit too much, or the round ends. They are lost when the floor breaks and he falls (in multi-level stages). He cannot grab or do any special move while holding one. ---------------------------------------------------------------------- - Taunt: Back, Down, Down/Back + any punch button (Juggernaut crosses his arms and gets a gleam in his eye.) This has no attack regions, but it fills your X-Meter. Most people have trouble getting the Taunt since it has the similar motions to the Cyttorak Power-Up. Just make sure you end up with the Down/Back position because if you press back and have your X- Power at level 2, the CPU will register a power up. No limits on taunts, do as many as you can. ---------------------------------------------------------------------- - Body Lift: Down + any punch button on fallen opponent (close) (juggernaut lifts a downed opponent over his head.) Just tap AT THE SAME TIME Down + Strong or Fierce to lift (same as Colossus and Sentinel). Can be repeated two times. Don't tap rapidly. I saw the CPU do this move and that's how I found it. After lifting, if you hit Strong, he'll head butt/uppercut (Strong Throw) his foe (IMO the best). If you hit Fierce, he'll slam the opponent onto the ground (Fierce Throw) and if you hit Jab, either he'll do his Strong or Fierce Throws (it seems it's a random choice). I find a lot times I miss this and get his crouching Fierce, which will get you in big trouble. ---------------------------------------------------------------------- - Shoulder Charge: Forward, Forward or all three punch buttons. (Juggernaut dashes forward with his shoulder in front.) Quite useless and leaves open for an attack when you reach your opponent. Only use it when you see a clear opening. ---------------------------------------------------------------------- - Back slide: Back, Back or Back + all three punch buttons (Juggernaut slides back in retreat.) Speed isn't too bad, but Juggy doesn't really need it with his absorbing power. ====================================================================== f) X-ABILITY Cyttorak Power-Up: Quarter-Circle Back + any punch button (Juggernaut grows and raises his fists to the air and begins to glow red.) Once activated, Juggernaut's attacks will do twice as much damage! While he is glowing red, Juggernaut can off a HALF of his foe's health with one Double-Fisted Punch!! Try to do this whenever you have the chance. You should basically be treating it like a Taunt, as it takes him around a full to power-up. Juggernaut doesn't gain any X-Power while he's powered up. ====================================================================== g) HYPER-X JUGGERNAUT HEAD CRUSH: Half-circle Forward (bottom half) + any punch button (only 1 punch button necessary) (Maximum hits= 7) (Juggernaut exclaims "HEAD CRUSH!" and rushes forward in a red glow with his head stuck out.) OUCH!!! This Hyper-X does MONSTROUS damage. It takes off a hefty amount from your foe's energy. Be VERY careful that this connects, because the recovery is terribly slow. Although there are few chances to put this in combos, you can REALLY demolish the opponent with this Hyper-X! ====================================================================== h) COMBO IDEAS (Yeah, like he needs any.) (Only read this section if you thoroughly understand how to do combos. If not, there is a FAQ in this website that explains it fully.) Ground Magic Series: Kick to Punch Jumping Magic Series: Kick to Punch Super Jumping Magic Series: Kick to Punch Throw Combo Starters: Head butts `n' Uppercut, Powerful Slam Launchers: C.Fierce 1) C.Fierce, SJ.Roundhouse -> SJ.Fierce Notes: Very powerful combos. You must cancel the C.Fierce with a super jump immediately. 2) C.Fierce, SJ.Down + Fierce (Body Splash) Notes: Body Splash have to be done on the way up. This is an instant dizzy combo. 3) Strong Throw, HEAD CRUSH. 4) C.Fierce, HEAD CRUSH. 5) Earthquake, HEAD CRUSH. (More to come, send yours if you have any, please.) ====================================================================== i) MISC. Apparently, Juggy can't reverse a throw with Down + 3 Punch buttons or do a safe landing but I've seen the CPU break grabs on the floor. Remember that Juggernaut has Super Armor and will take a few hits before reeling. That reason and because of his size, he'll take more hits from Super Moves. ====================================================================== j) COMPARISON OF MSH JUGGERNAUT TO X:COTA JUGGERNAUT He has the Juggernaut punch and Object Lift in replacement of Girder and Body lift. He controls the range of Earthquake and Body Splash. His Double-Fisted punch is easier to execute, but his Cyttorak Power-Up is trickier. Other than that, there is no real difference in power and ability. ###################################################################### 6. "Shockwave!" Magneto's profile, move motions and combos ---------------------------------------------------------------------- MAGNETO "The Master of Magnetism" Name: Erik Magnus Lehnsherr Other alias: The Creator Origin: unknown Alignment: evil? Hair: white Eyes: blue-grey Stature: 6'2" (188cm) Weight: 190lbs (86kg) Enemies: X-MEN, Avengers, Savage Land Mutates The malevolent Magneto seeks to dominate mankind, to bring about a world of mutant control - with himself as leader. The very magnetic fields of the Earth are Magneto's to control and he will use those powers to destroy any who stand between him and his goals. He can unleash devastating attacks like the Hyper-X MAGNETIC SHOCKWAVE - massive damage! Attack when you can, with everything you have, and defend yourself by any means necessary! After spending his childhood in Auschwitz and discovered his powers years later, the master of magnetism believes that the war between mutants and humans is inevitable, and he will do everything in his power to see that mutants reign supreme. The extent of his power is incredible. a) CHARACTER OVERVIEW Magneto is the cheesiest character in the game. He is really overpowering and his Super bar fills automatically. The only way to have fun playing as him is fighting another person playing Magneto or trying to clear Survival Mode on level 8. He can be selected only by using the Game Shark cartridge. b) RATINGS (out of 5) Power: 5 Speed: 4 Combos: 2 Projectiles: 5 Throws: 5 Super Combos: 5 Cheese Rating: 5 c) REGULAR MOVES - Jab standing- Magnetic jab (this is a fast move, good to start combos). crouching- Same as above. jumping/flying- Downward Magnetic Burst (decent jump-in). - Strong standing- Magnetic Slash (great damage and range, good to surprise enemies). crouching- Magnetic Uppercut (it launches, good air counter, the fierce version is better). jumping/flying- EM Disruptor (Magneto fires an electromagnetic beam straight across the screen. This move is not very useful in the air, but in the ground...). - Fierce standing- EM Disruptor. (Magneto fires an electromagnetic beam straight across the screen. This is Magneto's primary projectile, and has its ups and down; it reaches across the whole screen and if the enemy is a distance away you can play a pretty good game of keep-away with it. It does great damage and always knocks them down, except for Juggernaut or when Colossus activates his Super Armor. If it connects, fine, but if it is blocked, make sure it knocked the enemy far away so they eat block damage and can't retaliate.) crouching- Magnetic Uppercut (it launches, good air counter, great damage). jumping/flying- Magnetic Wave (Magneto throws his hands downwards in front of him, whipping off twin waves of magnetic energy downward. Use it as parts of a pecking tactic, combined with Air EM Disruptors and Hyper Grabs. The point is, you have to make sure the enemy isn't under you when you throw one, because they can use a quick DP, an X-ability, or an X-Power move to knock you down). - Short standing- High kick. (Not much damage.) crouching- Foot sweep. (Same here.) jumping/flying- Flying kick. (Ditto.) - Forward standing- Same as S.Short. (Great damage.) crouching- Same as C.Short. (Good damage.) jumping/flying- Mid-kick. (Good damage.) - Roundhouse standing- Double High Kick (it launches across the screen, try to follow it with a EM Disruptor). crouching- Slide (great damage, make sure this connects because the recovery time is slow). jumping/flying- High kick. (Good damage.) ====================================================================== d) THROWS - Strong throw: Scrap Hold (Magneto grabs the opponent, surrounds them with scraps of metal, then releases them) This is one of the best throws in the game, as it allows you to follow up with ANY major combo of your choice! This is because after Magneto releases the opponent from his grip, they remain held in the metal casing for long enough time to connect with ANY attack before they are released. Note that they can escape from the metal faster by shaking the joystick and pressing the buttons rapidly, but even then you should be able to get just about anything in (like MAGNETIC SHOCKWAVE!!). NOTE: You can also direct which way "Maggie" throws the enemy with the use of the joystick. ---------------------------------------------------------------------- - Fierce Throw: EM Shock (Magneto grabs the opponent in one hand, stings them with energy, then slam them to the ground.) Although IMO not as effective as his Strong Throw, it does very good damage. You can also direct the throw like the Scrap Hold. Follow it with a C.Roundhouse if you want. ====================================================================== e) SPECIAL MOVES - Phase Out: Quarter-Circle Back + Fierce button (Magneto outstretches his arms and phases in and out) This move can be done only in Avalon and since a human controlling Magnus can't play in Avalon, you won't be able to perform this move. The only thing I know about this move is that Magneto is momentary invulnerable when doing this. ---------------------------------------------------------------------- - EM Pulse: Quarter-Circle Forward + Strong (Magneto exclaims "EM Pulse!" and three electric pulses stream from his hand) Very fast and cheesy move. This move has almost very fast recovery and can be cancelled repeatedly into another EM Pulse. Even in defense your opponent will eat very good block damage and have a few chances to counter attack you. ---------------------------------------------------------------------- - Magnetic Tempest: Quarter-Circle Forward + Jab, then Quarter-Circle forward + Forward to throw (Magneto levitates, raises his hands and magnetically rips up several large pieces from the rocket exhaust in the Avalon background. They hover until He sends them to the opponent. They can be knocked out of the air.) This move can only be done in Avalon. Once again you can't perform this move since you are not able to fight in Avalon. You can summon the move every time, but he'll just float there with his hands in the air, and his cape flowing, being an open target. A CPU Magnus can call a lot of large shrapnel as he is approaching and while he is at the blue part of his stage. The shrapnel home in when launched. If he doesn't send them, they will hover there for about 10 seconds. ---------------------------------------------------------------------- - Hyper Grav: Quarter-Circle Back + Short (Magneto exclaims "Hyper Grav!" and produces four spheres of EM energy; if the enemy is caught in them, they will be floated over to him for a beating.) I'm sure this is the cheesiest move in this game. The Hyper Grav can't be block!! Once you do grab the enemy with this, prepare to give a good combo, or better yet, a MAGNETIC SHOCKWAVE right in their face. Be warned though, if the opponent hits you, the spheres disappear. It can also be avoided by super jumping and Air Dash (Omega Red), double jumping (Cyclops and Psylocke) or super jumping and performing a special move like Wolverine's Drill claw or Storm's lighting attack. The spheres will dissolve in about 4 seconds. ---------------------------------------------------------------------- - Taunt: Quarter-Circle Forward + Roundhouse (Magneto crosses his arms and snickers) This has no attack regions and does not build up your X-Power. Use it only if you want to humiliate your enemy when they are dizzy after a big combo. ---------------------------------------------------------------------- - Grav Dash: Forward, Forward or all three punch buttons. (Magneto floats forward quickly.) A fairly fast dash, mixing this up with the backward dash is quite effective at keeping the opponent guessing, until they make a mistake and you can connect with a dashing combo. ---------------------------------------------------------------------- - Backward Grav Dash: Back, Back or Back + all three punch buttons (Magneto floats backward quickly.) Identical to the forward dash in every respect (except it goes back). Use it along with the forward version on the ground to keep the opponent on their toes, or just to avoid certain attacks and make a hasty retreat. ====================================================================== f) X-ABILITIES - Flight: Quarter-Circle Back + Short (then motion Quarter-Circle Back + Forward to land sooner) (Magneto takes to the skies.) This is controllable in all directions. It is also possible to air dash forward by hitting all three punches like a normal dash. You can use this often because Magneto's flight initiation time is very quick and he can't be easily hit when he first starts to float. When you are flying, pester the opponent A LOT with Magnetic Waves, Hyper Grabs, and EM Pulses to keep them at bay and force them to eat at least block damage. It takes a little of your X-Power and you can fly of 20 seconds. Note: You can also air block during Flight. ---------------------------------------------------------------------- - Force Field: Quarter-Circle Forward + Fierce (Magneto exclaims "Force Field." and an EM Force field appears around him.) Magneto is COMPLETELY INVULNERABLE when the Field is around him and he can hit back! Go totally offensive when you activate this. Beware though, it doesn't last very long. The Force Field can only be done ONCE per round, no more! NOTE: The Field will actually take damage from hits, making it waste away quicker. If the enemy can repeatedly smack the Field, they can get rid of it pretty quickly (Omega Red can make short work of it with his OMEGA DESTROYER). ====================================================================== g) HYPER-X - MAGNETIC SHOCKWAVE: Quarter-circle forward + Short (Magneto exclaims "Shockwave!" and fires a wave of EM energy from his open palm into the ground, creating consecutive brilliant blue columns of EM energy to surge up from the ground across the screen.) It is PERFECT after you grab 'em with the Hyper Grav (very cheesy tactic because the Hyper Grav cannot be block). Another place I can think of to use it is after blocking a slow recovering move from fairly close. Does very good blocking damage, but there are ways they can escape this. Cyclops and Psylocke can avoid this by Super Jumping and Double Jumping, Colossus can perform his Shoulder Tackle, Omega Red can use his Carbonadium Coil and Air Dash, Spiral is able to Switch Dance or Teleport Dance, Storm and Wolverine can Super Jump and use Lighting Attack/Drill Claw directly up (but, it'll be close!) and Akuma can teleport through the Shockwave in front of Magneto. ====================================================================== h) COMBOS IDEAS (Only read this section if you thoroughly understand on how to use combos. If not, there is a FAQ in this website that explains it fully.) 1) Chain combo: Hyper Grav, S.Jab, S.Jab [] S.Strong [] S. Fierce note: Sometimes I can put two S. Jabs in this combos, sometimes I can't... 2) Fierce Throw, C.Roundhouse. 3) C.Forward, S.Strong,C.Roundhouse. 4) C.Roundhouse, C.Fierce. 5) C.Jab, C.Roundhouse. 6) C.Jab, S.Roundhouse -> S.Fierce. more to come.... (send yours if you have any, please.) ====================================================================== i) COMPARISON OF MSH MAGNETO TO X:COTA MAGNETO Oh, how I describe thee. Let me count the ways... His energy bar does not raise automatically. His throw buttons are switched. His EM Disruptor and Magnetic Wave are slower and harder to execute. He lost his EM Pulse and his Hyper Grav can be block. Well, at least his Magnetic Tempest works and his Shockwave is improved. ###################################################################### 7. "Magnetic Tempest!" Advice on defeating Magneto It's true that fighting Magneto is difficult and even harder defeating him because of his cheesy tactics, but he is NOT totally unbeatable. Here are a few quick tips on overtaking him: 1) When round 1 starts, quickly go over and throw him, while his x-meter is low that he can't escape it. Use a throw that would leave him close to you when he lands, so you can do extra damage, like a foot sweep, pick him up to throw or use an x-power. For Colossus, go and use the Fierce throw, then pick him up and press fierce again. 2) Barrage him with a lot of projectiles, even if the character is a projectile (like Colossus, Omega Red, and Wolverine). It will keep him on the defense and slowly wear him down. Don't merely stand there and use the same motion pattern. Move around. Throw projectiles from different areas, even in the air, but don't be careless. If you have the ability to control the direction of them, all the better. For Sentinel, Force Magneto to a corner, crouching. Get close (not TOO close) and repeatedly hit Strong. For Spiral, Perform Dancing Swords, then repeatedly hit Jab. 3) When Magneto goes up in the air to do the Magnetic Pulse, try to go under him and either use a Dragon Punch-type special move, an "aim up" projectile special move, A Hyper-X, or simply jump up and hit Fierce or Roundhouse or throw him. For Colossus, use a Roundhouse Shoulder Charge toward him, then try to hit or throw him while in the air. 4) When Magneto uses the Hyper Grav, instead of running away from it, keep a distance and try to hit him with a projectile (if you have one)while his guard is down because of the short delay. You'll have a better chance of hitting him and making the Hyper Grav disappear, than dodging them all together. This can not be said the same for the EM Pulse, because it comes out a lot quicker. Better to block it than trying for a well-timed hit. 5) When Magneto's x-meter is full, try to get close to him, but not too close for him to combo you. Really. He'll be using the Shockwave soon most of the time. When he raises his arm to start, quickly hit him and try to start a combo. He'll keep trying to unleash his Hyper-X 3 or 4 times each time you hit him, before he'll try something else like using Force Field. 6) When Magneto uses his Force Field, stay clear of him and use some x-power to weaken it. Don't use the Hyper-X unless the field is weak and his health meter is low. Remember, he can use it only once per round. 7) When Magneto takes to the air, he would rather hit you with his projectiles than confronting you himself with punches and kicks. If you are in the air, get close, block his attack, then counter with a hit or throw. Be careful that you don't get too close or he'll throw you, so make sure your x-meter is high enough for an escape in case that happens. If these tips don't work, you can use the Game Shark codes as a last resort or try this trick that Rich Joseph mentioned in his arcade FAQ and what Johnny "Loopy" Ooi described completely in his PC FAQ. The trick is called how to avoid Magneto in the game. It involve another player and the secret character, Akuma. The trick is for both players to win and lose playing as Akuma in order for player one (or two) to face an another character and not Magneto. It starts when one of the players plays the game up to Juggernaut's stage before being challenge. But be warned, It's more of a glitch than an actual secret code and it might not work on your game (It didn't work on my Sega Saturn). There is a similar trick that you can use in the arcade or if you have emulators, such as MAME or Finalburn. Play the game as Akuma, with no continues, until you face Magneto. Lose to him, then continue with another character. Have player two challenge you and beat him. If this trick works, you should face the Sentinel and see the endings after you defeat him without battling Magneto. Thanks to Faraz Khalid for sending this to me. 8. "You are beaten! Magneto is supreme!" Gratitude and closing Special thanks go to: -Sega, Capcom, Acclaim and Marvel Entertainment Group for making this game. -Interact and GSCCC for making the cartridge and the cheat codes. -Alan Jaqueira, Faraz Khalid and Dingo Jellybean, for assisting me on this document. -John Culbert,Rick Joseph, Kenichiro Tanaka and Haohmaru for materials used from their FAQ. -The following people and websites who have posted this FAQ and it's updates: Al Amaloo at Game Advice.com Andrea Busia at www.ludus.it Christian Wirth at psxcodez.com Jamie Long at Games Domain.com Jeff "CJayC" Veasey at GameFAQs.com Tim Wuyts at the Cheat Empire Jennifer at Fresh Baked Games These are the people who asked permission for this document. If you see this on a website that IS NOT listed here, please tell me. -You, the reader, for looking at this. If you have any questions, commits or adding solutions to this FAQ, please don't hesitate to write to me at the address shown. Watch out for reviews of other games on Atari 2600, Sega Saturn, and video arcades on this or other websites. Thank you for reading. In closing, I shall leave you with this: a)How to play against Akuma/Gouki as the "Alpha" boss. This is for people who want an extra challenge. In order to face him, your character must have these requirements: 1) Must be on Manual. 2) Fight with no continues. 3) Defeat your opponents two rounds in a row (without losing a round), having "first attack" in every round. 4) Must use the Hyper-X SIX times or more and it must connect on the opponent completely. No missed or blocked Hyper-Xs, nor blocked or "cheesy" 1-hit "super finish" will be accepted. You must a MAXIMUM number of combos hits from your character's Hyper-X at least once (see John Culbert's X-Men FAQ for that info). If done correctly, Akuma will appear as the sixth opponent (before Juggernaut). His stage is the "Danger Room" and he fights like he does in SUPER STREET FIGHTER 2 TURBO. GOOD LUCK!! Special thanks to Alan Jaqueria for the assist of this secret code. (NOTE: This trick is shown in arcade and in Sega Saturn systems. I'm also told by Dingo Jellybean that it works on the Sony Playstation. I don't know if it's there in PC, but I believe it would.) b) X-MEN winning token description --"victory", you win it by K.O.ing your opponent. --"special", you win it by K.O.ing opponent using a special move. -"Super special", you win it by K.O.ing your opponent using your x-power special move. --"time", you win it by time out with more health than your opponent. c)Order of characters Spiral morphs into while using her x-power. (#x)=number of hits. crouching--Cyclops-Sentinel-Psylocke-Spiral-Juggernaut-Storm-Omega Red-Wolverine-Magneto(3x)-Iceman-Colossus-Silver Samurai(3x)(=16 Hits). standing--Colossus-Iceman-Silver Samurai-Psylocke-Omega Red-Juggernaut-Wolverine-Spiral-Cyclops-Magneto(2x)-Storm-Psylocke- Sentinel-Wolverine(4x)(=18 Hits). in air--Wolverine-Spiral(2x)-Psylocke(2x)-Silver Samurai-Colossus-Storm-Iceman-Cyclops-Juggernaut-Magneto(3x)-Sentinel-Omega Red(5x)(=20 Hits). d) "Combo words" that are used in the game and the number of hits to get them: GOOD!--------3+ GREAT!-------6+ VERY GOOD!---8+ WONDERFUL!--10+ FANTASTIC!--12+ MARVELOUS!--16+ e)For people who like the X-MEN: COTA music: In case you don't know, you can play the audio music version of the CD (console versions only). Better yet, to save wear and tear, record the music tracks from the CD to an audio cassette tape. Just don't play track 1 because it's the game load. Here's the track list: Track | Title | Time ---------------------------------------------------------------------- 02 | "Here comes a new challenger" | 00:05 03 | Character select theme | 00:56 04 | The fight result theme | 00:07 05 | Continue | 00:21 06 | Game over | 00:04 07 | Savage Land | 03:31 08 | Moon Night | 03:31 09 | Mutant Hunting | 03:31 10 | Danger Room | 03:31 11 | On the Blackbird | 03:31 12 | Ice on the Beach | 03:31 13 | Mojoworld | 03:31 14 | Samurai Shrine | 03:31 15 | The Deep | 03:31 16 | Genosha | 03:31 17 | Space Port | 03:31 18 | Avalon | 03:31 19 | Q-Sound theme | 00:08 20 | X-Men game theme | 00:27 21 | The Discussion | 01:31 22 | Daydream | 00:31 23 | Sculpting on the Beach | 01:21 24 | The Idea | 00:31 25 | Reunion | 00:51 26 | Heartbreak | 00:31 27 | The Battle Continues | 00:51 28 | ??????????? | 00:31 29 | Credits theme | 01:06 ---------------------------------------------------------------------- f) and this: "I shall allow no man to belittle my soul by making me hate him."--Booker T. Washington