X-Men: Children of the Atom

X-Men: Children of the Atom

11.10.2013 15:43:07
Children of the Atom Hidden Bosses Profile
~B
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// /\ \ ||_| ||_| ||_____| ||_| \__|
// / \ \
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// / \ \ CHILDREN OF THE ATOM
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VVVVV \VVVV


(for Sega Saturn, Sony Playstation and PC)
Juggernaut and Magneto: The hidden bosses profile
Version 1.8--05/25/01
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
or Nebula emulators to play the CPS2 arcade version on your PC.

This FAQ should help you, not only to play as them, but when you fight
against them as well, since you know their moves and actions.


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
a) Character Overview
b) Ratings
c) Regular Moves
d) Throws
e) Special Moves
f) X-Ability
g) Hyper-X
h) Combos Ideas
i) Comparisons
6. "Shockwave!" Magneto's profile, move motions and combos
a) Character Overview
b) Ratings
c) Regular Moves
d) Throws
e) Special Moves
f) X-Ability
g) Hyper-X
h) Combos Ideas
i) Comparisons
7. "Magnetic tempest!" Advice on defeating Magneto
8. "You are beaten. Magneto is supreme." Gratitude and closing
a) Play against Akuma
b) Winning Descriptions
c) Spirals Morphs
d) Combos Words
e) Music Tracks

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.

Version 1.7--05/24/01: New and more info in sections 3,4,6(Magneto's
Phase Out and Magnetic Tempest) and 7.

Version 1.8--05/25/01: Add Juggernaut's "Tech Hit" in Section 5. Minor
Alterations.


3. "Hyper Grab!" Unlocking Magneto

First off, if you have a Game Shark cartridge for your Saturn or Playstation
consoles, 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
If you have Nebula-CPS2 Emulator, you can play as Magneto and find the
cheats in this web site: http://mugen.free.fr


4. "Force field!" Fun facts

Here are some things I've discovered playing both Juggernaut and Magneto on
the American Sega Saturn (and other systems):
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 (in PC and emulator, if both play as Magneto in
Avalon stage and both perform the "Phase Out" move, at the same time, they
will travel DIAGONALLY, passing one stage and going to another. See the
Phase Out move in Megneto's profile for more details).
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.

----------------------------------------------------------------------

- Tech Hit: Down + all three punch buttons
This is like a mixture of Safe Fall and Counter Throw. It's the same motion
as the Safe Fall that you must do as soon as the opponent grabs you.
Instead of having a Safe Fall, Juggermaut will "break the throw" as if he
would make a Counter Throw, but he will not counter attack or reverse the
throw.


======================================================================

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) 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, then the platform,
that he and the opponent are on, move to a different area of the stage.)

This move can be done only in Avalon and Magneto is momentary invulnerable
when doing this (great evasion move). Also, it teleports him and his
opponent to one of the four areas in Avalon. From white stage left to
green, down to blue, right to red, up to white (when the CPU does it, they
go in the opposite direction). If you perform the Phase Out twice, it will
take Magneto to the blue area stage, where he can perform the Magnetic
Tempest move. Not only does attacks and projectiles go through Magneto, but
it can make them move from stage to stage, confusing the opponent and, in
one stage, give Magneto another weapon to use. You can't perform the phase
out when you're in between stages, traveling.

----------------------------------------------------------------------

- 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 Blackbird in the blue area background of Avalon. They hover
until He sends them to the opponent. They can be knocked out of the air.)

This move can ONLY be done in the blue stage area of Avalon (where the Black
bird is parked), not in the other three areas or other characters' stages.
You can summon the move every time anywhere else, 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 + Jab (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.

8) A bit about Magneto's stage, Avalon. When he uses Phase Out, it makes
the platform travel to 4 different areas of the stage. 1, the white area
(where you start, throne room). 2, the red area (reactor core). 3, the
blue area (docking bay, where the Blackbird is parked). 4, the green area
(city entrance). When you wind up in the blue area, be prepare for his
magnetic tempest.

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, a BIG help on research from him. He knows more about
emulators than I do. Any questions about it, email him at juggy@bol.com.br
-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
----------------------------------------------------------------------

"I shall allow no man to belittle my soul by making me hate him."--Booker T.
Washington





 
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