How To Unlock: Is Immedately Playable.
Biography: Originally designed as a mining robot to rip the metal ore straight from the ground, Magnet Man had been reprogrammed by Doctor Wily to fight in the Third Robot Wars. After being defeated by Mega Man, he went on to join the other defeated and now independent Mechanical Maniacs. He now uses his free time to tinker with computers and fiddle with electronics.
B, (Holding) Magnet Orb: Instead of many weak attacks, use one large, strong one! You can charge this for extra damage. Sends out a beam to attack like Samus's.
F, B, Magnet Punch: Delivers a fast Punch which can sometimes stun an opponent.
D, B Attract: Attract anyone near you closer so you can whump them from close range. Can also block opponents Projectile Attacks.
U, B, Floatation: Use this to keep from being KOed. Magnetman uses his magnetic abilites to float away from pits. Though he can float for only a short period of time.
Situation | Buttons | Move Name | Max Damage |
On The ground | A | Punch | 5 |
A, A | Double Punch | 10 | |
F, A | Jump Kick | 12 | |
U, A | Magnetic Uppercut | 25 | |
D, A | Low Kick | 20 | |
Situation | Buttons | Move Name | Max Damage |
Running | A | Slide Kick | 10 |
In The Air | A | Punch | 15 |
B, A | Flying Reverse Kick | 21 | |
F, A | Flying Kick | 19 | |
U, A | Flying Upperkick | 12 | |
D, A | Downward Punch | 13 | |
Situation | Buttons | Move Name | Max Damage |
Grabbing Opponent | A | Knee | 5 |
B, A | Magna Kick | 10 | |
F, A | Magna Flip | 18 | |
U, A | Magna Toss | 11 | |
D, A | River Dance | 10 |
Stage: The Technodrome: This level is based on the former Mechanical Maniacs base. It is comprised of several levels on the outside of the Technodrome with the Technodrome randomly firing lasers every once in a while.
Taunt: *metal flies up around him and he smiles* (If anyone is extremely close, it does very minor damage. Kinda like Luigi's taunt)
Background KO: "This sux0rz!!!" *blink*
Victory Pose: *Smiles, gives a thumbs up, and shards of metal fly up and surround him*
Attention Stats:
Speed: 6 Stength: 4 Smash Attacks: 8 Jump Ability: 10 (can he/she jump well) Defense: 7 Overall: 8 (this rating determines if they are easy to master)
His Magnet Punch can catch most off guard, and can stun those in close range combat for a second or two. Magnetman is also very easy to master and most beginners and pros alike can do amazing things with him.