Magnetman

MAGNET MAN

Player Status

First Appearance: Megaman 3 (1990)

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.

Smash Moves

B, Magnet Missile: These are extremly weak attacks, but seek out whomever is in the area. Several can be shot at once.

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.

Regular Attacks Table

Key: F, A (Forward, A) U, A (Up and A) B,A (Back and A) D, A (Down and A) and so forth

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

All Damage Ratings are unofficial estimates, there is no official list of Meteor moves, and an move labeled as such represent the authors' best estimation.

Other Facts

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)

Tips For Playing as Magnet Man

Magnet Man's true advantage runs in his third jump. He can float for a small extended amout of time, making him hard to knock out of the ring. Though his light weight makes him prone to be sent flying. His high defense makes up for this loss however as he can block Projectile attacks with his "Attract" Ability. His Magnet Missiles are weak on the draw, but seek out random foes. Charge up the attack for a Electromagnetic ball of Energy to really cause damage, though it's not homing.

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.

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