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Avengers vs. X-Men

Magneto - Mugen 1.0
Version 1.16
08/31/2013

by ZVitor
Smart Palette by JETthePHOENIX
Infinity Mugen Team - www.infinitymugenteam.com
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Avengers vs. X-Men
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Year ago The Phoenix became one with the powerful telepathic mutant, Jean Grey. Once thought dead and gone, the Phoenix Force is now racing through the galaxy, headed straight for earth. Speculation suggests that the Phoenix is coming in order to possess the newest young mutant hero, Hope Summers. The X-Men believe that the Phoenix brings a rebirth that will usher in a utopia for mutant kind while the Avengers believe the Phoenix will destroy the earth, as it has destroyed every other planet in its pathway.

The two super hero powerhouses collide over the fate of the world in Marvels storyline, Avengers vs. X-Men.

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Buttons
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The following notation is used throughout this readme file:

Down    		= D
Forward 		= F 
Up     			= U  
Back  			= B 
Down-Forward 		= DF
Down-Back 		= DB
Up-Forward 		= UF
Up-Back 		= UB
Hold for 2 seconds	= Hold
Start			= S

Any Punch		= P
Any Kick		= K

Light Punch 	(x) 	= LP
Medium Punch	(y) 	= MP
Heavy Punch 	(z) 	= HP
Light Kick  	(a) 	= LK 
Medium Kick  	(b) 	= MK
Heavy Kick   	(c) 	= HK

Two Punches 		= PP
Two Kicks   		= KK

Special Attack		= Requires a specific controller motion

Hyper Attack		= Requires a specific controller motion and one 
			  level filled in the super bar
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Basic System
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The following Game play system is standard for all of the characters in Avengers vs. X-Men:

Jump Up  		= U 

Jump Forward   		= UF

Jump Backwards 		= UF

Walk Forward   		= Hold F

Walk backward  		= Hold B

Crouch        		= Hold D             

High Guard    		= Hold B as opponent attacks

Low Guard      		= Hold DB as opponent attacks

Forwards Dash/Run	= F, F

Back Dash      		= B, B        

Taunt          		= S

Guard Push		= PP while guarding on the ground 
   			  (Not during hyper attacks)

Throw			= F + HP or B + HP
 
Super Jump   		= D, U or U after a Launcher connects 

Aerial Rave    		= Perform a combo during a Super Jump

Recovery Roll  		= Hold F or B while recovering
			  (Character Specific)


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Game Play
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Canceling  is the ability to stop one attack by performing the commands to start a second attack. Typically this is used to cancel a normal attack with a special attack or to cancel a special attack with a hyper attack.

Combos  The combo style within the game fall into three categories, called MH, Magic Series and Aerial Rave.

LMH: Characters with these properties can perform combos such as the following while standing or crouching:

o	LP, MP, HP
o	LK, MK, HK

Magic Series: Characters with these properties can perform all of the LMH combos as well as the following:
o	LP, LK, MP, MK, HP

Aerial Rave: All characters can perform an aerial rave using the following buttons:

o	LP, LK, MP, MK, HP

Ground Bounce  occurs when your opponent is hit to the ground then they bounce into the air allowing for any attack to make contact with the opponent a second time. A Ground Bounce attack can typically one be used once per combo.

Launching  is the ability to hit your opponent into the air. The opponent will remain in a vulnerable state until they reach the height of the launch, then if they are not hit again while in the air they will recover before descending.

OTG (Off the Ground)  are certain attacks that will connect with the opponent even while they are lying on the ground. Typically such opponent cannot be hit until they stand up again, except when an OTG attack is used against them.

Wall Bounce  are attacks that send the stunned opponent flying into the opposite side of the screen where they will then bounce off back towards your character allowing for an additional combo attack. A Wall Bounce typically cannot be performed against a cornered opponent.

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Specifics
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Combos: 	Magic
Launcher:       D + HP
OTG:	        D,DF,F + PP


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Skills
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Hover (Hold U in air)
Air Dash 

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Special Attacks
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EM Disruptor (Ground or Air)
	D,DF,F + P
Force Field
	D,DB,B + P
Metal Spike 
	D,DF,F + K 
		Release K to shot  
		U or D to spike movement
Magnetic Coil
	D,DB,B + K
Magnetic Blast  Air
	D,DB,B + P

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Hyper Attacks
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Shock Wave
	D,DF,F + PP
Metal Tempest
	D,DF,F + KK
Magnetic Pellets
	D,DB,B + PP


Metal Armor
	D,DB,B + KK

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Palettes
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1 = AvX 1
2 = AvX 2
3 = AvX 3
4 = Classic 1
5 = Classic 2
6 = Classic 3

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Special Thanks
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- Kong SFF base and code of some moves.
- Mudy hyper port.
- Acey for AvX adjustments