FAQ/Move List by SirStJohnSmythe

Version 8.0, Last Updated 2011-02-04

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                 THE MARVEL VS. CAPCOM 2 FAQ FOR DREAMCAST

               By John Malone AKA Sir St. John Smythe <swidly at hotmail>

NOTE: Please read the Frequently Asked Questions section before e-mailing me!

- Copyright Info -

The "THE MARVEL VS. CAPCOM 2 FAQ FOR DREAMCAST " is copyrighted, as of November 2002 by the author, John Malone, under international copyright law. If you wish to reproduce, distribute, or display this FAQ or use any part of it for any reason, permission given by the author (me), is required by law. All violations will be reported.

This FAQ is, so far, only authorized to appear at the GameFAQs website (www.gamefaqs.com). If you find this FAQ anywhere else, it is an unauthorized, (probably) uncredited copy of my FAQ, and is in viololation of copyright law. Please e-mail me for permission to reprint this FAQ (unless it is for personal use, not intended to be shown to any third parties, and not used for profit or gain).

- DISCLAIMER -

ALL of the information in this FAQ was thoroughly and painstakingly researched and written by myself, John Malone, and no part was copied from anyone else's work without permission. I took what names I could from the instruction booklet provided with the game and made up all the rest with a generous use of artistic license.

Version Info

01/30/11 - Version 8.0

Converted to formatted FAQ, and just weeks before MVC3 is released... who would've thought it, 9(?!!) years ago. I've decided to preserve everything, including the dated, embarassingly fan-boyish speculations and rants and the forced attempts at humor. So keep that in mind and try not to hold it against me. Enjoy!

7/09/02 - Version 7.0

Yes indeed, the true final version (Note from Future Me: I lied). After hearing the discussions about Marvel Vs.Capcom 3 (see the Frequently Asked Questions) I decided to look through the ol' girl and reminisce. I tweaked a few things here and there and, lo and behold, one more version of my infinitely long FAQ is done. So, enjoy this definitively final version of my FAQ and I'll see you later (Note from Future Me: once again, I totally lied).

6/29/01 - Version 6.0

Hey. Just thought I'd sneak one more final update into my FAQ. As I was reading over it, I noticed a lot of mistakes and some stuff I wanted to change, so I did. There's also more complete info on the new characters and various rewrites throughout. And one more contribution. This will be all, though. Goodbye again and enjoy! -- John

6/27/01 - Version 5.0

Hi all. It's been awhile, so I thought I should bring closure to my FAQ. Yes, I e-mailed Capcom and no, they didn't respond. Drats. I know they have a policy against taking submissions, but I figured there was no harm in trying. Oh well. "C'est la vie," as the saying goes. Getting back to the FAQ, let me reiterate: PLEASE no more e-mails about the FAQ! At least no e-mails that you expect to be published, because they WON'T be, seeing as how this is the final version. But if you feel like mailing me to shoot the s*** or for any other reason, feel free. I added the last couple of contributions I got, plus a little info in the "Basic Techniques and Ideas" and a new section that answers common questions that I get from readers that you can't find in the rest of my FAQ. Well then, I guess this is goodbye. It's been a great ride and I hope to do it again sometime. Good luck to everyone out there and thanks a lot for reading! -- John

5/13/01 - Version 4.1

Okay, apparently people weren't listening and still e-mailed me to contribute stuff. That's okay, though. It's flattering. But this is the "next-to-the-final version" here. Sorry, but I have to end this thing somewhere. I will be e-mailing the list of contributions to Capcom; see the Contributions section for more on that. There should be just ONE MORE update... if Capcom sends a response to me, and any other e-mails that people send between that time. Until then.... thanks.

4/16/01 - Version 4.0

I changed a lot of little things here and there and even clarified some moves. I've corrected just about all the mistakes in my FAQ, so this will probably be the last update, so unless you have something utterly shocking and earth-shattering for me to include in here, there will be no more updates.

4/15/01 - Version 3.5

Dan's Otoko Michi super clarified, thanks to DkFFIV. Just a quick little update.

3/20/01 - Version 3.4

Check the Credits section near the end. Many thanks go to Richard H. for his help.

3/03/01 - Version 3.3

A few more contributions added, plus some updated info on Jill and Magneto. Thanks again to Phil M. Also, more info on Rogue & some more rewriting.

3/01/01 - Version 3.2

Some minor cosmetic changes.

2/28/01 - Version 3.1

Yet more corrections thanks to loyal readers, as well as extensive rewrites in the first 4 Parts of the FAQ.

2/19/01 - Version 3.0

More corrections, plus some contributions added. Check out the new "Contributions" section below!

1/7/01 - Version 2.0

"Side Notes" added to many of the character descriptions, to provide even more complete info.

1/3/01 - Version 1.1

Small mistakes already found! Special thanks to Phillip M. for pointing them out.

1/2/01 - Version 1.0

The original version goes up. Sure was a lot of work!

I - INTRODUCTION OR "WHY SHOULD I READ THIS FAQ?"

Hello and welcome to my Marvel Vs. Capcom 2 FAQ. First of all, this FAQ has a large portion devoted to strategies and the ins and outs of the game which is geared mostly towards beginners. If you find yourself constantly being beaten by others at Marvel Vs. Capcom 2, my FAQ should be able to help. That section is intended to be read from beginning to end. If you already know how to play, you can review it to get a better handle on things or just skip it. Whatever makes you happy.

But why did I create this FAQ and why should you read it? For the first question, I'm a huge fan of Capcom's games and this one is undoubtedly their best one to date. Throughout all the time I've spent playing this game and watching other people play this game, I've collected a huge amount of information in my head and have felt the burning need to put it down on paper (figuratively speaking).

To answer the second question, I've got a couple tiny things that I haven't seen on other FAQs but the main reason is because I wanted to write a FAQ that had a personal touch to it. I've tried to create my FAQ with the reader in mind, including information that I thought was either important or interesting. In the Character section (Part V), I arranged the listings in alphabetical order for convenience and have included a short "Overview" to give my personal views on each character. Also, my FAQ has a part with some Top 10 Lists, which I encourage you to read. I hope you enjoy my FAQ, I've tried to make it as helpful and easy to read as possible. --John

So what's up with Marvel Vs. Capcom 2?

In case this is the first FAQ you are reading and have not previously played Marvel Vs. Capcom 2, let me give you the low down on what is new with MVC2 compared to the original Marvel Vs. Capcom (Part III, Game Basics, includes the details of each of these points):

  • Marvel Vs. Capcom 2 features many new characters, including 8 never before seen in a Capcom fighting game (Sonson, Ruby Heart, Amingo, Cable, Tron Bonne, Servbot, Jill Valentine, and Marrow). Also, Marvel Vs. Capcom 2 contains every other character ever to appear in the "Marvel series" of Capcom fighting games, plus all of the characters from the previous "Vs." games.
  • The graphics are much improved from any other Capcom fighting game, and the fighting is even more chaotic and furious than in the original Marvel Vs. Capcom. The sprites are also noticeably smaller.
  • Onslaught is MIA. There is a new final boss, Abyss (See Section VI for more).
  • Instead of 2-on-2 team battles, in MVC2 there are 3-on-3 battles. Each team has 3 characters with 3 life bars. All 3 on a team must be KO'd before the match is over.
  • Your Hyper Combo Gauge can now be filled up to 5 levels maximum instead of 3. You still start off with 1 full level at the beginning of the match.
  • You can call either of your resting partners to "Assist" you in the middle of a match with an attack at any time, as many times as you want. Each character has three different Assist "Types" to choose from, labeled Alpha, Beta, and Gamma, each one a different attack, which you choose at the Character Select screen (See Section III.2 for more).
  • In order to keep the new system from being too confusing, Capcom has eliminated the Medium Punch and Kick buttons. The buttons that were previously assigned to Medium Punch and Kick are now the Heavy Punch and Kick buttons. The buttons that were previously assigned to Heavy Punch and Kick are now the Assist 1 and Assist 2 buttons (See Section III.2 for more).
  • There are now "Delayed Hyper Combos." You can interrupt your character's on-going Hyper Combo with one from your second partner, then your third (if you choose). (See Section III.3 for more)
  • You can perform "Variable Combinations" (summoning your partners on screen to perform their Hyper Combos at the same time) with 2, or 3 characters (depending on the level of your Hyper Combo Gauge) by just pressing the Assist 1 and Assist 2 buttons at the same time. If you only have 1 level on your Hyper Combo gauge, the on-screen character will perform a Hyper Combo by him or herself (See Section III.3 for more).
  • There is a new technique called the "Snapback," which will knock your opponent off screen and force one of their partners to join the melee (See Section III.3 for more).

II - KEY

This is an explanation of the abbreviations and notations you will see in this FAQ.

Basic Commands

(on your control stick)

  • B - Back
  • F - Forward
  • D - Down
  • U - Up
  • DF - Down and Forward at the same time
  • DB - Down and Back at the same time
  • UF - Up and Forward at the same time
  • UB - Up and Back at the same time

(buttons)

  • P - a Punch button; by itself it means ANY Punch button. A "P" behind the letters L, M, or H indicates either a "Light Punch", "Medium Punch", or "Heavy Punch," respectively.
  • K - a Kick button; by itself it means ANY Kick button. A "K" behind the letters L, M, or H indicates either a "Light Kick", "Medium Kick", or "Heavy Kick," respectively.
  • A1 - Your Assist 1 button.
  • A2 - Your Assist 2 button.

(others)

  • Press Any Direction - Any direction on the directional pad (D-Pad) can be pressed.
  • do nothing - Self explanatory: don't touch ANYTHING.
  • Taunt - Press the correct buttons to perform a Taunt (the "1P or 2P" button if you're playing the arcade game, or "Start + LK" if you're playing the home console version on your Dreamcast).

Modifiers

  • 2_ - Press the following two buttons at the same time; for example, "2P" means press the two Punch buttons at the same time.
  • H_ - Heavy (Punch or Kick)... a strong but slow attack.
  • M_ - Medium (Punch or Kick)... a mediocre attack; neither strong nor weak, fast nor slow. You can only access the Medium Punches and Kicks by tapping your LP or LK button twice (respectively). You can only perform Medium attacks in series, after performing a Light attack first... you can't perform a Medium attack all by it's lonesome.
  • L_ - Light (Punch or Kick)... a fast but weak attack.
  • + - Press these two buttons at the same time; for example, "F + P" means press Forward on the joystick and the Punch button at the same time.
  • , - Press the following buttons in order, directly after each other; for example, "D, F, DF" means press Down on the joystick, then press Forward, then press Down and Forward together.
  • or - Whenever an explanation contains an "or" it means there are two ways of doing the same thing.
  • 360 - Rotate the joystick in a full circle counterclockwise or clockwise (it doesn't matter which way).
  • hold/release - Hold then release the indicated button; for example, "hold/release P" means hold Punch down (as long as you want), then release that button.
  • charge - Hold the control stick in the indicated direction for about 2-3 seconds.
  • (rapidly) - Repeatedly tap the following button very quickly.
  • (air) - This move can be performed while standing on the ground OR while jumping. Often times the move will have a slightly different effect in the air.
  • (air only) - This move can ONLY be performed while jumping.
  • (near) - Your character must be positioned directly next to your opponent's character for the following move to work successfully. These are often unblockable moves, but not always.
  • (unblockable) - This move cannot be blocked by the opponent.
  • (Alpha or Beta or Gamma Assist Mode only) - Some characters have moves that can only be performed if you have chosen a certain Assist Mode for that character (either Alpha, Beta, or Gamma Assist Mode... see the individual character descriptions for which one).
  • (level 3) - The indicated move requires at least 3 levels of your hyper combo gauge before it can be performed.
  • * - Indicates that the adjacent List Type is listed by Capcom as the "Recommended" Assist Type.

Meta

  • OTG - An "On The Ground" attack; a move that can hit the opposing character while they are lying flat on the ground.
  • super - I say this all the time. It's my abbreviation for "super move" (or "Hyper Combo," as Capcom calls it).
  • HC or HC Gauge - A Hyper Combo (super move) or the Hyper Combo Gauge, a bar at the bottom of the screen which tells you if you have enough power to execute a Hyper Combo.
  • MVC - An abbreviation for the original game, "Marvel Vs. Capcom."
  • MVC2 - An abbreviation for this game, "Marvel Vs. Capcom 2."
  • X-Men: COTA - An abbreviation for the Capcom game "X-Men: Children of the Atom," which I make reference to ocassionally in the Character section. COTA is the game that started the "Vs." craze, what with its crazy and colorful attack animations and chaotic screen action.
  • MSH vs. SF - This is Marvel Super Heroes vs. Street Fighter, the second game in the "Vs." series.

III - GAME BASICS ... BEGINNERS PLEASE START HERE!

Before we begin, lets go over the basics of Marvel Vs. Capcom 2. You will need to master each of these essentials if you want to beat the bujeezus out of the guy/girl sitting/standing next to you. If you're a more experienced player, then you already know this stuff... so why are you here? Go on to the more interesting stuff!

MOVEMENT

The most basic of all basics is knowing how the joystick affects your character's movement. If you've ever played a Capcom fighting game then you already know this stuff.

(This assumes your character is facing right; replace "Forward" with "Backward" and vice-versa when facing left)

Here's an amazing picture rendering of the D (Direction) Pad on your Dreamcast Controller:

                                  Vertical Jump

            Diagonal Backward Jump     __       Diagonal Forward Jump
                                      |  |
                                   ___|  |___
    Walk Backward/Upper Block     |          |        Walk Forward
                                  |___    ___|
                                      |  |
            Crouch/Lower Block        |__|      Crouch

                                     Crouch

And another break down:

  • U - Vertical Jump
  • UB - Diagonal Backward Jump
  • B - Move Backward/Upper Block
  • DB - Crouch/Lower Block
  • D - Crouch
  • DF - Crouch
  • F - Move Forward
  • UF - Diagonal Forward Jump

That covers the D-Pad, now for the buttons. Marvel Vs. Capcom 2 is different, button-wise, from every other game in the Capcom "Versus" series. As you know, the Dreamcast controller has four buttons: X, Y, A, B and two trigger buttons on the back, L and R. The default controls for Marvel Vs. Capcom 2 on the controller is as follows: (remember, this assumes your controls are set to the DEFAULT assignments)

To perform a Light Punch: Press XTo perform a Light Kick: Press A
To perform a Medium Punch: Press X twiceTo perform a Medium Kick: Press A twice
To perform a Heavy Punch: Press YTo perform a Heavy Kick: Press B
The A1 Assist button is the L TriggerThe A2 Assist button is the R Trigger

If you are using another kind of controller or if you change the control setup from the DEFAULT setting, of course this will all be different.

BASIC CONCEPTS

Now that we got through Movement, let's move into a little more complex stuff. What follows are elements that EVERY character has in common. Here especially, it is ESSENTIAL that you master these basic techniques and ideas if you want to play and not make a total ass of your self. Practice these moves, learn these concepts, and then practice and learn some more.

The Life Bar: Yellow and Red Energy

Each character has his/her own Life Bar. It is located at the top left or right corner of the screen (depending on if you're the first or second player). Once all of the Yellow Bar is depleted, that character is knocked out of the game for the rest of the match.

You will notice that behind the Yellow Bar of energy there is a Red Bar, which is always longer than or equal to the Yellow Bar. The Red Bar first appears after you take any damage. This Red Bar is your potential "re-gainable" energy. When your character is "resting" (meaning that they are off-screen but not dead), then his/her Yellow Life bar will slowly regain energy. The maximum amount of Yellow energy you can get back while you're off-screen equals the length of the Red bar.

You can also regain Yellow Energy (the maximum = the length of the Red bar) from Heal Type Assists (See Section III.3 for more). Keep in mind that if your two partners are dead and you're down to just one character left, the Red Bar doesn't mean diddly-squat. In conclusion, always make sure your characters get rest when they need it.

The Hyper Combo Gauge (HC Gauge)

This is a bar at the bottom left or right-hand corner of the screen (depending if you're player one or two). It starts at level 1 at the beginning of the match. The length of the bar will slowly increase every time you press your attack buttons or if you take any damage.

Once the ever-increasing energy fills up the whole bar, your Hyper Combo Gauge gains an additional level. The Gauge can hold a maximum of 5 levels.

Performing Hyper Combos and certain other techniques (like a Snapback; See Below), will drain one level of your Hyper Combo gauge. Some characters have attacks that can drain their opponent's Hyper Combo Gauge (such as Omega Red's "Death Factor" attack or Ruby Heart's "Fantome" attack).

Always keep an eye on your bar and try to just "press buttons" if the opponent is not doing anything and/or you're a safe distance away from you foe, in order to raise your Hyper Combo Gauge for later.

Tech Hits

A Tech Hit results when hitting the opponent just before they are about to perform an attack. In other words, every character has an animation that they perform before they actually do an attack. If you hit your opponent during this animation, you will have performed a Tech Hit and you will get a delicious bonus, in the form of extra points.

The First Attack

So it is written: Who so ever smites their foe first after the commencement of each match shall have the sacred "First Attack" bonus bequeathed upon them. Extra points shall be thy fate (but nothing else, really).

BASIC TECHNIQUES

Block: B or F, Away From Opponent (air)

Blocking is the essential building block of your defense. Know when to block by learning how your opponent plays and what each character can do (as far as moves and cheap tricks go). Don't be caught by surprise! Only scrubby beginners (or overconfident veterans) play without blocking. If you find someone who doesn't know how to block (and there's a fair share of people out there) exploit their weakness. Remember in MVC2 you can block in the air as well on the ground.

Throw or Grab: B or F + HP or HK (near) (air)

You'll probably do this mostly on accident. When your character is standing right next to an opponent and you press a Heavy Punch or Kick button, your character will throw (or grab) your foe and do something painful to them.

What's the difference between a throw and a grab? A throw is where you toss the opponent in a direction of your choice (controlled by holding Back or Forward or sometimes Up on your Direction Pad right before the throw actually occurs), inflicting damage. With a grab, your character will grapple with the opponent and wail on them with an appendage of some sort (the ever-limber Dhalsim uses his stomach).

Every character has a different throw or grab, each with different effects. Many characters can also throw opponents while in mid-air. Also, there exists special, usually more damaging, throws that many characters may possess. These are performed by a different button command than the one above (See individual character descriptions below for details).

Dashing: F, F or B, B or 2P + F or 2P + B

Your character will move forward or backward very quickly. This is a good way to get around. Learn to dash backwards in order to avoid oncoming attacks and to keep distance between you and your opponents when needed. Also, rushing forward is good way to start combos and can surprise your dull-witted opponents.

(The Almighty) Super Jump: D, U

Your character jumps really, really high. While airborne, your character can move left and right and can perform as many attacks as is possible before you hit the ground. This means that while performing a super jump, you can potentially perform very long and damaging combos.

Also, the super jump is terrific for leaping over those wacky, screen-sized super moves that your opponent is likely to throw at you. An experienced player will learn to use this opportunity to quickly super jump over opponents and then attack them from their defenseless rear.

The screen will follow the person who is super jumping, so that you can't see what the person on the ground is doing (but a large arrow will indicate their position).

Advancing Guard: 2P (air)

Sometimes people will come on to you so fast and furiously, all you can do is keep blocking their attacks and hope for the best. They probably going to catch you with your guard down eventually, so instead of just blocking use the Advancing Guard to get them out of your face.

Your character will push forward while blocking, shoving the opponent some distance away from you. The Advancing Guard is essential if you're stuck in the corner.

An added bonus of this technique is that it will also reduce the damage you normally take while blocking an opponent's special or super move. So if Ryu whips out his Shinkuu Hadouken beam super, using your Advancing Guard technique while blocking will noticably reduce the damage you take.

Safe Fall/Break Away/Recovery: Press Any Direction (except U) + HP or HK

If you are thrown or grabbed by the opponent, you'll have a brief nano-second or two to perform the Break Away to escape the aforementioned throw or grab.

If you're being pummeled into submission and you're in the air, the Safe Fall will knock you back to your senses and bring your character back under your control as he/she lands on their feet (as opposed to the usual falling butt-first back on the ground). These will also most likely be performed by accident until you get the hang of it.

Rolling Escape: D, DB, B + P or K, Just Before Landing

If you've just been pounded senseless by your opponent and you're about to crash head-first on the pavement, use the Rolling Escape to avoid further punishment. Your character will roll out of the way and escape any further damage the opponent has waiting for you. Usually your character will roll to the opposite side of the screen (often this will be behind the opponent, which can be very confusing for both of you unless you stay on guard).

Experts know how to knock the other guy down and then get a free hit on 'em before they can block. Sounds cheap, but that's the way it goes. The ONLY way to avoid this fate is to perform a Rolling Escape. Use it if you've been tripped from a sweep attack or if the opponent has dealt massive damage to you (such as by a combo) and you're about to fall to the ground. Often people will get confused when an opponent uses this technique, so keep practicing the Rolling Escape until you do it instinctively every time.

Launcher: DF + HP or DF + HK (see character descriptions for which)

This attack, if successful, will knock the opponent straight up into the air, allowing you to "Pursue" them for the chance to perform an "Aerial Rave." Every character has at least one launcher. The launcher can only be performed as a stand-alone attack, ie. you cannot link to a Launcher from another move.

Pursuit: U, After Launcher

If the Launcher connects, all you need to do is press Up on the Directional Pad and your character will leap high up into the air to follow the airborne opponent. What you do next is up to you.

The Chain Combo/Linked Attacks: LP (or LK), MP (or MK), HP (or HK)

(Note: Not every character can follow this button progression)

THE SECRET TO WINNING AT MARVEL VS. CAPCOM 2 IS: Learn how to do combos! They are highly damaging and when they are started, the opponent is powerless to stop them! Besides, there is NOTHING more crowd-pleasing than a nutty, off-the-wall, 25 hit combo!

It is not hard to perform a combo. Every character has moves and attacks that can be strung together. And most follow the button progression that you see above. Just press those buttons in quick succession, and you have a nifty combo!

But be sure to heed the above note; some characters (usually the larger, slower ones, such as Zangief) cannot perform the progression listed above. Then again, faster characters (such as Strider) can perform even more extended Chain Combo button progressions, like this: LP, LK, LP, LK, HP (or HK). So every character has certain moves that can be "linked" to other moves; this you will need to figure out.

More complex combos can be performed. For example, the last button you press in a combo is the combo "ender". It should be a powerful move; one that will knock the opponent down and keep them from immediately pummeling your character in retaliation.

The simplest combo ender is a Heavy attack (Punch or Kick). A more complex combo ender is a special move. Many characters have special moves that can be linked as part of a combo. And a select few characters even have Hyper Combos (supers) that can be linked to the end of a combo. Learn what your favorite character can and cannot link, then try to piece together some cool combos and impress all of your friends (while also taunting them in a gratuitous manner).

Aerial Rave: Perform a Chain Combo (air only)

An Aerial Rave is a chain combo when it is performed in the air. REMEMBER, the best way to start an Aerial Rave is with a Launcher and then having your character Pursue. Aerial Raves tend to be longer than ordinary ground Chain Combos. It is even easier for characters to perform longer Chain Combo progressions while in mid-air, such as the LP, LK, LP, LK, HP (or HK) pattern listed above. Don't be afraid to try new things!

Another great thing about Aerial Raves is that they can be extended by performing Double or Triple Jumps or an Air Dash (if your character CAN do them - see the individual character descriptions). Using any of these moves in the middle of a combo "starts you over," meaning that if you've almost reached the end of your combo progression, a Double Jump or an Air Dash will start you fresh, allowing you to re-start your whole combo progression, and therefore adding even more hits to the combo! The timing is pretty tricky, however, and so it requires lots of practice.

All the rules that apply to Chain Combos also apply to Aerial Raves. Pay special attention to combo enders. If you don't have a powerful combo ender, the opponent will still be able to exact sweet revenge on your character before you can recover or react.

Taunt: Start + LK

Although essentially a pointless move, there's no better way to lower your opponent's self-esteem than by performing the almighty Taunt in the heat of battle. Taunts usually deal no damage (the exceptions being Jin's and Chun Li's) but they do raise the energy on your Hyper Combo gauge. Each character has a different taunt... collect them all!

YOUR PARTNERS AND YOU

The most innovative concept in MVC2 is the new Partner System! You now can choose from 3 partners each match and can switch between them at any time. They can also jump on-screen to help you as often as you like during the battle, which is called an "Assist".

The order in which you pick your characters determines your partner positions. The first character you pick is the character that you will start the match off with. The second character you select will be your first partner. Anything in this FAQ that mentions the A1 button deals with the first partner. The first partner's life bar appears right below the main character's.

The third character you pick is your second partner. Anything that mentions the A2 button deals with the second partner. His/her life bar appears last, below the third partner.

Whenever the on-screen character is knocked out, the next partner in line will automatically jump in. Partner order can be switched within a match if you switch your main, on-screen character with a resting partner and then switch to the third partner after that (as opposed to switching back to the first, main character). Partner order is also important regarding Delayed Hyper Combos and Variable Combinations (more info below).

Assist Types

The Assist Types govern how your partner will help you. More specifically, the Assist Type you choose will determine what move your partner will perform during a Variable Assist and which Hyper Combo they will perform during a Variable Combination (discussed below).

Every character's Assists are grouped under a specific category to help you choose which will suit your purpose. Every character has 3 different categories to choose from for their Assist. The first choice out of the three is always called "Alpha Mode," (regardless of the category) the second choice is called "Beta Mode," and the third choice is called "Gamma Mode."

For example, when you select Cable as a character, the game will ask you to choose his Assist Type. Three boxes will appear (every character has 3 different choices). In Cable's case, the boxes will say (in this order): Projectile Type (Alpha Mode), Anti-Air Type (Beta Mode), and Variety Type (Gamma Mode). Next to Projectile Type, a little bubble will say "Recommended." This is the Assist that Capcom has decided is the best choice. If you don't know what to choose, pick the Recommended one. The Categories (or Types) of Assists and what they mean appear below:

  • Air Throw Type: The only instance I know of this Assist is Zangief's Aerial Russian Slam. It's obviously an air-borne throw attempt.
  • Anti-Air Type: The character will perform an attack that is especially suited for repelling air-borne opponents. This is good because if your partner misses with the attack, he/she will be vulnerable, whereas you will be safe. Examples include Ken's Dragon Punch (Shouryuken) and Guile's Somersault Kick.
  • Balance Type: nyu_bomber informs me that: if you pick the Balance Assist your character will have a combination of their other two Assist Types. Usually those other two Assists will be one for ground defense (say Projectile Type) and one for aerial defense (Anti-Air Type). So depending on if the opponent is on the ground or in the air when you call your partner for an Assist, the Balance Type character will do the attack that is appropriate for the situation. So it is actually pretty useful!
  • Capture Type: With this your partner will attempt to "trap" the opponent so you can get a good whack at them. These are some of the best Assists. Examples include Spiderman's Web Ball and Magneto's Hyper Grav.
  • Dash Type: These are always attacks where your partner moves very quickly forward to hit the opponent. The Dash Type Assist is usually a fairly powerful move and are very helpful. Your partner also makes a good human shield for you. Examples are Captain America's Charging Star and Hulk's Gamma Charge.
  • Enhancement Type: With this Assist, your partner will jump on screen and hold out some object for you to touch. If you get it within a few seconds or before your partner takes damage, one of your abilities will temporarily increase (such as Strength or Defense). The only characters with this Assist are Ruby Heart and Amingo.
  • Expansion Type: This is usually a move that involves the partner using their body to attack (as opposed to a projectile attack) and that covers a relatively large area of the screen (at least I think so... see Ground Type). Examples are Ryu's Hurricane Kick and Venom's Venom Fang.
  • Ground Type: These are attacks that occur entirely on the ground (and are often low-hitting) and that do not fall easily into the other categories. At least, that's my best guess. The difference between Expansion Type and Ground Type is a fine line, indeed. Examples include Juggernaut's Earthquake or Zangief's Double Lariat.
  • Heal Type: With this Assist, your partner will hold out some object which you must touch in order to be healed. This will only heal RED, recoverable life. Pretty helpful. Characters with this Assist include Sonson, J. Valentine, and Amingo.
  • Launcher Type: Your partner will perform their Launcher move, which will hopefully launch the opponent into the air, allowing you to perform an Aerial Rave on them. Except it usually doesn't work, so these are pretty worthless. Players with this Assist Type include Venom, Blackheart, and Iron Man.
  • Projectile Type: The character will perform a ranged fireball, or beam attack. These are good as diversionary tactics; they will keep the opponent away from you or give you time to think. You can also try timing this Assist with a projectile attack from your main character; this will usually make the attack harder to dodge, plus you might do some extra damage. Examples include Cable's Viper Beam and Ryu's Hadouken.
  • Throw Type: This is an Assist where your partner will attempt to throw the opponent. Examples are Zangief's Flying Power Bomb and Anakaris' Mummy Drop.
  • Variety Type: This is like a miscellaneous category (or "potpourri", if you're into Jeopardy!). The attacks here are unconventional and/or unusual. Examples are Doctor Doom's Photon Shot or Iceman's Ice Avalanche.

Assist Special Moves

Here are the various special moves that are essential to your characters' well beings; all of which involve you and your partners:

Variable Assist: A1 or A2

By pressing either of your Assist buttons, your first or second partner will jump on the screen and assist you in some way. The service performed depends on the Assist Type (see above about Assist Types and see also individual character descriptions). After your partner performs their assist, they will do a little pose and then jump back off screen.

While your partner is on screen, they can be damaged and KILLED if you're not careful. Once they are back off-screen, resting, they will slowly regain any energy they lost (the red energy, if any, slowly turns into yellow energy). However, if you switch to the resting character before they are completely healed, the unhealed red energy is lost and you are only left with whatever yellow energy you had from before switching.

The kind of Assist you pick for your characters can easily determine whether you win or lose, so learn what your favorite character's assists are and how to use them. A good tactic is to try summoning your partner for a Variable Assist, then jump over your opponent just as your partner is coming out. Your forces will now be on both sides of the opponent! The confusion that ensues when your hapless victim tries to decide how to block attacks coming from two opposing directions at once is priceless.

Variable Attack: LP + LK (Switch to First Partner) or HP + HK (Switch to Second Partner)

This will switch your main guy with one of your partners. They will jump on the screen from the upper corner of the screen from behind your main character with an air attack. If this attack misses, your character will stop for a moment and pose, leaving you briefly open to retaliatory attack.

If you hit the opponent with this air attack, they will be stunned and fly straight up into the air while spinning. From there they are vulnerable to any quick attacks you can think of.

So, know when to smartly switch your characters. Remember, the character who is now off-screen will slowly regain any red energy they are while resting.

Variable Counter: While Blocking, Press D, DB, D + A1 or A2

Depending on the Assist button used, one of your partners will jump on screen and perform a counterattack (hopefully knocking the opponent away). The counterattack performed depends on the Assist Type chosen for the character; in fact, it is the exact same move performed during that character's Variable Assist (unless it is a non-violent one, such as Heal or Assist). This also switches your on-screen character to the partner you called on. Obviously, this is the best and safest way to switch characters. The downside is that it sucks up 1 level on your Hyper Combo Gauge.

Variable Combination: A1 + A2

A Variable Combination will summon as many partners as you have Hyper Combo energy for, and they will all perform a Hyper Combo at the same time. If you have at least 3 levels on your Hyper Combo gauge, both of your partners will jump on screen and all 3 of your characters will perform their Hyper Combo (Which one will it be? It's listed in the character's description, so go and see). If you have only 2 levels on your gauge, then only your first partner and the main character will perform Hyper Combos. If you have only 1 level on your gauge, then only the on-screen character will perform a Hyper Combo.

When using this technique, it is important to see what Hyper Combos will compliment the others. If they don't compliment each other, you may end up doing little damage and just wasting your Hyper Combo levels. Beam supers usually compliment themselves very well to any other supers.

Delayed Hyper Combo: See Below

When your on-screen character is performing a Hyper Combo, you can have your next partner jump on-screen and perform one of their Hyper Combos before the first one ends. While the first Hyper Combo does its damage, input the command for any Hyper Combo for your next (first) partner. They will jump in and do it. You can also interrupt this one in a similar fashion with a Hyper Combo from your last partner.

Whichever character you end with will remain on-screen as the main character. Not only does a Delayed Hyper Combo do much damage, but you can also use this to save yourself if you're first Hyper Combo misses and that character is in danger from retaliation. Simply whip out a second Hyper Combo from your partner and hopefully surprise your aggressor.

Snapback: D, DF, F + A1 or A2

This is a new special technique for MVC2. By inputting this command, your character will flash and perform a Heavy attack which, if it connects, will knock the opponent off the screen and send one of their partners on screen.

The partner you force into play depends on if you press the A1 or A2 button. The Snapback drains 1 level from your Hyper Combo gauge and is blockable. If it connects, however, the opponent cannot change to that character for a brief amount of time, plus it does a small amount of damage.

If you can pull it off and you really feel the need to kill that character that just got took off-screen by your opponent, by all means, use a Snapback to force them back on-screen and finish the job!

IV - THE GAME IN DEPTH

In this section I will discuss more specific aspects of the game, such as the different types of characters in the game, the different styles of playing the game, and the various techniques that players use to win the game.

When gaming nerds, I mean, ah, afficionados talk about a Capcom fighting game (especially a game from the Vs. series), there's a lingo that can be used to describe the types of characters and other various features in Marvel Vs. Capcom 2. In fact, you might hear these terms when discussing just about any fighting game.

TYPES OF CHARACTERS

The 56 characters in MVC2 can usually be grouped into different types, which you may hear mentioned on other FAQs, websites, or among people. Notice many characters cross categories. Here are some general groups:

  • Shotokan or Shoto characters: Ryu and Ken, the original fighting game heroes and their famous trio of moves (Fireball, Dragon Punch, Hurricane Kick), are such successful characters (so basic... yet so complex!) that their model, the "Shotokan character," has been copied from game to game ever since Street Fighter II (and not always by Capcom). There are many characters in Marvel Vs. Capcom 2 who are modeled after the original Ryu and Ken. Some examples of Shoto characters are: Ryu, Ken, Akuma, Dan, Morrigan, Sakura, and to a smaller extent, Cyclops, Megaman, and Cable.
  • Pixies: No, I'm not talking about the indie rock band, but rather small (often female) characters who are very fast and combo-friendly, but very weak in defense. It takes practice and quick reflexes to kick ass with a Pixie character, but once you're whipping out those 12-hit Aerial Raves left and right, your effort will have paid off. The Pixies are: Marrow, Sonson, Roll, Megaman, Servbot, Cammy, B.B. Hood, and to a smaller extent, Chun Li, Wolverine, J. Valentine, Psylocke, and Storm.
  • Beam or Beamer characters: Some characters are so beam-y, their beamy-ness can only be described by calling them a "Beamer." What do I mean by "beamy?" Any characters with a strong beam attack or an attack with a beam-like affect, which they must often rely on to win, qualifies as a Beamer. Beam attacks are greatly loved and feared because they will cancel and go through fireballs and beams are usually very fast and damaging. Some Beam characters are: Ryu, Akuma (both are included because of their Shinku Hadouken HCs), Cyclops, War Machine, Iron Man, Cable, Morrigan, Iceman, Storm and to a smaller extent, Megaman, Sentinel, Doctor Doom, and Magneto.
  • The Big Guys: There is a certain group of characters in MVC2 who are noticeably bigger than the average character. These characters, as a rule, are relatively slow, do not lend themselves to long, complex combos, and have few and/or weak ranged attacks. However, Big Guys are very strong and can usually take damage very well. Big Guys can easily overwhelm people who don't play defensively with their strong close-ranged attacks. On the other hand, Big Guys can be made useless if they are up against very fast characters who go hyper-offensive (like Wolverine, etc.). The Big Guys are: Zangief, Hulk, Juggernaut, Sentinel, Blackheart, Colossus, and to a smaller extent, Anakaris, Venom, and Thanos.
  • Joke Characters: Capcom is notorious for creating "Joke" characters and putting them in games. These characters are usually very weak in offense as well as defense, have fairly humorous attacks, and they are also hard to play with and win. Accordingly, losing against a Joke character is a humiliating situation. The Joke characters are: Dan, Servbot, Roll, and to a smaller extent, Megaman (borderline) and Wolverine (Bone Claw). Okay, the last one's not humorous, but he IS a joke of a character. Other humorous "Jokey" characters, who do not follow the "very weak... hard to play with and win" rule like the characters above do, include: T. Bonne, Sonson, Amingo, Jin, and Felicia.
  • The Weird Characters: These are just characters who look and/or play wierd. They are not the most popular characters; it's not often people will select them and they are challenging to win with. Some Wierd characters include: Anakaris, Blackheart, Shuma Gorath, Omega Red, M. Bison, Sabretooth, Spiral, Roll, and to a smaller extent, Colossus, Amingo, and Thanos.

STYLES OF PLAYING THE GAME AND TACTICS

There are many different ways that people will play MVC2 and many tactics people will use to win. Let's take a moment to look at some of the technical aspects of successful gameplay:

Crossing Up

A great technique to learn is called "Crossing Up." This takes advantage of the fact that the player and the game can get a little confused when the characters are really close to each other, and one jumps over the other. If one character is just barely jumping over the other one, the problem that comes up is: at what point do these characters have to turn around and face each other? In order to demonstrate what all of this actually means, here is an example of someone exploiting the confusion of "when characters turn around" to their advantage, which is called "Crossing Up:"

Suppose Ryu is standing still on the ground. Magneto is on the other side of the screen and suddenly does a super jump and is heading straight for Ryu; in fact, Magneto is now straight over Ryu and is already landing from his super jump. Ryu is blocking (by holding Back on the control stick) to avoid whatever form of attack Magneto has planned. However, as Magneto is falling down, he is no longer directly above Ryu, but he has actually maneuvered slightly behind where Ryu is standing and Magneto performs a Heavy Punch attack on Ryu just before landing. The attack hits Ryu, even though he was blocking, because of the confusion that sets in when characters are forced to turn around. Since Magneto started on one side but actually ended on the other side of Ryu, Ryu was forced to turn around to face Magneto, but Magneto was so fast that Ryu was not able to block in the correct direction in order to defend himself from Magneto's Heavy Punch attack. Clear now?

Well, you may say, is this actually useful? It is, especially against "Turtlers" (see separate entry in this section), beginners, and other defensive players. Although it may not work every time, Crossing Up is a great way to get in virtually unblockable hits against the opponent. One character who naturally takes advantage of this principal is Chun Li, whose Flip Attack move (DB + HK) will automatically Cross Up the opponent if the two are close together. Learning to Cross Up is a valuable technique, as it is difficult to defend against.

Playing Keep Away

A character with strong and/or confusing ranged attacks can breed players who like to "play keep away." These players rely on ranged attacks to win. Instead of any close-up fighting, these players just pour out projectile after projectile with the occasional air projectile attack. The idea is that the opponent will not be able to close in and hit you with close-ranged attacks or combos, etc.; but instead are held at the other end of the screen and forced to only block whatever comes their way.

Not only is this an easy way to beat beginning players, but it can serve several other purposes. Here are the basic goals of playing keep away: 1) Keep your opponent away, obviously (preferably at the other end of the screen); 2) Catch the opponent with a hit occasionally when they're not blocking; 3) Wearing down or killing (if you're lucky) your opponent with chipping or block damage. Characters who have the potential to be really good at keeping away include Cable, Doctor Doom, Akuma, Blackheart, B.B. Hood, Cyclops, Captain Commando, Magneto, Iceman, Storm, Sentinel, Megaman, Dhalsim, Morrigan, Iron Man, War Machine, and Jill Valentine.

How do you beat someone playing keep away with you? You have many options. Super jump over projectiles and try to get close; hit the aggressor before they can knock you back away from them. If you can, try a Beam Super to cancel their fireballs and hit them while their character is pausing briefly from the animation of their own projectile. An alternative way to beat known keep away players is to learn to play as Iceman (his Ice Beam special cancels fireballs and is very damaging, plus Iceman takes no chipping damage from projectile attacks) and get really, really good with him. Of course, there's nothing to stop the person next to you from giving you a black eye for being such a cheap-@$$ bastard.

Pursuit Attacks and On-The-Ground (OTG) Attacks

Both of these terms are related; "On The Ground" attacks are a form of Pursuit Attacks. A Pursuit Attack is hitting the character after they've just been knocked out or knocked down by a powerful attack, launcher, or combo. These extra hits are unblockable, but often they can be avoided by using a Rolling Escape (see Section III.2, Game Techniques, for more on the Rolling Escape).

For example, Ruby Heart's "Sublimation" special move summons a column of blue fire that knocks the opponent partway into the air as they are hit multiple times. If you're quick enough, Ruby Heart can jump up as the victim is being hit with the fire and follow up with several more punches and kicks while the victim is still in mid-air. This example of a Pursuit Attack is actually unblockable and unavoidable (though it will only work if the opponent is fairly close to you when the Sublimation initially hits).

If a character is knocked flat on the ground, usually by a sweep attack of some kind, they are vulnerable to further attack if the opponent uses certain moves; these moves can "OTG." There are many moves and many characters who can take advantage of this.

For example, Cyclops' Mega Optic Blast super is a screen-filling beam of ruby colored energy. As Cyclops, if you sweep the opponent and then, as they are lying flat on the ground, perform the Mega Optic Blast, the victim will automatically be hit by the super with no chance of blocking (as long as they don't perform a Rolling Escape). Some examples of moves that can OTG include Gambit's Royal Flush super, Wolverine's Berserker Claw X super, Jill Valentine's Close Fighting A special move, Jin's Blodia Punch super, and many, many more.

Learn to take advantage of the pursuit and OTG attacks because they are mostly unavoidable and deal extra damage that can add up. Remember: the only way to avoid an opponent's Pursuit or OTG attack is to perform the Rolling Escape technique(mentioned in Section III.2).

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