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| THE MARVEL VS. CAPCOM 2 FAQ FOR DREAMCAST |
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| By John Malone AKA Chalupa Donny <swidly@hotmail.com> |
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FIRST, if you have any questions, refer to the Table of Contents. I answer
many miscellaneous questions in the "Frequently Asked Questions" Section
(which is Part IX).
- IMPORTANT INFORMATION -
"The Marvel Vs. Capcom 2 FAQ For Dreamcast" is Copyrighted, as of November
2000 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 you
have to do is e-mail me for permission. All violations will be immediately
reported.
- 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. Capcom's official move names were
acquired through the use of game instruction manuals (from this and previous
games). The rest of the move names were created by me using artistic license.
That's right! 100% John!
As part of the disclaimer, you should only be able to find this FAQ in 2 places
that I know of: the always wonderful and insightful Gamfaqs website
(http://www.gamefaqs.com), the CheatHappens website, and at Fresh Baked
Games (http://www.fbgames.com). That's it. If you do see it anywhere else,
it would mean a lot to me if you would tell me about it.
- ONE MORE NOTE -
All the Credits for contributors and other do-gooders are listed at the very
end of the FAQ, in section IX. I give props where it's due. Mos def!
- VERSION HISTORY - ********* IMPORTANT !!! PLEASE READ **********
7/09/02 - FINAL vers. Yes indeed, the true final version.
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.
6/29/01 - Version 6.0 Hey. Just thought I'd sneak one more final
FINAL FINAL VERSION 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
FINAL VERSION 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.
"Se 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
(Next to still e-mailed me to contribute stuff. That's
final okay, though. It's flattering. But this is
version) 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!
------------------------------------------------------------------------
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- TABLE OF CONTENTS -
I: Introduction
II: Key
III: Game Basics
1: Movement
2: Basic Techniques & Ideas
3: Your Partners And You (Or "Surviving a Menage a Trois")
IV: The Game In Depth
1: Types Of Characters
2: Styles Of Playing The Game And Tactics
V: The Characters
VI: The Boss Section
VII: Top 10 Lists
1: The Top 10 Best Characters in Marvel Vs. Capcom 2
2: The Top 10 Characters Capcom Should Put In The Marvel Vs. Capcom Series
3: Contributions
VIII: Game Secrets
IX: Frequently Asked Questions
X: Credits & Miscellaneous
------------------------------------------------------------------------
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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* < swidly@hotmail.com >
------------------------------------------------------------------------
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- 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):
1. 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.
2. 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.
3. Onslaught is MIA. There is a new final boss, Abyss (See Section VI for
more).
4. 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.
5. 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.
6. 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).
7. 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).
8. 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)
9. 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).
10. 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).
------------------------------------------------------------------------
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II: - KEY -
Here is an explanation of the abbreviations and notations you will see in
this FAQ:
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
- + - 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.
- Press Any Direction - Any direction on the directional pad (D-Pad) can be
pressed.
- do nothing - Self explanatory: don't touch ANYTHING.
- (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.
- 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.
- 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).
- 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.
- A1 - Your Assist 1 button.
- A2 - Your Assist 2 button.
- OTG - An "On The Ground" attack; a move that can hit the opposing character
while they are lying flat on the ground.
- 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.
- 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.
------------------------------------------------------------------------
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III: - GAME BASICS ... BEGINNERS PLEASE START HERE! -
1 - MOVEMENT -
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!
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.
Here's an amazing picture rendering of the D (Direction) Pad on your Dreamcast
Controller.
If you're character is facing right:
Vertical Jump
Diagonal Backward Jump __ Diagonal Forward Jump
| |
___| |___
Walk Backward/Upper Block | | Walk Forward
|___ ___|
| |
Crouch/Lower Block |__| Crouch
Crouch
Here's 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 Street Fighter/Marvel/Vs. 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 (imagine this is a controller...
I know, it's hard):
L Trigger ___ ___ R Trigger
| |
__|___________|__
| |
| X Y |
| D-Pad A B |
| __ __ |
| | | VMU | | |
|__| |_____| |__|
Remember, these are the DEFAULT buttons:
To perform a Light Punch: Press X To perform a Light Kick: Press
A
To perform a Medium Punch: Press X twice To perform a Medium Kick: Press
A
twice
To perform a Heavy Punch: Press Y To perform a Heavy Kick: Press
B
The A1 Assist button is the L Trigger The A2 Assist button is the R
Trigger
If you are using a different kind of controller or if you switch all this
crap around, of course it's going to be different.
------------------------------------------------------------------------
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2 - BASIC TECHNIQUES & IDEAS -
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.
Dash- 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).
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).
Safe Fall/Break Away- 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.
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.
Launcher- DF + HP or DF + HK (See character descriptions for which one)
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!
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.
------------------------------------------------------------------------
---
3 - 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).
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.
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!
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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.
1 - 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
(usually 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, 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, 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 "Wierd" 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, Colossus, M. Bison,
Sabretooth, Spiral, Roll, and to a smaller extent, Storm, Amingo, Sentinel,
and Thanos.
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2 - 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).
- Super Armor -
Several of the larger characters in MVC2 have a special condition called
"Super Armor." This means that it takes two hits to stun or "faze" the
character with Super Armor (as opposed to one hit with any other character).
A character who is stunned or fazed is temporarily stopped; they can be hit
again with another quick move (as in a combo) and any move that the stunned
character was about to perform is interrupted. Therefore, characters with
Super Armor need to be hit twice before they are stopped or before their moves
can be interrupted. The exception is that an extremely powerful hit (such
as from a super move) may disregard Super Armor, and sweep attacks (usually
D + HK) also can ignore Super Armor.
Players on both sides need to always remember what Super Armor can really
do. When playing against a character with Super Armor, you must either be
very defensive or very offensive. Playing very defensive will let you block
the opponents attacks and then strike safely when they are vulnerable
(usually from laggy or slow attacks).
Or you can play the extreme offense (only recommended for very fast
characters like Pixies). These characters can hit Super Armor-ed characters
twice (so as to bypass the Super Armor) fast enough that the Super Armor-ed
character has no time to retaliate. And if you are playing as someone with
Super Armor, DO NOT forget that you have it! You can usually just plow through
smaller, weaker characters with a few well timed moves.
Characters with permanent Super Armor include Juggernaut, Hulk, and
Sentinel. Colossus has a super move that grants a special, temporary Super
Armor. Zangief gains temporary Super Armor while performing his Flying Power
Bomb or Final Atomic Buster moves and permanent Super Armor while in Iron
Body Mode. Jin gains permanent Super Armor if he is the last surviving
character in his team and his energy is reduced by 3/4 of the total.
- Turtling -
Playing like a "Turtle" means excessively playing the defensive. This
includes constantly blocking and/or jumping away from the opponent and only
striking when the foe is vulnerable. There is a lot to be said for this tactic;
if the other guy is just ramming on buttons, turtling until your foe slips
up and makes a mistake can be a good idea.
On the other hand, too much Turtling can get very annoying for the other
players. If someone is turtling, you can bypass their defenses by 1)Throwing
them; 2)Continue attacking, mixing low and high attacks until you catch them;
3)By crossing them up (see separate entry in this section).
A few characters lend themselves to the Turtle playing style more than
others, such as Captain Commando (especially with his Captain Corridor move,
to keep people away) and Guile (since most of his moves require a charge,
Guile is often found on the defensive, blocking).
------------------------------------------------------------------------
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V: - THE CHARACTERS -
Now, on to the characters! Here is the format that you will see for each and
every character entry:
# : The listing number of the character out of 56. The list is alphabetical.
- CHARACTER NAME -
Full Name: If the character name is short for a known, full name, I list it
here.
Real Name: For the Marvel characters, if their real name is known, I list
it here.
AKA: Other names you may hear this character called; either in arcades or
only in Japan.
Occupation: Just for fun; the official "job" of the character, if any.
Origin: What game this character first appeared in.
Taunt: A description of the unique Taunt of that character.
Launcher: How to perform that character's Launcher. Sometimes there are two
way to perform that launcher, which I will mention in parenthesis.
Alpha: Assist Type Variable Assist/Variable Combination *
Beta: Assist Type Variable Assist/Variable Combination
Gamma: Assist Type Variable Assist/Variable Combination
If a star or asterisk (*) is printed next to one of the Assist Types, it
indicates that that particular Assist is the one Capcom has chosen as being
the best one (Recommended) for that character. This is also the Assist that
your computer opponents will always be using when playing Arcade mode.
The info above is the Type of Assist for each, along with the name of the
Variable Assist and the name of the attack the character performs during a
Variable Combination. I also write which Assist Type Capcom recommends.
-Notable Normal Moves-
Here are attacks that are weaker than special moves; usually these are just
extended normal moves or normal moves that can only be performed with a
special command. This section also includes Air Dashing, Double or Triple
Jumps, and Wall Jumps.
-Special Moves-
These moves are usually unique to this character (there are a few exceptions)
and they require a special command to perform. These moves are more damaging
than your average Normal Moves.
-Super Moves-
Hyper Combos. Anything listed here requires at least one bar on your Hyper
Combo Gauge to perform. These are very damaging.
Overview: A physical description of the character along with what's new with
them in MVC2 and other personal comments about them.
Side Notes: These are non-essential, though potentially thought-provoking
tidbits of pointless information that I've included for anyone who cares
about that kind of $#!^.
Additionally, any move entries with a little dash listed below them like so:
Wall Walk:
-Kick Off: <-- Indicates that you can follow up the main move with additional
moves or commands, or that there are several variations of the move that can
be listed under the main move heading.
The characters are listed in alphabetical order so that they are easier to
find (as opposed to the totally random numbering given to the characters by
Capcom). Here is a complete list of the characters by number:
#1- Akuma #20- Hayato #39- Sabretooth
#2- Amingo #21- Hulk #40- Sakura
#3- Anakaris #22- Iceman #41- Sentinel
#4- B.B. Hood #23- Iron Man #42- Servbot
#5- Blackheart #24- Jill Valentine #43- Shuma Gorath
#6- Cable #25- Jin #44- Silver Samurai
#7- Cammy #26- Juggernaut #45- Sonson
#8- Captain America #27- Ken #46- Spiderman
#9- Captain Commando #28- Magneto #47- Spiral
#10- Charlie #29- Marrow #48- Storm
#11- Chun Li #30- M. Bison #49- Strider Hiryu
#12- Colossus #31- Mega Man #50- T. Bonne
#13- Cyclops #32- Morrigan #51- Thanos
#14- Dan #33- Omega Red #52- War Machine
#15- Dhalsim #34- Psylocke #53- Wolverine
#16- Doctor Doom #35- Rogue #54- Wolverine (Bone Claw)
#17- Felicia #36- Roll #55- Venom
#18- Gambit #37- Ruby Heart #56- Zangief
#19- Guile #38- Ryu
------------------------------------------------------------------------
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# 1
- AKUMA -
AKA- Gouki (in Japan)
Origin- Super Street Fighter II Turbo (arcade)
Taunt- Akuma grunts as he assumes the "horse stance," body trembling
Launcher- DF + HP
Alpha- Projectile Type Fireball/Messatsu Gou-Shouryouu
Beta- Anti-Air Type Dragon Punch/Messatsu Gou-Shouryouu
Gamma- Expansion Type Hurricane Kick/Messatsu Gou-Rasen *
-Notable Normal Moves-
Mighty Chop: F + HP
Hop Kick: F + HK
-Special Moves-
Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P
Hurricane Kick: D, DB, B + K (air)
Dive Kick: D, DF, F + K (air only)
Ashura Warp:
-Forward Short: F, D, DF + 2K
-Forward Long: F, D, DF + 2P
-Backward Short: B, D, DB + 2K
-Backward Long: B, D, DB + 2P
-Super Moves-
Messatsu Gou-Shouryuu: D, DF, F + 2P
Messatsu Gou-Hadoken: D, DB, B + 2P
Tenma Gou-Zenkuu: D, DF, F + 2P (air only)
Messatsu Gou-Rasen: D, DB, B + 2K
Shin Goku Satsu: LP, LP, F, LK, HP (level 3) (unblockable)
Overview: One of the perennial favorites of Capcom fighting games, Akuma is
Ryu and Ken's evil counterpart, wielding the combined powers of both.
Unfortunately, the only way to balance Akuma's raw strength was to totally
weaken his defense. If you're slick enough to avoid getting hit too much,
his unbelievably strong combos and other attacks will win you out. Akuma has
a new super move, Messatsu Gou-Rasen, a Hurricane Kick that flies straight
up.
------------------------------------------------------------------------
---
# 2
- AMINGO -
Origin- Unknown (some sort of puzzle game, according to j-ryu; JoJo's Bizarre
Adventure, according to BaddPigg)
Taunt- Tips his sombrero while he waves the opponent forward
Launcher- DF + HP or HK
Alpha- Heal Type Green Fruit (Life Up)/Boon of the Sun *
Beta- Enhancement Type White Fruit (Defense Up)/Boon of the Sun
Gamma- Balance Type Shout of the Wind/Boon of the Sun
-Special Moves-
Shout of the Wind: D, DF, F + P (air)
Joy of Green: D, DB, B + P
Child of the Ground:
-Ram: D, DF, F + K
-Grab: D, DB, B + K
-Super Moves-
Rule of the Plants: D, DB, B + 2P
Boon of the Sun: D, DF, F + 2K
Overview: Amingo is a strange cactus-man who favors wearing nothing but a
pair of slacks and a giant sombrero. A lot of his attacks are strange but
he does know a thing or two: his air HK "drill" attack and his very effective
Shout of the Wind special are fantastic.
The "Rule of the Plants" super has Amingo shoot out a little flower that
scoots along the ground. If the opponent doesn't avoid it, the flower spits
them into a gaping hole in Amingo's head where the poor fool then gets shaken
up (as Amingo does a little Samba number with his maracas), then is spit back
out. The flower is both blockable and easy to dodge. Amingo is uncontrollable
while the flower is moving around, leaving him very vulnerable.
Boon of the Sun turns Amingo into a spiny vine that grows straight up
very quickly. If the opponent is caught, they are taken up with the vine for
multiple hits and respectable damage. Similar in nature to Ken's Shinryuu
Ken super.
Side Notes: Amingo's Child of the Ground attack can summon up to two
mini-cacti (of either kind) at a time. A single hit will knock them out of
play.
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# 3
- ANAKARIS -
Origin- Darkstalkers (arcade)
Taunt- Faces the screen with his arms raised while he says something
Launcher- DF + HP
Alpha- Ground Type Cobra Blow/Pharoah Cobra Throw *
Beta- Throw Type Mummy Drop/Pharoah Illusion
Gamma- Variety Type Coffin Drop/Dance of the Coffins
-Notable Normal Moves-
Air Dash: F, F or F + 2P (air only)
Axe Kick: B + HK
Pyramid Drop: D or DB or DF + K (air only)
-Special Moves-
Coffin Drop: D, D + P (air)
Cobra Blow: B, F + P (air)
Mummy Drop: D, DF, F + P (air) (unblockable)
Pharoah Judgment: D, DF, F + K (air only)
-Super Moves-
Pharoah Cobra Throw: B, F + 2P (air)
-Cobra Strike (Very High): LP
-Cobra Strike (Medium High): HP
-Cobra Strike (Medium Low): LK
-Cobra Strike (Very Low): HK
Dance of the Coffins: D, D + 2P (air)
Pharoah Magic: HK, LP, D, LK, HP (air)
Pharoah Illusion: LP, LP, F, LK, HP
-Left Hand Move Up & Down: LP
-Right Hand Move Up & Down: HP
-Left Hand Move Side to Side: LK
-Right Hand Move Side to Side: HK
Overview: Without a doubt the most awkward, hard to use, and wierdest
character in the game. Anakaris is a hulking, B-movie style Egyptian mummy.
His super moves are hard to pull off and not always reliable. Plus he takes
damage like Glass Joe (you know, from Punch-Out). Anakaris' one advantage
is that he can take people by surprise with his unorthodox fighting style.
Side Notes: During Anakaris' Pharoah Illusion super, Anakaris can be knocked
out of Giant Mode if he gets hit by any attack.
The Pharoah Judgment special attack turns the opponent into a small
cartoonish figure for a brief amount of time. During this time, the person
affected cannot block, only move. Whenever the shrunken person presses a
button, the character bows over in worship to Anakaris (kinda funny!). If
the person affected is hit during this time, the metamorphosis ends.
------------------------------------------------------------------------
---
# 4
- B. B. HOOD -
Full Name- Baby Bonnie Hood
AKA- Bulleta (Japan)
Origin- Darkstalkers 3 (arcade)
Taunt- B. B. Hood says something while she kneels and beckons to her dog,
who barks in return
Launcher- DF + HK
Alpha- Projectile Type Smile & Missile/Cool Hunting
Beta- Anti-Air Type Cheer & Fire (Anti-Air)/Cool Hunting *
Gamma- Variety Type Shyness Strike/Cool Hunting
-Notable Normal Moves-
Basket Smash: F or B + HP
Forward Knee: F + HK
Blade Lunge: F, F or B, B + HP
Land Mine: DB + HK
-Special Moves-
Smile & Missile: Charge B, F + P
Low Smile & Missile: Charge B, F + K
Hop & Missile: Charge D, U + P
Shyness Strike: D, DB, B + P
Cheer & Fire (Anti-Air): F, D, DF + P
Cheer & Fire (Straight): F, D, DF + K (air)
-Super Moves-
Cool Hunting: D, DF, F + 2P
Beautiful Memory: B, DB, D, DF, F + 2K
Hyper Apple For You: F, DF, D, DB, B + 2K
Overview: B. B. Hood is a "Little Red Riding Hood" clone who also wields a
rather impressive arsenal of weapons. Despite her short height, B. B. Hood
can dish out a lot of damage. She has a variety of projectiles to use but
she's not very fast and has little close-ranged combat talent. Her supers
are funny and ridiculously devastating.
------------------------------------------------------------------------
---
# 5
- BLACKHEART -
Origin- Marvel Super Heroes (arcade)
Taunt- Crosses his arms and laughs
Launcher- DF + HP
Alpha- Ground Type Dark Thunder/Judgment Day *
Beta- Anti-Air Type Inferno/Heart of Darkness
Gamma- Launcher Type Launcher/Armageddon
-Notable Normal Moves-
Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (air only)
Melt Into Ground: F, hold F or B, hold B
-Special Moves-
Dark Thunder: B, DB, D, DF, F + P
Inferno: F, DF, D, DB, B + P
-Super Moves-
Armageddon: D, DF, F + 2P
Judgment Day: D, DB, B + 2P (air)
Heart of Darkness: D, DF, F + 2K
Overview: So what's the deal with Blackheart? This lovable character is the
son of Mephisto (the Satan character in the Marvel Comics universe) and as
you can tell from his appearance and his raspy voice, Blackheart's one bad
mamma-jamma. Despite his large stature, his regular attacks aren't
particularly strong. Blackheart is an indirect guy: most of his moves consist
of throwing something at the opponent; whether it be hellfire or a gaggle
of demons. This makes him ineffective and slow when it comes to close-ranged
combat. But he can play a great game of keep away, especially with his Inferno
special and his Judgment Day super.
------------------------------------------------------------------------
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# 6
- CABLE -
Real Name- Nathan Summers
Origin- New Character
Taunt- Steps back and twirls his pistol near his hip
Launcher- DF + HP
Alpha- Projectile Type Viper Beam/Hyper Viper *
Beta- Anti-Air Type Scimitar/Hyper Viper
Gamma- Variety Type Electrap/Hyper Viper
-Notable Normal Moves-
Pistol Blast: HP (rapidly)
Shin Kick: F + HK
-Special Moves-
Viper Beam: D, DF, F + P (air)
-Control Beam: hold U or D
Scimitar: F, D, DF + P
Electrap:
-Far and Low: D, DB, B + LK
-Near and High: D, DB, B + HK
-Near: D, DB, B + LK (air only)
-Far: D, DB, B + HK (air only)
Plasma Rush: D, DF, F + K
Shock Therapy: F, DF, D, DB, B + P (near)
-Super Moves-
Hyper Viper: D, DF, F + 2P (air)
-Control Beam: hold U or D
Time Flip: D, DF, F + 2K
Overview: Despite first impressions, Cable is not just Ryu with a pistol.
He has a lot of unconventional, weirder moves thrown in. Cable, the gun-toting
time traveler of Marvel Comics fame, is a master of ranged attack with his
Pistol Blast (HP) and Viper Beam moves, both of which easily cancel into other
attacks. Cable also has the potential for more strategic, indirect attacks
with his Electrap move and Time Flip.
Hyper Viper is basically just a longer, more damaging version of his
Viper Beam special. You can get opponents nailed every time if you link the
Pistol Blast move into this.
Time Flip creates a clone of Cable which dashes forward and tries to
catch the opponent before disappearing after a short distance. If the
opponent is hit, the clone performs a combo. What's neato-burrito is that
Cable (the real Cable, that is) can move around and do whatever during this
time (except perform another HC).
Side Notes: After doing certain moves, Cable will remain standing in a
neat-looking pose if you don't move or press any buttons. He poses after doing
his Pistol Blast move and his Shock Therapy move and I think one other one.
------------------------------------------------------------------------
---
# 7
- CAMMY -
Occupation: M. Bison's former hench-woman
Origin- Super Street Fighter 2 (arcade)
Taunt- Cammy shouts "Lock On!" as she makes a cutting motion with her hand
across her neck
Launcher- DF + HK or HP
Alpha- Anti-Air Type Cannon Spike/Spin Drive Smasher *
Beta- Dash Type Cannon Drill/Spin Drive Smasher
Gamma- Expansion Type Axle Spin Knuckle/Killer Bee Assault
-Notable Normal Moves-
Double Jump: U, U (air only)
Low Strike: B + HK
-Special Moves-
Cannon Drill: D, DF, F + K (air)
Cannon Spike: F, D, DF + K
Axle Spin Knuckle: D, DF, F + P
Cannon Strike: D, DB, B + K (air only)
Cannon Revenge:
-Launcher: F, DF, D, DB, B + LP
-Cannon Spike: F, DF, D, DB, B + HP
Hooligan Combo: D, DB, B + K
-Cancel: P
-Cannon Strike: K
-Leg Throw: P (near) (unblockable)
-Sweep: do nothing
-Super Moves-
Killer Bee Assault: D, DB, B + 2P (air)
Spin Drive Smasher: D, DF, F + 2K
Reverse Shaft Breaker: D, DB, B + 2K
Overview: Cammy is the fastest character in the game. Formerly (or still?)
M. Bison's hench-person, Cammy is unbeatable when it comes to annoying combos
and flying around the screen with wacky kick attacks. If not for her terrible
defense, she would be a much better character. As far as changes go, I'm pretty
sure the Reverse Shaft Breaker super is a new move.
Side Notes: Cammy's Cannon Revenge special is a counter move. She will flash
white and stand still briefly. If she is hit with a normal attack during that
time, she counters with the listed attack.
------------------------------------------------------------------------
---
# 8
- CAPTAIN AMERICA -
Real Name- Steve Rogers
Origin- Marvel Super Heroes (arcade)
Taunt- Faces the screen and gives a salute with his shield-arm
Launcher- DF + HP
Alpha- Projectile Type Shield Slash/Hyper Charging Star
Beta- Anti-Air Type Stars & Stripes/Hyper Stars & Stripes
Gamma- Dash Type Charging Star/Hyper Charging Star *
-Notable Normal Moves-
Double Jump: U, U (air only)
-Special Moves-
Shield Slash:
-Forward: D, DF, F + LP (air)
-Angled Up: D, DF, F + HP
-Angled Down: D, DF, F + HP (air only)
Stars & Stripes: F, D, DF + P
Charging Star: B, DB, D, DF, F + K
Cartwheel: F, DF, D, DB, B + P
-Super Moves-
Final Justice: D, DF, F + 2P
Hyper Stars & Stripes: F, D, DF + 2P
Hyper Charging Star: D, DF, F + 2K
Overview: Back in the days of yore (when Marvel Vs. Capcom was out, for you
laypersons), Captain America and War Machine were my unbeatable team. That
is until this game came out and made a cruel mockery of both of them. It's
the little things that make the difference. For one thing, the Charging Star
special no longer hits on the ground. The Shield Slash can no longer be thrown
along the ground or diagonally upwards while in mid-air. Where's the
versatility, Capcom? Where is it?
------------------------------------------------------------------------
---
# 9
- CAPTAIN COMMANDO -
AKA- CapCom (get it?)
Origin- Captain Commando (arcade)
Taunt- The Captain strums a guitar and tips his cowboy hat to you (Did I miss
something?)
Launcher- DF + HK
Alpha- Ground Type Captain Fire/Captain Sword
Beta- Anti-Air Type Captain Corridor/Captain Sword *
Gamma- Expansion Type Captain Kick/Captain Sword
-Special Moves-
Captain Fire: D, DF, F + P (air)
Captain Collider (Corridor?): D, DB, B + P
Captain Kick: D, DB, B + K
Commando Strike:
-Call Sho: D, DF, F + LK
-Call Genity: D, DF, F + HK
-Call Hoover: D, DF, F + LK + HP
-Super Moves-
Captain Sword: D, DF, F + 2P
Captain Storm: D, DF, F + 2K
Overview: If you played the original Marvel Vs. Capcom, then you know Captain
Commando as "that one really cheap guy." CapCom starred in his own
side-scrolling "Final Fight"-style arcade game with his three boys to back
him up: Sho the Ninja, Genity the knife-wielding zombie, and Hoover, an
cigar-chomping infant piloting a giant green robot. I don't think the game
did too well.
Anywho, CapCom seems a little toned down in this game. It's a little
harder to pull off those old combos with him and he seems to be a bit slower.
He's still just as powerful, though. Note that his Commando Strike moves have
different button commands than from CapCom's first appearance.
Side Note: You might wonder along with me: what the hell is a "Captain
Corridor?" What do hallways have to do with anything? My theory was that
the voice actor for this character, who was probably Japanese, simply
pronounced it wrong (as some of you may know, Japanese have a tendency, due
to the nature of the Japanese language, to pronounce the "L" sound as "R"...
or is it the other way around?). So why do all the guides call it this when
it was probably meant to be something else?
- Some new insight from Richard Hoelscher sheds light on the subject: "About
'Captain Corridor?' Well, 'Collider' mutated into the official japanese word
'kuraida.' But, because Captain speaks english, the Japanese would write
'Captain Collider' in Katakana and hand it to a voice actor, who would
translate it as 'Ka-Pu-Ta-N Ko-Ru-Ri-Do-Ru.' This is because transcribing
L sounds, which don't exist in the language, usually means turning them into
rolling R's. The 'Captain' would be easy to recoginze, but 'KoRuRiDoRu' could
be pronounced in a number of ways, including 'Corridor' or 'Collider,' and
only would be translated accurately by looking at the context where it was
used or if the game developers were there during recording."
Thanks Richard Hoelscher.
------------------------------------------------------------------------
---
# 10
- CHARLIE -
AKA- Nash (in Japan)
Origin- Street Fighter Alpha
Taunt- Grabs the front of his goofy-looking vest and says something in
Japanese
Launcher- DF + HP
Alpha- Projectile Type Sonic Boom/Sonic Break
Beta- Anti-Air Type Somersault Kick/Somersault Justice
Gamma- Balance Type Sonic Boom & Somersault Kick/Sonic Break *
-Notable Normal Moves-
Backhand Punch: F + HP
Thrust Kick: F + HK
Reverse Jump Kick: B + HK
-Special Moves-
Sonic Boom: Charge B, F + P
Somersault Kick: Charge D, U + K
Moon-sault Slash: U, UF, F + K (air only)
-Super Moves-
Sonic Break: D, DF, F + 2P
Somersault Justice: D, DB, B + 2K
Crossfire Blitz: D, DF, F + 2K
Overview: Charlie is Guile's long-lost Army buddy who made his first
appearance in Street Fighter Alpha... and you know what? Does anyone even
care? Charlie's like the stepchild no one wanted, especially now that Guile's
around.
------------------------------------------------------------------------
--
# 11
- CHUN LI -
Occupation- Hong Kong detective
Origin- Street Fighter II (arcade)
Taunt- Best explained by scholar extraordinaire Richard Hoelscher: "Chun
Li's taunt is 'Gomen Ne.' This is the equivalent of 'pardon me,' and
is essentially Chun Li shoving aside a loser so that she can pass."
Very nice. Oddly enough, Chun Li's taunt can hit nearby opponents
and will slightly damage them.
Launcher- DF + HK
Alpha- Projectile Type Kikouken/Kikoushou *
Beta- Anti-Air Type Tenshou Kyaku/Hazan Tenshou Kyaku
Gamma- Expansion Type Senensyu/Senretsu Kyaku
-Notable Normal Moves-
Air Dash: F, F or F + 2P (air only)
Wall Jump: When touching the edge of the screen, press F (air only)
Triple Jump: U, U, U (air only)
Heel Kick: D + HK (air only)
Fierce Jump Kick: F + HK (air only)
Flip Attack: DB + HK
Mini-Kikoushou: F + HP
-Special Moves-
Kikouken: B, DB, D, DF, F + P
Tenshou Kyaku: F, D, DF + K
Hyakuretsu Kyaku: K (rapidly) (air)
Senensyu: F, DF, D, DB, B + K
-Super Moves-
Kikoushou: D, DF, F + 2P
Senretsu Kyaku: D, DF, F + 2K
Hazan Tenshou Kyaku: F, D, DF + 2K
Overview: Chun Li is the original female Street Fighter. She's also the most
changed since her first appearance. Once you think about it, the only move
she has now that she also had in her first appearance is her "Lightning Legs"
attack (Hyakuretsu Kyaku). But I digress. In MVC2, Chun Li is no beginner's
character. She has few powerful, direct attacks but she's strong for a female
(not trying to be Politically Incorrect, but in MVC2, most of the girls are
weak in the strength department) and has lots of killer combos. Her Flip
Attack is great for crossing up and her supers are pretty powerful.
Unfortunately, she no longer has her awesome air super (D, DF, F + 2K... I
forget the name of it) from the previous Vs. game.
------------------------------------------------------------------------
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# 12
- COLOSSUS -
Real Name- Peter Rasputin
Origin- X-Men: COTA (arcade)
Taunt- Colossus rubs his nose and grunts
Launcher- DF + HK
Alpha- Dash Type Power Tackle (Straight)/Super Dive *
Beta- Anti-Air Type Power Tackle (Diagonal)/Super Dive
Gamma- Launcher Type Launcher/Super Dive
-Notable Normal Moves-
Two-Armed Slam: UF or F or DF + HP (air only)
-Special Moves-
Power Tackle (Straight): D, DF, F + LK (air)
Power Tackle (Diagonal): D, DF, F + HK (air)
Giant Swing: D, DF, F + P (air)
-Super Moves-
Super Dive: D, DF, F + 2P
Super Armor: D, DB, B + 2P
Overview: Colossus, the big Russian galoot made out of metal, is still a
sub-par character despite Capcom's efforts. Despite his lack of speed, the
worst thing about him is his lack of good super moves. His Super Armor move
is decent, but not enough to make him a worthwhile character. The only thing
that's good about him at all is his Power Tackle. It's fast, it hits hard,
it can go in various directions, and doesn't leave Colossus too vulnerable
afterwards. Overall, though, this guy needs more work.
Side Notes: As the name suggests, the "Super Armor" super gives Colossus TOTAL
Super Armor for a limited amount of time. This special version of Super Armor
makes Colossus unstoppable... meaning he cannot be stunned or fazed, no
matter how many times he is hit.
------------------------------------------------------------------------
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# 13
- CYCLOPS -
Real Name- Scott Summers
Origin- X-Men: COTA (arcade)
Taunt- Gives you a two-fingered salute while his protective visor twinkles
Launcher- DF + HP or HK
Alpha- Projectile Type Optic Blast/Mega Optic Blast *
Beta- Anti-Air Type Gene Splice/Mega Optic Blast
Gamma- Expansion Type Cyclone Kick/Mega Optic Blast
-Notable Normal Moves-
Whirlwind Combo: HK, HK
Double Jump: U, U (air only)
Straight Knuckle: D or DB or DF + MP (air only)
Bomb Fist: D or DB or DF + HP (air only)
Arrow Leg: D or DB or DF + LK (air only)
Bow Kick: D or DB or DF + MK (air only)
2-Footed Kick: D or DB or DF + HK (air only)
-Special Moves-
Optic Blast:
-Crouching: D, DF, F + LP
-Diagonally Up: D, DF, F + HP
-Straight Forward: D, DF, F + P (air only)
Gene Splice: F, D, DF + P
Cyclone Kick: D, DB, B + K
Optic Sweep: F, DF, D + P
Bum Rush: Charge B, F + K (unblockable)
Optic Combo: Charge B, F + P
-Combo Finisher: P (rapidly)
Optic Crush: F, DF, D, DB, B + P (near) (unblockable)
-Blast Left/Up/Right: Hold UB or U or UF
-Super Moves-
Mega Optic Blast: D, DF, F + 2P (air)
Super Optic Blast: D, DF, F + 2K (air)
-Control Beam: Press Any Direction
Overview: Cyclops is the preppy, red-visored leader of the X-Men. A few
changes have been made to Cyclops; his Mega Optic Blast super can now be done
in the air (bonus), but he can no longer fire his Optic Blast straight forward
while standing, only while ducking. Strangely, Cyclops is not the beam-freak
that you would think he would be. Since his Optic Blast can only go really
low or really high, Cyclops must often rely on his other moves (which he has
a very wide variety of).
------------------------------------------------------------------------
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# 14
- DAN -
Full Name- Dan Hibiki
Origin- Street Fighter Alpha
Taunt- Dan puts his arm facing the screen up as if flexing his biceps and
yells something in Japanese
Launcher- DF + HP
Alpha- Projectile Type Gadouken/Shinku Gadouken
Beta- Anti-Air Type Kouryuuken/Kouryuu Rekka
Gamma- Variety Type Premium Sign/Hisshou Buraiken *
-Notable Normal Moves-
Jumping Taunt: Taunt (air only)
Rolling Taunt: D, DF, F or D, DB, B + Taunt
-Special Moves-
Gadouken: D, DF, F + P
Kouryuuken: F, D, DF + P
Dankyu Kyaku: D, DB, B + K (air)
Premium Sign: D, DF, F + K
-Super Moves-
Shinku Gadouken: D, DF, F + 2P
Kouryuu Rekka: D, DF, F + 2K
Hisshou Buraiken: D, DB, B + 2K
Super Taunt: D, DF, F, D, DF, F + Taunt
Otoko Michi: FP, LK, B, LP, LP (level 3) (unblockable)
Overview: Who is Dan Hibiki? Why he's the ultimate joke character... Capcom
created this pink-suited Ryu clone after rival fighter-maker SNK released
"Art Of Fighting," which featured two characters who had fighting styles that
resembled Capcom's patented "shotokan" trio of moves (fireball, dragon punch,
and hurricane kick). As a result, Dan is a rip-off of SNK's rip-off of Capcom.
His moves are weaker, sillier versions of Ryu's and Ken's moves. Dan is fun
to play as, and if you're lucky (or really, really good) you may win a few
matches with him. The ultimate humiliation... winning with the Otoko Michi
super.
Side Notes: The Otoko Michi super will reduce Dan to virtually zero energy
(one more hit and he's finished) if Dan successfully nails the opponent with
this move.
------------------------------------------------------------------------
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# 15
- DHALSIM -
Origin- Street Fighter 2
Taunt- Dhalsim puts his hands together in prayer and mumbles in his trademark
yoga-like fashion
Launcher- DF + HP
Alpha- Projectile Type Yoga Fire/Yoga Inferno
Beta- Ground Type Yoga Flame/Yoga Inferno *
Gamma- Anti-Air Type Yoga Blast/Yoga Inferno
-Notable Normal Moves-
Yoga Hover: Press Any Direction + 2P (air only)
Yoga Barrel Roll: D or DB or DF + HP (air only)
Yoga Drill:
-Steep Angle: D or DB or DF + HK (air only)
-Near Horizontal: D or DB or DF + LK (air only)
Yoga Headbutt: HP (near)
Yoga Knee: HK (near)
-Special Moves-
Yoga Fire: D, DF, F + P (air)
Yoga Flame: F, DF, D, DB, B + P
Yoga Blast: F, DF, D, DB, B + K
Yoga Teleport:
-Left Side of Screen, Next to Opponent: B, D, DB + 2P (air)
-Right Side of Screen, Next to Opponent: F, D, DF + 2P (air)
-Far Left Side of Screen: B, D, DB + 2K (air)
-Far Right Side of Screen: F, D, DF + 2K (air)
Yoga Noogie: F, DF, D, DB, B + P (near) (unblockable)
Yoga Flight: D, DB, B + 2K (air)
-Cancel: D, DB, B + 2K
-Super Moves-
Yoga Inferno: D, DF, F + 2P (air)
-Control Flame: U or D
Yoga Strike: D, DF, F + 2K (unblockable)
Overview: There's nothing really new for Dhalsim. Of course he's still great
at keeping opponents away with his stretchy anatomy, but he really lacks when
it comes to combos or effective close ranged attacks. The sheer variety of
his moves and his flexibility makes him really hard to use without lots and
lots of practice.
------------------------------------------------------------------------
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# 16
- DOCTOR DOOM -
Real Name- Victor Doom
Occupation- Lord and Master of all that is Evil
Origin- Marvel Super Heroes (boss character)
Taunt- Doctor Doom crosses his arms and then laughs
Launcher- DF + HK or HP
Alpha- Variety Type Photon Shot/Photon Array
Beta- Anti-Air Type Molecular Shield/Sphere Flame
Gamma- Projectile Type Plasma Beam/Electric Cage *
-Notable Normal Moves-
Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (air only)
Laser Gun: HP (air only)
Floating Stomp: HK (air only)
Short Floating Stomp: D + HK (air only)
-Special Moves-
Plasma Beam: D, DF, F + P (air)
Photon Shot: F, DF, D, DB, B + P (air)
Molecular Shield: F, DF, D, DB, B + K
Flight: D, DB, B + 2K (air)
-Cancel: D, DB, B + 2K
-Super Moves-
Electric Cage: D, DF, F + 2P
Photon Array: F, DF, D, DB, B + 2P (air)
Sphere Flame: D, DF, F + 2K
Overview: Doctor Doom, the infamous metal-clad foe of the Fantastic Four,
is the master of projectiles. In a game of keep away, Doctor Doom is nearly
unmatchable. Unfortunately, he's also rather slow and hard to use. And you
would think with all that armor he would have better defense. His wierd heavy
air attacks (HP and HK) prevent him from having effective jump-in combos.
------------------------------------------------------------------------
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# 17
- FELICIA -
Origin- Darkstalkers (arcade)
Taunt- Gets on all fours low to the ground and licks her paw
Launcher- DF + HK
Alpha- Expansion Type Delta Kick/Hyper Sand Splash
Beta- Ground Type Sand Splash/Hyper Sand Splash *
Gamma- Variety Type Neko Spike/Hyper Sand Splash
-Notable Normal Moves-
Tail Kick: B + HK
Wall Grab: When touching the edge of the screen, press B or UB
-Slide Down: D or DB
-Let Go: do nothing
-Special Moves-
Rolling Buckler: D, DF, F + P
-Neko Punch: LP
-Rising Slash: HP
-Slide: K
Neko Spike: F, D, DF + P
Delta Kick: F, D, DF + K (air)
Sand Splash: D, DF, F + K
Hell Cat: F, DF, D, DB, B + K (near)
-Super Moves-
Dancing Flash: D, DF, F + 2P
Hyper Sand Splash: D, DF, F + 2K
Please Help Me!: D, DB, B + 2K
Overview: Felicia is a nearly nude (try switching her costume color to an
orange "skin tone" to get a rise out of people) catwoman from the Darkstalkers
series. Felicia is an underrated character; all of her moves are easy to combo
and she can OTG with many moves too. Her biggest downfall is her terrible
defense... a few unlucky hits and she's toast.
------------------------------------------------------------------------
--
# 18
- GAMBIT -
Real Name- Remy LeBeau
Origin- X-Men Vs. Street Fighter (arcade)
Taunt- Gambit lays his staff on his back and beckons with his hand, saying
"C'mon!"
Launcher- DF + HP
Alpha- Projectile Type Kinetic Card/Royal Flush
Beta- Expansion Type Cajun Strike (1 Hit)/Royal Flush *
Gamma- Launcher Type Launcher/Royal Flush
-Special Moves-
Kinetic Card: D, DF, F + P (air)
Trick Card: D, DB, B + P
Cajun Slash:
-1 Hit: F, D, DF + LP
-Leaping 3 Hit: F, D, DF + HP
-Rushing 3 Hit: F, D, DF + LK + HP
Cajun Strike:
-Kick: Charge D, U + K
-Jump to Higher Wall: Hold U + the direction of the opposite wall
-Stick Attack Launcher: Charge D, U + P
-Jump to Higher Wall: Hold U + the direction of the opposite wall
-Attack: P
-Super Moves-
Royal Flush: D, DF, F + 2P
Cajun Explosion:
-Attack Facing the Opponent: D, DB, B + 2K
-Attack From Behind the Opponent: D, DF, F + 2K
Overview: That suave, stick-wielding Cajun known as Gambit returns to MVC2
fairly unchanged in substance. In fact, the only real difference is his Cajun
Slash special now requires different button commands to get the various
effects. I've always seen Gambit as an annoying character. He's got great
defense and when he retaliates, Gambit can be really nasty (especially his
aggravating Royal Flush super, which can OTG). He's a versatile guy and a
bitch to play against.
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# 19
- GUILE -
Origin- Street Fighter 2 (arcade)
Taunt- Rotates his arm and says "Too easy!"
Launcher- DF + HP
Alpha- Anti-Air Type Somersault Kick/Somersault Strike
Beta- Projectile Type Sonic Boom/Sonic Hurricane
Gamma- Balance Type Sonic Boom & Somersault Kick/Sonic Hurricane *
-Notable Normal Moves-
Straight Knuckle: B + HP
Backhand Punch: F + HP
Reverse Jump Kick: B + HK
Upside Down Kick: F + HK
-Special Moves-
Sonic Boom: Charge B, F + P
Somersault Kick: Charge D, U + K
Air Somersault Kick: D, U + K (air only)
-Super Moves-
Sonic Hurricane: D, DF, F + 2P
Somersault Strike: D, DB, B + 2K
Crossfire Assault: D, DF, F + 2K (air only)
Overview: Guile is the MAN. I'm so glad Capcom put him in here. Being a newbie
to the series, Guile's old familiar moves have been "super-sized" and you
now have a variety of wacky new hyper combos to play with, including the Sonic
Hurricane; a spinning donut of energy which vacuums nearby opponents in for
lots o' damage and the Crossfire Blitz, a really neat air auto-combo. Guile's
ability to combo all of his moves and supers makes him one of the best
characters in the game and a joy to play with.
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# 20
- HAYATO -
Origin- Star Gladiators (PSX)
Taunt- Rears back and lowers his sword while yelling something in Japanese
Launcher- DF + HP
Alpha- Expansion Type Shiden/Rasetsuzan *
Beta- Anti-Air Type Guren/Engetsu
Gamma- Balance Type Shiden & Guren/Engetsu
-Notable Normal Moves-
Jumping Slice: F + HP
Sliding Cut: F, F + HP, HP
Dropping Stab: D or DB or DF + HK (air only)
-Special Moves-
Shiden: D, DF, F + P
Guren: F, D, DF + P (air)
Shoulder Strike: B, F + 2P (near) (unblockable)
Plasma Combo: B + P (to begin)
-Beginning with B + LP: B + LP, LP, LP, LP #1
| |_ HK, LP, LP #2
|_ HP, HK, LP, LP #3
-Beginning with B + HP: B + HP, LP, HP, HP, HP #4
|_ LK, HP #5
-Super Moves-
Rasetsuzan: D, DF, F + 2P
Engetsu: D, DF, F + 2K
Plasma Field: D, DB, B + 2K (air)
Black Hayato: LP, HP, B, LK, HK (level 3)
Overview: Hayato is one of my favorite new characters. Okay, he's actually
not that great; but he DOES have a glowing katana blade, which is more than
I can say for those other characters. Hayato is a futuristic guy from the
not-very-popular sub-3-D fighting game Star Gladiators. None of his moves
or super moves are that impressive looking, but damn, he's got style. He's
a super easy guy to combo with but unfortunately for him, he lacks any decent
ranged attacks.
Rasetsuzan sets Hayato dashing forward with a flurry of sword attacks.
Has a brief pause at the beginning, but it's still possible to combo it.
Engetsu is just like Magneto's Magnetic Shockwave super; Hayato drops
his sword to the ground, causing geysers of blue energy to rush forward and
carry unwary opponents along for mucho damage. Take a lesson from Magneto
and try to OTG with this one.
Plasma Field simply creates a sphere of blue energy around Hayato for
a brief moment. If the opponent is hit by this field (which does little damage)
Hayato begins to glow and can now perform unlimited super moves for a brief
time.
Black Hayato causes Hayato to dash forward quickly. If the opponent is
hit, the screen goes blank and all you can see is a multitude of slashes.
As vision returns to normal, we are left with the victim on the ground and
Hayato standing triumphant in all black. Really bad-@$$ looking.
Side Notes: For the Plasma Combo moves, just follow the branch to get a
complete combo. For example, to do combo # 3, you have to press B + LP, LP,
HP, HK, LP, LP.
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# 21
- HULK -
AKA- The Jolly Green Giant
Full Name- Bruce Banner, The Incredible Hulk
Occupation- Scientist
Origin- Marvel Super Heroes (arcade)
Taunt- Holds out his meaty arm with a clenched fist and says "Let's rock."
Launcher- DF + HK or HP
Alpha- Ground Type Gamma Slam/Gamma Wave
Beta- Dash Type Gamma Charge/Gamma Crush *
Gamma- Anti-Air Type Gamma Charge(Diagonally Upwards)/Gamma Quake
-Special Moves-
Gamma Slam: D, DF, F + P
Gamma Charge: Charge B, F + K
-Redirect: Press Any Direction, except DB or D or DF + K
Gamma Charge (Anti-Air): Charge D, U + K
-Redirect: Press Any Direction, except DB or D or DF + K
Gamma Tornado: F, DF, D, DB B + P (near)
-Super Moves-
Gamma Wave: D, DF, F + 2P
Gamma Crush: D, DB, B + 2P
-Control Landing: B or F
Gamma Quake: D, DF, F + 2K
Overview: The big green lunk known as Hulk has been changed somewhat. While
he still retains all the strength from his previous appearances, two of Hulk's
supers, the Gamma Crush and Gamma Quake, now do MUCH more damage. Hulk is
a great character; despite his huge size and unbelievable strength, he can
be very fast at times. While his normal moves have plenty of lag, some of
his specials and supers (Gamma Charge and Gamma Crush, for example) are
extremely fast and very damaging. Plus he's got that great Super Armor thing
going.
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# 22
- ICEMAN -
Real Name- Bobby Drake
Origin- X-Men: COTA (arcade)
Taunt- Reverts to his human form and says "Yeah!"
Launcher- DF + HK
Alpha- Projectile Type Ice Beam/Arctic Attack
Beta- Variety Type Ice Avalanche/Arctic Attack
Gamma- Balance Type Ice Beam & Ice Avalanche/Arctic Attack *
-Notable Normal Moves-
Snowball Toss: D or DB or DF + HP (air only)
Glacial Kick: D or DB or DF + HK (air only)
-Special Moves-
Ice Beam:
-Straight: D, DF, F + LP (air)
-Angled Up: D, DF, F + HP
-Angled Down: D, DF, F + HP (air only)
Ice Avalanche: D, DF, F + K (air)
Ice Fist: D, DB, B + P
-Super Moves-
Arctic Attack: D, DF, F + P (air)
Overview: Iceman is known far and wide as one of the cheapest characters in
MVC2. Although he is basically the same as from his first appearance in
X-Men:COTA, Iceman is extremely versatile. Firstly, his Arctic Attack super
is fairly damaging and can also be done in the air and is easy to combo with.
Secondly, Iceman takes NO block damage from projectile attacks. Thirdly, his
Ice Beam special can cover virtually any angle and it hurts like a bastard.
He's easy to learn and easy to abuse.
Side Notes: Iceman receives NO damage from blocking projectile attacks,
regardless of whether the projectiles come from a Hyper combo or a special
move.
The Ice Fist special creates a globe of ice around Iceman's fist that
temporarily increases the damage of a punch attack for 1 or 2 hits.
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# 23
- IRON MAN -
Real Name- Tony Stark
Occupation- Snobby multi-billionaire and inventor
Origin- Marvel Super Heroes (arcade)
Taunt- Holds up his gauntlet and grabs it with his other hand, producing a
bright flash
Launcher- DF + HK
Alpha- Projectile Type Uni-Beam/Photon Cannon
Beta- Anti-Air Type Repulsor Blast/Photon Cannon *
Gamma- Launcher Type Launcher/Photon Cannon
-Notable Normal Moves-
Rocket Knee: D or DB or DF + HK (air only)
Rocket Launcher: D or DB or DF + HP
-Special Moves-
Uni-Beam: B, DB, D, DF, F + P (air)
Repulsor Blast: F, DF, D, DB, B + P
Smart Bombs: LK + HP (air)
-Short-Ranged Bombs: B + LK + HP (air)
-Long-Ranged Bombs: F + LK + HP (air)
Flight: D, DB, B + 2K (air)
-Cancel: D, DB, B + 2K
-Super Moves-
Photon Cannon: D, DF, F + 2P
Overview: The red and yellow tin-can known as Iron Man returns to the fighting
game circuit and is all but unchanged from his last appearance. In order to
differentiate Iron Man from his silvery doppleganger, War Machine, Capcom
has made Iron Man totally laser-related (as opposed to War Machine's
missiles). Like War Machine, Iron Man's Rocket Knee move can no longer be
linked to any other move. Iron Man also has only one dinky super (a POWERFUL
dinky super).
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# 24
- JILL VALENTINE -
Full Name- Jill Valentine
Occupation- Veteran S.T.A.R.S. team member
Origin- Resident Evil (PSX)
Taunt- Jill grabs her walkie talkie and yells "Yes!"
Launcher- DF + HP
Alpha- Heal Type Green or Red Herb (Life Up)/Rocket Launcher *
Beta- Dash Type Close Fighting A/Close Fighting A+
Gamma- Projectile Type Grenade Launcher/Rocket Launcher
-Special Moves-
Close Fighting A: D, DF, F + P (air)
Close Fighting A (Charged): D, DF, F + hold/release P (air)
Grenade Launcher:
-Far Grenade: F, D, DF + LP
-Near and High Grenade: F, D, DF + HP
Return Fire: F, DF, D, DB, B + P
-Auto Fire: P (rapidly)
Emergency Dodge A:
-Plain Zombie: D, DB, B + LK
-Flaming Zombie: D, DB, B + HK
Emergency Dodge B (Dog): D, DF, F + LK
Emergency Dodge C (Crow): D, DF, F + HK
-Super Moves-
Close Fighting A+: D, DF, F + 2P (air)
Rocket Launcher: D, DF, F + 2K
CODE: T-002: D, DB, B + 2K
-Shoot Tyrant: Just before Tyrant dissapears near the end, D, DF, F + 2K
Overview: Jill Valentine is one of the most interesting and capable new
characters in MVC2. Her Close Fighting move is very easy to combo and very
damaging, thus making Jill probably the cheapest and most abused new
character. She can also summon her foes from the RE games to attack her
opponent.
Close Fighting A+ is just a more powerful version of Close Fighting A,
with just about all the same properties (easy to combo, OTGs).
The Rocket Launcher super summons for Jill a big, multi-chambered
bazooka that fires several shots across the screen, exploding at the end.
The rounds move pretty slow and it's hard to hit people with this one. The
process of Jill actually taking out the Missile Launcher can hit nearby
opponents, knocking them into the air and causing them to be hit by the ammo.
Unimpressive, all-in-all.
CODE: T-002 produces a glowing column of light several body lengths in
front of Jill. If the opponent is standing DIRECTLY in the column and is not
blocking, Tyrant pops out and slashes the unlucky fellow into ribbons before
roaring and jumping away. This super, though damaging and cool looking,
leaves Jill very vulnerable for a long time and is nigh impossible to hit
anybody with except for the dullest moron (or if you're really lucky). So
don't waste your time unless it's a sure thing. And the extra "Shoot Tyrant"
thing makes Jill pull out her Rocket Launcher and blast Tyrant with it,
destroying him. It drains an extra level of your HC gauge and does little
damage to the opponent, so I would advise against this unless you just want
to show off.
Side Notes: Close Fighting A (Charged) can be charged for a max of about 22-25
(?) hits.
The Return Fire special is a counter move. Jill flashes white and stands
still for a moment. If she is hit by any normal attacks during this time,
she pushes the opponent back and shoots them with her pistol. Tap the Punch
button for more hits (the max is 10).
Jill's Emergency Dodge A - Zombie special summons a Zombie that slowly
walks forward and grabs the opponent, holding them briefly. If Jill hits the
Zombie with any attack, it falls forward and lies on the ground for a while.
If the opponent touches the grounded Zombie, it grabs the opponent and holds
onto their leg, holding the opponent in place briefly.
There can only be one Zombie, one Crow, or one Dog (or all three) on
screen at the same time, but not two of the same kind.
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# 25
- JIN -
Full Name- Jin Saotome
Origin- Cyberbots (Japan arcade)
Taunt- Jin appears naked except a thong and a towel with which he rubs his
back. By quickly alternately pressing the LP and HP buttons during
the animation, Jin will begin to rub the towel faster and faster
until he glows red and his back catches on fire. Jin's taunt can
actually damage anything that's too close. Barrels of fun!
Launcher- DF + HP
Alpha- Expansion Type Saotome Typhoon/Great Cyclone *
Beta- Anti-Air Type Saotome Dynamite/Blodia Punch
Gamma- Launcher Type Launcher/Blodia Punch
-Notable Normal Moves-
Drill Kick: D or DB or DF + HK (air only)
-Special Moves-
Saotome Typhoon: Charge B, F + P
Saotome Dynamite: Charge D, U + P
Saotome Crash: F, DF, D, DB, B + K (near)
-Super Moves-
Blodia Punch: D, DF, F + 2P
Blodia Vulcan: D, DB, B + 2P
Great Cyclone: D, DF, F + 2K
Overview: Jin and his trusty giant robot of death, Blodia, hail from the
obscure fighting game Cyberbots. Jin has been vastly improved, and is now
one of the better characters in the game. Although Jin has no new moves, he
is noticeably faster, his already useful Drill Kick move now hits multiple
times, and most of his attacks do more damage (especially the Blodia Vulcan).
Side Notes: Jin can gain permanent Super Armor which activates when Jin's
vitality is reduced to about 1/4 of the total (he begins to flash). Jin's
normal attacks are also more powerful during this time.
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# 26
- JUGGERNAUT -
AKA- The Unstoppable Juggernaut, Jugs, Nuggerjaut
Real Name- Cain Marko
Origin- X-Men: COTA (boss character)
Taunt- Jugs crosses his arms while his eye flashes, saying "I am Juggernaut!"
Launcher- DF + HP
Alpha- Ground Type Earthquake/Headcrush
Beta- Dash Type Juggernaut Punch/Headcrush *
Gamma- Variety Type Body Splash/Headcrush
-Notable Normal Moves-
Two-Fisted Slam: F + HP
-Special Moves-
Earthquake: D, DB, B + P
Juggernaut Punch: D, DF, F + P
Body Splash: D, DF, F + K (air)
Cyttorak Power Up: F, D, DF + 2P
-Super Moves-
Headcrush: D, DF, F + 2P
Overview: Juggernaut is a large but not-so-bright bundle of muscles encased
in an even bigger suit of indestructible red metal armor. All of his moves
have lots of lag, but his defense is incredible and the damage he can dish
out is even better. Since he has the "Super Armor" effect, he can pretty much
plow through any attacks the opponent puts up and smash them with a Juggernaut
Punch or Headcrush (the latter of which is now absurdly damaging). Of course,
beware of those quick, combo-happy characters who can faze him before he have
to time to act.
Side Notes: The Cyttorak Power Up move causes Juggernaut to pose and flash
red. Juggernaut's next one hit will do more damage than usual.
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# 27
- KEN -
Full Name- Ken Masters
Origin- Street Fighter I (arcade)
Taunt- Ken brushes his hand through his hair, then gives you a thumbs up
Launcher- DF + HP
Alpha- Anti-Air Type Dragon Punch/Shinryuu Ken *
Beta- Projectile Type Fireball/Shouryuu Reppa
Gamma- Expansion Type Hurricane Kick/Shouryuu Reppa
-Notable Normal Moves-
Axe Kick: F + HK
Straight Kick: U or UB or UF + HK (air only)
-Special Moves-
Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P (air)
Hurricane Kick: D, DB, B + K (air)
Forward Roll: D, DB, B + P
-Super Moves-
Shouryuu Reppa: D, DF, F + 2P
Shinryuu Ken: D, DF, F + 2K
Shipuu Jenrai-Kyaku: D, DB, B + 2K
Overview: Good 'ol Ken is no longer trapped in Ryu's body (see the original
MVC) and has been given his previous strength, especially since Ken's
Shouryuu Reppa super is now much more damaging. As most of you already know,
Ken is not exactly a Ryu clone in the MVC series: his fireballs have limited
range and his Hurricane Kicks fly in a diagonally upward manner (rather than
horizontal). Ken is more of a "close fighting" guy, who doesn't rely on ranged
attacks, but is great with combos and must get close to do real damage.
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# 28
- MAGNETO -
Real Name- Eric Magnus Lenshearr
Origin- X-Men: COTA (boss character)
Taunt- Magneto laughs as he crosses his arms and says "Begone!"
Launcher- DF + HP
Alpha- Projectile Type E-M Disruptor/Magnetic Shockwave
Beta- Capture Type Hyper Grav/Magnetic Tempest *
Gamma- Launcher Type Launcher/Magnetic Tempest
-Notable Normal Moves-
Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (air only)
-Special Moves-
E-M Disruptor: B, DB, D, DF, F + P (air)
Hyper Grav: F, DF, D, DB, B + K (air)
Magnetic Blast: U, UF, F + P (air only)
Magnetic Forcefield:
-Repel: B, DB, D, DF, F + LK
-Mini-Shockwave: B, DB, D, DF, F + HK
Flight: D, DB, B + 2K (air)
-Cancel: D, DB, B + 2K
-Super Moves-
Magnetic Shockwave: D, DF, F + 2P
Magnetic Tempest: D, DF, F + 2K (air)
Overview: Magneto is THE original, old-school comic book villian; he's been
using his magnet-o-powers to annoy the X-Men from the very beginning. Magneto
has been given a new special move for this game, the Magnetic Forcefield,
plus his Magnetic Tempest super is much more damaging (though still slow to
start up). His Hyper Grav special is not only fun to use, but also makes a
great set-up for dozens of combos and supers.
Side Notes: Magneto's Magnetic Forcefield special is a counter move. A
forcefield of energy will appear around Magneto for a brief amount of time.
If Magneto is hit with any normal attack during this period, he will counter
with the listed attack.
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# 29
- MARROW -
Real Name- Sarah
Origin- New Character
Taunt- Twirls her bone knife as she says "Show me your guts!"
Launcher- DF + HP
Alpha- Projectile Type Bonerang/Bone Burst
Beta- Anti-Air Type Towering Spine/Bone Burst
Gamma- Expansion Type Ricochet Slash/Stinger Bones *
-Notable Normal Moves-
Double Jump: U, U (air only)
Wall Jump: When touching the edge of the screen, press F (air only)
-Special Moves-
Bonerang:
-Straight: D, DF, F + LP (air)
-Angled Up: D, DF, F + HP
-Angled Down: D, DF, F + HP (air only)
Towering Spine: F, D, DF + P
Ricochet Slash: D, DB, B + K
Ride & Slash: F, DF, D, DB, B + P (air)
-Super Moves-
Stinger Bones: D, DF, F + 2P
Bone Burst: D, DB, B + 2P (air)
Overview: One of the new members of X-Men, Marrow is a short but fast female
character who's pretty hard to use. She can hardly take damage at all and
her attacks are fairly weak. Many people don't know what to expect (because
nobody plays her); use that to your advantage with her Towering Spine move
to catch jump-ins, mix up your game with the Ricochet Slash, and try throwing
out Bonerangs and then knocking opponents into it with a ground combo.
Stinger Bones causes huge bones to sprout from Marrow's back and shoot
forward, stabbing opponents with their pointy ends. It ends with one large
"stinger" popping out of the top and shooting forward for one last, big hit.
With Bone Burst, Marrow pauses ever-so-briefly then launches a swarm
of heat-seeking bone daggers at whatever poor soul is on the screen at the
time. Does pretty good damage (blocking or otherwise) and is also fast.
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# 30
- M. BISON -
Full Name- Master Bison
AKA- Vega (in Japan)
Origin- Street Fighter 2 (boss character)
Taunt- M. Bison crosses his arms and mutters something
Launcher- DF + HP
Alpha- Projectile Type Psycho Shot/Psycho Crusher
Beta- Variety Type Psycho Field/Psycho Crusher *
Gamma- Expansion Type Double Knee Press/Knee Press Nightmare
-Special Moves-
Psycho Shot: B, DB, D, DF, F + P
Psycho Field: F, DF, D, DB, B + P
Double Knee Press: B, DB, D, DF, F + K (air)
Head Press: Charge D, U + K
-Control Direction: Press Any Direction
-Somersault Skull Dive: P
Somersault Skull Dive: Charge D, U + P
-Control Direction: Press Any Direction
-Attack: P
Bison Teleport:
-Upper Left Corner: F, D, DF + LP (air)
-Upper Right Corner: F, D, DF + HP (air)
-Lower Left Corner: F, D, DF + LK (air)
-Lower Right Corner: F, D, DF + HK (air)
Flight: D, DB, B + 2K (air)
-Cancel: D, DB, B + 2K
-Super Moves-
Psycho Crusher: D, DF, F + 2P (air)
Knee Press Nightmare: D, DF, F + 2K
Psycho Explosion: F, DF, D, DB, B + 2P
Overview: M. Bison is that caped, red-suited fellow who is always pestering
Ryu and crew from the Street Fighter series. Mr. Bison now has a new super
move, the Psycho Explosion, which is a black ball that zooms forward and
expands whenever it hits something (basically a clone of Dr. Doom's Electric
Cage super). M. Bison has a variety of confusing moves, but he doesn't have
speed, brute power, or even good defense on his side (poor guy). Truly an
expert's choice.
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# 31
- MEGAMAN -
AKA- Rockman (in Japan)
Origin- Megaman (NES)
Taunt- Puts his thumbs on the sides of his head, wiggles his hands and sticks
out his tongue
Launcher- DF + HK
Alpha Type- Projectile Type Mega Buster/Hyper Megaman
Beta Type- Anti-Air Type Mega Uppercut/Hyper Megaman
Gamma Type- Balance Type Mega Buster & Mega Uppercut/Hyper Megaman *
-Notable Normal Moves-
Wall Jump: When touching the edge of the screen, press F (air only)
-Special Moves-
Mega Buster: HP (air)
Charged Mega Buster: hold/release HP (air)
Mega Uppercut: F, D, DF + P
Item Attack: D, DF, F + P (default: Tornado Hold)
Item Change:
-Summon Megaball: D, DF, F + K
-Summon Tornado Hold: F, D, DF + K
-Summon Leaf Shield: D, DB, B + K
-Super Moves-
Hyper Megaman: D, DF, F + 2P (air)
Rush Drill: D, DF, F + 2K
-Move: B or F
-Speed Boost: P or K
Beat Plane: D, DB, B + 2K (air)
-Fly: Press Any Direction
-Bullets: P
-Bombs: K
Overview: Megaman is the diminutive star of Capcom's popular, long running
game series of the same name. The only change in this game is that his Item
Change special now requires new button commands. Despite his weak outward
appearance, Megaman is a deceptively effective character. His Mega Buster
is one of the best projectiles you could ask for; it comes out fast and only
requires one button to use. His small size lends himself to getting in close
and combo-ing the hell out of overconfident/unsuspecting players.
Side Notes: Megaman's Charged Mega Buster move can be charged for a maximum
of 20 hits. Also, while in Rush Drill form, Megaman is invincible to all
attacks, but in Beat Plane form you are not invincible.
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# 32
- MORRIGAN -
Full Name- Morrigan Aensland
Origin- Darkstalkers (arcade)
Taunt- Morrigan sits in mid-air with a dominatrix outfit (thigh-high boots
and all) while her sister, Lilith, pops out of the ground next to
Morrigan, poses, then flies away
Launcher- DF + HP
Alpha- Anti-Air Type Shadow Blade/Silhouette Blade
Beta- Projectile Type Soul Fist/Soul Eraser
Gamma- Balance Type Soul Fist & Shadow Blade/Silhouette Blade *
-Notable Normal Moves-
Air Dash: F, F or F + 2P (air only)
Cape Sweep: DB + HP
Shell Pierce: D or DB or DF + HK (air only)
Shell Kick: D, DB, B + HK (air only)
Turning Kick: F + HK
-Special Moves-
Soul Fist: D, DF, F + P (air)
Shadow Blade: F, D, DF + P
Vector Drain: F, DF, D, DB, B + P (near)
-Super Moves-
Soul Eraser: D, DF, F + 2P
Silhouette Blade: F, D, DF + 2P
Darkness Illusion: D, DF, F + 2K (air)
Overview: The sensuous succubus, Morrigan, returns to the Vs. series
virtually unchanged; sort of a mix of Ryu and Ken. Of the few minor changes:
Morrigan's Silhouette Blade super does noticably more damage, but she loses
her level 3 super from the previous game ("Luminous Love" or something like
that). She still plays mostly the same; which is to say, pretty damn good.
------------------------------------------------------------------------
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# 33
- OMEGA RED -
Real Name- Arkady Rossovich
Origin- X-Men: COTA (arcade)
Taunt- He tilts his head back ever-so-slightly, with his arms splayed just
so, and yells in a most fearsome manner
Launcher- DF + HP
Alpha- Throw Type Carbonadium Coil/Omega Destroyer *
Beta- Anti-Air Type Omega Strike/Omega Destroyer
Gamma- Ground Type Burrowing Coil/Omega Destroyer
-Notable Normal Moves-
Air Dash: F, F or F + 2P (air only)
Burrowing Coil:
-Medium Range: D + HK
-Short: DB + HK
-Far: DF + HK
-Special Moves-
Carbonadium Coil:
-Horizontal: D, DF, F + LP (air)
-Diagonal Up: D, DF, F + HP (air)
-Vertical Up: D, DF, F + 2P (air)
-Air Horizontal (alternate): D, DF, F + LK (air only)
-Air Diagonal Down: D, DF, F + HK (air only)
-Air Vertical Down: D, DF, F + 2K (air only)
-Coil Retract: P (only before coil makes contact)(air)
After Carbonadium Coil Hits:
-Death Factor (Life Up): P (rapidly)
-Death Factor (HC Gauge Up): K (rapidly)
-Throw: Press Any Direction + P
-Double Throw: D or DB or DF + P, Press Any Direction + P (hard to do)
Omega Strike:
-Horizontal: D, DF, F + LK
-Diagonal Up: D, DF, F + HK
-Vertical Up: D, DF, F + 2K
-Return: B + K
-Cancel: D + K
-Super Moves-
Omega Destroyer: D, DB, B + 2P
Carbonadium Smasher: D, DB, B + 2P (air only)
Overview: Omega Red is a Russian mutant, leftover from the Cold War, who has
the power to drain the life out of anything near him, especially decadent
imperialist yankee dogs. He's a pretty cool villian in the comic books, which
doesn't really translate to the game. Despite the fact that he only has two
moves, one of the good things about Omega Red is that he really has a lot
of options. His tentacles offer full screen coverage, and once you catch
someone, there's a veritable cornucopia of things you can do. The bad thing
is that so many different moves, all of which have completely different
effects depending on which button you press, make him a rather sensitive and
confusing character to use in the heat of battle.
------------------------------------------------------------------------
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# 34
- PSYLOCKE -
Real Name- Elizabeth "Betsy" Braddock
Origin- X-Men: COTA (arcade)
Taunt- Beckons the opponent with her hand and says "C 'mon!"
Launcher- DF + HP
Alpha- Anti-Air Type Psy-Blade/Psy-Maelstrom
Beta- Projectile Type Psy-Blast/Butterfly Hide *
Gamma- Balance Type Psy-Blast & Psy-Blade/Psy-Thrust
-Notable Normal Moves-
Triple Jump: U, U, U (air only)
Flip Kick: F + HK
Retreating Kick: B + HK
Air Somersault Kick: U or UB or UF + HK (air only)
-Special Moves-
Psy-Blast:
-Diagonally Down: D, DF, F + LP (air)
-Horizontal: D, DF, F + HP (air)
Psy-Blade:
-Horizontal: D, DF, F + LK (air)
-Vertical: D, DF, F + HK (air)
Ninjutsu:
-Upper Left Corner: F, DF, D, DB, B + LP (air)
-Upper Right Corner: F, DF, D, DB, B + HP (air)
-Lower Left Corner: F, DF, D, DB, B + LK (air)
-Lower Right Corner: F, DF, D, DB, B + HK (air)
-Mini Psy-Thrust: After Reappearing, Press Any Direction + P
-Super Moves-
Psy-Thrust: D, DF, F + 2P (air)
-Redirect: Press Any Direction + P
Psy-Maelstrom: D, DF, F + 2K
Butterfly Hide: D, DB, B + 2K (air)
Overview: Psylocke is a scantily-clad, psychic ninja (the best kind, I must
say) and a member of the X-Men. Psylocke has not gained anything new in MVC2.
She's a fast, combo-machine kinda character, but she can't take much damage
before keeling over. Her super moves are generally ineffective except in
certain strict situations.
Side Note: Her Psy-Blast projectile move will pass right through most other
on-coming projectiles.
------------------------------------------------------------------------
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# 35
- ROGUE -
Real Name- Marie (source: the "X-Men" movie... I'm not sure if the comics
ever mention Rogue's real name)
Origin- X-Men Vs. Street Fighter
Taunt- Kisses her two fingers then blows a little heart in your direction
Launcher- DF + HK or HP
Alpha- Anti-Air Type Rising Repeating Punch/Hyper Repeating Punch
Beta- Dash Type Repeating Punch/Hyper Repeating Punch *
Gamma- Throw Type Power Drain/Hyper Repeating Punch
-Notable Normal Moves-
Air Dash: F, F or F + 2P (air only)
Diving Kick: D or DB or DF + HK (air only)
-Special Moves-
Repeating Punch: D, DF, F + P (air)
Rising Repeating Punch: F, D, DF + P
Power Dive Punch: F, D, DF + K
Power Drain: D, DB, B + K (air) (unblockable)
-Super Moves-
Goodnight Sugar: D, DF, F + 2P
Hyper Repeating Punch: A1 + A2
Overview: Rogue is a rough-and-tumble, take-no-crap, southern belle who
drains the power and memory of anyone she touches. And unlike her portrayal
in the X-Men movie, she is a full-blown HOTTY (if one could consider a computer
image to be hot... *ahem*! I couldn't...) All of Rogue's moves are the same
from the previous games, except her Power Drain attack now works differently.
Instead of gaining a special move from the person she Power Drained, one of
Rogue's physical characteristics temporarily increases. Depending on the
character she drains, one of the following abilities may be increased or
gained: Power, Speed, Defense, Super Armor, or Life Up.
Here's the breakdown of what abilities Rogue temporarily acquires when Power
Draining specific characters (listed in alphabetical order):
Defense Up - Any hits you take deal less damage to you: Colossus, Doctor Doom,
Guile, Iceman, Iron Man, Jin, Magneto, Omega Red, Roll,
Ruby Heart, Sakura, Silver Samurai, Spiral, T. Bonne, War
Machine, Zangief
Life Up - Your "red" life bar fills up: Anakaris, B.B. Hood, Dan, Dhalsim,
Jill Valentine, Servbot, Shuma Gorath
Power Up - Your attacks deal more damage: Akuma, Amingo, Blackheart, Cable,
Captain America, Captain Commando, Charlie, Cyclops, Ken, M.
Bison, Megaman, Ryu, Sabretooth, Thanos, Venom
Speed Up - You move and attack faster: Cammy, Chun Li, Felicia, Gambit,
Hayato, Marrow, Morrigan, Psylocke, Sonson, Spider-Man, Storm,
Strider Hiryu, Wolverine, Wolverine (Bone Claw)
Super Armor - It takes two hits to "stun" you: Hulk, Juggernaut, Sentinel
------------------------------------------------------------------------
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# 36
- ROLL -
Origin- Megaman (NES)
Taunt- Reaches back and tightens her hair ribbon
Launcher- DF + HK
Alpha- Projectile Type Roll Buster/Hyper Roll
Beta- Variety Type Bouquet Toss/Hyper Roll
Gamma- Balance Type Roll Buster & Bouquet Toss/Hyper Roll *
-Special Moves-
Roll Buster: D, DF, F + P (air)
Bouquet Toss: F, D, DF + P (air)
Item Attack: D, DB, B + P (default: Megaball)
Item Change:
-Summon Megaball: D, DF, F + K
-Summon Tornado Hold: F, D, DF + K
-Summon Leaf Shield: D, DB, B + K
-Super Moves-
Hyper Roll: D, DF, F + 2P (air)
Rush Drill: D, DF, F + 2K
-Move: B or F
-Speed Boost: P or K
Beat Plane: D, DB, B + 2K (air)
-Fly: Press Any Direction
-Bullets: P
-Bombs: K
Overview: Something in between Megaman and Servbot, Roll is Megaman's
short-statured sister (thanks again to "X" for clarifying this: I had
previously written she was his "girlfriend"... kind of disturbing in
retrospect). Not only is she weak in both strength and defense, but Capcom
has given her moves new commands, making her even harder to use.
Side Notes: Like Megaman, Roll is invincible while in Rush Drill mode, but
not invincible in Beat Plane mode.
------------------------------------------------------------------------
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# 37
- RUBY HEART -
Origin- New Character
Taunt- Peeks at the opponent through a spyglass and then giggles to herself
Launcher- DF + HP or HK
Alpha- Anti-Air Type Sublimation/Partnaile
Beta- Capture Type Spinning Chain (Chain Trap)/Mil Fantome *
Gamma- Enhancement Type Mystic Orb (Strength Up)/Hyper Schwarzaile
-Special Moves-
Schwarzaile: D, DF, F + P (air)
-Redirect: Press Any Direction, up to 2 additional times
Fantome: D, DB, B + K
Sublimation: D, DF, F + K
Spinning Chain:
-Cannon Blast: F, DF, D, DB, B + LP (near)
-Chain Trap: F, DF, D, DB, B + HP
-Super Moves-
Hyper Schwarzaile: D, DF, F + 2P
-Redirect: Press Any Direction, up to 4 additional times
Partnaile: D, DF, F + 2K
Mil Fantome: D, DB, B + 2K
Tule Do Mazi: HK, LP, D, LK, HP
Overview: Created especially for MVC2, Ruby Heart is the most unconventional
female pirate captain in the world. She likes to pummel people with ghosts
and a giant pirate ship with a knife attached to the bow. Her Schwarzaile
move is similar to Jon Talbain's (the wacky werewolf from Darkstalkers) Luna
Comet special, which allows Ruby to propel herself around the screen like
a living fireball. That move, along with her great Partnaile super, makes
Ruby Heart a worthy character and quite unpredictable.
Hyper Schwarzaile, obviously, is a souped-up version of her regular
Schwarzaile special. It does a little more damage and can be redirected more
times.
Partnaile is the aforementioned galleon with a blade on the front. The
ship rushes forward from behind Ruby. If the opponent gets skewered on the
knife, the ship hangs around and blasts them repeatedly with cannons, causing
plenty more damage. If the ship misses or is blocked, Ruby stands still
briefly and is vulnerable.
Mil Fantome causes a large treasure chest to appear and out spills an
array of floating ghosts, which spread out and fly forward. They do damage,
but they are too slow and easily avoided, making this move pretty worthless.
Tule Do Mazi is very wierd. A barrel falls from the sky directly where
the opponent is standing. If they're not blocking, they are trapped in the
barrel. But you can't go over there to attack them; Ruby stands still and
must throw knives into the various holes in the barrel. How do you do that?
By tapping the P and K buttons in the correct order, but since the order is
random, you're SOL. If you miss one or wait to long, the super ends. If the
barrel misses at the first part, Ruby pauses and is briefly vulnerable. Bottom
line: if you want to make a fool of yourself, do this move.
Side Notes: Ruby Heart's Fantome special is a ghost that attaches to the
opponent and drains their Hyper Combo gauge. However, the ghosts in the Mil
Fantome super damage the opponent, but do not drain the HC Gauge.
I'm no Charles Berlitz, but since language is a subject that greatly interests
me, I've gathered some translational notes on the names of Ruby Heart's moves.
Overall, some seem to be French, German, or English. Anyway you slice it,
it's muddled. Schwarzaile, in German, means "black _". "Black" something
(okay, I'm not too good at this). Mil Fantome sounds like French. If it is,
then it means "Thousand Phantoms." Sublimation is English, specifically
being scientific jargon for the physical process of changing a solid directly
to gas (thereby skipping the "liquid" phase). Tule Do Mazi seems to be a bad
Japanese translation... perhaps the intended meaning is "Rule of Magi" or
something similar. Partnaile, I'm guessing, is the name of a type of ship.
------------------------------------------------------------------------
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# 38
- RYU -
Origin- Street Fighter I (arcade)
Taunt- Ryu tightens his headband
Launcher- DF + HP
Alpha- Anti-Air Type Dragon Punch/Shinku Hadoken
Beta- Projectile Type Fireball/Shinku Hadoken *
Gamma- Expansion Type Hurricane Kick/Shinku Tatsumaki Senpukyaku
-Notable Normal Moves-
Lunging Punch: F + HP
Hop Kick: F + HK
-Special Moves-
Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P
Hurricane Kick: D, DB, B + K (air)
-Super Moves-
Shinku Hadoken: D, DF, F + 2P (air)
Shinku Tatsumaki Senpukyaku: D, DB, B + 2K
Shin Shouryuu-Ken: F, D, DF + 2P (level 3)
Overview: It's time to kick it old-school with Ryu, the original Street
Fighter. Will Capcom ever make a fighting game without him? There are a few
changes in MVC2. Of course, Ryu no longer has the ability to morph into Akuma
or Ken. Ryu's Shin Shouryuu-Ken move is now a level 3 super and does a
proportionately larger amount of damage. Ryu's all-around versatility makes
him an excellent addition to any team, that is, if you're not getting tired
of omnipresent ass.
------------------------------------------------------------------------
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# 39
- SABRETOOTH -
Real Name- Victor Creed
Origin- X-Men Vs. Street Fighter (arcade)
Taunt- Tilts his body back and roars
Launcher- DF + HP
Alpha- Expansion Type Berserker Claw/Hyper Berserker Claw *
Beta- Projectile Type Birdie Call/Hyper Birdie Call
Gamma- Launcher Type Launcher/Hyper Birdie Call
-Notable Normal Moves-
Wall Jump: When touching the edge of the screen, press F (air only)
-Special Moves-
Berserker Claw: D, DF, F + P
Wild Fang: F, DF, D, DB, B + P
Birdie Call: F, DF, D, DB, B + K
-Super Moves-
Hyper Berserker Claw: D, DF, F + 2P
Berserker Claw X: F, D, DF + 2P
Hyper Birdie Call: F, DF, D, DB, B + 2K
Overview: Sabretooth is Wolverine's furry, gruff-voiced archnemesis. Those
not familiar with Sabretooth might guess that he and Wolverine might be
similar. Not a chance. Although some of their moves may resemble each other,
Wolverine relies on fast-hitting combos while Sabretooth is all about
strength. Sabretooth has some extremely damaging moves and combos, but he's
slower overall and awkward to use.
------------------------------------------------------------------------
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# 40
- SAKURA -
Origin- Street Fighter Alpha
Taunt- Points at the opponent and then giggles to herself
Launcher- DF + HK or HP
Alpha- Dash Type Shouoken/Haru Ichiban *
Beta- Projectile Type Hadoken/Shinku Hadoken
Gamma- Expansion Type Shunpukyaku/Midari Zakura
-Notable Normal Moves-
Pinwheel Kick: F + HK
-Special Moves-
Shouoken: D, DF, F + P (air)
Hadoken: D, DB, B + P (air)
Shunpukyaku: D, DB, B + K (air)
Hadoken (Dark Sakura version): D, DF, F + P (air)
Shouoken (Dark Sakura version): F, D, DF + P (air)
Ashura Warp (Dark Sakura Mode Only):
-Forward Short: F, D, DF + 2K
-Forward Long: F, D, DF + 2P
-Backward Short: B, D, DB + 2K
-Backward Long: B, D, DB + 2P
-Super Moves-
Midari Zakura: D, DF, F + 2P
Shinku Hadoken: D, DB, B + 2P
Haru Ichiban: D, DB, B + 2K
Dark Sakura Mode: B, D, DB + LK
Midari Zakura (Dark Sakura Mode Only): D, DF, F + 2K
Shinku Hadoken (Dark Sakura Mode Only): D, DF, F + 2P
Shin Goku Satsu (Dark Sakura Mode Only): LP, LP, F, LK, HP (level 3)
(unblockable)
Sakura Revert (Dark Sakura Mode Only): B, D, DB + LK
Overview: Sakura is Ryu in the body of a little sailor-suit wearing Japanese
school girl. She remains essentially the same as from her previous appearance
in MSH vs. SF. Sakura may seem awkward at first, what with her upward-shooting
fireballs and her high-arcing "Hurricane Kick"; but once you get used to her
you'll find she's a real combo-machine. Don't waste your time with Dark Sakura
mode unless you really feel like playing a female version of Ryu.
Side Notes: Dark Sakura Mode changes Sakura's skin to a darker color and
changes the commands of many of her moves (see above). She no longer has
vertical fireballs (they are horizontal instead) and her Shouoken special
is no longer shrouded in energy. Her Shinku Hadoken super is also horizontal
rather than vertical. So she's basically Ryu.
------------------------------------------------------------------------
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# 41
- SENTINEL -
Origin- X-Men: COTA (arcade)
Taunt- Sentinel faces the screen as electricity flows between his
outstretched hands
Launcher- DF + HK
Alpha- Projectile Type Rocket Punch (Diagonal Down)/Hyper Sentinel Force*
Beta- Launcher Type Launcher/Hyper Sentinel Force
Gamma- Ground Type Sentinel Force (Bomber Squad)/Hyper Sentinel Force
-Special Moves-
Rocket Punch:
-Diagonal Down: D, DF, F + LP (air)
-Horizontal: D, DF, F + HP (air)
-Diagonal Up: F, D, DF + P (air)
-Retract Arm: (before R.P. goes full range or hits) D, DB, B + P (air)
Sentinel Force:
-Swarm Raid: D, DF, F + LK
-Bomber Squad: D, DF, F + HK
Flight: D, DB, B + 2K (air)
-Cancel: D, DB, B + 2K
-Super Moves-
Plasma Storm: D, DF, F + 2P
Hard Drive: D, DF, F + 2P (air only)
Hyper Sentinel Force: D, DF, F + 2K
Overview: Sentinel, one of the legion mechanized mutant hunters of X-Men
comics fame, is not only the largest character in the game but also has the
best defense. He also has Super Armor. Capcom has given Sentinel two new super
moves: Hard Drive and Hyper Sentinel Force. Neither are anything special.
Sentinel is very strong and has a good ranged game; you can overwhelm some
opponents with him. However, Sentinel also makes a large target and he's quite
slow.
------------------------------------------------------------------------
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# 42
- SERVBOT -
AKA- Kobun (in Japan)
Origin- Mega Man Legends (PSX)
Taunt- Yawns and stretches (awww, how cute)
Launcher- DF + HP or HK
Alpha- Projectile Type Call Servbot (Attack!)/Servbot Attack (Lunch Call)
Beta- Anti-Air Type Fire Breath (High)/Hyper King Servbot
Gamma- Balance Type Fire Breath (Low)/Servbot Attack (Servbot Swarm) *
-Special Moves-
Fire Breath:
-High: D, DF, F + HP (air)
-Low: D, DF, F + LP (air)
Call Servbot:
-Attack!: D, DB, B + LP
-Seize!: D, DB, B + HP
Mech Attack: D, DF, F + K
Call Helibot: D, DB, B + K
Paper Airplane: D, DF, F + Taunt
-Keep It Flying: hold Taunt
-Super Moves-
Servbot Attack:
-Lunch Call: D, DF, F + 2P (Alpha Assist only)
-Helibot Dive: D, DF, F + 2P (Beta Assist only)
-Servbot Swarm: D, DF, F + 2P (Gamma Assist only)
King Servbot: D, DF, F + 2K
-Walk: B or F
-Hammer Smash: P or K
Hyper King Servbot: A1 + A2 (Beta Assist only)
Overview: Servbot, a tiny robot creation of Tron Bonne's, is the smallest
and weakest character in the game. All of his attacks do hardly any damage,
the exception being his supers. Servbot is a joke character like Dan; play
him for laughs or to cast scorn at an unworthy opponent.
His Servbot Attack super does different things depending on if you
choose Alpha, Beta, or Gamma Assist with him. Lunch Call is identical to T.
Bonne's super (see separate entry below). Helibot Dive simply calls a bunch
of Helibots to land on the ground, one after the other. They start at one
end of the screen and go from there, so if the opponent is hit by one, they'll
be knocked into the next landing Helibot. This one does semi-okay damage if
it ever actually hits. The last one is Servbot Swarm. This causes a huge wave
of flying, jumping, and rolling Servbots to shoot out from one end of the
screen to the other. It can be super-jumped over, but if the opponent is caught,
it does pretty good damage (even good blocking damage!). As a bonus, once
the move starts, nothing can stop it, even if Servbot gets hit by the enemy.
King Servbot simply turns the little guy into one big BIG guy who can
walk around and pound his hammer at your command for a brief amount of time.
The individual hammer smashes do hardly any damage; you must hit the enemy
repeatedly and quickly to do any reasonable damage.
The Hyper version is the same thing as King Servbot, except it is
automatic (as in you don't have any control; the CPU does it for you).
------------------------------------------------------------------------
-
# 43
- SHUMA GORATH -
AKA- The Tentacle Guy, The Eye Guy, The Octopus, The Squid
Origin- Marvel Super Heroes (arcade)
Taunt- "Crosses his arms" and looks at the screen while saying something
Launcher- DF + HK
Alpha- Projectile Type Mystic Stare/Chaos Split
Beta- Expansion Type Mystic Smash/Chaos Split
Gamma- Balance Type Mystic Stare & Mystic Smash/Chaos Split *
-Notable Normal Moves-
Stone Drop: D or DB or DF + HK (air only)
-Special Moves-
Mystic Stare: Charge B, F + P
Mystic Smash: Charge B, F + K (air)
Devitalization: F, DF, D, DB, B + K (near)
-Super Moves-
Chaos Split: D, DF, F + 2K
Chaos Dimension: (level 3)
-Activate: D, DF, F + 2P
-Attack: P (near) (air) (unblockable)
Overview: Shuma Gorath is a strange octopus being from another dimension.
SG now has a "new" super move, Chaos Split (which is actually the same as
his Mystic Bash move from MSH vs SF). He's pretty much the same as in previous
games. Chaos Dimension still requires 3 levels and he's a wuss when it comes
to defense. To win with Shuma, you're going to need to throw, throw, and throw
some more.
Side Notes: For the Chaos Dimension super, the Activate command must be
performed first. If you have 3 or more levels on your HC Gauge, Shuma will
pose and then glow for a brief amount of time. His punch attacks are now
"tentacle grabs." If you can grab the opponent within this time, the rest
of the super move is activated. If the opponent cannot be grabbed within this
time, the move is wasted.
------------------------------------------------------------------------
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# 44
- SILVER SAMURAI -
Real Name- Kenuichio Harada
Origin- X-Men: COTA (arcade)
Taunt- He growls and impatiently taps his katana on his shoulder
Launcher- DF + HP
Alpha- Ground Type Hyaku Sakuchi/Hyper Hyaku Sakuchi *
Beta- Projectile Type Shuriken/Chou Shuriken
Gamma- Launcher Type Launcher/Rei Men Ken
-Notable Normal Moves-
Two Stroke Slash: HP, HP
-Special Moves-
Shuriken: D, DF, F + P (air)
-Control Shuriken: U or D
Hyaku Sakuchi: F, D, DF + P (rapidly)
-Dashing Hyaku Sakuchi: F, F
-Super Moves-
Chou Shuriken: D, DF, F + 2P
-Control Shuriken: U or D
Rai Men Ken: D, DF, F + 2K
Hyper Hyaku Sakuchi: A1 + A2 (Alpha Assist only)
Touki - Ikazuchi (Lightning Sword Mode): D, DB, B + P
Air Chou Shuriken: D, DF, F + 2P (air only) (Lightning Sword Mode only)
-Control Shuriken: U or D
Touki - Mizu (Ice Sword Mode): D, DB, B + LK
Ice Quake: D, DF, F + 2K (Ice Sword Mode only)
Touki - Honoo (Fire Sword Mode): D, DB, B + HK
Flame Cyclone: D, DF, F + 2K (Fire Sword Mode only)
Overview: Silver Samurai is an old, relatively unknown X-Men villian who uses
his katana to create Tachyon Fields (it's a physics thing; don't ask). Silver
Samurai now has two new HCs, which he can perform during Ice Sword or Fire
Sword mode. Despite his flashy armor, Silver Samurai dies pretty quick.
Seeing how SS only has two special moves, you must rely on his Sword Modes
to become unpredictable. He's hard to use, but once you figure the guy out,
he can be fun (for example, try OTGing with the Rei Men Ken...ouch!).
Side Notes: The various Touki super moves briefly change the physical
characteristics of Silver Samurai, as well as let him perform various new
attacks. He will glow for a brief amount of time and his katana blade will
be enshrouded in either fire, ice, or electricity. While he is glowing the
following changes occur:
For Touki - Honoo (Fire Sword Mode), S.S.'s sword bursts into flames, which
makes his Attack power go up. He can also now perform the Flame Cyclone super
instead of Rei Men Ken. Armor decreases.
Touki - Mizu (Ice Sword Mode) causes S.S.'s Defense to increase, and you can
now perform the Ice Quake super move instead of Rei Men Ken. Speed decreases.
Touki - Ikazuchi (Lightning Sword Mode) causes his Speed to go up. Silver
Samurai still has the Rei Men Ken super, but he can also now perform the Air
Chou Shuriken super. Attack power decreases.
------------------------------------------------------------------------
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# 45
- SONSON -
Origin- SonSon (Famicom)
Taunt- Does a little go-go dance, pumping her arms up and down while shouting
"Go! Go!"
Launcher- DF + HP or HK
Alpha- Heal Type Fruit Gift (Life Up)/Monkey King *
Beta- Projectile Type Shienbu/Monkey King
Gamma- Anti-Air Type Seiten Rengeki/Tenchi Tsukan
-Notable Normal Moves-
Big Staff Smash: F + HP
Cloud Surf Forward: F, F or F + 2P (air only)
Cloud Surf Backward: B, B or B + 2P (air only)
-Special Moves-
Fusetsuzan: P (rapidly) (air)
Shienbu: D, DF, F + P (air)
Seiten Rengeki: F, D, DF + P (air)
Wall Walk: D, DB, B + K
-Kick Off: K
-Cancel: P
Pressure Cooker: F, DF, D, DB, B + P (near)
Power Crawl: B, DB, D, DF, F + K
-Super Moves-
Tenchi Tsukan: D, DF, F + 2P (air)
POW: D, DF, F + 2K
Monkey King: D, DB, B + 2P
-Walk: B or F
-Fire Breath: K
-Fire Stream: Hold K, control with U or D
-Overhead Smash: LP
-Uppercut: HP
Overview: Sonson is a short monkey-girl hybrid who can morph into a giant,
ill-tempered ape. Sonson is really fast and has some fairly damaging moves
and combos.
With Tenchi Tsukan, Sonson throws her staff upwards (which can hit the
opponent and knock them into the rest of the move). When the staff comes back
down, it's really huge and the butt end of it smashes the ground a few body
lengths in front of her. A decent move if you can catch the enemy with the
first part of it or if you can get the range right.
POW makes Sonson shout the words "POW", causing the giant letters "POW"
to fly slowly at about ground level across the screen. If the opponent is
dumb enough to get hit by it, they morph into a giant fruit (usually a
strawberry) and get eaten by Sonson in a comical manner. After she's done,
she spits a seed out which blows up after hitting the ground, revealing the
opponent. For being so hard to land, it doesn't do that much damage. Funny
but worthless.
Monkey King is neat: Sonson turns into a giant, wicked-looking ape that
you can control for a short amount of time. You can punch and breathe fire.
Use it right and you can do some real damage! Careful, though, since you are
still vulnerable to attack while in this form.
Side Note: While in Monkey King mode, Sonson can still be damaged from attacks
(in fact, I think the damage increases).
Sonson or Saiyan? Richard Hoelscher says: "Son Son is actually Capcom's
incarnation of a character from the Chinese legend 'Journey to the West' or
'Legend of the Monkey King'. It is the same character Son Goku of Dragon Ball
Z is based on."
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# 46
- SPIDER-MAN -
Real Name- Peter Parker
Origin- Marvel Super Heroes (arcade)
Taunt- Points to the opponent and then spouts off one of the following
phrases: "C'mon Pal", "Hey!", or "Do Your Job!"
Launcher- DF + HK
Alpha- Capture Type Web Ball/Crawler Assault *
Beta- Expansion Type Web Swing/Crawler Assault
Gamma- Anti-Air Type Spider Sting/Crawler Assault
-Notable Normal Moves-
Web Slinging: F, F or F + 2P (air only)
Wall Jump: When touching the edge of the screen, press F (air only)
-Special Moves-
Web Ball: D, DF, F + P (air)
Spider Sting: F, D, DF + P
-Knock Down: (after first hit) P
Web Swing: D, DB, B + K (air)
Web Throw: F, DF, D, DB, B + P
-Super Moves-
Maximum Spider: D, DF, F + 2P (air)
-Control Path: DF, F, or UF
Crawler Assault: D, DF, F + 2K
Ultimate Web Throw: D, DB, B + 2P
Overview: The wacky, wise-cracking web-slinger Spider-Man returns, but he's
weaker than ever. Spidey's Web Swing special can no longer OTG. Plus, compared
to the other characters, Spidey seems to die really, really fast. He's just
not fun to play anymore!
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# 47
- SPIRAL -
Origin- X-Men: COTA (arcade)
Taunt- Spiral spins in place then stretches out her arms
Launcher- DF + HK
Alpha- Projectile Type Dancing Swords (Circle Throw <Horizontal>)/Stampede
Sword
Beta- Variety Type Dancing Swords (Circle Throw <Vertical>/Stampede
Sword
Gamma- Ground Type Six-Armed Pummel (standing HP)/Hyper Metamorphosis*
-Special Moves-
Dancings Swords: F, DF, D, DB, B + P (air)
-Single Sword Toss: P (air)
-Circle Throw (Horizontal): D, DF, F + LP (air)
-Circle Throw (Vertical): D, DF, F + HP (air)
-Expanding Circle: D, DF, F + LK (air)
-Six-Way Throw: D, DF, F + HK (air)
Spiral Catch: F, D, DF + P (near) (air) (unblockable)
Teleport: D, DB, B + LK (air)
Fast Drop: D, DB, B + HK (air only)
-Super Moves-
Stampede Sword: D, DF, F + 2P
Speed Dance: D, DB, B + 2K (air)
Power Dance: D, DF, F + 2K (air)
Metamorphosis: (level 3)
-Activate: D, DB, B + 2P (air)
-Attack: P (near) (air) (unblockable)
Hyper Metamorphosis: A1 + A2 (Gamma Assist only)
Overview: Spiral is Mojo's six-armed slave girl. She has been given a new
(yet very ineffective) super move, the Stampede Sword. Spiral is one of the
hardest characters to use. All of her moves are either very slow with lots
of lag (Stampede Sword) or are indirect methods of attack (Dancing Swords).
Side Notes: For the Metamorphosis super, the Activate command must be
performed first. If you have 3 or more levels on your HC Gauge, Spiral will
pose and then glow for a brief amount of time. Her punch attacks are now
"grabs." If you can grab the opponent within this time, the rest of the super
move is activated. If the opponent cannot be grabbed within this time, the
move is wasted.
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# 48
- STORM -
Real Name- Ororo Munroe
Origin- X-Men: COTA (arcade)
Taunt- Spins around, then raises her hand as lightning shoots from it while
she shouts
Launcher- DF + HK or HP
Alpha- Projectile Type Typhoon/Lightning Storm *
Beta- Expansion Type Lightning Attack/Lightning Storm
Gamma- Variety Type Double Typhoon/Ice Storm
-Notable Normal Moves-
Air Dash Forward: F, F or F + 2P (air only)
Air Dash Backward: B, B or B + 2P (air only)
Ball Lightning: D, DB, B + P (air only)
Slow Descent: hold U or UB or UF (air only)
-Special Moves-
Typhoon: B, DB, D, DF, F + P (air)
Double Typhoon: F, DF, D, DB, B + P (air)
Lightning Attack: Press Any Direction + LK + HP (air)
-Redirect: Press Any Direction + LK + HP, up to 2 additional times
Flight: D, DB, B + 2K (air)
-Cancel: D, DB, B + 2K
-Super Moves-
Lightning Storm: F, DF, D, DB, B + 2P (air)
Ice Storm: D, DB, B + 2K
Overview: As anyone who's seen the movie knows, Storm is Halle Barry with
a crazy white wig. Storm is unchanged from X-Men:COTA. She has a good ranged
game and has a nice choice of projectiles, but lots of her moves have lag
and she's pretty weak in strength and defense. She's great for games of
keep-away.
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# 49
- STRIDER HIRYU -
Occupation- Mysterious ninja who must tread the line between life and death
Origin- Strider (NES & arcade)
Taunt- Turns away from the opponent with his scarf blowing and mumbles
something in Japanese
Launcher- DF + HP
Alpha- Ground Type Ame No Murakumo/Legion *
Beta- Variety Type Vagula/Legion
Gamma- Projectile Type Formation A (Hawk)/Legion
-Notable Normal Moves-
Strider Slider: DF + HK
-Special Moves-
Good Lord look at all these moves!:
Ame No Murakumo: D, DF, F + P
Excaliber: (air only)
-Rising Slash: D, DF, F + P
-Falling Slash: D, DF, F + K
Gram:
-Upper Strike: F, D, DF + P (air)
-Lower Strike: F, D, DF + K
Vagula: D, DB, B + K
Wall Climb: D, DB, B + P
-Slash: P
-Leaping Kick: K
-Slide Kick: D + K
-Fall Off: D, DB, B
-Jump To Opposite Wall: B, F
Formation A:
-Leopard: D, DF, F + LK
-Hawk: D, DF, F + HK
Formation B: charge B, F + P
-Satellite Attack: charge B, F + HP
Formation C: charge B, F + K
Teleport:
-High Left Side of Screen: B, D, DB + LP
-Bottom Left Side of Screen: B, D, DB + HP
-High Right Side of Screen: B, D, DB + LK
-Bottom Right Side of Screen: B, D, DB + HK
-Super Moves-
Ouroboros: D, DF, F + 2P
-Energy Rings: P
Ragnarok: F, D, DF + 2P
Legion: D, DF, F + 2K
Overview: Oh, how the mighty have fallen. First, I should mention that Strider
gains a new move: Formation A (Hawk). Unfortunately, the good news for Strider
fans stops there. Strider can no longer link his standing HP or HK slashes
to many of the old attacks, Ouroboros lasts for a much shorter time and he
can't do any supers during that time, and to top it off, Strider is noticeably
more vulnerable to damage. Strider has been reduced to an average character.
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# 50
- T. BONNE -
Full Name- Tron Bonne
AKA- Tron (Japan)
Origin- Mega Man Legends (PSX)
Taunt- Tronne stands on her robot with one hand on her hip, her other covering
her face as she laughs, while her little Servbot buddy is cheering
Launcher- DF + HP
Alpha- Throw Type Throw (standing HP <near>)/Lunch Rush *
Beta- Anti-Air Type Flamethrower (standing MK)/King Servbot
Gamma- Projectile Type Satellite Beam (standing MP)/King Servbot
-Notable Normal Moves-
Delayed Rock Toss: hold/release HK
-Special Moves-
Beacon Bomb: D, DF, F + P
Servbot Launcher: F, D, DF + P
Bonne Strike: D, DF, F + K (air)
-Super Moves-
Lunch Rush: D, DF, F + 2P
King Servbot: D, DB, B + 2P
Overview: Tronne is a short, cartoony gal piloting a bulky green robot. She's
freakishly strong and has a wide variety of confusing attacks. Her super moves
also do immense damage, though it can be hard to catch people with them. Her
Bonne Strike move is easy to combo with, making it your best bet for a quick
victory.
Lunch Rush starts off with Bonne shooting her gun forward. If the
opponent is close enough and they're not blocking, they get knocked over.
Meanwhile, a huge line of countless Servbots rush forward across the screen
along the ground to grab lunch (from Tronne's Servbot buddy, who dons a chef's
hat), trampling the victim in the process. This move does GREAT damage but
it's hard to nail people with it. Stun 'em with the Beacon Bomb first or try
to combo into it if you trap your opponent in the corner (it's possible to
do!).
King Servbot turns Bonne's pet Servbot into a giant one with a hammer,
who walks forward until it meets the opponent and then proceeds to smash the
life out of them. Also does good damage and easier to nail people with than
the Lunch Rush.
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# 51
- THANOS -
Origin- Marvel Super Heroes (boss character)
Taunt- Thanos turns his back to the screen and raises his fist, saying
"Thanos reigns!"
Launcher- DF + HP
Alpha- Capture Type Bubble Trap/Gauntlet Power *
Beta- Dash Type Titan Crush/Gauntlet Reality
Gamma- Launcher Type Launcher/Gauntlet Space
-Notable Normal Moves-
Arch Kick: B + HK
Titan Knee Drop: D or DB or DF + HK (air only)
-Special Moves-
Titan Crush: D, DF, F + P (air)
Bubble Trap: D, DF, F + K
-Super Moves-
Gauntlet Power: D, DF, F + 2P
Gauntlet Reality: D, DB, B + 2P
Gauntlet Space: D, DF, F + 2K
Gauntlet Soul: D, DB, B + 2K
Overview: Thanos is the all-powerful, uber-cheap, world conquering Titan
boss character from Marvel Super Heroes. Thanos has been significantly
weakened as a playable character (thank your lucky stars); he loses two super
moves (the overly powerful Gauntlet Mind and Gauntlet Time) and is weaker
overall. The super moves he has retained, though, remain very powerful; but
some of them now have a very long pause at the end to even things out.
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# 52
- WAR MACHINE -
Real Name- James Rhodes
Origin- Marvel Vs. Capcom
Taunt- Holds up his gauntlet and grabs it with his other hand, producing a
bright flash
Launcher- DF + HK
Alpha- Projectile Type Shoulder Cannon/Proton Cannon *
Beta- Anti-Air Type Repulsor Blast/War Destroyer
Gamma- Variety Type Smart Bombs/War Destroyer
-Notable Normal Moves-
Rocket Knee: D or DB or DF + HK (air only)
Shoulder Beam: D or DB or DF + HP
-Special Moves-
Shoulder Cannon: D, DF, F + P (air)
Low Shoulder Cannon: D, DF, D + K
Repulsor Blast: F, DF, D, DB, B + P
Smart Bombs: LK + HP (air)
-Short-Ranged Bombs: B + LK + HP (air)
-Long-Ranged Bombs: F + LK + HP (air)
Flight: D, DB, B + 2K (air)
-Cancel: D, DB, B + 2K
-Super Moves-
Proton Cannon: D, DF, F + 2P
War Destroyer: D, DF, F + 2K
Overview: The original Iron Man rip-off, War Machine, returns. No longer is
War Machine just a silver version of Iron Man; WM's Shoulder Cannon specials
and Proton Cannon now fire missiles instead of lasers. But what's different,
really? Not much, in the end. Like Iron Man, WM's Rocket Knee move can no
longer be linked to any other normal move. That means no more of those
super-long jump-in combos that I use to love so much. WM's Shoulder Beam move
is a two-hit, low-hitting, laser beam attack.
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# 53
- WOLVERINE -
Real Name- Logan
Origin- X-Men: COTA (arcade)
Taunt- Bangs his claws against each other, resulting in a clanging sound
Launcher- DF + HK
Alpha- Expansion Type Berserker Barrage/Berserker Barrage X *
Beta- Anti-Air Type Tornado Claw/Fatal Claw
Gamma- Dash Type Drill Claw/Fatal Claw
-Notable Normal Moves-
Wall Jump: When touching the edge of the screen, press F (air only)
Claw Slide: DF + HP
Foot Stomp: D or DB or DF + HK (air only)
-Special Moves-
Berserker Barrage: D, DF, F + P
Tornado Claw: F, D, DF + P
Berserker Slash: D, DB, B + P
Drill Claw: Press Any Direction + HP + LK (air)
-Redirect: Press Any Direction + HP + LK
-Super Moves-
Berserker Barrage X: D, DF, F + 2P
Weapon X: F, D, DF + 2P
Fatal Claw: F, D, DF + 2K (air)
Berserker Mode: D, DF, F + 2K
Overview: Everyone's favorite berserker dwarf, Wolverine, has been greatly
weakened in MVC2. Wolvie's Foot Stomp move, a favorite of combo-philes in
previous Vs. games, can no longer be linked to any attack. No more of those
gawd-awful cheesy-cheap combos from the previous games. The game designers
have also made it harder to link other moves to each other (no more Launcher
to Fatal Claw combos, for example). On top of that, it's easy as hell to knock
Wolverine out of commission.
Side Notes: The Berserker Mode super causes Wolverine to pose, after which
his speed is greatly increased for a short span of time. However his strength
is also decreased. During this time, after-images of Wolverine will appear
behind him and duplicate his every action (although I don't think this has
any practical effects).
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# 54
- WOLVERINE (BONE CLAW) -
Real Name- Logan
Origin- New Character
Taunt- He bangs his claws against each other, resulting in a clanging sound
Launcher- DF + HK
Alpha- Ground Type 2-Claw Slash (Standing HP)/Berserker Barrage X
Beta- Launcher Type Launcher/Berserker Barrage X
Gamma- Variety Type Claw Slide (DF + HP)/Berserker Barrage X *
-Notable Normal Moves-
Wall Jump: When touching the edge of the screen, press F (air only)
Claw Slide: DF + HP
Foot Stomp: D or DB or DF + HK (air only)
-Special Moves-
Berserker Barrage: D, DF, F + P
Tornado Claw: F, D, DF + P
Drill Claw: Press Any Direction + HP + LK (air)
-Redirect: Press Any Direction + HP + LK
-Super Moves-
Berserker Barrage X: D, DF, F + 2P
Weapon X: F, D, DF + 2P
Overview: This is merely a weakened version of regular Wolverine. He's
exactly the same as the original, except: Bone Claw Wolverine is missing the
Berserker Slash special move, plus the Fatal Claw and Berserker Mode super
moves; his Foot Stomp move flies diagonally down and forward instead of
straight down. In summary: a pointless addition to MVC2.
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# 55
- VENOM -
Real Name- Eddie Brock
Origin- Marvel Vs. Capcom
Taunt- Venom crosses his arms while his black costume exposes his human face,
where he then says either: "Villian!" or "Come 'n Get Us!"
Launcher- DF + HP
Alpha- Expansion Type Venom Fang/Death Bite *
Beta- Variety Type Venom Rush/Death Bite
Gamma- Launcher Type Launcher/Death Bite
-Notable Normal Moves-
Web Slinging: F, F or F + 2P (air only)
-Special Moves-
Venom Fang: D, DF, F + P (air)
Venom Rush: D, DF, F + K
Web Throw: F, DF, D, DB, B + P
-Super Moves-
Venom Web: D, DF, F + 2P
Death Bite: D, DF, F + 2K
Overview: Spiderman's oft-times arch-enemy/friend, Venom, remains pretty
much the same in MVC2. As one of the faster big characters, Venom can easily
overpower or cross-up defensive players and pixie characters, but he can't
stand up to combo-crazy people such as Guile or Jill. In those cases Venom
should play it defensive, which he can also be good at. Beware the terrible
might of his Venom Fang move, which is infinitely versatile, confusing, and
combo-ready.
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# 56
- ZANGIEF -
AKA- Gief
Origin- Street Fighter II (arcade)
Taunt- Zangief furiously flexes his muscles as he grunts
Launcher- DF + HP
Alpha- Ground Type Double Lariat/Super Lariat
Beta- Throw Type Flying Power Bomb/Super Lariat *
Gamma- Air Throw Type Aerial Russian Slam/Super Lariat
-Notable Normal Moves-
Grab Dash: F, F (unblockable)
-Reverse Suplex: P
-Bite Attack: K
Body Splash: D or DB + HP (air only)
Fierce Air Punch: F or UF + HP (air only)
Knee Drop: D or DB or DF + LK (air only)
Air Elbow Drop: B or DB or DF + LP (air only)
Ground Elbow Drop: B + LP
Launching Throw: D, DB, B + LP (near) (unblockable)
-Special Moves-
Screw Pile Driver: 360 + P (near) (air) (unblockable)
Double Lariat: 2P or 2K (air)
Flying Power Bomb: B, DB, D, DF, F + K (unblockable)
Banishing Flat: F, D, DF + P
Aerial Russian Slam: F, D, DF + K (unblockable)
Siberian Flame: B, DB, D, DF, F + P (Iron Body Mode only)
-Super Moves-
Final Atomic Buster: 360 + 2P (unblockable)
Ultra Final Atomic Buster: 360 + 2K (level 3) (near) (unblockable)
Super Lariat: A1 + A2
Iron Body Mode: B, D, DB + LK
Siberian Blizzard: 360 + 2K (Iron Body Mode only)
Revert to Zangief: B, D, DB + LK (Iron Body Mode only)
Overview: Zangief, that hirsute Russian wrestler we've all come to know and
love, is at his best in MVC2. His Double Lariat can now juggle characters
and is easily linked to his FAB super. His other attacks do great damage,
too. Unfortunately, his Iron Body mode has been weakened. And forget about
his Ultimate Final Atomic Buster. Even though you pay 3 levels of your HC
gauge, all you get is a different looking throw that does barely any more
damage than his regular FAB. Plus, you have to be standing RIGHT next to your
opponent for it to even work.
Side Notes: In Iron Body Mode, Zangief now retains all of his special moves
and gains an extra one, but now in MVC2 his Siberian Flame attack barely does
damage. Also Zangief becomes much slower and stronger. He also gains
permanent Super Armor and cannot be stunned or fazed, no matter how many times
he is hit.
The Flying Power Bomb, if it connects when Zangief is standing right
next to his opponent, is a damaging double-throw attack. If Zangief is not
standing right next to an opponent, he will run forward with arms outstretched.
If he catches in an opponent then, Zangief will perform a less-damaging throw.
------------------------------------------------------------------------
--
VI: - THE BOSS SECTION -
- THE FINAL BOSS : ABYSS -
Yes, Onslaught is gone. Reflecting MVC2's new 3 on 3 gameplay, a new boss,
Abyss, who has 3 different forms, replaces Onslaught (who had 2 forms). So
what's up with Abyss? As far as I know, Abyss is a completely new character
made up by Capcom for MVC2 (actually, see the note at the end of this section
to get more info). Essentially, Abyss is a large, floating black and green
sphere that can assume different forms. Abyss can also perform super moves,
which is pretty darn meaningless since he doesn't even have a Hyper Combo
gauge. You will fight him on the 8th Round.
- FIRST FORM : IRON GIANT -
Large pieces of steel armor coelesce around the giant black sphere to form
a huge metal-clad giant. He has glowing green horns and green energy emanates
from his every pore. Whether walking or attacking, he's slow, can't block,
and telegraphs his moves before he does them. Afterwards, his armor falls
into pieces which then melt into the now green and fluid ground.
-Special Moves-
Big Swipe: Abyss lashes out at you with one of his arms in a downward, arcing
motion. Not terribly damaging, but fast.
Electro-Balls: Abyss raises his arm and looses 3 glowing balls that heat-seek
on your position. They're not too damaging, kinda slow, and if you're really
close to Abyss they may miss completely.
Horn Throw: Abyss takes a horn from his head and hurls it like a javelin,
creating a wave of forward-moving green energy along the ground. Fairly fast
and semi-damaging.
Plasma Rush: Abyss rears back and then suddenly slides forward, his whole
body covered in a wreath of blue energy. This attack is very damaging and
tics for a whole bunch of hits, but it can be easily avoided by super jumping.
His most annoying move.
-Super Moves-
Belly Laser: Abyss rears back as energy gathers around his protruding navel,
then fires a huge blue laser (a la Cyclops). This attack is highly damaging,
yet also highly avoidable. When you see energy gathering around him, super
jump over him and then commence to kick some back as he shoots at the air.
Acid Rain: This super is a little worse. Abyss raises his hand and then a
storm of green "acid rain" droplets fall diagonally from the sky. The actual
attack is very, very fast, and if you're caught it's very damaging. This will
hit you from anywhere on the screen, so make sure you're blocking.
- Strategy -
Block whatever he throws at you and then attack in between moves and during
pauses. Super jump his bigger moves and then destroy him from behind. Very
easy. Heavy hits also make him pause for a second.
- SECOND FORM : JELLY MAN -
For his encore performance, Abyss melts into the ground and then arises as
a relatively small, bland-looking humanoid made out of green Jell-o and who
likes to laugh at you. He will often try to maneuver himself closer to you
and can also melt completely into the ground and re-appear somewhere else.
He cannot block but is hard to stun unless your smashing him with a super
move. Upon defeat, Abyss melts into goo and merges again with the ground.
Notice the pile of glop looks like a creepy, evil face getting the last laugh
before it completely disappears.
-Special Moves-
Flamethrower: Abyss' arm becomes a gun which fires a medium-ranged blue flame,
accompanied by an annoying laugh. Easily avoidable and his most common
attack.
Laser: Abyss pauses briefly as energy glows at the tip of his "gun-arm," and
he then fires a thin laser. It's pretty quick and damaging. Block it.
Fat Laser: Abyss gathers more energy and fires a thicker, longer-lasting,
and more damaging laser. Just block.
Bouncy Bubbles: Abyss melts into the ground and three huge bubbles rise out
of the muck. They bounce around the screen and are unblockable. However, any
attack that hits them will destroy them. Abyss re-emerges after the bubbles
appear and begins to attack like normal. This is his most annoying move. If
you can, stay in the air and shoot a beam or fireballs to pop the bubbles.
If you're caught, wiggle out of it immediately; UNLESS he melts into the
ground again as soon as you're caught. If you're caught in a bubble and another
bubble touches you, the offending bubble will pop, leaving you no worse for
the wear. Use that little tip to save you some trouble.
-Super Moves-
Laser Whirlwind: Abyss spins around like a tornado and shoots little blue
lasers in every direction. If you're far away or are blocking, you're safe.
If you're too close and you're caught, though, prepare for a world of hurt.
- Strategy -
Switch to a character with fireballs. Pummel him with them until he's dead.
Better yet, if you've got spare Hyper Combo levels, use beam supers to kill
him very quickly. If your fireballs are being canceled by his Flamethrower,
try launching projectiles from the air, or time your attacks so that your
fireballs hit him just as his flamethrower attack is ending (which can be
tricky). Block if Abyss pauses, that usually means he will launch a laser
attack of some kind. When he's almost dead he starts to use the Bouncy Bubbles
attack. Try to destroy them as quickly as you can, or just ignore them and
keep fighting. If you have no characters with decent projectiles, you have
to risk getting close and you most likely will lose lots of energy. Try to
use any ranged supers you have in that case.
- THIRD FORM : LAVA DOG BEAST CREATURE -
For the finale, Abyss will rise from the red, molten ground to form a dripping
Lava Dog Beast Creature (Or LDBC, for short). This thing's got fangs and
slobber along with glowing green eyes. He habitually melts into the ground
and then reappears somewhere else, attacking as he emerges. The true form
of Abyss, however, is the green-tinged obsidian ball that floats around.
Whenever Abyss (the LDBC form) melts into the ground, the ball is revealed.
If you succeed in beating Abyss by either attacking the LDBC or the black
sphere, the floating ball will explode in a cascade of white light, leaving
you victorious. Also, damaging the black sphere itself deals more damage to
Abyss (I think).
-Special Moves-
Abyss Fang: Like Venom's Venom Fang move, Abyss' entire body melds into a
tear-drop shaped mouth with large fangs and leaps at you through the air in
an arcing, rainbow motion. Abyss will do this all the time and there's really
no way to predict it. Block whenever Abyss is finished with a larger attack...
he will probably end with the Abyss Fang.
Flame Column: Abyss will slap at the floor in front of him, causing a column
of fire to erupt from the ground. He doesn't do it often, but you must always
try to anticipate it. Adequately damaging. He often follows this up with his
super move.
Dragon Blast: Abyss will lower his head, allowing two or three long streams
of fire that look like dragons to burst out of his back. These float
horizontally across the screen like fireballs. This is a quick attack that
is very damaging.
Dragon Columns: Abyss will melt into the ground, leaving only the black sphere
floating around. From the ground, streams of fire "dragons" will shoot out
vertically in outward moving columns. Anyone caught by it will be juggled
along, taking tons of damage. Be sure you're either very far away, blocking,
or compeletly out of its path!
-Super Moves-
Onslaught: Abyss will launch a lot of fire columns and a lot of horizontal
dragons your way, covering the entire screen. Does some blocking damage, but
nothing compared to if you're caught. Prepare to be hurt. A lot.
- Strategy -
The key to the final form is blocking and moving around a lot. Block and let
Abyss attack. Make sure you're always as close to him as you can be (preferably
right near the middle of his body, almost to where if you go any further,
your character will turn around and be on the other side of Abyss). After
Abyss attacks and pauses, it's your turn to attack. Quick attacks and fast
air combos do well. Avoid any moves with too much lag time. The BEST time
to attack is during the Dragon Columns move, when only the ball is around.
As soon as Abyss melts into the ground, block. If he does the Column move
and the columns of dragons pass right by you, use that time to unleash the
worst attacks you have on the floating ball. If the dragons don't pass by
you, keep blocking and wait for a better time. I must stress, you have to
block but you also have to be agressive with Abyss. When he melts into the
ground, don't let him leave sight too long. He usually reappears at a spot
close to where you last saw him. If he reappears off-screen, just block and
move towards the center of the stage.
THE END: Every character has the same ending. Some peaceful music plays as
a voice says "Congratulations" and "Thank You For Playing" or some stuff like
that, and that's it. As the credits roll, in the background there are new
(somewhat amusing) drawings of the various characters in the game interacting
with each other on Ruby Heart's floating ship.
*** Additional Info: On the Origin of Abyss (courtesy of MaX Bryant
<ThaGreatMax@aol.com>... thanks bud!)
" ... being the picky comic book fan I am, I felt obligated (not really) to
tell you Abyss is not a completely new character made for this game, he is
a Marvel Trademarked Character who was 1 of the 4 Horsemen (The other 3 were
Mikhail <Colossus' brother>, Mr Sinister, and Holocaust <Apocalypse's son>),
all in the alternate reality called "The Age of Apocalypse" in which Xavier
never formed the X-Men. Abyss in MvC2 is changed appearance wise (Well the
jelly man resembles him) but Abyss was more of a neon skeleton type with a
blue mohawk, he could change into a variety of shapes using his powers. Albeit
I'm betting this isn't the same Guy that's in MvC2... Or it may be, Abyss
in the comics is from an alternate time line so knowing Marvel, the boss
character in MvC2 could be just another counterpart...."
**** And... Another Explanation Of the Origin of Abyss (courtesy of
Mako0286@aol.com ; thanks goes out to you, too)
"Abyss is one of Apocalpyse's Four Horseman. It sucks in hope, or something
corny like that, and it really doesn't have a body (unless you count the ball
thingie). It can create one from things around it, or can posses things (like
his armor). I'm not sure on this, but I think he can also possess people."
***** Yet another explanation of the Great and Terrible Origin of Abyss the
Almighty from j-ryu@writeme.com (and the most likely to be correct, imho):
"Ruby Heart was the greatest pirate on a world of oceans and high adventures.
In her travels, she came across a strange orb that spoke to her, telling her
of an ultimate treasure - an indestructable suit of armor. Following the
instructions from the orb, Ruby Heart led her crew to this treasure - only
to have everything go to hell.
Once they found the massive suit of armor, the orb shot from her hands and
entered it - and Abyss awoke! It thanked Ruby Heart for reuniting it with
its body... and as a reward, spared her when it destroyed her world.
Now Ruby Heart and her crew sail the void between worlds, to find a way to
destroy Abyss before it annihilates yet another world...
Of course, this was just a rumor overheard at an arcade, so take it as you
will..."
Since this sounds like some bad Japanese to English translation, the likes
of which one often finds in Capcom instruction manuals, I take it that this
one is for real. I've seen the comics, and the Abyss from there doesn't look
anything like the guy in the game, so... yeah.
------------------------------------------------------------------------
--
VII: - TOP 10 LISTS -
1 - THE TOP 10 BEST CHARACTERS IN MARVEL VS. CAPCOM 2 -
Here is a list of what are, hands-down, the best characters in the game. These
are my opinions, so no argument is permitted. Not that you can really argue
with my perfect selections. And maybe I should note that these are not picked
from just the new characters, but from the entire roster (since many of the
older characters have been sort of "re-tooled"). Here they are in very rough
order:
1- Hayato
He has a katana. And unlike Silver Samurai, he's not wearing gay flashy armor.
2- Guile
The man.
3- Venom
Time to kick it nizzity-new-school style! Venom's got it going on! *Oww* Stop
hitting me!
4- Morrigan
Maybe it's the beer talking, but Morrigan is HOT.
5- Jin
Not only can he blow his clothes off, but he's also got a giant robot for
a friend.
6- Juggernaut
I like to pummel people with him. Sometimes, you just really need to pummel
something.
7- SonSon
Anything with monkeys always gets a thumbs up from me.
8- Magneto
Old-fashioned villainy goodness.
9- Silver Samurai
Alright, I know I took a jab at his armor; so to make up for it, I put him
ahead of Cable.
10- Cable
He's a cheap character, but... who cares.
------------------------------------------------------------------------
---
2 - THE TOP 10 CHARACTERS CAPCOM SHOULD PUT IN THE MARVEL VS. CAPCOM SERIES
-
I was reading a video game magazine a while back (I think it was Gamefan)
and I saw a section where they picked characters they thought should appear
in Mavel Vs. Capcom 2. That got me to thinking. If Capcom were to make a new
Marvel Vs. Capcom game, I could think of quite a few that I would like to
see myself for Part 3. Here's a list, in no particular order (some of my picks
are inspired from that mag I had read):
1- Fei Long
Bruce Lee's clone from Super Street Fighter 2 and probably the coolest video
game character of all time. Of... ALL... TIME!
2- Jedah and Dimitri
Also known as the Laurel and Hardy of Darkstalkers. Let's take a moment and
look at the nominees. "The Vampire Savior." That sounds bad. And by bad I
mean good. I would like a nickname like that, if I were a scythe-wielding,
blue-skinned guy.
Then there's the 'Ladies Man' of the video game world: Dimitri, the
Vampire Pimp. So what if he's just like Ryu, Ken, Akuma, Morrigan, etc. I
say 'pass the Courvoisier!'
3- Archangel or Bishop
As all the X-Men fans know, there are still several core team members missing
from the game. Although you'll probably never see Professor X duking it out
on-screen, I can't BELIEVE Capcom has overlooked these two guys. Archangel
sports metal wings and a blue face (or at least he used to). Are you wetting
your pants yet?
And I know we already have a gun-toting, time traveling, soldier from
the future, but I really think Bishop deserves a shot; I'm really gunning
for him. After all, it's hard to find men of such high... caliber... sorry,
I couldn't resist.
4- Arthur or Firebrand
You'll remember these two from those old-school classics: Ghouls 'N Ghosts,
Ghosts 'N Goblins and all the others for the NES, Genesis, and SNES. Arthur
was also a partner character in MVC; logically, he would make a good regular.
Alternatively, consider Firebrand: the wicked little devil who starred in
his own cult SNES game, Demon Crest. The series could use some more innovative
characters such as these.
5- Thor
We already got katana blades, staves, knives, energy swords, bazookas, uzis,
and God Knows What Else thrown in the mix. Why not an indestructable hammer?
6- Punisher or Deadpool
Do we need more guys with an arsenal of guns?? I say "why don't we have MORE
guys with arsenals?" When it comes to games, I'm sure you'll agree that
there's no such thing as too many guns.
7- Blade
Admit it, the movie was a guilty pleasure. And if Capcom could just harness
that onscreen energy into a video game character, we might have something
here.
8-Another Resident Evil character
But not silly like Jill Valentine. Maybe Tyrant? Barry? Chris Redfield?
Nemesis? Plenty of avenues for exploration.
9- Apocalypse
Yeah yeah, he's not really a new character if you want to get technical. I'm
talking about an actual playable character here; Apocalypse was always the
coolest villain (even in the cartoon episodes!).
10- Blanka and E. Honda
Seeing as how all the other original Street Fighter 2 characters have made
the "MVC transition", I say the final 2 World Warriors, Blanka and Edmund
Honda, deserve a shot, if for no other reason than completeness. We'll talk
about T-Bird and DeeJay later.
------------------------------------------------------------------------
---
3 - CONTRIBUTIONS -
All contributions are printed verbatim, except where I caught obvious grammar
and spelling mistakes (if any) and rewrote it for readibility. The
submissions are in quotes; anything out of quotes is my own comment. So here
they are, starting with:
- From David Santos de Alejandro (samuraidav@hotmail.com) :
"Joke Characters:
Arthur from Ghouls~n~Ghosts....basically a different dimension of Jill if
you think about it.
The hidden Chinese guy from Marvel vs. Street Fighter...his super moves made
me crack up the first time I saw them!
Classic:
Bionic Commando, if you combine him with Spider man on the same team, you
have two screen swinging characters.
Guy...He was great in the SF Alpha Series, why not here?
The Punisher....teaming up with Captain Commando and Captain America, it'd
be like some kind of odd good guy dreamteam!
Not related to Capcom / Marvel:
Alucard...yeah, I know he's a Konami character, but why not some vampire
characters? Just like you said about Jedah.
One of the Forgotten World characters....more "flyers" like Storm and
Magneto.
Shinobi....we need more ninjas!! Include the dog from Shadow Dancer!
Blaze from Streets of Rage 2 - (Genesis). They could use a couple more sexy
female characters!
That's about it. I know there's a lot. But note I'm leaving out the major
Nintendo characters...the only that would be good is Samus from Metroid. And
of course, no Neo Geo characters (saving those for SNK vs Capcom 2)"
Comments: Excellent, all excellent stuff, David (I wish I had your cool name,
btw). I completely concur with you on the "need more sexy females" thing.
I think you can insert that phrase into conversations on any subject, IMHO.
The "hidden Chinese guy from Marvel vs. Street Fighter" that David refers
to I think, is Norimaro, a character only accessible in the Japanese version
of MSH vs SF or by using the Game Shark on the U.S. version. Apparently, this
joke character is some sort of tourist and is rumored to be modeled after
a famous Japanese comedian.
------------------------------------------------------------------------
---
- From zera flyer (zera_flyer@yahoo.com) :
"I don't know about you, but Vega has to be my absolute favorite fighter
character ever... and he so should be in a new game. I can just imagine him
as some kind of Strider-like wall jumping hyper throwing character... which
is basically what he's always been :)"
Comments: I completely agree with zera_flyer on this one; Vega was really
one of my favorite characters in SNK vs. Capcom and I am shocked with myself
that I didn't mention him earlier. If you don't believe me, try SNK vs. Capcom
2 out. It's just about as fun as this game (and a LOT more technical).
------------------------------------------------------------------------
---
- From Tony Evans (Jumparound2@aol.com) :
"You should write a letter to Capcom about this and try to get them to come
out with a Marvel VS. Capcom 3 that has some characters like [Fei Long] and
Zero (Megaman favorite). It would also be cool to have Dr. Wily or Dr. Light
from Megaman also."
Comments: Yeah, I always thought Capcom should put more characters from the
Megaman series. I grew up on that stuff... just look at the fine, upstanding
person I've become!
------------------------------------------------------------------------
--
- From dab2185@aol.com :
" Marvel: Electra (for obvious reasons), Black Panther (super speed, super
strength, super agility, black costume, one hit kill attacks, perfect
fighting game character), Mutant X (super version of Cyclops' brother Havoc),
Dare Devil (come on), Captain Marvel (he's definitely the shiznit), and
Goliath (can grow really tall or really small, strength depends on size).
Capcom: Onimusha (bad-@$$ sword using samurai), Spawn (the devil's spawn,
'nuff said), Chris Newburn (Jill's partner from the original RE game), Regina
(the Dino Crisis Chick), Ayame (really fast Power Stone 2 girl), Jack
(crawling Power Stone 2 guy), 12 (Dahlsim clone from Street Fighter 3), and
Elena (dancin Street Fighter 3 girl). "
Comments: Really excellent (and some provocative) choices here. Onimusha
would be sweet indeed.
------------------------------------------------------------------------
--
- From VulturesWaiting@aol.com :
" Pulse Man
origin: Pulse Man (Sega Genesis)(Japan)
The man was a side-scrolling king.
He could teleport, turn himself into a bouncing ball of energy, shoot
electricity balls from his fist (like mini-sphere flames), had some little
blonde girl talking him through things (not a plus, but...), he could travel
into a world that was completely digital, had electrical pulses that came
out of his hands, and could get little lightning balls that upped his power.
How could Capcom possibly mess up a character like that?
p.s.>> Any members of the Fantastic Four would be good, too (as some
competition for Doctor Doom). "
Comments: I'm not familiar with this character, but sounds good. And of course
I agree with the FF comment (although you gotta admit Mr. Fantastic would
be too much like Dhalsim... and Invisible Woman? what are you going to do
with her?).
------------------------------------------------------------------------
---
- From Blazer6105 (blazer6105@netzero.net):
" Marvel: Carnage, Nightcrawler, Conan the Barbarian, Silver Surfer, Thing
Capcom: Zero, Bass, Sagat, J. Talbain "
Comments: Good choices. Especially Conan the Barbarian. That would rock some
major nuts. For the other readers who are "le incompetant", as the French
would say, Zero and Bass are from the Megaman series (the later games).
------------------------------------------------------------------------
---
- From BadPigg (BadPigg@email.msn.com) - Thanks a mil for the contribution :
" Side Note- Some of the characters cut from the game that were going to be
new:
Ghost Rider: 'Penance Stare' was the exact same as Akuma's 'Raging Demon'
Carnage: A faster Venom, whose super was like Guile's Sonic Boom-type one,
except that it was vertical and took up the whole screen; he was going to
be a Boss.
Punisher: They changed his name to 'Cable.'
Deadpool: Far too difficult to play against; teleported, had 8 Supers, nearly
every move had an infinite range. Just a broken character. Far too good.
Black-Costume Spider Man: Looked like Spider Man in Venom's suit, had one
extra move, he could do a 'Web-Swing' Super move.
Silver Surfer: Although Thanos (Surfer's enemy) was in the game, he was done
in the same way Venom was in the original Marvel Super Heroes, just too
forceful to play with, SHOULD appear in the next Marvel game (Vs. Capcom or
otherwise...)
Forbush Man: MARVEL suggested it as a joke character, could do basic attacks,
and hit you with the pot on top of his head. Had one taunt that made him scream
'FORBUSH FOREVER!!!' "
Comments: I'm not sure what that Forbush guy is supposed to be, but everything
sounds really good.
***** Again, I'd like to thank all of the contributors for their efforts and
for sharing their ideas. And please, no more suggestions. Thanks. *****
------------------------------------------------------------------------
---
VIII: - GAME SECRETS -
Sadly, Marvel Vs. Capcom 2 for the Dreamcast doesn't have many secrets, but
here they are anyway.
-New Characters, Colors, & Stages
This is rather obvious. In order to gain the new characters, colors, and
exclusive Dreamcast stages, you have to gain points by playing the game. Once
you have a certain amount of points, you can buy these various things, one
by one, on the "Secret Factor" mode, in the Shop. You gain points by the number
of stages completed on Arcade Mode and Score Attack mode. You gain points
by the amount of time you spend in Vs. Mode and Training Mode.
-Additional Colors
Once you buy the extra colors for a character in the shop, the character's
portrait in the Select Character screen will have a gold border around it.
In the arcade, new colors are time released. You can pick the 2 new colors
by pressing either the A1 or A2 button on your controller.
-Same Characters on a Team
If you unlock every secret in the Shop in Secret Factor mode (including all
of the colors), forever afterwards you can select the same character more
than once on your team in every game mode. For example, you could have 3 Cables
on your team at once if you wanted.
-Easy (Dumb) Way to Gain Points
Go to Training Mode and select characters. After the match begins, just leave
the room. Come back later in the day, hit start and go to "Quit." It will
say how many points you've gained. You have to be real lazy and desperate
for points to do it this way though (I am both, by the way); it's MUCH faster
to gain points by just beating the game in Arcade Mode.
-Attack After Victory
Yes, MVC2 still has this old favorite. After you win a match and your character
is posing, press the start button. Now you can move your character around
and hit the opponent when they're down. You can still perform Hyper Combos,
but you can't call any of your resting partners. You can't always do the "start
trick"; certain character's victory poses don't allow it (such as Captain
America, when he poses with a bird landing on his arm). Also, you can't do
this trick if you win with more than one character on the screen at the same
time (like from a Variable Assist).
------------------------------------------------------------------------
---
IX: - FREQUENTLY ASKED QUESTIONS -
Q: How do I get L-Points or F-Points or V-Points (or whatever the heck they're
called)?
A: Congratulations! You own a Japanese version of Marvel Vs. Capcom 2. Unlike
other versions, the Japanese MVC2 requires you to get these points to unlock
the secrets by doing various things. You can get them by popping down to the
local Japanese arcade, plugging your VMU into the little doohickey, and then
beating the snot out of all who dare challenge you. What's that you say? You
don't live in Japan? Normally, then, you would be SOL, but I'm guessing there
are some Game Shark codes or hacked files out there that could also unlock
those forbidden secrets for you.
Q: How come you have Vega listed as M. Bison (and Tron listed as T. Bonne,
and...)?
A: Well, in case you are new to the Street Fighter series and you live in
Japan, you might not know that in America M. Bison is known as Balrog, Balrog
is named Vega, and Vega is named M. Bison (among other similar character name
changes). Confused yet? There are some long explanations as to the reasons
for this, but you're probably not interested.
Q: Your FAQ's great, but how come you don't mention Gambit's unblockable,
240 hit super combo of Death and Despair (and other advanced combos, traps,
and stuff like that)?
A: Because I don't feel like it. No seriously, this FAQ was initially intended
as a general walkthrough that just explained the basic in-and-outs and moves
and was sort of geared towards helping novices and medium-level players. I
thought that eventually I would include helpful combos (similar to Gambit's
non-existent, aforementioned technique) and stuff of that nature, but it
would take just too darn long and make my FAQ about 5 times larger.
If you would like to know about a specific character's combos, or other more
advanced techniques, I suggest that you consult one of the many wonderful,
in-depth character FAQs that have been written on the subject, and they can
be found at http://www.gamefaqs.com among many other places on the web.
Q: Can you give me the e-mail address to Capcom (since you obviously have
an inside connection), because I have this really cool game idea....
A: Whoa, there! Sorry if I gave anybody the impression that I KNEW anybody
from Capcom. I don't. I'm just a schmoe like anybody else, and I don't know
any special e-mail adresses. Even if I did, they wouldn't appreciate me giving
them out to just anybody....
Q: Can I print your FAQ for personal uses?
A: Of course, just as long as it's personal. I don't care what you do with
it, as long as you're not SELLING it or taking credit for something you didn't
write (known as PLAGIARISM), which is a crime, punishable by death (in some
places, I'm sure). And if a website wants to publish my FAQ for their use,
I am kindly asking you to give me credit for it. I have been burned before,
and it sucks.
Q: How do you play as Abyss or ___ (fill in the blank with the name of one
of the other many alleged secret characters)?
A: Sorry but you can't. There are no secret characters in this game.
Q: How do you do the "x" move? Other FAQs say __, while your FAQ says __.
A: Let me start off by saying that every move in my FAQ was researched by
me and play-tested 4,503 of times before I write it down, so they work. The
only tip I can give to everyone out there is that some moves only work if
you perform the button combination VERY fast. If that doesn't work... uh,
try doing it really slow.
Q: As long as we're talking about moves... is there an easy way to do the
"dragon punch motion" (F, D, DF + P), without accidentally whipping out a
fireball?
A: Good question, because there is actually a sure-fire solution to this.
Whenever you want a Dragon Punch (or anything that uses the same joystick
motion), pretend like you're doing two fireball motions really fast, one
right after the other. In other words, D, DF, F, D, DF, F + whatever. For
some reason this method seems to work well for most people.
Q: Will there be a Marvel Vs. Capcom 3?
A: Maybe. You can make a good case either way (mostly leaning towards no),
but there's always those tantalizing rumors from legitimate sources that
suggest something might be in the works. Only time will tell, I guess.
Well, that's about all I can handle. Now on to...
------------------------------------------------------------------------
---
X: - CREDITS & MISCELLANEOUS -
- This FAQ was written and researched entirely by me, Chalupa Donny AKA John
Malone <swidly@hotmail.com>
- The very excellent Gamefaqs website for publishing my FAQ. It means a whole
lot to me. That's: http://www.gamefaqs.com ... check it out!
- Also Fresh Baked Games (http://www.fbgames.com) for publishing my FAQ. Too,
too kind of you.
- If there's any other sites that I have forgotten about that I gave permission
to, I'm sorry I forgot your names, but I would like to thank you, too ;D
- Phillip Mouliatis (phillipm80@hotmail.com) has helped me correct numerous
mistakes on my FAQ, including some info for Jill Valentine and Magneto. Thanks
buddy.
- BadPigg (BadPigg@email.msn.com) provided the info of Amingo's mysterious
origin plus his info on possible Marvel Vs. Capcom characters.
- Blazer6105 (blazer6105@netzero.net) for his contribution to the Top 10
list.
- X (wing_gundam_0@mechpilot.com) for clarifying Roll's character info.
- nyu_bomber (Lanoom@aol.com) for explaining the "Balance Type" Assists to
me. Now I get it!
- VulturesWaiting@aol.com for their contribution to the Top 10 list.
- Richard Hoelscher (rahga@rahga.com) for his great info on Chun Li's taunt,
Sonson's origin, and the "Captain Corridor Controversy." Thanks.
- DkFFIV@aol.com for pointing out the true nature of Dan's Otoko Michi super.
- dab2185@aol.com for a whole mess load of great character idea
contributions.
- Tony Evans (Jumparound2@aol.com) for yet more character idea
contributions.
- zera flyer (zera_flyer@yahoo.com) for one more character contribution.
- Jason Andrews (ldaecon@animeone.com) for clarifying that Hayato's "Black
Hayato" super is indeed blockable.
- David (samuraidav@hotmail.com) for even more zany character contributions.
- Max Bryant (ThaGreatMax@aol.com) and his theory on the origin of Abyss (see
the Abyss section).
- John Oberlin (joberlin@math.fsu.edu) for correcting 2 silly FAQ errors on
my part, including the meaning of the word "Sublimation" in the Ruby Heart
section (geez, you'd think a year of Physics for Engineerswould teach me a
thing or two... go figure).
- Mako0286@aol.com for more on the origin of Abyss (see the Abyss section
above).
- Jason <j-ryu@writeme.com> for pointing out that Amingo is not actually from
JoJo's Bizarre Adventure and for the final info on the origin of Abyss.
- And last, but certainly not least, you, the reader for helping me with my
FAQ and for reading the darn thing. Thanks all!
- Oh wait, maybe I should also mention the swell chaps at CAPCOM for making
such a kick-@$$ game. Kudos to you, too.
Any resemblance that this FAQ bears to other FAQs or writings is entirely
coincidental, as this FAQ is an original creation.
The game Marvel Vs. Capcom 2 and all characters mentioned are a registered
trademark and property of Capcom along with Marvel Comics, as is Marvel Vs.
Capcom, X-Men Vs. Street Fighter, Marvel Super Heroes Vs. Street Fighter,
Marvel Super Heroes, and X-Men: Children of the Atom. Street Fighter II,
SonSon, Strider, Star Gladiators, Darkstalkers, Street Fighter Alpha and any
other games mentioned are registered trademarks and are the sole property
of Capcom.
Copywright 2000. Last update: 8/7/02. \(*o*)/