User:Speedmccool25/sandbox: Difference between revisions

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{{MVC2 Character Intro|char= doctordoom|full=DoctorDoom|short=DRD|content=
{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
== Introduction ==
== Introduction ==
== Story ==
Steven "Steve" Rogers, known by his alias of Captain America, is the titular character from his comic by Marvel. A rejected World War II soldier due to many health problems, he signed up for Project Rebirth and was given a super soldier serum. Captain America helped the allies win the war, but was lost at sea and frozen for decades. Now thawed, Captain America doesn't serve a particular government or organization, but rather fights for the timeless principles of freedom, equality, and justice of the American Dream.
Victor von Doom, better known as Doctor Doom, is a character from the Fantastic Four series by Marvel. The archenemy of the Fantastic Four, Doom wears an iron mask and armor to hide his face after an accident scarred him for life. With genius level intellect and unparalleled skills in magic and sorcery, Doctor Doom is unrivaled in ability, ego, and will power.


==Gameplay==
In Marvel Vs. Capcom 2, Captain America is an all rounder with decent normals and specials that let him put out damage and traverse the screen while shielded. Captain America has a double jump, which allows him to move around a bit more freely than some characters. He has nice damage with his normals, which are pretty solid all things considered, and his specials aren't any slouch either. His Shield Slash is a fast projectile that has nice zoning, his Stars and Stripes is a lightning fast DP, and his trademark Charging Star lets him go through projectiles. His supers are also solid, with Hyper Charging Star being projectile invulnerable, Hyper Stars and Stripes being a good combo super, and the incredibly damaging Final Justice to cap it off.
Doctor Doom is a keepaway and zoning character designed to frustrate and torment your opponent into making rash decisions that will get them killed. His j.HP and his Photon Shot are annoying projectiles to deal with, and his combo damage is extremely good if he has a bar. His normals are excellent and reach very far, while his movement is above average, possessing an 8-way air dash, a fast ground dash, a flight mode, and a few normals and special moves to halt or alter his air momentum. Doom isn't just good on point though. His Anti-Air assist, Molecular Shield, while not functioning as a traditional anti-air assist, is one of the best assists in the game. A massive wall of rocks that go everywhere in front of him, this assist allows nearly any character to have a much easier time making their way in and locking an opponent down with lots of chip damage to boot. His DHCs are also solid and highly damaging, with grounded Photon Array being hard to punish. Overall, Doom is a very very solid character in many regards. If you like to slowly chip your opponents patience away until they're grovelling at your feet, then rule with the iron hand of Doctor Doom.
 
The problem with Captain America is he has no real mixup, and his shield is both his biggest strength and greatest weakness. If you do not get your shield back after throwing it with Shield Slash, Captain America becomes one of the most dysfunctional characters in the game, with no real combos, most of his specials and supers losing their protective properties, and his damage and range going way down. Couple this with his poor movement, Captain America has a really hard time getting in and applying his pressure. However, he's a damage machine, so it's good to keep him in mind. If you like all rounders with an emphasis on zoning, or are a full-blooded American hero, then be at ease with Captain America.
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Doctor Doom''' is a keepaway and zoning character who can use his variety of projectiles and movement to slowly chip the opponent down from afar. His main strengths are his great movement options and chip damage output, but characters that are able to maneuver around his projectiles are quite annoying to deal with.
{{Content Box|content='''CharacterName''' is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].
{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Chip Damage:''' Doom has great chip damage with his Photon Shot and Photon Array on point, and his anti-air assist has fantastic chip damage as an assist. Doom can certainly kill you while you're blocking, with the right team combination.
* Is in MvC2
|cons=
|cons=
* '''Low Meterless Damage:''' Doom's damage is very good for one bar, but unfortunately without a bar of meter to spend on Air Photon Array, his damage is below average.
* Is in MvC2
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>6ulUMDpr4UQ</youtube></center>
<center><youtube>re1IjZsUGtU</youtube></center>
}}
}}
}}
}}
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{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves (Example)|content=
;Plasma Beam (Air OK)
;Fireball (Air OK)
*{{qcf}}+{{lp}} or {{hp}}
*{{qcf}}+{{p}}
;Photon Shot (Air OK)
;Dragon Punch
*{{hcb}}+{{p}}
*{{dp}}+{{p}}
;Molecular Shield
;Hurricane Kick (Air Only)
*{{hcb}}+{{k}}
*{{qcb}}+{{k}}
;Flight
*{{qcb}}+ {{lk}}{{hk}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Electric Cage
;Beam Super (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Photon Array (Air OK)
;Dragon Punch Super
*{{hcb}}+{{lp}}+{{hp}}  
*{{dp}}+{{lp}}+{{hp}}  
;Sphere Flame
;Hurricane Kick Super
*{{qcf}}+{{lk}}+{{hk}}
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Variety Type
;Type α - Expansion Type
*Assist: {{hp}} Photon Shot
*Assist: {{hk}} Hurricane Kick
*Counter: {{hp}} Photon Shot
*Counter: {{lk}} Hurricane Kick
*Combination: Photon Array
*Combination: Hurricane Kick Super
;Type β - Anti-Air Type
;Type β - Projectile Type
*Assist: {{hk}} Molecular Shield
*Assist: {{hp}} Fireball
*Counter: {{hk}} Molecular Shield
*Counter: {{lp}} Fireball
*Combination: Sphere Flame
*Combination: Beam Super
;Type γ - Projectile Type
;Type γ - Anti-air Type
*Assist: {{hp}} Plasma Beam
*Assist: {{hp}} Dragon Punch
*Counter: {{hp}} Plasma Beam
*Counter: {{hp}} Dragon Punch
*Combination: Electric Cage
*Combination: Dragon Punch Super
}}
}}
}}
}}
Line 65: Line 63:
== Moves List ==
== Moves List ==


=== Variable Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image= MVC2 DrDoom HCB P 01.png
|image=MVC2 Psylocke QCF K 02.png
|caption= Type α
|caption={{hk}} Psyblade
|name= Variety Type
|name=Anti-air
|linkname=
|subtitle=[[File:Alpha.png]]
|input= A1 // A2
|input={{a1}} // {{a2}}
|data=
|data=
  {{AttackData-MVSC2
  {{AssistData-MVSC2
  |Damage=  
  |Damage=
  |Startup=
  |Startup=
  |Active=
  |Active=
  |Recovery=
  |Recovery=
|Guard= 
  |AlphaCounter=
|Special Property= 
  |TeamHyperCombo=
|Cancel= 
  |description= Assist description.
  |Adv. Hit=
  |Adv. Guard=
|Adv. Pushblock= 
  |description= Variable Assist move. Variable Counter is HP Photon Shot. Variable Combination super is Photon Array. Doom's Variety type is fine, it's good to stop jumping and flying characters, but other than that it's not really anything special.
  }}
  }}
}}<br>
}}<br>
 
{{MoveData
{{MoveData
|image= MVC2 DrDoom HCB K 01.png
|image=MVC2_Cable_DP_P_02.png
|caption= Type β
|caption={{hp}} Psimitar
|name= Anti-Air Type
|name=Anti-air
|linkname=
|subtitle=[[File:Beta.png]]
|input= A1 // A2
|input={{a1}} // {{a2}}
|data=
|data=
  {{AttackData-MVSC2
  {{AssistData-MVSC2
  |Damage=  
  |Damage=
  |Startup=
  |Startup=
  |Active=
  |Active=
  |Recovery=
  |Recovery=
|Guard= 
  |AlphaCounter=
|Special Property= 
  |TeamHyperCombo=
|Cancel= 
  |description= Assist description.
|Adv. Hit= 
  |Adv. Guard=
  |Adv. Pushblock=
  |description= Variable Assist move. Variable Counter is HK Molecular Shield. Variable Combination super is Sphere Flame. This is THE assist. One of the best assists in the ENTIRE game, Doom's anti-air assist does not function like a regular anti-air assist might. Instead, this assist is EXCELLENT for lockdown, chip damage, pressure, zoning, keepaway, rushdown... anything you need to do, and rocks will help you get it done. Seriously. Almost always pick this assist, it will never steer you wrong.
  }}
  }}
}}<br>
}}<br>
 
{{MoveData
{{MoveData
|image= MVC2 DrDoom QCF P 01.png
|image=MVC2_Cyclops_QCB_01.png
|caption= Type γ
|caption={{hk}} Cyclone Kick
|name= Projectile Type
|name=Expansion
|linkname=
|subtitle=[[File:Gamma.png]]
|input= A1 // A2
|input={{a1}} // {{a2}}
|data=
|data=
  {{AttackData-MVSC2
  {{AssistData-MVSC2
  |Damage=  
  |Damage=
  |Startup=
  |Startup=
  |Active=
  |Active=
  |Recovery=
  |Recovery=
|Guard= 
  |AlphaCounter=
|Special Property= 
  |TeamHyperCombo=
|Cancel= 
  |description= Assist description.
  |Adv. Hit=
  |Adv. Guard=
|Adv. Pushblock= 
  |description= Variable Assist move. Variable Counter is HP Plasma Beam. Variable Combination super is Electric Cage. This assist is mediocre at best. The other ones are just better for other reasons. If you need a ground covering beam in an air based game, just pick Iron Man instead.
  }}
  }}
}}<br>
}}<br>


=== Normal Moves ===
=== Normal Moves ===
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)
-When grounded, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
-When grounded, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-When grounded, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.


==== Ground Normals ====
==== Ground Normals ====


{{MoveData
{{MoveData
|image= MVC2 DrDoom 5LP 01.png
|image=  
|caption= You gotta leeeean into it
|caption=  
|name= Light Punch
|name= Light Punch
|linkname= s.LP
|linkname= 5LP
|input= {{lp}}
|input= 5{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 154: Line 148:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doctor Doom leans forward for a punch. Has some nice range for a light normal.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 5MP 01.png
|image=  
|caption= I mean I guess he's gotta have a few bad buttons
|caption=  
|name= Medium Punch
|name= Medium Punch
|linkname= s.MP
|linkname= 5MP
|input= {{mp}}
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 176: Line 170:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does an uppercut with glowing energy around his hand. Mostly just combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 5HP 01.png
|image=  
|caption= Plasma Be- aw, just kidding
|caption=  
|name= Heavy Punch
|name= Heavy Punch
|linkname= s.HP
|linkname= 5HP
|input= {{hp}}
|input= 5{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 198: Line 192:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom puts his hands together, wrapped in electric energy, and puts them in front of him. Causes the opponent to get sent flying away, but not knocked down. Ok as a chain ender, but you can do better, generally speaking.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2 Dr. Doom 5LK 01.png
|image=  
|caption= Steppin' on ya jays
|caption=  
|name= Light Kick
|name= Light Kick
|linkname= s.LK
|linkname= 5LK
|input= {{lk}}
|input= 5{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 220: Line 214:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom stomps just in front of him. Generally just a very useless normal, as his other lights either have more range, are faster, recover sooner, or have better combo options available.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 5MK 01.png
|image=  
|caption= Hey, it's Hard Kick!
|caption=  
|name= Medium Kick
|name= Medium Kick
|linkname= s.MK
|linkname= 5MK
|input= {{mk}}
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 242: Line 236:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom kicks straight upward. This is a launcher, but not one used very often as you have a better one. (which is a bit further down the page)
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 5HK 01.png
|image=  
|image2= MVC2 Dr. Doom 5HK 02.png
|caption=  
|caption2= BIG steppies
|name= Heavy Kick
|name= Heavy Kick
|linkname= s.HK
|linkname= 5HK
|input= {{hk}}
|input= 5{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 265: Line 258:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does a big stomp. This move hits twice, and the first hit has enough hitstun to cancel to some of his specials. Not a normal used that often.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 2LP 01.png
|image=  
|caption= Right in the balls, huh?
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= cr.LP
|linkname= 2LP
|input= {{d}}+{{lp}}
|input= 2{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 287: Line 280:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does his 5LP, but crouching. Has much less range, but a smaller hurtbox for the same speed. Could be used for defensive scrambles.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 2MP 01.png
|image=  
|caption= I know it looks the same trust me it's different ok
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= cr.MP
|linkname= 2MP
|input= {{d}}+{{mp}}
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 309: Line 302:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does another punch like 5LP. The exact same animation, except it's a tiny bit slower and does more damage. Once again more combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Dr. Doom 2HP 01.png
|image=  
|caption= Can you tell that Doom used to be a boss character?
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= cr.HP
|linkname= 2HP
|input= {{d}}+{{hp}}
|input= 2{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 331: Line 324:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom slams his hand into the ground, sending up a massive shockwave around him. Very important for his combo game, as it launches for a combo and combos of a two hit confirm. Absolutely COLOSSAL hitbox, covering the entirety of his body and plenty more space in front of, above, and behind him. It's a bit slow though, only being able to combo off mediums, but it has incredible coverage. Can be cancelled with flight to somewhat shorten the massive recovery. While it only has 4 active frames, if it had more this would easily be the most broken anti-air normal in the game.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2 DrDoom 2LK 01.png
|image=  
|caption= The voiceline plays twice if this hits
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= cr.LK
|linkname= 2LK
|input= {{d}}+{{lk}}
|input= 2{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 353: Line 346:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does a low kick. Very important because it's a low, otherwise it's not really anything special.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 2MK 01.png
|image=  
|caption= I PROMISE it's a different move again
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= cr.MK
|linkname= 2MK
|input= {{d}}+{{mk}}
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 375: Line 368:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does another low kick. Combo filler, but important combo filler as it combos to his 2HP and is a second low.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 2HK 01.png
|image=  
|caption= A sweep... with a dirty little secret
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= cr.HK
|linkname= 2HK
|input= {{d}}+{{hk}}
|input= 2{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 397: Line 390:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom sweeps the opponent, knocking them down. Overall a very uninteresting sweep... until you know that you can superjump cancel during the STARTUP of this move. This can allow for sneaky double low into tridash overhead sequences to open up opponents or reset pressure. Blockstringing into a superjump is unheard of in this game, and for Doom, superjumping is pretty useful. Not a bad tool to have.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Air Normals ====
==== Air Normals ====
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)
-When in the Normal Jump state, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
-When in the Normal Jump state, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-When in the Normal Jump state, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
{{MoveData
{{MoveData
|image= MVC2 DrDoom jLP 01.png
|image=  
|caption= This has like 20 active frames
|caption=  
|name= Air Light Punch
|name= Air Light Punch
|linkname= j.LP
|linkname= j.LP
Line 420: Line 423:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does a little punch in the air. Mostly just used after a launcher to do an air combo, could be used for air-to-airs.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom jMP 01.png
|image=  
|caption= Bet you're glad this isn't Marvel 3 huh
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
|linkname= j.MP
|linkname= j.MP
|input= j.{{mp}}
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 442: Line 445:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom points his hands downward with electric energy to hit the opponent. Combo filler, which is a shame considering how huge the hitbox is.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom jHP 01.png
|image=  
|caption= Budda gun (budda gun) gun wit da budda in it
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
|linkname= j.HP
|linkname= j.HP
Line 464: Line 467:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= The infamous butter gun. Doom takes out a small blaster and shoots a beam across the screen. Very solid air normal, as it has infinite range and can be cancelled at any time. The beam travels a little slowly, so to get the max range you have to be superjumping or rising with a normal jump. Not a bad tool for trying to snipe superjumping characters.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom jLK 01.png
|image=  
|caption= Crouching light kick, in the air!
|caption=  
|name= Air Light Kick
|name= Air Light Kick
|linkname= j.LK
|linkname= j.LK
Line 486: Line 489:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does a downward kick. Your best normal for doing tridash pressure with, though Doom's tridash pressure isn't that great. Still nice to have regardless, as a fast overhead that hits like this is always valuable.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom jMK 01.png
|image=  
|caption= ...Hard Kick again?
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
|input= j.{{mk}}
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 508: Line 511:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom kicks upward in the air. Mostly just combo filler, like j.MP.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom jHK 01.png
|image=  
|caption= It's familiar... y'know?
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
|linkname= j.HK
|linkname= j.HK
Line 530: Line 533:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom rockets toward his opponent with his legs extended in front of him at about a 45 degree angle. One of two footdives Doom has for maneuvering. Can be cancelled with specials, supers, and air dashes before it hits the opponent. After it lands, this puts Doom into a normal jump state, meaning you can call assists even if you superjumped. Not a bad move, but it's slow startup and lack of conversions leave a lot to be desired.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Command Normals ====
==== Command Normals ====
{{MoveData
{{MoveData
|image= MVC2 DrDoom j2HK 01.png
|image=  
|caption= I REALLY bet you're glad this isn't Marvel 3, huh?
|caption=  
|name= Jumping Down Heavy Kick
|name= Direction + Button Name
|linkname= j.2HK
|linkname=  
|input= j. {{d}}+{{hk}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 553: Line 559:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom rockets down with his legs extended at about a 75 degree angle. If you've played Marvel 3, you will know how powerful this move is. Unfortunately, this isn't Marvel 3, and in this game it's only ok. Has all the same cancel and frame data properties as j.HK. Mostly used for movement.
  |description=  
  }}
  }}
  }}<br>
  }}<br>




Line 561: Line 568:


{{MoveData
{{MoveData
|image= MVC2 Dr. Doom 2HP 01.png
|image=  
|caption=  
|caption=  
|name= Universal Launcher (Punch)
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= {{df}}+{{hp}}
|input= 3{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 578: Line 585:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does his 2HP. Little to no differences with this one, still a great move.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 5MK 01.png
|image=  
|caption=  
|caption=  
|name= Universal Launcher (Kick)
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= {{df}}+{{hk}}
|input= 3{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 600: Line 607:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom does his Hard Kick. Considering how high the hitbox goes, this could be used as a surprise anti-air sometimes.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom P Throw 01.png
|image=  
|caption= He really lasers you in the chest
|caption=  
|name= Throw (Punch)
|name= Throw (Punch)
|linkname= Throw (Punch)
|linkname= Throw (Punch)
|input= {{f}}+{{hp}}
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 622: Line 629:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom picks the opponent up and fires a laser through them, sending them up and away. If the opponent doesn't tech roll, it's possible to combo off this throw with OTG, so it's not a bad tool to have.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom K Throw 01.png
|image=  
|caption= Gives you the dunk
|caption=  
|name= Throw (Kick)
|name= Throw (Kick)
|linkname= Throw (Kick)
|linkname= Throw (Kick)
|input= {{f}}+{{hk}}
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 644: Line 651:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom picks the opponent up and slams them into the ground, sending them upward. Not as useful as his punch throw, but still nice.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom Air P Throw 01.png
|image=  
|caption= Lasered in the air
|caption=  
|name= Air Throw (Punch)
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.{{f}}+{{hp}}
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 666: Line 673:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Basically the same thing as his punch throw, but in the air. Notably though, with good timing and use of airdash it's possible to convert off this throw for a combo in the corner with no OTG needed. Needless to say this makes landing this incredibly rewarding near the corner for Doom.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom Air K Throw 01.png
|image=  
|caption= To the ground you go
|caption=  
|name= Air Throw (Kick)
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|linkname= Air Throw (Kick)
|input= j.{{f}}+{{hk}}
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 688: Line 695:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom throws the opponent to the ground. Sends straight down, could potentially try some weird left-right mixups, but punch throw is just so much better.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom jLK 01.png
|image=  
|caption=  
|caption=  
|name= Variable Attack (raw tag)
|name= Raw Tag
|linkname= Variable Attack
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
|data=
Line 710: Line 717:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= A pretty standard tag attack.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 DrDoom 5MP 01.png
|image=  
|caption= Weird choice but ok
|caption=  
|name= Snapback
|name= Snap Back
|linkname= QCF+A1/A2
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|input= {{qcf}} + A1 / A2
|data=
|data=
Line 732: Line 739:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Doom's snapback is painfully average. It's not particularly fast, not particularly big, and not particularly good at anything specific.
  |description=  
  }}
  }}
  }}
  }}


=== Special Moves ===
=== Special Moves ===
{{MoveData
|image= MVC2 DrDoom QCF P 01.png
|image2= MVC2 DrDoom Air QCF P 01.png
|caption2= IMMA FIRIN MAH LAZER
|name= Plasma Beam
|linkname= Plasma Beam
|input= {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Doom fires a yellow laser in front of him horizontally, or downward in the air. Doom's Plasma Beam in this game is not anything special. Unlike Marvel 3 where it's an incredibly good long range option for chip and ground control, in this game it's slow, one hit, and doesn't do a whole lot of damage for something so committal. Occasionally finds use as an air combo ender. Avoid using this, for the most part anyway.
}}
}}


{{MoveData
{{MoveData
|image= MVC2 DrDoom HCB P 01.png
|image=  
|image2= MVC2 DrDoom Air HCB P 01.png
|caption=  
|caption2= Pew
|name= Special Move Name
|name= Photon Shot
|linkname= Special Move Name
|linkname= Photon Shot
|input= Motion + Button Icon
|input= {{hcb}} + {{lp}} or {{hp}} (Air OK)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 780: Line 765:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Doom fires a row of laser all around him, or down and away from him in the air. Doom's Photon Shot is a core aspect to his gameplay, specifically the air version. The ground version is good, but VERY slow to come out and has a blindspot above him. The air version is much faster, sends five projectiles at a great angle, and recovers pretty quick. You are going to see a LOT of these if you play Doom, so get used to doing this input.
  |description=  
}}
  }}
  }}
}}<br>


{{MoveData
|image= MVC2 DrDoom HCB K 01.png
|caption= Why are you doing this on point
|name= Molecular Shield
|linkname= Molecular Shield
|input= {{hcb}} + {{lk}} or {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Doom summons a bunch of rocks around him, then fires them out away from him horizontally. Doom's Molecular Shield, as a point character, is a move you should almost never be doing. It's incredibly slow, committal, doesn't do a lot of damage, and isn't particularly big. Seriously, just save it for the assist.
}}
}}




{{MoveData
|image= MVC2 DrDoom QCB KK 01.png
|caption= To the skies!
|name= Flight
|linkname= Flight
|input= {{hcb}} + {{lk}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Doom's Flight is fine, but not really anything special. It lasts about 6.5 seconds, puts you in normal jump mode, gives you free movement and infinite air dashes, all the stuff that normally happens with flight. The problem is that it's very slow both in terms of startup and movement speed, so it really isn't used all that much. Perform the motion again to cancel flight early.
}}
}}
=== Hyper Combos ===
=== Hyper Combos ===


{{MoveData
{{MoveData
|image= MVC2 DrDoom QCF PP 01.png
|image=  
|caption= The only super he lost in Marvel 3
|caption=  
|name= Electric Cage
|name= Hyper Combo Name
|linkname= Electric Cage
|linkname= Hyper Combo Name
|input= {{qcf}} + {{lp}} + {{hp}}
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 849: Line 791:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom sends a ball of electricity out, and if it makes contact with the opponent, puts them into a field of energy that hits repeatedly before sending them away. Good for grounded DHC's after, but generally pretty average as far as supers go.
  |description=  
}}
}}<br>
{{MoveData
|image= MVC2 DrDoom HCB P 01.png
|image2= MVC2 DrDoom Air HCB P 01.png
|caption2= The REALLY GOOD one
|name= Photon Array
|linkname= Photon Array
|input= {{hcb}} + {{lp}} + {{hp}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom sends out a volley of lasers in all directions on the ground, or down and away from him in the air, in a set of five shots each. On the ground this super is pretty good for chip and coverage, though it's kinda slow. The air version, though, is easily Doom's best super. If all the hits connect, this can do an INCREDIBLE amount of damage for one bar. It's also very good for meterdumping, stalling or going for chip. In addition, the air version of this move specifically has one other dirty thing going for it. It's frame 4, but if the opponent is not blocking already by the freeze, it is ''post flash unblockable.'' What was already a good super becomes very annoying with this in mind. If you have meter to waste with Doom (and you will from all the j.HP and Photon Shots you'll be throwing), use it on this super.
  }}
  }}
  }}<br>
  }}<br>
== Other ==


{{MoveData
{{MoveData
|image= MVC2 DrDoom QCF KK 01.png
|image=  
|image2= MVC2 DrDoom QCF KK Projectile 01.png
|caption=  
|caption2= This one's really bad
|name= Direction + Button Name
|name= Sphere Flame
|linkname=  
|linkname= Sphere Flame
|input= Direction + Button Icon
|input= {{qcf}} + {{lk}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=
  |Startup=  
  |Active=
  |Active=  
  |Recovery=
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Doom fires a ball of flame into the air, which travels up a set distance before it disappears. An incredibly underwhelming super, as it doesn't do a lot of damage, is hard to land, it's pretty slow, and has no DHC options afterward for almost all characters. You can basically forget he has this and nothing will change.
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>




== Other ==


=== Taunt ===
=== Taunt ===
static image goes here, unless youre jin or something


[[Image: MvC2 DrDoom Taunt.png]]
"*evil laugh*"


=== Colors ===
=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-drdoom.png]]
[[Image:Mvc2-captainamerica.png]]




{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 00:59, 8 October 2024

Introduction

Steven "Steve" Rogers, known by his alias of Captain America, is the titular character from his comic by Marvel. A rejected World War II soldier due to many health problems, he signed up for Project Rebirth and was given a super soldier serum. Captain America helped the allies win the war, but was lost at sea and frozen for decades. Now thawed, Captain America doesn't serve a particular government or organization, but rather fights for the timeless principles of freedom, equality, and justice of the American Dream.

In Marvel Vs. Capcom 2, Captain America is an all rounder with decent normals and specials that let him put out damage and traverse the screen while shielded. Captain America has a double jump, which allows him to move around a bit more freely than some characters. He has nice damage with his normals, which are pretty solid all things considered, and his specials aren't any slouch either. His Shield Slash is a fast projectile that has nice zoning, his Stars and Stripes is a lightning fast DP, and his trademark Charging Star lets him go through projectiles. His supers are also solid, with Hyper Charging Star being projectile invulnerable, Hyper Stars and Stripes being a good combo super, and the incredibly damaging Final Justice to cap it off.

The problem with Captain America is he has no real mixup, and his shield is both his biggest strength and greatest weakness. If you do not get your shield back after throwing it with Shield Slash, Captain America becomes one of the most dysfunctional characters in the game, with no real combos, most of his specials and supers losing their protective properties, and his damage and range going way down. Couple this with his poor movement, Captain America has a really hard time getting in and applying his pressure. However, he's a damage machine, so it's good to keep him in mind. If you like all rounders with an emphasis on zoning, or are a full-blooded American hero, then be at ease with Captain America.

Gameplay

CharacterName is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].

Strengths Weaknesses
  • Is in MvC2
  • Is in MvC2
MVC2 captainamerica art.png

Character Summary

Special Moves (Example)

Fireball (Air OK)
  • Qcf.png+P.png
Dragon Punch
  • Dp.png+P.png
Hurricane Kick (Air Only)
  • Qcb.png+K.png
Hyper Combos (Example)

Beam Super (Mashable)
  • Qcf.png+Lp.png+Hp.png
Dragon Punch Super
  • Dp.png+Lp.png+Hp.png
Hurricane Kick Super
  • Qcb.png+Lk.png+Hk.png
Assist Types (Example)

Type α - Expansion Type
  • Assist: Hk.png Hurricane Kick
  • Counter: Lk.png Hurricane Kick
  • Combination: Hurricane Kick Super
Type β - Projectile Type
  • Assist: Hp.png Fireball
  • Counter: Lp.png Fireball
  • Combination: Beam Super
Type γ - Anti-air Type
  • Assist: Hp.png Dragon Punch
  • Counter: Hp.png Dragon Punch
  • Combination: Dragon Punch Super

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
MVC2 Psylocke QCF K 02.png
Hk.png Psyblade
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Anti-air
Beta.png
A1.png // A2.png
MVC2 Cable DP P 02.png
Hp.png Psimitar
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Expansion
Gamma.png
A1.png // A2.png
MVC2 Cyclops QCB 01.png
Hk.png Cyclone Kick
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Normal Moves

(keep only one of these, and update the inputs for their medium attacks as needed)

-When grounded, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When grounded, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When grounded, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

(keep only one of these, and update the inputs for their medium attacks as needed)

-When in the Normal Jump state, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Every character has at least one of the two, sometimes both.


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Every character has at least one of the two, sometimes both.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Special Moves

Special Move Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Hyper Combos

Hyper Combo Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Other

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

aaa



Taunt

static image goes here, unless youre jin or something


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-captainamerica.png



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