User:Speedmccool25/sandbox: Difference between revisions

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(I think this is good??? I'll plan to move this over soon)
(starting on this, will do at some point)
 
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{{MVC2 Character Intro|char= psylocke|full=Psylocke|short=PSY|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.
Elizabeth "Betsy" Braddock - or Kwannon, depending on who you really mean - better known as Psylocke, is a character from the X-Men series by Marvel. A powerful telepath and telekinetic, Psylocke battles for the X-Men with precision and graceful power thanks to her mastery in martial arts.


==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.
Psylocke is best known for being one of the best anti-air assists in the game, if not the best. However, that's not all to this martial arts master. Psylocke on point is a fast paced rushdown character with flexible normals for any situation, and a nice fireball and uppercut. Her movement is very solid, with a fast ground dash and a triple jump which allows her to press her way in. Her combo game is very freeform, as she has a completely free magic series, and her specials are very solid for ending combos. Her Psy-Blast is a fireball that recovers very quickly, while her Psy-Blade is an invincible uppercut type move that can lead into super for incredible damage off an extremely quick reversal. Psylocke on her own isn't that great, but as part of a team she's a force to be reckoned with that can make or break teams. If you want a fast paced character that can do a bit of everything and look super stylish while doing it, then float like a butterfly with Psylocke.


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 ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Psylocke''' is a rushdown character who can use her array of fast normals and powerful specials to control the opponent before opening them up with her stagger pressure. Her main strengths are a great fireball, great normals, and fast movement, but her weaknesses are her low health and her trouble with characters running away.
{{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=
* '''Fast Movement:''' Psylocke has a good ground dash, allowing her to wavedash to close space effectively.
* Is in MvC2
* '''Stagger Pressure:''' Having a freeflowing magic series makes her stagger pressure very good, especially when combined with assists.
* '''Fantastic Assist:''' Her anti-air assist is one of the best in the game, making her a solid assist choice.
* '''Good Mixup:''' Her instant overhead j.8HK allows for her to have some good mixups against turtling characters.
* '''Triple Jump:''' Having a triple jump allows for her to maneuver around the screen in a more careful way.
|cons=
|cons=
* '''Stubby:''' Many of Psylocke's pokes are pretty small, and those that aren't can usually be ducked.
* Is in MvC2
* '''Hard to Stay Safe:''' Many of her specials and supers aren't that safe on block, so it can be hard to not get punished.
* '''Low Health:''' Psylocke takes 12% more damage than normal characters, meaning she will die faster with less mistakes.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>Kdn0ZQZpUsY</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=
;Psy-Blast (Air OK)
;Fireball (Air OK)
*{{qcf}}+{{lp}} or {{hp}}
*{{qcf}}+{{p}}
;Psy-Blade (Air OK)
;Dragon Punch
*{{qcf}}+{{lk}} or {{hk}}
*{{dp}}+{{p}}
;Ninjutsu (Air OK)
;Hurricane Kick (Air Only)
*{{hcb}}+{{p}} or {{k}}
*{{qcb}}+{{k}}
*Press a direction and any attack button after teleporting for a followup attack
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Psy-Thrust (Air OK)
;Beam Super (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
*Aimable, press a direction and a punch to redirect one time
;Dragon Punch Super
;Psy-Maelstrom
*{{dp}}+{{lp}}+{{hp}}  
*{{qcf}}+{{lk}}+{{hk}}  
;Hurricane Kick Super
;Kocho-Gakure (Air OK)
*{{qcb}}+{{lk}}+{{hk}}
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Anti-Air Type
;Type α - Expansion Type
*Assist: {{hk}} Psy-Blade
*Assist: {{hk}} Hurricane Kick
*Counter: {{hk}} Psy-Blade
*Counter: {{lk}} Hurricane Kick
*Combination: Psy-Maelstrom
*Combination: Hurricane Kick Super
;Type β - Projectile Type
;Type β - Projectile Type
*Assist: {{hp}} Psy-Blast
*Assist: {{hp}} Fireball
*Counter: {{hp}} Psy-Blast
*Counter: {{lp}} Fireball
*Combination: Kocho-Gakure
*Combination: Beam Super
;Type γ - Balance Type
;Type γ - Anti-air Type
*Assist: {{hp}} Psy-Blast
*Assist: {{hp}} Dragon Punch
*Counter: {{hk}} Psy-Blade
*Counter: {{hp}} Dragon Punch
*Combination: Psy-Thrust
*Combination: Dragon Punch Super
}}
}}
}}
}}
Line 71: Line 63:
== Moves List ==
== Moves List ==


=== Variable Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image= MVC2 Psylocke QCF K 02.png
|image=MVC2 Psylocke QCF K 02.png
|caption= Type α
|caption={{hk}} Psyblade
|name= Anti-Air 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 HK Psy-Blade. Variable Combination super is Psy-Maelstrom. Her best assist, fast, invincible, good damage, sets up nicely for combos from the point character, breaks combos, and more. Most of the time, you'll be picking this assist, and it's what she's known for.
  }}
  }}
}}<br>
}}<br>
 
{{MoveData
{{MoveData
|image= MVC2 Psylocke QCF P 01.png
|image=MVC2_Cable_DP_P_02.png
|caption= Type β
|caption={{hp}} Psimitar
|name= Projectile 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 HP Psy-Blast. Variable Combination super is Kocho-Gakure. Psylocke's projectile assist is fine, but nothing special. The team super is Kocho-Gakure, which could be useful for some teams. Her anti-air assist is better, so this doesn't see much use.
  }}
  }}
}}<br>
}}<br>
 
{{MoveData
{{MoveData
|image= MVC2 Psylocke QCF P 01.png
|image=MVC2_Cyclops_QCB_01.png
|caption= Type γ
|caption={{hk}} Cyclone Kick
|name= Balance 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 HK Psy-Blade. Variable Combination super is Psy-Thrust. Basically a better projectile assist, because the alpha counter is an actual invincible move. Still, the actual anti-air assist is better, so once again this doesn't see much use either.
  }}
  }}
}}<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, Psylocke 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 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.




Line 146: Line 131:


{{MoveData
{{MoveData
|image= MVC2 Psylocke 5LP 01.png
|image=  
|caption= Talk to the hand
|caption=  
|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
Line 163: Line 148:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a fast palm strike. This normal has a sneaky hitbox on her knee, meaning that even though it looks pretty high hitting, no character can crouch underneath this. Solid fast button for scrambles up close with nice range.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 5MP 02.png
|image=  
|caption= Punch 'em
|caption=  
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
Line 185: Line 170:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a body punch. Combo filler medium, doesn't really have a defined use.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 5HP 01.png
|image=  
|caption= That long thang
|caption=  
|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
Line 207: Line 192:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a high punch coated in psychic energy. This move causes a recoverable knockdown on hit. Unfortunately, due to its high hitbox placement, many shorter characters can duck underneath this normal. Gets the job done, but there are better ways to finish a string.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2 Psylocke 5LK 01.png
|image=  
|caption= Toe tap
|caption=  
|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
Line 229: Line 214:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a vertical kick. Could be used as a non committal anti-air, and covers a nice angle, but it doesn't last for that long and the hitbox isn't as great as it looks for that.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= Psylocke s.forward(2).png
|image=  
|caption= Gut kick
|caption=  
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
Line 251: Line 236:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a body kick. Another combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 5HK 01.png
|image=  
|image2= MVC2 Psylocke 5HK 02.png
|caption=  
|caption= These hitboxes last for two frames
|caption2= These ones last two more
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
Line 275: Line 258:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a reverse kick over her head. Has a lot of hitstun, so can be cancelled into special moves. Shifts her hurtboxes very far forward, but takes a bit to do so.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 2LP 01.png
|image=  
|caption= Backhander to the junk
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
Line 297: Line 280:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a backhand strike while crouching. Tied for your fastest normal, and has a bit less recovery than 5LP. Will generally be the normal you default to in scrambles due to its fast startup and small hurtbox.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 2MP 01.png
|image=  
|caption= Would you believe it's more combo filler
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
Line 319: Line 302:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a lunging palm strike to the body. Yet more combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 2HP 01.png
|image=  
|image2= MVC2 Psylocke 2HP 02.png
|caption=  
|caption2= Pick em up!
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
Line 342: Line 324:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke's launcher. Has fast startup and not terrible range, and thanks to her flexible magic series allows for two or even three hit confirms into this. Will lead to nice damage with air chains and supers.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2 Psylocke 2LK 01.png
|image=  
|caption= It's definitely a low
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LK
|linkname= 2LK
Line 364: Line 346:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a low kick. Crucial because it's a low, otherwise just a combo starter.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 2MK 01.png
|image=  
|caption= Weird half launch thing
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= 2MK
Line 386: Line 368:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a diagonal kick upward. Puts the opponent into an airborne state, but does not launch. More combo filler, for the most part.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 2HK 01.png
|image=  
|caption= It's a sweep! Shocking.
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
Line 408: Line 390:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a sweeping low. It sure is a sweep. Can be cancelled into a LP Psy-Blast to catch people who don't tech roll the knockdown, and that confirms to super. Gimmicky thing to rely on though, so be careful.
  |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, Psylocke 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 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 Psylocke j.LP 01.png
|image=  
|caption= Bonk
|caption=  
|name= Air Light Punch
|name= Air Light Punch
|linkname= j.LP
|linkname= j.LP
Line 435: Line 423:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a small punch in the air. Air chain starter for most launches. Can potentially be used as an instant overhead on bigger characters, but you have a better option coming up.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke j.MP 01.png
|image=  
|caption= Up punch
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
|linkname= j.MP
|linkname= j.MP
|input= {{lp}} after a j.{{lp}} or j.{{lk}} connects
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 457: Line 445:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a vertical punch. Combo filler medium. Has short enough recovery to link back into j.LP for some damaging air combos.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke j.HP 01.png
|image=  
|caption= Back to earth
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
|linkname= j.HP
|linkname= j.HP
Line 479: Line 467:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke swings down with psychic energy. Air combo finisher, good for when you don't have a bar to do DP into super for the ender.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke j.LK 01.png
|image=  
|image2= MVC2 Psylocke j.LK 02.png
|caption=  
|caption2= Up kick
|name= Air Light Kick
|name= Air Light Kick
|linkname= j.LK
|linkname= j.LK
Line 502: Line 489:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does an upward kick. Combo filler, not going to be used much outside of air chains.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke j.MK 01.png
|image=  
|caption= Filler buttons, anyone?
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
Line 524: Line 511:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a flying side kick. More combo filler mediums.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke j.HK 01.png
|image=  
|image2= MVC2 Psylocke j.HK 02.png
|caption=  
|caption2= Nice chunky hitbox
|name= Air Heavy Kick
|name= Air Heavy Kick
|linkname= j.HK
|linkname= j.HK
Line 547: Line 533:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does an axe kick. Has a nice hurtbox on the first active frame that changes to the second image on the next. Good jump-in on that frame, pretty average otherwise. Air combo finisher.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Command Normals ====
==== Command Normals ====
{{MoveData
{{MoveData
|image= MVC2 Psylocke 6HK 01.png
|image=  
|caption= Open up button- wait, what??
|caption=  
|name= Forward + Heavy Kick
|name= Direction + Button Name
|linkname=  
|linkname=  
|input= 6{{hk}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 570: Line 559:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a jumping axe kick. Despite having slow startup and it's animation, this move is ''not'' an overhead. It can be cancelled into special moves however, even on startup. Psylocke is considered grounded for the whole animation.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
=== Universal Mechanics ===


{{MoveData
{{MoveData
|image= MVC2 Psylocke 4HK 01.png
|image=  
|image2= MVC2 Psylocke 5HK 01.png
|caption=  
|image3= MVC2 Psylocke 4HK 02.png
|name= Universal Launcher (Punch)
|caption= Hop to it
|linkname= Universal Launcher (Punch)
|caption3= Roll hurtboxes
|input= 3{{hp}}
|name= Back + Heavy Kick
|linkname=  
|input= 4{{hk}}, press 6 to roll
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 590: Line 580:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= Launcher (high)
  |Cancel= None
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke jumps backward, going over lows, before doing her 5HK. After the move comes out, on hit, block, or whiff, by holding forward, she will do a vulnerable roll toward the opponent. This can cross up, so can be used as a very telegraphed way to swap sides. Special cancellable on startup. Psylocke is considered grounded for the whole animation.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke j8.HK 01.png
|image=  
|image2= Psylocke ju.hk(2).png
|caption=  
|image3= MVC2 Psylocke j8.HK 03.png
|name= Universal Launcher (Kick)
|caption3= The REAL open up button
|linkname= Universal Launcher (Kick)
|name= Air Up + Heavy Kick
|input= 3{{hk}}
|linkname=  
|input= j.8{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 614: Line 602:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= Launcher (away)
  |Cancel= None
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke does a double hitting backflip kick. This move is IMPRESSIVELY fast, at only 3 frames. The hitbox is so low that on most characters, this can hit as an instant overhead. Because it launches upward, with double jump or triple jump, Psylocke can convert this into a damaging combo. Can also be used as combo extensions in the air, as it has short enough recovery to double jump and hit with another normal after a super jump. Overall, this is a very nice button for Psylocke. Just mind it's range, as you need to be basically POINT BLANK for this to hit as an iOH.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke 5P, 4+HK 01.png
|image=  
|image2= MVC2 Psylocke j8.HK 03.png
|caption=  
|caption2= What the hell is this move
|name= Throw (Punch)
|name= Stand Light Punch, Back + Heavy Kick
|linkname= Throw (Punch)
|linkname=  
|input= 6{{hp}} // 4{{hp}} near opponent
|input= {{lp}}, 4{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 638: Line 625:
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=  
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= An ''incredibly'' bizarre command normal, Psylocke does a backflip kick after her 5LP. This can be performed on hit, block, or whiff. The first hit of this move can be cancelled to supers, the second hit cannot be cancelled at all. Technically, this means the game is counting this as a ''special move.'' While falling, you are completely defenseless. This is absolutely death on block, and has almost no reward on hit. At least it causes a knockdown so you can't be punished on hit. One of the weirdest and worst normals in the game. ''Do not press this.''
}}
}}<br>
=== Universal Mechanics ===
{{MoveData
|image= MVC2 Psylocke 2HP 01.png
|image2= MVC2 Psylocke 3HP 02.png
|caption2= Little difference, but good one!
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke's universal launcher. The second hitbox is slightly more chunky than regular 2HP, but at the cost of it not being as active. Otherwise, pretty much the same as 2HP.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke P Throw 01.png
|image=  
|caption= Roundabout
|caption=  
|name= Throw (Punch)
|name= Throw (Kick)
|linkname= Throw (Punch)
|linkname= Throw (Kick)
|input= 6{{hp}} // 4{{hp}} near opponent
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 688: Line 651:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke grabs the opponent, flips them around, and throws them away. Generally a bit better than kick throw because of it's corner carry.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke K Throw 01.png
|image=  
|caption= Pose!
|caption=  
|name= Throw (Kick)
|name= Air Throw (Punch)
|linkname= Throw (Kick)
|linkname= Air Throw (Punch)
|input= 6{{hk}} // 4{{hk}} near opponent
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 710: Line 673:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke grabs and kicks the opponent into the air. Interchangable with punch throw.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke P Throw 01.png
|image=  
|caption= Roundabout, in the air!
|caption=  
|name= Air Throw (Kick)
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|linkname= Air Throw (Kick)
Line 732: Line 695:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke grabs the opponent, and flips them around before throwing them away. Being an air throw, it can be used for some resets and air-to-airs, otherwise it's pretty normal.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke Raw Tag 01.png
|image=  
|caption=  
|caption=  
|name= Raw Tag
|name= Raw Tag
Line 754: Line 717:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= It's certainly a raw tag. Average recovery time and hitbox.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Psylocke Snapback 01.png
|image=  
|caption= The SECOND thing she's known for
|caption=  
|name= Snap Back
|name= Snap Back
|linkname= Snap Back
|linkname= Snap Back
Line 776: Line 739:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Psylocke's snapback is the fastest one in the game at just 2 frames, and has a great hitbox. Can function as a reversal because of just how fast it is and how much it covers. Overall a really nice snapback, and worth throwing a bar or two at to see if you can land a double snap combo.
  |description=  
  }}
  }}
  }}
  }}


=== Special Moves ===
=== Special Moves ===
{{MoveData
{{MoveData
|image= MVC2 Psylocke QCF P 01.png
|image=  
|image2= MVC2 Psylocke QCF LP Projectile 01.png
|caption=  
|image3= MVC2 Psylocke QCF HP Projectile 01.png
|name= Special Move Name
|caption= A good fireball
|linkname= Special Move Name
|caption2= Light punch projectile
|input= Motion + Button Icon
|caption3= Heavy punch projectile
|name= Psy-Blast
|linkname= Psy-Blast
|input= {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 803: Line 765:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Psylocke throws out a butterfly shaped psychic blast. The LP version travels downward at an angle, the HP version flies straight ahead. This is not a bad fireball, as fireballs go. Very quick recovery, nice damage, good travel speed, two different angles, and good hitstun and projectile priority. Really solid move overall.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image= MVC2 Psylocke QCF K 01.png
|image2= MVC2 Psylocke QCF K 02.png
|image3= MVC2 Psylocke QCF K 03.png
|caption= Fully invul on startup
|caption3= The thing she's really known for
|name= Psy-Blade
|linkname= Psy-Blade
|input= {{qcf}} + {{lk}} or {{hk}} (Air OK, mashable)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Psylocke spins into the air. A fully invulnerable DP. The LK version travels more forward, while the HK version travels more vertically. Mashable for additional hits. Can be cancelled into super on any hit. Has nice priority, fantastic speed, and a knockdown. This is a really solid DP, but do take care as there's no real way to keep yourself safe if it whiffs or it's blocked, outside of spending a couple meters on a safe DHC.
}}
}}<br>


{{MoveData
|image= MVC2 Psylocke HCB P or K 01.png
|image2= MVC2 Psylocke HCB P or K 02.png
|image3= MVC2 Psylocke HCB P or K 03.png
|caption= Not invul on frame 1
|caption2= Creates four of these around the screen
|caption3= Attacking hitbox
|name= Ninjutsu
|linkname= Ninjutsu
|input= {{hcb}} + {{p}} or {{k}} (Air OK, press a direction and button for followup attack)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Psylocke's teleport. Creates four illusions around the screen. Depending on what button you press, Psylocke will teleport to that location (LP for top left, LK for bottom left, HP for top right, and HK for bottom right.) Once the teleport has fully completed, you can press a button and a direction for a mini Psy-Thrust. This move doesn't really have a lot of uses. It's slow, not invulnerable, has a lot of recovery, and the attack is a gimmick that can be HEAVILY punished due to how unsafe it is on block. Can potentially get you out of messed up guard breaks? Other than that, try not to use this.
}}
}}<br>


=== Hyper Combos ===
=== Hyper Combos ===


{{MoveData
{{MoveData
|image= MVC2 Psylocke QCF PP 01.png
|image=  
|caption= Comin' in
|caption=  
|name= Psy-Thrust
|name= Hyper Combo Name
|linkname= Psy-Thrust
|linkname= Hyper Combo Name
|input= {{qcf}} + {{lp}} + {{hp}} (Air OK, aimable, press punch and direction to angle a second time)
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 878: Line 791:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Psylocke rushes forward surrounded in psychic energy. This is an OK super as they go, good for chip damage and for some grounded confirms, but it's not invulnerable. Also, by pressing a button and a direction, she can do the super again, and even change directions from the initial direction she chose, without the cost of another super meter. Generally, this super is best used if trying to chip. The damage on hit isn't worthwhile, and isn't really versatile compared to her other supers.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
== Other ==


{{MoveData
{{MoveData
|image= MVC2 Psylocke QCF KK 01.png
|image=  
|caption= Looks cool, but it sucks
|caption=  
|name= Psy-Maelstrom
|name= Direction + Button Name
|linkname= Psy-Maelstrom
|linkname=  
|input= {{qcf}} + {{lk}} + {{hk}} (Mashable)
|input= Direction + Button Icon
|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= Psylocke spins into the air like her Psy-Blade. It's fast and has good priority. The drawback is that it does nearly no damage and it's pretty much a waste of a super. The most damaging hits come out at the end up of the super, and if you wish to DHC into another super, you lose that damage. Even as an anti-air, this is just straight worse than Psy-Blade XX Kocho-Gakure. The most damaging hits can even ''fall out'' against some characters, doing pitiful damage (somewhere in the realm of 14-17). Just don't do this.
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image= MVC2 Psylocke QCB KK 01.png
|image2= MVC2 Psylocke QCB KK Projectile 01.png
|caption= THIS is the one
|caption2= A bunch of these fly around in a circle
|name= Kocho-Gakure
|linkname= Kocho-Gakure
|input= {{qcb}} + {{lk}} + {{hk}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Psylocke summons a bunch of butterflies which circle around her. She spreads her arms, and the butterflies fly off. Her most versatile super. It can be followed by an air magic series combo, can be canceled from a number of her moves, does decent damage, and is rather helpful for linking DHCs with other characters such as Magneto, Storm, and even Iron Man. It is also somewhat safe on block depending on the position of both characters. This is Psylocke's best super by far, so anytime you want to use a super out of a combo, this is the one to go with.
If performing this move during a super jump, you'll be put into a normal jump state and can call an assist.
}}
}}<br>


== Other ==


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


[[Image:MVC2 Psylocke Taunt 01.png]]
Psylocke's taunt is one of the few taunts in the game to have a hitbox. It deals 1 damage, cannot kill, and can be cancelled into supers.




Line 941: Line 831:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-psylocke.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



Game Navigation

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Blackheart
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Wolverine - Claw
Characters (Capcom)
Akuma
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Mega Man
Roll
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Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
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Shuma-Gorath
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War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief