(beginning work on Ruby, midway save so I don't lose anything) |
(starting on this, will do at some point) |
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(35 intermediate revisions by the same user not shown) | |||
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{{MVC2 Character Intro|char= | {{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content= | ||
== Introduction == | == 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 == | == Gameplay == | ||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
{{Content Box|content=''' | {{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= | ||
Line 20: | Line 19: | ||
|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube> | <center><youtube>re1IjZsUGtU</youtube></center> | ||
}} | }} | ||
}} | }} | ||
Line 28: | Line 27: | ||
{{3 Column Flex | {{3 Column Flex | ||
|content1= | |content1= | ||
{{Content Box|header=Special Moves|content= | {{Content Box|header=Special Moves (Example)|content= | ||
; | ;Fireball (Air OK) | ||
*{{qcf}} + {{ | *{{qcf}}+{{p}} | ||
;Dragon Punch | |||
; | *{{dp}}+{{p}} | ||
*{{ | ;Hurricane Kick (Air Only) | ||
; | *{{qcb}}+{{k}} | ||
*{{ | |||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|header=Hyper Combos|content= | {{Content Box|header=Hyper Combos (Example)|content= | ||
; | ;Beam Super (Mashable) | ||
*{{qcf}} + {{lp}}+{{hp}} | *{{qcf}}+{{lp}}+{{hp}} | ||
;Dragon Punch Super | |||
; | *{{dp}}+{{lp}}+{{hp}} | ||
*{{ | ;Hurricane Kick Super | ||
; | *{{qcb}}+{{lk}}+{{hk}} | ||
*{{qcb}} + {{lk}}+{{hk}} | |||
}} | }} | ||
|content3= | |content3= | ||
{{Content Box|header=Assist Types|content= | {{Content Box|header=Assist Types (Example)|content= | ||
;Type α - | ;Type α - Expansion Type | ||
*Assist: {{ | *Assist: {{hk}} Hurricane Kick | ||
*Counter: {{lk}} | *Counter: {{lk}} Hurricane Kick | ||
*Combination: | *Combination: Hurricane Kick Super | ||
;Type β - | ;Type β - Projectile Type | ||
*Assist: {{hp}} | *Assist: {{hp}} Fireball | ||
*Counter: {{ | *Counter: {{lp}} Fireball | ||
*Combination: | *Combination: Beam Super | ||
;Type γ - | ;Type γ - Anti-air Type | ||
*Assist: | *Assist: {{hp}} Dragon Punch | ||
*Counter: {{ | *Counter: {{hp}} Dragon Punch | ||
*Combination: | *Combination: Dragon Punch Super | ||
}} | }} | ||
}} | }} | ||
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=== Assists === | === Assists === | ||
{{MoveData | |||
|image= | |image=MVC2 Psylocke QCF K 02.png | ||
|caption= | |caption={{hk}} Psyblade | ||
|name= Anti- | |name=Anti-air | ||
| | |subtitle=[[File:Alpha.png]] | ||
|input= | |input={{a1}} // {{a2}} | ||
|data= | |data= | ||
{{ | {{AssistData-MVSC2 | ||
|Damage= | |Damage= | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter= | |||
| | |TeamHyperCombo= | ||
| | |description= Assist description. | ||
|description= | |||
}} | }} | ||
}}<br> | |||
{{MoveData | |||
|image= | |image=MVC2_Cable_DP_P_02.png | ||
|caption= | |caption={{hp}} Psimitar | ||
|name= | |name=Anti-air | ||
| | |subtitle=[[File:Beta.png]] | ||
|input= | |input={{a1}} // {{a2}} | ||
|data= | |data= | ||
{{ | {{AssistData-MVSC2 | ||
|Damage= | |Damage= | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter= | |||
|TeamHyperCombo= | |||
|description= Assist description. | |||
| | |||
| | |||
|description= | |||
}} | }} | ||
}}<br> | |||
{{MoveData | |||
|image= | |image=MVC2_Cyclops_QCB_01.png | ||
|caption= | |caption={{hk}} Cyclone Kick | ||
|name= | |name=Expansion | ||
| | |subtitle=[[File:Gamma.png]] | ||
|input= | |input={{a1}} // {{a2}} | ||
|data= | |data= | ||
{{ | {{AssistData-MVSC2 | ||
|Damage= | |Damage= | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter= | |||
|TeamHyperCombo= | |||
|description= Assist description. | |||
| | |||
| | |||
|description= | |||
}} | }} | ||
}}<br> | |||
=== Normal Moves === | === Normal Moves === | ||
-When grounded, | (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= | |image= | ||
|caption= | |caption= | ||
|name= Light Punch | |name= Light Punch | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Medium Punch | |name= Medium Punch | ||
Line 188: | Line 175: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Heavy Punch | |name= Heavy Punch | ||
Line 210: | Line 197: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Light Kick | |name= Light Kick | ||
Line 232: | Line 219: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Medium Kick | |name= Medium Kick | ||
Line 255: | Line 241: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Heavy Kick | |name= Heavy Kick | ||
Line 277: | Line 263: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Light Punch | |name= Crouching Light Punch | ||
Line 299: | Line 285: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Heavy Punch | |name= Crouching Heavy Punch | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Light Kick | |name= Crouching Light Kick | ||
Line 365: | Line 351: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
Line 407: | Line 393: | ||
}} | }} | ||
}}<br> | }}<br> | ||
==== Air Normals ==== | ==== Air Normals ==== | ||
-When in the Normal Jump state, | (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= | |image= | ||
|caption= | |caption= | ||
|name= Air Light Punch | |name= Air Light Punch | ||
Line 434: | Line 428: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Medium Punch | |name= Air Medium Punch | ||
Line 456: | Line 450: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Heavy Punch | |name= Air Heavy Punch | ||
Line 478: | Line 472: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Light Kick | |name= Air Light Kick | ||
Line 500: | Line 494: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Medium Kick | |name= Air Medium Kick | ||
Line 522: | Line 516: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Heavy Kick | |name= Air Heavy Kick | ||
Line 542: | Line 536: | ||
}} | }} | ||
}}<br> | }}<br> | ||
==== Command Normals ==== | ==== Command Normals ==== | ||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Direction + Button Name | |||
|linkname= | |||
|input= Direction + Button Icon | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= None | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
=== Universal Mechanics === | === Universal Mechanics === | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |||
|name= Universal Launcher (Punch) | |||
|linkname= Universal Launcher (Punch) | |||
|input= 3{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= Launcher (high) | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Every character has at least one of the two, sometimes both. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |caption= | ||
|name= Universal Launcher (Kick) | |name= Universal Launcher (Kick) | ||
Line 572: | Line 612: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Throw (Punch) | |name= Throw (Punch) | ||
Line 594: | Line 634: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |||
|name= Throw (Kick) | |||
|linkname= Throw (Kick) | |||
|input= 6{{hk}} // 4{{hk}} near opponent | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Every character has at least one of the two, sometimes both. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |caption= | ||
|name= Air Throw (Punch) | |name= Air Throw (Punch) | ||
Line 616: | Line 678: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |||
|name= Air Throw (Kick) | |||
|linkname= Air Throw (Kick) | |||
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Every character has at least one of the two, sometimes both. Unless you're Thanos. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |caption= | ||
|name= Raw Tag | |name= Raw Tag | ||
Line 638: | Line 722: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Snap Back | |name= Snap Back | ||
Line 658: | Line 742: | ||
}} | }} | ||
}} | }} | ||
=== Special Moves === | === Special Moves === | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
Line 681: | Line 768: | ||
}} | }} | ||
}}<br> | }}<br> | ||
=== Hyper Combos === | === Hyper Combos === | ||
Line 705: | Line 794: | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 732: | Line 820: | ||
}} | }} | ||
}}<br> | }}<br> | ||
=== Taunt === | === Taunt === | ||
static image goes here, unless youre jin or something | static image goes here, unless youre jin or something | ||
Line 740: | Line 831: | ||
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2. | First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2. | ||
[[Image:Mvc2- | [[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 |
---|---|
|
|
Character Summary
- Fireball (Air OK)
+
- Dragon Punch
+
- Hurricane Kick (Air Only)
+
- Beam Super (Mashable)
+
+
- Dragon Punch Super
+
+
- Hurricane Kick Super
+
+
- Type α - Expansion Type
- Assist:
Hurricane Kick
- Counter:
Hurricane Kick
- Combination: Hurricane Kick Super
- Type β - Projectile Type
- Assist:
Fireball
- Counter:
Fireball
- Combination: Beam Super
- Type γ - Anti-air Type
- Assist:
Dragon Punch
- Counter:
Dragon Punch
- Combination: Dragon Punch Super
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | - | - |
Assist description. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | - | - |
Assist description. |
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 >
>
>
>
>
cancel tree.
-When grounded, [charactername] has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
-When grounded, [charactername] has the 2-Hit type Magic Series, meaning they can follow the /
>
/
/
/
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
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 >
>
>
>
>
cancel tree.
-When in the Normal Jump state, [charactername] has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
-When in the Normal Jump state, [charactername] has the 2-Hit type Magic Series, meaning they can follow the /
>
/
/
/
cancel tree.
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Universal Mechanics
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. |
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. |
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. |
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. |
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. |
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. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Special Moves
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Other
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: ,
, A1. Second row:
,
, A2.