User:Speedmccool25/sandbox: Difference between revisions

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(and so, it is done)
(starting on this, will do at some point)
 
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{{MVC2 Character Intro|char= cammy|full=Cammy|short=CAM|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.
Cammy White is a character from the Street Fighter series by Capcom. Originally meant to be a successor body for M.Bison/Vega/Dictator, Cammy was a part of the Dolls Unit under the codename Killer Bee. After Dhalsim helped her break free from Bison's control, she joined forces with the British government organization Delta Red to defeat Dictator once and for all.
=== Gameplay ===
In Marvel Vs. Capcom 2, Cammy is a lightning fast rushdown character designed around landing her good priority buttons to convert into an air combo into her big damage super, the Killer Bee Assault (KBA) or to reset the opponent for even more damage. Cammy has the fastest ground dash in the game, a divekick special move, and a double jump, as well as air Cannon Drill to be used as a pseudo-airdash. Cammy has great normals that have good priority or great frame data, allowing her to use them very well in neutral. Cammy's damage is also very high; with a bar of meter, her BnB does about half health. She also has access to a fast invincible high reaching anti-air assist, which makes her assist value very good. Overall, Cammy can be played on point or in the assist slot, and plays Marvel 2 very well. If you're looking for a hyper mobile rushdown queen who stifles the opponent with buttons, but a bit simpler than someone like Magneto, then lock on with Cammy.


'''TO-DO''': Add frame data, as well as missing sprites
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='''Cammy''' is a very mobile rushdown character who can use high priority normals and great frame data to stifle the opponent with buttons. Her main strengths are excellent movement and poking capabilities but their weaknesses are a lack of unreactable mixups and slightly stubby buttons.
{{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:''' Cammy has the fastest ground dash in the game, as well as several ways to alter her momentum in the air, letting her be extremely mobile.
* Is in MvC2
* '''Priority:''' Many of Cammy's pokes have nice hitboxes with small hurtboxes, allowing for some leniency with poking and counterpoking.
* '''Frame Data:''' Many of Cammy's buttons are plus on block, and those that aren't are usually just barely minus.
* '''Resets:''' Cammy's BNB combo route has many situations where she can reset for additional damage, be it crossup, same side, or an air throw reset.
* '''Great Assist:''' Cammy's anti-air assist has a ton of invincibility and creates good space for your point character.
* '''Damage:''' Cammy's standard route does pretty good damage, and her KBA is very damaging, especially as a DHC.
|cons=
|cons=
* '''Stubby:''' An issue that plagues Capcom characters, Cammy's buttons are a little small compared to most characters.
* Is in MvC2
* '''Low Health:''' Cammy takes 12% more damage than most characters, allowing for fewer mistakes.
* '''No Solo Mixup:''' Cammy's solo mixup is pretty limited to strike/throw, and she has no fast overhead to open opponents up.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>euPXEoztfbg</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=
;Cannon Drill (Air OK)
;Fireball (Air OK)
*{{qcf}} + {{k}}
*{{qcf}}+{{p}}
;Cannon Spike
;Dragon Punch
*{{dp}} + {{k}}
*{{dp}}+{{p}}
;Axel Spin Knuckle
;Hurricane Kick (Air Only)
*{{qcf}} + {{p}}
*{{qcb}}+{{k}}
;Cannon Strike (Air Only)
*{{qcb}} + {{k}}
;Cannon Revenge
*{{hcb}} + {{lp}} or {{hp}}
;Hooligan Combination
*{{qcb}} + {{k}}
* Press {{k}} to do a Cannon Strike.
* {{p}} near the opponent to perform Fatal Leg Twister or Cross Scissors Pressure, depending on the timing.
* {{p}} when away from the opponent to cancel.
* Press nothing to perform Razor's Edge Slicer.
 
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Killer Bee Assault (Air OK)
;Beam Super (Mashable)
*{{qcb}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Spin Drive Smasher
;Dragon Punch Super
*{{qcf}}+{{lk}}+{{hk}}  
*{{dp}}+{{lp}}+{{hp}}  
;Reverse Shaft Breaker
;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 - Anti-Air Type
;Type α - Expansion Type
*Assist: {{hk}} Cannon Spike
*Assist: {{hk}} Hurricane Kick
*Counter: {{hk}} Cannon Spike
*Counter: {{lk}} Hurricane Kick
*Combination: Spin Drive Smasher
*Combination: Hurricane Kick Super
;Type β - Dash Type
;Type β - Projectile Type
*Assist: {{hk}} Cannon Drill
*Assist: {{hp}} Fireball
*Counter: {{hk}} Cannon Drill
*Counter: {{lp}} Fireball
*Combination: Spin Drive Smasher
*Combination: Beam Super
;Type γ - Expansion Type
;Type γ - Anti-air Type
*Assist: {{hp}} Axel Spin Knuckle
*Assist: {{hp}} Dragon Punch
*Counter: {{hp}} Axel Spin Knuckle
*Counter: {{hp}} Dragon Punch
*Combination: Killer Bee Assault
*Combination: Dragon Punch Super
}}
}}
}}
}}
Line 84: Line 65:
=== Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image= MVC2_Cammy_DP_K_01.png
|image=MVC2 Psylocke QCF K 02.png
|image2= MVC2_Cammy_DP_K_02.png
|caption={{hk}} Psyblade
|caption2={{hk}} Cannon Spike
|name=Anti-air
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
Line 98: Line 78:
  |AlphaCounter=
  |AlphaCounter=
  |TeamHyperCombo=
  |TeamHyperCombo=
  |description= Cammy's anti-air assist is her most picked assist due to it's speed, invincibility, range, and the space it creates on hit. This is a really solid DP, as far as DP assists go, and will most likely be the assist you choose most often.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image= |image= MVC2_Cammy_QCF_K_01.png
|image=MVC2_Cable_DP_P_02.png
|caption={{hk}} Cannon Drill
|caption={{hp}} Psimitar
|name=Dash
|name=Anti-air
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 116: Line 96:
  |AlphaCounter=
  |AlphaCounter=
  |TeamHyperCombo=
  |TeamHyperCombo=
  |description= Cammy's dash assist is... ok? Rushing forward with the health Cammy has isn't usually a great idea. It can allow for some good super confirms with the right setups though, which can be pretty damaging. Worth giving a try!
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_QCF_P_01.png
|image=MVC2_Cyclops_QCB_01.png
|image2= MVC2_Cammy_QCF_P_02.png
|caption={{hk}} Cyclone Kick
|caption2={{hp}} Axel Spin Knuckle
|name=Expansion
|name=Expansion
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
Line 135: Line 114:
  |AlphaCounter=
  |AlphaCounter=
  |TeamHyperCombo=
  |TeamHyperCombo=
  |description= This is the best use for Axel Spin Knuckle in her whole kit. That sounds like exaggeration, but it is not. As an assist, this is ok for having a two hitting lockdown assist with chip. However, the lack of any invincibility, combo routes available on hit, or real advantage over picking Dash or ESPECIALLY Anti-air make this her worst choice. In a game where air mobility is so ubiquitous, having an assist that really only works on grounded opponents isn't great. If you're feeling ''really'' confident, run this, otherwise... don't.
  |description= Assist description.
  }}
  }}
}}<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, Cammy 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.




Line 148: Line 131:


{{MoveData
{{MoveData
|image= MVC2_Cammy_5LP_01.png
|image=  
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
Line 165: Line 148:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a quick jab. Whiffs on some crouching characters, but is 3 frame startup and VERY plus on block and hit, around +6. On characters that can't duck this, this is a really annoying tool to have.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_5MP_01.png
|image=  
|caption=  
|caption=  
|name= Medium Punch
|name= Medium Punch
Line 187: Line 170:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does another straight punch. Good hitconfirming combo filler, as it's 0 on block and combos to 2HP up close or Drill at any range. Really solid button with some nice use cases, but some characters might be able to duck this.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_5HP_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
Line 209: Line 192:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a backfist. One of the longer range normals Cammy has that's only exemplified with her dash, it's very safe on block, and combos to Drill or Spin Drive Smasher at any range. Has some nice priority as it's lacking a hurtbox around the end of her arm so it's good for poking too.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Cammy_5LK_01.png
|image=  
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
Line 231: Line 214:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a knee in place. Much the same as 5LP, but has a lower hitbox so it hits more crouching characters, at the cost of it being not as plus. Very short range, so mostly used up close exclusively.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_5MK_01.png
|image=  
|caption=  
|caption=  
|name= Medium Kick
|name= Medium Kick
Line 253: Line 236:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a back kick. Combo filler medium, which is really a shame considering how amazing this button is for neutral in other games.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_5HK_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
Line 275: Line 258:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a double leg kick. Acts as a launcher, but not really as good as 2HP. Has some good priority and is pretty fast, so finds some use as an anti-air.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2LP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a crouching jab. Less plus than 5LP, but doesn't miss against anyone, so it's completely consistent. Has a pretty small hurtbox so this one is alright to hit in scrambles.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2MP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
Line 319: Line 302:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does another crouching punch. Combo filler medium, only very slightly minus on block making this a great safe confirming button.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2HP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
Line 341: Line 324:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does an upward punch. Her primary launcher, can be comboed into after 2LK>2MK up close, or used as a slower anti-air from further ranges. Very important normal to have.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Cammy_2LK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
Line 363: Line 346:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a low kick. Very important because it's your only grounded low, and it's plus on block too. Nice way to start grounded chains.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2MK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
Line 385: Line 368:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does another longer crouching kick. Combo filler medium, and just like 2MK, it's a shame that it is. Hits from further away than 2MP, but is more unsafe on block which may make some punishes slightly more common.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_2HK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
Line 407: Line 390:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a double leg sweep. Pretty standard as far as sweeps go, usually finds as a chain ender when no other button will hit.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 413: Line 396:


==== 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, Cammy 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 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_Cammy_jLP_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
Line 437: Line 423:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a downward chop. Primarily an air chain starter, though it finds use in her resets as well for additional confirming time.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jMP_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
Line 459: Line 445:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a second downward chop. Extremely crucial to her combo and reset game, as it has very low recovery. Allows for a fairly easy link back into j.LP, or double jump into air chain.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jHP_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
Line 481: Line 467:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy punches downward. Air chain finisher and jump-in, but while good, doesn't have a whole lot of other use cases outside that.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jLK_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
Line 503: Line 489:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a side kick in the air. Longer hitbox than j.LP, making this slightly better when doing air chains as it's more likely to hit than j.LP.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jMK_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
Line 525: Line 511:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy kicks upward. Awkward angle makes this mostly combo filler, though you could potentially find some use against opponents slightly higher than usual in air chains.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_jHK_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
Line 547: Line 533:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy kicks downward. Good priority at the end of her foot, making it a decent jump-in option. Has some nice hitstun to combo after as well.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 556: Line 542:


{{MoveData
{{MoveData
|image= MVC2_Cammy_4HK_01.png
|image=  
|caption=  
|caption=  
|name= 4HK
|name= Direction + Button Name
|linkname=  
|linkname=  
|input= {{b}}+{{hk}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 573: Line 559:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a low profiling side kick. Your longest poke on the ground, but it's pretty unsafe on block if not cancelled and has some pretty high recovery. Decent as a grounded chain ender from afar, but the slow startup can make this still whiff.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 582: Line 568:


{{MoveData
{{MoveData
|image= MVC2_Cammy_3HK_01.png
|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 599: Line 607:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a version of her 5HK. Does slightly less damage than 5HK, but has more priority on her front side AND the hitbox lasts for 1 frame longer. 5HK is a good anti-air, this is just a better version of it everywhere outside of combos.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Punch)
|name= Throw (Punch)
Line 621: Line 629:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy suplexes the opponent. In the corner on certain characters, Cammy can combo out of this - with no OTG required - solo. Probably the slightly less useful throw generally speaking, but has some good use cases that should not be ignored.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_K_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Kick)
|name= Throw (Kick)
Line 643: Line 651:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a Frankensteiner. Puts the opponent in an untechable knockdown close to Cammy, allowing her a small amount of time to press her advantage.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_Air_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Air Throw (Punch)
Line 665: Line 673:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy tosses the opponent to the ground. Really useful for resets; you can combo out of this with an OTG and the throw animation is hard to react to, which can catch people off guard. Really useful throw to have.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_K_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Air Throw (Kick)
|name= Air Throw (Kick)
Line 687: Line 695:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy does a Frankensteiner, in the air. Basically the exact same as grounded Kick Throw, but far less rewarding than Air Punch Throw, so it's hard to make a case for this one.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_Raw_Tag_01.png
|image=  
|caption=  
|caption=  
|name= Raw Tag
|name= Raw Tag
Line 709: Line 717:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Standard raw tag, but has a pretty large hitbox compared to most characters.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Cammy_Snapback_01.png
|image=  
|caption=  
|caption=  
|name= Snap Back
|name= Snap Back
Line 731: Line 739:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Cammy's snapback uses a version of her non-existent cl.HP. 6 frame startup makes this fine enough as a Snap Back, but the thin hitbox and short duration makes it not as good as you'd like it to be.
  |description=  
  }}
  }}
  }}
  }}
Line 740: Line 748:


{{MoveData
{{MoveData
|image= MVC2_Cammy_QCF_K_01.png
|image=  
|caption= Spiral Arrow??
|caption=  
|name= Cannon Drill
|name= Special Move Name
|linkname= Cannon Drill
|linkname= Special Move Name
|input= {{qcf}} + {{lk}} or {{hk}} (Air OK)
|input= Motion + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy flies forward with her legs extended, knocking opponents backward. Overall a really solid special move that sees a ton of use in combos and some use for movement. Air Cannon Drill is a hard knockdown that combos into KBA, while ground Cannon Drill combos from basically any sequence of buttons that Cammy can do. Very useful tool to have in her kit.
}}
}}<br>
 
{{MoveData
|image= MVC2_Cammy_DP_K_01.png
|image2= MVC2_Cammy_DP_K_02.png
|caption2= Thrust Kick???
|name= Cannon Spike
|linkname= Cannon Spike
|input= {{dp}} + {{lk}} or {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy performs a high reaching invincible vertical kick. Decent as a get off me option, but it's very unsafe on block due to a canned recoil animation. Doesn't combo into any of her supers, but it's fast and VERY invincible, with the HK version in particular covering a huge area for over half a second with no hurtboxes at all.
}}
}}<br>
 
{{MoveData
|image= MVC2_Cammy_QCF_P_01.png
|image2= MVC2_Cammy_QCF_P_02.png
|caption2= Oh God No
|name= Axel Spin Knuckle
|linkname= Axel Spin Knuckle
|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= Cammy twirls forward and performs a backfist. This move ''SUCKS.'' There's is basically no reason to ever use this move. It's low damage, abysmally slow, not plus on block, near zero reward on hit, doesn't combo into supers in nearly any context... The only real use is that it goes over lows on frame 5 onward but... you do have better options for that. Remember this move exists, but ''only'' so that you don't get it by mistake.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image= MVC2_Cammy_QCB_K_01.png
|caption= DIIIIVEKIIIICK
|name= Cannon Strike
|linkname= Cannon Strike
|input= {{qcb}} + {{lk}} or {{hk}} (Air Only)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy pauses midair, before performing a diving kick toward the ground. Useful for altering air momentum. Unfortunately, it's a bit slow so it can't really be used in combos, and on hit it instantly knocks away. This makes the move pretty much ONLY a movement tool. Regardless, you do have more options on the ground than in the air, and getting to the ground faster is nearly always a good thing.
}}
}}<br>


{{MoveData
|image= MVC2_Cammy_HCB_P_01.png
|image2= MVC2_Cammy_DP_K_01.png
|image3= MVC2_Cammy_HCB_P_Success_01.png
|caption= Come on!
|caption2= This comes out if LP counter succeeds
|caption3= This comes out if HP counter succeeds
|name= Cannon Revenge
|linkname= Cannon Revenge
|input= {{hcb}} + {{lp}} or {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy goes into a defensive counter stance. If she is hit during this time, she will either perform a HK DP, or a unique version of her 2HP, depending on the initial version used. Being a counter, this move is already pretty gimmicky. The counter does not start until frame 4, and the move after a successful counter does have some startup, making it vulnerable to safe jumps. HP counter is probably the most rewarding with the least risk, as the unique followup is fully invincible until it ends, and it causes a spin stun on a successful hit. Throw this out every once in a while for a laugh, otherwise avoid it in most situations.
}}
}}<br>
{{MoveData
|image= MVC2_Cammy_HCB_K_01.png
|image2= MVC2_Cammy_QCB_K_01.png
|image3= MVC2_Cammy_K_Throw_01.png
|image4= MVC2_Cammy_HCB_K_Grab_01.png
|image5=  MVC2_Cammy_HCB_K_Cancel_01.png
|image6= MVC2_Cammy_HCB_K_Slide_01.png
|caption= Flippin' and Dippin'
|caption2= Press {{k}} during the flip
|caption3= Press {{p}} during the flip when close to a character's head
|caption4= Press {{p}} during the flip when close to a character's waist
|caption5= Press {{p}} while away from the opponent
|caption6= Don't press anything during the flip
|name= Hooligan Combination
|linkname= Hooligan Combination
|input= {{hcb}} + {{lk}} or {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy performs a flip through the air, during which she has a few followup options. The red hitbox in the image is not an active hitbox, this is the box that will appear to perform her throws from Hooligan, if the opponent's throwbox is inside it. This is the most complex special move in her kit.
}}
{{AttackData-MVSC2
|version= Cannon Strike: {{k}}
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy performs a divekick from her Hooligan flip. Similar to her standard divekick, except this one doesn't knock down. This can allow ''very'' specific conversions from it, but since this isn't an overhead it's not recommended to use this all the time.
}}
{{AttackData-MVSC2
|version= Fatal Leg Twister: {{p}}, while near an opponent's head
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy performs a throw similar to her ground and air kick throws. Very similar in function, finds the most use on tall characters where a fast command grab is much more viable than most characters being able to duck this. Grabbing an airborne opponent will also give you this grab.
}}
{{AttackData-MVSC2
|version= Cross Scissors Pressure: {{p}}, when near an opponent's waist
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy performs a double leg dunk. The more useful throw as it allows solo conversions in the corner with proper practice, though it's hindered by it's comparatively long practical startup time, as you ''need'' to be near an opponent's waist for this to be possible.
}}
{{AttackData-MVSC2
|version= Hooligan Cancel: {{p}}, when not close to an opponent
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy cancels out of her flip and falls to the ground with no attack. A pretty risky option, as the recovery animation is pretty slow. Generally, you'll see this when you wanted one of the throws.
}}
{{AttackData-MVSC2
|version= Razor Edge Slicer: No Input
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Cammy performs a slide from her Hooligan. Knocks the opponent down, though it's a rollable knockdown. ''Horribly'' unsafe on block, and very little reward on hit. You can cancel this into a super to potentially chip out, but this is a gimmick on top of a gimmick. Use this ''sparingly.''
}}
}}<br>


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


{{MoveData
{{MoveData
|image= MVC2_Cammy_QCF_KK_01.png
|image=  
|image2= MVC2_Cammy_QCF_KK_02.png
|caption=  
|caption2= Certified Hood Classic
|name= Hyper Combo Name
|name= Spin Drive Smasher
|linkname= Hyper Combo Name
|linkname= Spin Drive Smasher
|input= Motion + Button Icon
|input= {{qcf}} + {{lk}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 978: Line 791:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Cammy launches forward with a Cannon Drill, before soaring into the sky with a Cannon Spike. Very good combo ender on the ground, as it will combo from nearly any string you do, except raw lights. Also good for DHCing out, and combos into most supers with it's variable timing. Pretty good super, if nothing impressive.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
== Other ==


{{MoveData
{{MoveData
|image= MVC2_Cammy_QCB_KK_01.png
|image=  
|caption= The weird one
|caption=  
|name= Reverse Shaft Breaker
|name= Direction + Button Name
|linkname= Reverse Shaft Breaker
|linkname=  
|input= {{qcb}} + {{lk}} + {{hk}}
|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= Cammy flies into the air with a souped up Cannon Drill, performing a ton of hits and sending the opponent all the way across the stage. The least useful of her supers as it's pretty hard to land, though the damage is commendable. Also has the interesting effect of putting the opponent in the corner from ANYWHERE on the stage. This is her fastest super to DHC out, which is it's best use case.
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image= MVC2_Cammy_QCB_PP_01.png
|image2= MVC2_Cammy_QCB_PP_02.png
|caption2= Maximum Spider???????
|name= Killer Bee Assault
|linkname= Killer Bee Assault
|input= {{qcb}} + {{lp}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Often abbreviated to KBA. Cammy leaps back to the wall with a lengthy startup, then flies around the screen with kicks until it hits five times. Cammy then grabs the opponent and slams them to the ground. This is her best super by far for damage, as it will combo from Air HK Drill and does a CHUNK of damage. Also puts the opponent into a mixup on hit: stay grounded and potentially get OTG'ed into another combo to super, or roll and go right into Cammy for another mixup. Every single one of Cammy's combos WILL end in this mixup if you have a bar, so it's very nice to have.


One thing to note though is that this super is ''very inconsistent.'' Sometimes, the super will connect with 3 or 4 hits, then the last hit will simply never hit, causing it to fail. ''It is important to keep this in mind, as forgetting about this can cost you a character.'' Still, this is a really good super for it's sheer damage potential.
}}
}}<br>


=== Taunt ===
=== Taunt ===
[[Image:MVC2_Cammy_Taunt.png]]
static image goes here, unless youre jin or something
 
"Lock on!"




Line 1,039: Line 831:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-cammy.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

General
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Metagame
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Characters (Marvel)
Blackheart
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Omega Red
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Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
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Felicia
Guile
Hayato
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Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
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Servbot
SonSon
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Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief