User:Speedmccool25/sandbox: Difference between revisions

From SuperCombo Wiki
(more to be done later)
(starting on this, will do at some point)
 
(15 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{MVC2 Character Intro|char= iceman|full= Iceman|short= ICM|content=
{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
== Story ==
== Introduction ==
Robert "Bobby" Drake, known by his hero alias Iceman, is a character from the X-Men series by Marvel. A mutant with the ability to lower his internal body temperature to absolute zero nearly instantly, Iceman can freeze both himself and the air around him, as well as manipulate water.
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, Iceman is an accessible, simple, yet agile keepaway and zoning character who heavily leans on his solid normals and his Ice Beam special move for chipping and zoning. His normals are solid, with good range and speed. His main game is chipping while controlling the screen, as many of his specials do great damage even on block. An interesting thing to note about Iceman is that he takes zero chip damage from any energy based attacks, which does allow him to avoid many chip kill scenarios from some characters in the game. He's no slouch on hit though, as he can do great amounts of damage with a simple air combo into his super.
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.


Unfortunately, Iceman is held back by the same thing that makes him so accessible in the first place. He doesn't have a lot of "ace in the hole" type setups or moves, which relegates him to a very predictable playstyle. In addition, with his movement being so poor, he doesn't have a great way to chase turtles or get away from rushdown. His specials and super (no "s", he only has one) are very simple, which again makes him a bit less flexible than most.
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.
 
Still, Iceman is a good and easy character to pick up and play, with just enough tech to keep you interested. If you want to control the screen and play a long, slow game, then chill out with Iceman.
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Iceman''' 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].
{{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 29: Line 27:
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves (Example)|content=
;Ice Beam (Air OK)
;Fireball (Air OK)
*{{qcf}}+{{lp}} or {{hp}}
*{{qcf}}+{{p}}
;Ice Avalanche (Air OK)
;Dragon Punch
*{{qcf}}+{{lk}} or {{hk}}
*{{dp}}+{{p}}
;Ice Fist
;Hurricane Kick (Air Only)
*{{qcb}}+{{p}}
*{{qcb}}+{{k}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Arctic Attack (Mashable)
;Beam Super (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Dragon Punch Super
*{{dp}}+{{lp}}+{{hp}}
;Hurricane Kick Super
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Projectile Type
;Type α - Expansion Type
*Assist: {{lp}} Ice Beam
*Assist: {{hk}} Hurricane Kick
*Counter: {{lp}} Ice Beam
*Counter: {{lk}} Hurricane Kick
*Combination: Arctic Attack
*Combination: Hurricane Kick Super
;Type β - Variety Type
;Type β - Projectile Type
*Assist: {{lk}} Ice Avalanche
*Assist: {{hp}} Fireball
*Counter: {{lk}} Ice Avalanche
*Counter: {{lp}} Fireball
*Combination: Arctic Attack
*Combination: Beam Super
;Type γ - Balance Type
;Type γ - Anti-air Type
*Assist: {{lp}} Ice Beam
*Assist: {{hp}} Dragon Punch
*Counter: {{lk}} Ice Avalanche
*Counter: {{hp}} Dragon Punch
*Combination: Arctic Attack
*Combination: Dragon Punch Super
}}
}}
}}
}}
Line 64: Line 66:
{{MoveData
{{MoveData
|image=MVC2 Psylocke QCF K 02.png
|image=MVC2 Psylocke QCF K 02.png
|caption={{lp}} Ice Beam
|caption={{hk}} Psyblade
|name=Projectile
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 74: Line 76:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{lp}} Ice Beam
  |AlphaCounter=
  |TeamHyperCombo=Arctic Attack
  |TeamHyperCombo=
  |description= Assist description.
  |description= Assist description.
  }}
  }}
Line 82: Line 84:
{{MoveData
{{MoveData
|image=MVC2_Cable_DP_P_02.png
|image=MVC2_Cable_DP_P_02.png
|caption={{lk}} Ice Avalanche
|caption={{hp}} Psimitar
|name=Variety
|name=Anti-air
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 92: Line 94:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{lk}} Ice Avalanche
  |AlphaCounter=
  |TeamHyperCombo=Arctic Attack
  |TeamHyperCombo=
  |description= Assist description.
  |description= Assist description.
  }}
  }}
Line 100: Line 102:
{{MoveData
{{MoveData
|image=MVC2_Cyclops_QCB_01.png
|image=MVC2_Cyclops_QCB_01.png
|caption={{lp}} Ice Beam
|caption={{hk}} Cyclone Kick
|name=Balance
|name=Expansion
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 110: Line 112:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{lk}} Ice Avalanche
  |AlphaCounter=
  |TeamHyperCombo=Arctic Attack
  |TeamHyperCombo=
  |description= Assist description.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>
=== Normal Moves ===
=== Normal Moves ===
-When grounded, Iceman has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning he can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
(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.




Line 122: Line 131:


{{MoveData
{{MoveData
|image= MVC2_Iceman_5LP_01.png
|image=  
|caption= Boop!
|caption=  
|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
Line 139: Line 148:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a quick jab in front of him. Probably the most uninteresting of his light normals, it's just a punch and nothing more. Very average.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5MP_01.png
|image=  
|caption= Double boop!
|caption=  
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
Line 161: Line 170:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a backward icicle stab. Combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5HP_01.png
|image=  
|image2= MVC2_Iceman_5HP_02.png
|caption=  
|caption= This lasts 2 frames
|caption2= This lasts 6 more
|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
Line 185: Line 192:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an overhand swing with a ball of ice. Pretty quick, good priority and active window, and has enough hitstun to combo into Ice Beam. Pretty good normal.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Iceman_5LK_01.png
|image=  
|caption= You'll poke your eye out
|caption=  
|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
Line 207: Line 214:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an icicle covered kick. Has really nice range for a light normal, and the same speed as all the other lights.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5MK_01.png
|image=  
|caption= Ball crusher
|caption=  
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
Line 229: Line 236:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does an upward kick. Combo filler medium, but pretty underwhelming with the exception of comboing off of reverse hit 2LP.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_5HK_01.png
|image=  
|caption= The Wall
|caption=  
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
Line 251: Line 258:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman kicks up a huge spike of ice. GREAT range and damage, as well as a nice launch with enough hitstun to combo into Ice Beam. You'll be using this a lot in neutral with cancels into Ice Beam for great space control. One of Iceman's best normals.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2LP_01.png
|image=  
|caption= Whoa, what's that doing there?
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
Line 273: Line 280:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a crouching elbow. The hitbox behind Iceman is due to programmer error, but it's a really nice thing to have! Because 2LP will hit on either side of you no matter when you hit it, this is fantastic anti-crossup tool that will even autocorrect when chaining out of it. Super solid move to have.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2MP_01.png
|image=  
|caption= Another elbow
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
Line 295: Line 302:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does another elbow. This one, unlike 2LP, is completely uninteresting combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2HP_01.png
|image=  
|caption= Swipe left
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
Line 317: Line 324:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a sweep of ice across the ground. Unlike most characters, Iceman's sweep is on 2HP. Outside of it's admittedly very nice priority, it's not very notable.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Iceman_2LK_01.png
|image=  
|caption= Don't get cold feet
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LK
|linkname= 2LK
Line 339: Line 346:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman kicks low. Important because it's a low, otherwise it's pretty average.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2MK_01.png
|image=  
|caption= That's a nice poke. But it's a medium.
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= 2MK
Line 361: Line 368:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a long range low kick. This will combo from any light normal chain, which is good! The problem is that there's not really anything to go into after that. At max range, even 5HK will whiff, and this doesn't have enough hitstun to combo to Ice Beam. Good, but awkward.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Iceman_2HK_01.png
|image=  
|caption= Pick 'em up
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
Line 383: Line 390:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Iceman does a vertical icicle kick. Iceman's main launcher, though the short range is something to keep in mind. You can still two hit confirm into this from close range though, which is nice.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 389: Line 396:


==== Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Iceman has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning he can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
(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
Line 817: Line 831:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-iceman.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
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief