User:Speedmccool25/sandbox: Difference between revisions

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(Think this is it for Marrow. Moving it over.)
(starting on this, will do at some point)
 
(5 intermediate revisions by the same user not shown)
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{{MVC2 Character Intro|char= marrow|full=Marrow|short=MAR|content=
{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
== Introduction ==
== Introduction ==
Sarah Rushman, better known as Marrow, is a character from Marvel who first appeared in the Cable comic. A mutant with the ability to control the shape, size, and toughness of her own bone structure, Marrow fights with a manic pleasure for destruction and pain.
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, Marrow is a highly mobile hybrid rushdown and zoner who controls the screen with her projectile special and her fantastic movement speed. Marrow has one of the faster dashes in the game, and she possesses both a double jump and a wall jump, allowing her to move around the screen pretty well. She also has Ricochet Slash as a gimmicky but useful way to dive from the corner. Her Bone-merang special move controls a point on the screen for a period of time with minimal recovery, allowing her to set it up as an obstacle for the opponent to get around. Her supers are also pretty good, with Stinger Bones being a combo ender, and Bone Burst being a safe DHC that does good chip damage.
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 Marrow stems from her poor damage and terrible hitboxes. Marrow's solo damage is pretty low, with poor air chain damage and her super can be somewhat restrictive to combo into. Marrow also has extremely low priority on many of her key attacks, and those that do generally take some time to come out or recover. Her specials with the exception of Bone-merang are, by and large, pretty underwhelming or gimmicky. She also has pretty bad assists as a result of this, leading her to not be that great of a team player. Still, Marrow is fun to mess around with and figure out the secret sauce. If you like mobile hybrid rushdown-zoner characters, or have a thing for crazy chicks, then break a leg with Marrow.
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='''Marrow''' is a movement based rushdown character who can use her fast movement speed and multitude of aerial options to mix up the opponent and stick to them. Her main strengths are her fast movement speed and good projectile but her weaknesses are low health and a lack of strong priority.
{{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:''' Marrow has great movement speed, allowing her to move pretty freely around the screen.
* Is in MvC2
* '''Air Mobility:''' While she doesn't have a flight, she has a double jump and a wall jump to move around in the air.
* '''Good Frame Data:''' Marrow's moves are pretty safe for the most part, letting her press a lot of buttons.
* '''Lockdown:''' Bone-merang is a great pressure reset option with chip damage, which can let her get back in too.
|cons=
|cons=
* '''Low Health:''' Marrow takes 18% more damage than usual, meaning she dies quite a bit faster than an average health character.
* Is in MvC2
* '''Low Priority:''' Many of Marrow's moves don't have great priority, meaning she can get stuffed or beaten out much easier than some characters.
* '''Bad Assists:''' Marrow doesn't have great assists, so she's not a great support.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>TULrwgD4FPk</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=
;Bone-merang (Air OK)
;Fireball (Air OK)
*{{qcf}}+{{lp}} or {{hp}}
*{{qcf}}+{{p}}
;Towering Spine
;Dragon Punch
*{{dp}}+{{p}}
*{{dp}}+{{p}}
;Ride and Slash (Air OK)
;Hurricane Kick (Air Only)
*{{hcb}}+{{lp}} or {{hp}}
*{{qcb}}+{{k}}
;Ricochet Slash
*{{qcb}}+{{lk}} or {{hk}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Stinger Bones
;Beam Super (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Bone Burst (Air OK)
;Dragon Punch Super
*{{qcb}}+{{lp}}+{{hp}}
*{{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: {{hp}} Bone-merang
*Assist: {{hk}} Hurricane Kick
*Counter: {{hp}} Bone-merang
*Counter: {{lk}} Hurricane Kick
*Combination: Bone Burst
*Combination: Hurricane Kick Super
;Type β - Anti-air Type
;Type β - Projectile Type
*Assist: {{hp}} Towering Spine
*Assist: {{hp}} Fireball
*Counter: {{hp}} Towering Spine
*Counter: {{lp}} Fireball
*Combination: Bone Burst
*Combination: Beam Super
;Type γ - Expansion Type
;Type γ - Anti-air Type
*Assist: {{hk}} Ricochet Slash
*Assist: {{hp}} Dragon Punch
*Counter: {{hk}} Ricochet Slash
*Counter: {{hp}} Dragon Punch
*Combination: Stinger Bones
*Combination: Dragon Punch Super
}}
}}
}}
}}
Line 70: Line 65:
=== Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image= MVC2_Marrow_QCF_HP_01.png
|image=MVC2 Psylocke QCF K 02.png
|image2= MVC2_Marrow_QCF_P_Projectile_01.png
|caption={{hk}} Psyblade
|caption2={{hp}} Bone-merang
|name=Anti-air
|name=Projectile Type
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 82: Line 76:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter= {{hp}} Bone-merang
  |AlphaCounter=
  |TeamHyperCombo= Bone Burst
  |TeamHyperCombo=
  |description= Marrow's projectile assist is generally her most chosen assist thanks to the lockdown and combo opportunities it can provide for the point character. Not a bad assist, but she doesn't really have many good choices.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_DP_P_01.png
|image=MVC2_Cable_DP_P_02.png
|image2= MVC2_Marrow_DP_P_02.png
|caption={{hp}} Psimitar
|image3= MVC2_Marrow_DP_P_03.png
|name=Anti-air
|caption3={{hp}} Towering Spine
|name=Anti-air Type
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 102: Line 94:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter= {{hp}} Towering Spine
  |AlphaCounter=
  |TeamHyperCombo= Bone Burst
  |TeamHyperCombo=
  |description= Marrow's Anti-air assist is fine, but don't expect it to work like a real DP. This can find use as a tricky reset tool as the opponent is falling back down for left-right mixups. Can occasionally find use, but not chosen often.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCB_K_01.png
|image=MVC2_Cyclops_QCB_01.png
|caption={{hk}} Ricochet Slash
|caption={{hk}} Cyclone Kick
|name=Expansion Type
|name=Expansion
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter= {{hk}} Ricochet Slash
  |AlphaCounter=
  |TeamHyperCombo= Stinger Bones
  |TeamHyperCombo=
  |description= Marrow's Expansion assist is pretty bad. It instantly knocks the opponent down, meaning no combo route, and it leaves her very vulnerable after she dives in. Unless you have a really specific thing in mind, avoid this one.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


=== Normal Moves ===
=== Normal Moves ===
-When grounded, Marrow has the Modified 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.
(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 133: Line 131:


{{MoveData
{{MoveData
|image= MVC2_Marrow_5LP_01.png
|image=  
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
Line 150: Line 148:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow jabs the opponent with a bone in her arm. Tied with all the other lights as your fastest grounded normal. A few characters can duck under this.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5MP_01.png
|image=  
|caption=  
|caption=  
|name= Medium Punch
|name= Medium Punch
Line 172: Line 170:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a horizontal slash with a bone dagger. Combo filler medium.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5HP_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
Line 194: Line 192:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow attacks with a set of bone clubs. One of the few normals in your kit with actually decent priority, and can be cancelled to make it safer on block. Nice range and speed makes this a good poking button if you want to play a bit more patient game and try to set up Bone-merangs.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Marrow_5LK_01.png
|image=  
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
Line 216: Line 214:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a little kick. Less range than 5LP, but hits lower so it won't miss on anyone.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5MK_01.png
|image=  
|caption=  
|caption=  
|name= Medium Kick
|name= Medium Kick
Line 238: Line 236:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a knee attack. Combo filler, but has a bit less range so it's more picky and slightly less hitstun that doesn't allow Stinger Bones to combo. This one can probably be avoided.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5HK_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a jumping kick. Marrow is able to jump over low attacks with this move starting on frame 12, but you have better options. Can find use as a safe way to end blockstrings if you condition the opponent to not pushblock.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2LP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
Line 282: Line 280:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does her arm bone jab, while crouching. Slightly less advantageous compared to 5LP, but doesn't whiff on any crouching characters as a trade off.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2MP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
Line 304: Line 302:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a bone knife stab. Does not hit low, and has a bit less hitstun compared to the other mediums. Safer blockstring ender if you choose to stop here.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2HP_01.png
|image=  
|image2= MVC2_Marrow_2HP_02.png
|caption=  
|caption= This hitbox lasts 2 frames.
|caption2= This lasts 2 more.
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow thrusts her knives into the air. Your main launcher. Has a nice hitbox for anti-airing, but can lose to more meaty jumping attacks.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Marrow_2LK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a low kick. One of the only lows you have, so this one's pretty important.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2MK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does an upward kick. Combo filler. Puts the opponent into a half-launch state. Allows for a conversion into 2HP where others might push out, and it's actually slightly plus on block. Not a bad normal.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_2HK_01.png
|image=  
|caption= White woman normal
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a two legged sweep. Knocks down, as sweeps do. Your only other low, so this could be useful for tagging people trying to up-back after a 2LK.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
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==== Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Marrow 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.
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)
 
-When in the Normal Jump state, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 
-When in the Normal Jump state, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
-When in the Normal Jump state, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.




{{MoveData
{{MoveData
|image= MVC2_Marrow_j.LP_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
Line 421: Line 423:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a downward punch. Air chain starter, and not much more.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.MP_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
Line 443: Line 445:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does another downward punch. Really particular hitbox, still just combo filler. Has a bit less recovery, so you could try to go for an air throw reset or something else.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.HP_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
Line 465: Line 467:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a double bone claw attack. Nice hitbox for a jump-in, and an air combo finisher.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.LK_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
Line 487: Line 489:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a downward angled kick. Air chain starter, and occasionally an instant overhead on taller characters.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.MK_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
Line 509: Line 511:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does an upward kick. Combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_j.HK_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
Line 531: Line 533:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does a downward strong kick. Another good jump-in, lasts for a few frames.
  |description=  
  }}
  }}
  }}<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>


Marrow has no command normals.




Line 544: Line 568:


{{MoveData
{{MoveData
|image= MVC2_Marrow_3HP_01.png
|image=  
|image2= MVC2_Marrow_2HP_02.png
|caption=  
|caption=  
|name= Universal Launcher (Punch)
|name= Universal Launcher (Punch)
Line 562: Line 585:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow's 3HP is actually just a worse version of her 2HP. The frame data is exactly the same, and so is the second hitbox. The first hitbox is the only change, and it lost a few pixels of range and all of it's verticality. Try to always hit 2HP in combos.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Punch)
|name= Universal Launcher (Kick)
|linkname= Throw (Punch)
|linkname= Universal Launcher (Kick)
|input= 6{{hp}} // 4{{hp}} near opponent
|input= 3{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 579: Line 602:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= Launcher (away)
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow punches the opponent with a fist made of bone. Knocks the opponent pretty far away, so it can set up for Bone-merang zoning.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_Air_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Throw (Punch)
|linkname= Air Throw (Punch)
|linkname= Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 606: Line 629:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow does an aerial bone covered punch. Recovers before the opponent does, so she can tack on an easy extra hit near a corner, or a harder double jump air combo if you have the execution.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_Raw_Tag_01.png
|image=  
|caption=  
|caption=  
|name= Raw Tag
|name= Throw (Kick)
|linkname= Raw Tag
|linkname= Throw (Kick)
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 628: Line 651:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= It's a raw tag. Good size on the hitbox.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_5HP_01.png
|image=  
|caption=  
|caption=  
|name= Snap Back
|name= Air Throw (Punch)
|linkname= Snap Back
|linkname= Air Throw (Punch)
|input= {{qcf}} + A1 / A2
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 647: Line 670:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Marrow's Snap Back is thankfully based on her 5HP, which has a pretty good hitbox. Only one frame faster than a regular 5HP, so you're entirely going off the hitbox here.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
}}
  }}
  }}
 
}}<br>
 
 
=== Special Moves ===


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCF_LP_01.png
|image=  
|image2= MVC2_Marrow_QCF_HP_01.png
|image3= MVC2_Marrow_Air_QCF_LP_01.png
|image4= MVC2_Marrow_Air_QCF_HP_01.png
|image5= MVC2_Marrow_QCF_P_Projectile_01.png
|caption=  
|caption=  
|name= Bone-merang
|name= Air Throw (Kick)
|linkname= Bone-merang
|linkname= Air Throw (Kick)
|input= {{qcf}}+{{lp}} or {{hp}} (Air OK)
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 677: Line 692:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Marrow throws a boomerang made of bone in front of her, which lingers in place before falling if it doesn't touch anything for a while or after it makes contact with the opponent three times. Grounded and airborne LP version throws it forward. Grounded HP version throws it upward, and airborne HP version throws it downward. Really good special move for controlling the screen's real estate, which can allow her to move in to enforce her game or get some lockdown going with the right assist selection. Really solid move.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_DP_P_01.png
|image=  
|image2= MVC2_Marrow_DP_P_02.png
|image3= MVC2_Marrow_DP_P_03.png
|caption=  
|caption=  
|name= Towering Spine
|name= Raw Tag
|linkname= Towering Spine
|linkname= Raw Tag
|input= {{dp}}+{{p}}
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 701: Line 714:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Marrow grows the bones from her back upward quickly, hitting anyone above her. Decent hitbox for anti-airing, but the startup speed is really slow, so it can't be done on reaction. Also has a massive hurtbox in the middle of the hitboxes. Good move, but don't treat this like a DP.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Marrow_HCB_P_01.png
|image=  
|caption=  
|caption=  
|name= Ride and Slash
|name= Snap Back
|linkname= Ride and Slash
|linkname= Snap Back
|input= {{hcb}}+{{lp}} or {{hp}} (Air OK)
|input= {{qcf}} + A1 / A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 723: Line 736:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=  
  |Adv. Guard= -
  |Adv. Guard=  
  |Adv. Pushblock= -
  |Adv. Pushblock=  
  |description= Marrow leaps onto the opponent with a hitgrab, stabs them a few times, and sends them away. Gimmicky move that can find it's place in combo routes or as a gamble to get in, but not a move to be used all that often.
  |description=  
}}
  }}
  }}
}}<br>
 
 
 
=== Special Moves ===


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCB_K_01.png
|image=  
|caption=  
|caption=  
|name= Ricochet Slash
|name= Special Move Name
|linkname= Ricochet Slash
|linkname= Special Move Name
|input= {{qcb}}+{{lk}} or {{hk}}
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 748: Line 765:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Marrow jumps back to the wall before diving off of it at a downward angle. Works like Adon's Jaguar Tooth, except you bounce away on hit and block which can make you fairly punishable depending on the matchup. Doesn't do a whole lot of damage either. Gimmicky move overall.
  |description=  
  }}
  }}
  }}<br>
  }}<br>




Line 756: Line 774:


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCF_PP_01.png
|image=  
|image2= MVC2_Marrow_QCF_PP_02.png
|caption=  
|image3= MVC2_Marrow_QCF_PP_03.png
|name= Hyper Combo Name
|image4= MVC2_Marrow_QCF_PP_04.png
|linkname= Hyper Combo Name
|image5= MVC2_Marrow_QCF_PP_05.png
|input= Motion + Button Icon
|image6= MVC2_Marrow_QCF_PP_06.png
|image7= MVC2_Marrow_QCF_PP_07.png
|image8= MVC2_Marrow_QCF_PP_08.png
|caption= Marrow's hurtboxes remain constant for the duration of the super.
|name= Stinger Bones
|linkname= Stinger Bones
|input= {{qcf}} + {{lp}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 780: Line 791:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Marrow grows a bunch of scorpion-like spines to attack the opponent, launching them away. Good combo super as it will combo from 5MP, 2MP, 2MK, and 5HK. Deals nice damage, and can be confirmed much more freely with assists. Overall not a bad super, but limited to combos only.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
== Other ==


{{MoveData
{{MoveData
|image= MVC2_Marrow_QCB_PP_01.png
|image=  
|image2= MVC2_Marrow_QCB_PP_Projectile_01.png
|caption=  
|caption=  
|name= Bone Burst
|name= Direction + Button Name
|linkname= Bone Burst
|linkname=  
|input= {{qcb}} + {{lp}} + {{hp}} (Air OK)
|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= Marrow rises into the air and shoots out a bunch of homing spines that track the opponent. Not a bad super, does nice chip and it's a pretty safe DHC. Can also be done in the air to stall an opponent for a bit. The super summons three different sizes of spines, but they're all the same hitboxes.
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>
Line 810: Line 824:


=== Taunt ===
=== Taunt ===
[[Image:MVC2_Marrow_Taunt_01.png]]
static image goes here, unless youre jin or something
 
 
"Show me your guts!"




Line 820: Line 831:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-marrow.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