User:Speedmccool25/sandbox: Difference between revisions

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{{MVC2 Character Intro|char= wolverine (adamantium)|full=Wolverine (Claw)|short=CLW|content=
{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
== Introduction ==
== Introduction ==
James Howlett, sometimes known as Logan or his code name Wolverine, is a character from the X-Men series by Marvel. A mutant with an incredibly fast healing factor and martial arts mastery, as well as his trademark adamantium claws from the Weapon X program, Wolverine fights for the X-Men as a brash lone wolf to protect the world from villains.
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, Wolverine is the epitome of a grounded rushdown character, with incredible movement, frame data, and freedom in his magic series. Wolverine has one of the fastest ground dashes in the game, a great wavedash, and many forward advancing special moves to lock the opponent down with chip while assists can continue your pressure. Wolverine's buttons are very fast, and usually pretty safe on block, as well as having a nearly full magic series, which makes his stagger pressure very good. He also has some decent air mobility too in his wall jump and Drill Claw. He also has his ace, the Berserker Charge, which gives him a temporary speedup, making both his movement and frame data even faster.
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 main problem with Wolverine is his pitiful stamina. Wolverine takes way more damage than most characters, meaning he will die far faster than most. Wolverine is also somewhat weak to pushblock and invincible assists, as he has no real way to stick to his opponents safely. He also has no projectile and struggles greatly against zoning characters, and characters with great keepout game. Still, Wolverine is a good choice for someone who wants to work their way in, and then mix their opponent to death with constant buttons. If you like a fast paced, high octane grounded rushdown character, then sharpen your skills with Wolverine.
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
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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=
;Berserker Barrage (Mashable)
;Fireball (Air OK)
*{{qcf}}+{{lp}} or {{hp}}
*{{qcf}}+{{p}}
;Tornado Claw (Mashable)
;Dragon Punch
*{{dp}}+{{lp}} or {{hp}}
*{{dp}}+{{p}}
;Berserker Slash
;Hurricane Kick (Air Only)
*{{qcb}}+{{lp}} or {{hp}}
*{{qcb}}+{{k}}
;Drill Claw (Air OK)
*Direction + {{lk}} + {{hp}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Berserker Barrage X
;Beam Super (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Weapon X
;Dragon Punch Super
*{{dp}}+{{lp}}+{{hp}}  
*{{dp}}+{{lp}}+{{hp}}  
;Fatal Claw (Air OK)
;Hurricane Kick Super
*{{dp}}+{{lk}}+{{hk}}
*{{qcb}}+{{lk}}+{{hk}}
;Berserker Charge
*{{qcf}}+{{lk}}+{{hk}}  
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Expansion Type
;Type α - Expansion Type
*Assist: {{hp}} Berserker Barrage
*Assist: {{hk}} Hurricane Kick
*Counter: {{hp}} Berserker Barrage
*Counter: {{lk}} Hurricane Kick
*Combination: Berserker Barrage X
*Combination: Hurricane Kick Super
;Type β - Anti-air Type
;Type β - Projectile Type
*Assist: {{hp}} Tornado Claw
*Assist: {{hp}} Fireball
*Counter: {{hp}} Tornado Claw
*Counter: {{lp}} Fireball
*Combination: Fatal Claw
*Combination: Beam Super
;Type γ - Dash Type
;Type γ - Anti-air Type
*Assist: Drill Claw
*Assist: {{hp}} Dragon Punch
*Counter: Drill Claw
*Counter: {{hp}} Dragon Punch
*Combination: Fatal Claw
*Combination: Dragon Punch Super
}}
}}
}}
}}
Line 69: Line 65:
=== Assists ===
=== Assists ===
{{MoveData
{{MoveData
|image= MVC2_WolverineA_QCF_P_01.png
|image=MVC2 Psylocke QCF K 02.png
|image2= MVC2_WolverineA_QCF_P_02.png
|caption={{hk}} Psyblade
|caption2={{hp}} Berserker Barrage
|name=Anti-air
|name=Expansion Type
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 88: Line 83:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_DP_P_01.png
|image=MVC2_Cable_DP_P_02.png
|image2= MVC2_WolverineA_DP_P_02.png
|caption={{hp}} Psimitar
|image3= MVC2_WolverineA_DP_P_03.png
|name=Anti-air
|caption3={{hp}} Tornado Claw
|name=Anti-air Type
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 108: Line 101:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_LK_HP_01.png
|image=MVC2_Cyclops_QCB_01.png
|caption=Forward Drill Claw
|caption={{hk}} Cyclone Kick
|name=Dash Type
|name=Expansion
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
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=== Normal Moves ===
=== Normal Moves ===
-When grounded, Wolverine has the Modified Hunter 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.
 


==== Ground Normals ====
==== Ground Normals ====


{{MoveData
{{MoveData
|image= MVC2_WolverineA_5LP_01.png
|image=  
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a quick stab with his claw. Fastest normal in your kit, and becomes tied for the fastest normal in the game when in Berserker Charge. Great normal for starting pressure and checking with a quick poke, though it's range is a little small.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_5MP_01.png
|image=  
|image2= MVC2_WolverineA_5MP_02.png
|caption=  
|caption2= This only comes out if you hit MP again.
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
Line 171: Line 170:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine swipes with his claw. Combo filler. The first of three buttons to have a unique followup by pressing the button again. MP's is ok, but generally makes the series have too much pushback to be useful, so reserved for niche situations.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_5HP_01.png
|image=  
|image2= MVC2_WolverineA_5HP_02.png
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a double claw swipe. Enormous hitbox with a ton of priority that knocks the opponent away on hit. In Berserker Charge, this can be looped with dashes for an extremely damaging combo. Great normal, but it's a bit unsafe on block, so use with caution.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_WolverineA_5LK_01.png
|image=  
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a leg kick. Pretty good range for it's speed.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_5MK_01.png
|image=  
|image2= MVC2_WolverineA_5MK_02.png
|caption=  
|caption2= This only comes out if you hit MK again.
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
Line 239: Line 236:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a knee. Combo filler medium. The second normal in your kit to have an optional followup. MK's is pretty nice, as the followup will basically never miss due to having 0 frames of startup and lower pushback. Scales the combo though, so be cautious about what routes you use this in.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_5HK_01.png
|image=  
|image2= MVC2_WolverineA_5HK_02.png
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a two legged upward kick. Your main launcher, and can be comboed into after 2MP but not a whole lot else without risk. Good, but not great.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_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= Wolverine does a low claw stab. Hits much further down than 5LP, so will never miss a crouching opponent, but it's not as plus nor as fast as 5LP.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_2MP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does an upward claw swipe. Pops the opponent into the air toward Wolverine. One of the only normals that confirms into 5HK, so it's useful for when you want to hitconfirm launcher. Very slightly unsafe on block, so can be punished if used recklessly.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_2HP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine flips toward the opponent and does a double claw swipe. Moves Wolverine forward before startup, so can be used for tricky crossup situations. In combos it has pretty poor hitstun, so it's best to avoid this unless you have an assist to help.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_WolverineA_2LK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
Line 350: Line 346:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a low kick. The slowest light in your kit, but it hits low so it's pretty important.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_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= Wolverine does a two hit sweep. Unlike most characters, 2MK is Wolverine's sweep, which helps and hurts him in their own ways.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_2HK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a lunging kick. Knocks the opponent away like 5HP, but moves him forward during the attack. Has some niche uses but overall pretty ok.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
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==== Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Wolverine 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 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_WolverineA_j.LP_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
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{{MoveData
{{MoveData
|image= MVC2_WolverineA_j.MP_01.png
|image=  
|image2= MVC2_WolverineA_j.MP_02.png
|caption=  
|caption2= This only comes out if you hit MP again.
|name= Air Medium Punch
|name= Air Medium Punch
|linkname= j.MP
|linkname= j.MP
Line 449: Line 450:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_j.HP_01.png
|image=  
|image2= MVC2_WolverineA_j.HP_02.png
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
Line 472: Line 472:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_j.LK_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
Line 494: Line 494:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_j.MK_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
Line 516: Line 516:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_j.HK_01.png
|image=  
|image2= MVC2_WolverineA_j.HK_02.png
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
Line 543: Line 542:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_3HP_01.png
|image=  
|subtitle= Sliding Claw
|caption=  
|caption=  
|name= Down Forward Heavy Punch
|name= Direction + Button Name
|linkname=  
|linkname=  
|input= 3{{hp}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 564: Line 562:
  }}
  }}
  }}<br>
  }}<br>
=== Universal Mechanics ===


{{MoveData
{{MoveData
|image= MVC2_WolverineA_j.2HK_01.png
|image=  
|subtitle= Stomp
|caption=  
|caption=  
|name= Air Down Heavy Kick
|name= Universal Launcher (Punch)
|linkname=  
|linkname= Universal Launcher (Punch)
|input= j.2{{hk}}
|input= 3{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 579: Line 580:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= Launcher (high)
  |Cancel= None
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>
=== Universal Mechanics ===


{{MoveData
{{MoveData
|image= MVC2_WolverineA_5HK_01.png
|image=  
|image2= MVC2_WolverineA_5HK_02.png
|caption=  
|caption=  
|name= Universal Launcher (Kick)
|name= Universal Launcher (Kick)
Line 616: Line 612:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Punch)
|name= Throw (Punch)
|linkname= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent (Mashable)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 638: Line 634:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_K_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Throw (Kick)
|name= Throw (Kick)
|linkname= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent (Mashable)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 660: Line 656:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_Air_P_Throw_01.png
|image=  
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent (Mashable)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 682: Line 678:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_Raw_Tag_01.png
|image=  
|caption=  
|caption=  
|name= Raw Tag
|name= Air Throw (Kick)
|linkname= Raw Tag
|linkname= Air Throw (Kick)
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 699: Line 695:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_5HP_01.png
|image=  
|image2= MVC2_WolverineA_5HP_02.png
|caption=  
|caption=  
|name= Snap Back
|name= Raw Tag
|linkname= Snap Back
|linkname= Raw Tag
|input= {{qcf}} + A1 / A2
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 719: Line 714:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description=  
  |description=  
  }}
  }}
  }}
  }}<br>
 
 
 
=== Special Moves ===


{{MoveData
{{MoveData
|image= MVC2_WolverineA_QCF_P_01.png
|image=  
|image2= MVC2_WolverineA_QCF_P_02.png
|caption=  
|caption=  
|name= Berserker Barrage
|name= Snap Back
|linkname= Berserker Barrage
|linkname= Snap Back
|input= {{qcf}}+{{lp}} or {{hp}} (Mashable)
|input= {{qcf}} + A1 / A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 746: Line 736:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=  
  |Adv. Guard= -
  |Adv. Guard=  
  |Adv. Pushblock= -
  |Adv. Pushblock=  
  |description=  
  |description=  
  }}
  }}
  }}<br>
  }}
 


{{MoveData
|image= MVC2_WolverineA_DP_P_01.png
|image2= MVC2_WolverineA_DP_P_02.png
|image3= MVC2_WolverineA_DP_P_03.png
|image4= MVC2_WolverineA_DP_P_04.png
|caption4= These hitboxes spin around as you mash.
|name= Tornado Claw
|linkname= Tornado Claw
|input= {{dp}}+{{lp}} or {{hp}} (Mashable)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<br>


{{MoveData
=== Special Moves ===
|image= MVC2_WolverineA_QCB_P_01.png
|image2= MVC2_WolverineA_QCB_P_02.png
|caption=  
|name= Berserker Slash
|linkname= Berserker Slash
|input= {{qcb}}+{{lp}} or {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=  
}}
}}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_LK_HP_01.png
|image=  
|caption=  
|caption=  
|name= Drill Claw
|name= Special Move Name
|linkname= Drill Claw
|linkname= Special Move Name
|input= Direction + {{lk}} + {{hp}} (Air OK)
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 828: Line 774:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_QCF_P_01.png
|image=  
|image2= MVC2_WolverineA_QCF_P_02.png
|caption= The first 4 hits of this super are invulnerable.
|name= Berserker Barrage X
|linkname= Berserker Barrage X
|input= {{qcf}}+{{lp}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_WolverineA_DP_PP_01.png
|caption=  
|caption=  
|name= Weapon X
|name= Hyper Combo Name
|linkname= Weapon X
|linkname= Hyper Combo Name
|input= {{dp}}+{{lp}} + {{hp}}
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=
  |Active=  
  |Active=
  |Recovery=  
  |Recovery=
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=   
  |Adv. Guard= -
  |Adv. Guard=   
  |Adv. Pushblock= -
  |Adv. Pushblock=   
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_WolverineA_DP_KK_01.png
|image2= MVC2_WolverineA_DP_KK_02.png
|image3= MVC2_WolverineA_DP_KK_03.png
|caption3= Animation and hitboxes loop every 15 frames for 4 repetitions.
|name= Fatal Claw
|linkname= Fatal Claw
|input= {{dp}}+{{lk}} + {{hk}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=  
|Special Property=
|Cancel=
|Adv. Hit= -
  |Adv. Guard= -
  |Adv. Pushblock= -
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_WolverineA_QCF_KK_01.png
|caption=
|name= Berserker Charge
|linkname= Berserker Charge
|input= {{qcf}}+{{lk}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
  |Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
  |description=  
  |description=  
  }}
  }}
Line 947: Line 824:


=== Taunt ===
=== Taunt ===
[[Image:MVC2_WolverineA_Taunt_01.png]]
static image goes here, unless youre jin or something
 
 
"*clashing claws*"




Line 957: Line 831:
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


[[Image:Mvc2-wolverine-a.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