User:Speedmccool25/sandbox: Difference between revisions

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(think this is done, gonna move it on over)
(starting on this, will do at some point)
 
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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
|content1=
|content1=
{{Content Box|content='''Wolverine (Adamantium)''' is a grounded rushdown machine who can use his fast attacks and great movement to mix his opponent up until they fall. His main strengths are his great frame data and strong lockdown but his weaknesses are his extremely low health.
{{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=
* '''Rushdown:''' Wolverine has fantastic movement speed on the ground, with fast attacks and great mixups.
* Is in MvC2
* '''Solo Instant Overhead Conversion:''' While it's small, instant overhead j.LK into Drill Claw is a rewarding open up sequence.
* '''Berserker Charge:''' Speeds up Wolverine, which takes his absurd movement speed and frame data and makes it even ''more'' absurd.
* '''Lockdown:''' Using assists can give Wolverine an an ability to stick to the opponent which makes his pressure even harder to deal with.
|cons=
|cons=
* '''Health:''' Wolverine takes a whopping 25% more damage than most characters, meaning he dies much faster than most.
* Is in MvC2
* '''Poor Air Movement:''' No flight, air dash, or double jump makes Wolverine a far more grounded fighter in a very air focused game.
* '''Zoning:''' Getting zoned out SUCKS as Wolverine has almost no response to get around projectiles.
* '''Assists:''' Wolverine's assists aren't all that great, making him a point or middle character only.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>3gY43XEwZXY</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=
;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 75: 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 89: Line 78:
  |AlphaCounter=
  |AlphaCounter=
  |TeamHyperCombo=
  |TeamHyperCombo=
  |description= Wolverine's Expansion assist is a bit underwhelming as he doesn't do any mashing so it's always two hits. Can give a ''tiny'' bit of lockdown, but it's not great at that.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{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 109: Line 96:
  |AlphaCounter=
  |AlphaCounter=
  |TeamHyperCombo=
  |TeamHyperCombo=
  |description= Wolverine's Anti-air assist is probably his best assist, which still isn't saying much. Functions much like Cyclops' Anti-air assist, being fast and sets up for combos afterward, but without any of the invincibility.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


{{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}}
Line 127: Line 114:
  |AlphaCounter=
  |AlphaCounter=
  |TeamHyperCombo=
  |TeamHyperCombo=
  |description= Wolverine's Dash assist is his most niche by far, and would only ever see use in combos like Storm's Lightning Attack assist. Even more risky because Wolverine can die very easily, so this takes some real lab work.
  |description= Assist description.
  }}
  }}
}}<br>
}}<br>


=== 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
Line 154: Line 148:
  |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 177: 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
Line 200: Line 192:
  |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
Line 222: Line 214:
  |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 245: 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
Line 268: Line 258:
  |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
Line 290: Line 280:
  |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
Line 312: Line 302:
  |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 356: 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
Line 378: Line 368:
  |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
Line 400: Line 390:
  |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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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a jumping claw stab. Air combo starter, and that's about all it's good for.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{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 450: Line 445:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a jumping claw swipe. Air combo filler. The last of your normals to have an optional followup. This one is pretty niche as it can sometimes put you out of the way for your ender to hit, so it's limited in it's uses.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{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 473: Line 467:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a double claw swipe. Air combo finisher and has a nice hitbox for jumping in with.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_j.LK_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
Line 495: Line 489:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a fast kick. Crucial air normal for Wolverine and the crux of his mixup game, as this hits as an instant overhead on a large majority of the cast and combos into Drill Claw, or more with assists. Extremely important and very nice to have.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_j.MK_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
Line 517: Line 511:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does an upward kick. Air combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{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 540: Line 533:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a spinning kick. Spins twice before entering recovery. Has a hitbox on either side of him which can make some tricky crossups possible and mashing on defense.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 549: 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 567: Line 559:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine does a low profiling slide. Knocks down on hit, and moves forward pretty substantially during the move with plenty of active frames.
  |description=  
  }}
  }}
  }}<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 585: 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= Wolverine's divekick. Unfortunately worse than in Marvel 1 as it cannot be cancelled out of and it's pretty punishable even on hit. Still nice for getting to the ground faster than normal.
  |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 617: Line 607:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine's universal launcher is exactly the same as his 5HK. Just putting something here for consistency.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{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 639: Line 629:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine jumps behind his opponent, stabs them with his claws, then flings them away. Always swaps sides. Can be mashed to do far more damage than letting the throw play out normally.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{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 661: Line 651:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine jumps onto his opponent, stabs them with his claws, then kicks them into the ground. Basically the same thing as Punch throw, except it doesn't swap sides and gives a hard knockdown.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{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 683: Line 673:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Wolverine jumps onto his opponent, stabs them with his claws, then kicks them into the ground. The air throw is almost the same thing as Punch throw, except it doesn't swap sides and gives a bit better oki.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{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 705: Line 695:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= It's a raw tag. Good hitbox with very nice priority.
  |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 725: Line 714:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Wolverine's Snap Back is based on his 5HP, which is really nice because it's his longest range normal with a great hitbox. A rare instance in which the snapback is actually ''slower'' than the normal it's based on, but the hitbox saves the one frame it gives up.
  |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 752: Line 736:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=  
  |Adv. Guard= -
  |Adv. Guard=  
  |Adv. Pushblock= -
  |Adv. Pushblock=  
  |description= Wolverine dashes forward, slashing with his claws. Good for lockdown and chip in combination with the right assists, and can combo into super in the right connects. Mashable for more hits, with the LP version limited to 4 hits and the HP version to 8 hits.
  |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= Wolverine rises into the air with a spinning claw attack. Does not have invulnerability like a normal DP. Pretty underwhelming, but has some niche uses in chip and assist setups.
}}
}}<br>


{{MoveData
 
|image= MVC2_WolverineA_QCB_P_01.png
=== Special Moves ===
|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= Wolverine dashes toward the opponent and swipes with his claws. LP goes about a quarter screen, HP goes about two-thirds screen. If he's close enough to the opponent, he'll pass through them, but he won't swap the direction of his attack. Can be useful with assists where the assist can crossup and Wolverine can continue a combo, but a risky thing to do since there will always be a gap.
}}
}}<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 825: Line 765:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Wolverine spirals toward the opponent with his claw. Can be angled with the stick; up, forward, or upforward on the ground, and fully directionable in the air. Nice for adding onto combos, mixups, and moving around the screen, so this one sees quite a bit of use.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 834: Line 774:


{{MoveData
{{MoveData
|image= MVC2_WolverineA_QCF_P_01.png
|image=  
|image2= MVC2_WolverineA_QCF_P_02.png
|caption=  
|caption= The first 4 hits of this super are invulnerable.
|name= Hyper Combo Name
|name= Berserker Barrage X
|linkname= Hyper Combo Name
|linkname= Berserker Barrage X
|input= Motion + Button Icon
|input= {{qcf}}+{{lp}} + {{hp}}
|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= Wolverine does a souped up version of his Berserker Barrage, with higher damage and more hits. Not invulnerable on startup, but after the flash the first 4 hits are invulnerable. His main combo super, and finds some frequent use.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image= MVC2_WolverineA_DP_PP_01.png
|caption=
|name= Weapon X
|linkname= Weapon X
|input= {{dp}}+{{lp}} + {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Wolverine dashes toward the opponent and performs a flurry of attacks, then ends with a soaring X strike. His strongest super for damage, but the long startup makes this a bit tricky to combo into.
}}
}}<br>


{{MoveData
 
|image= MVC2_WolverineA_DP_KK_01.png
== Other ==
|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= Wolverine jumps into the air and emanates energy in the shape of an X. The most niche of his supers as it takes quite a bit of setup to go into. It does do nice chip damage though, so can be useful to close out a game.
}}
}}<br>


{{MoveData
{{MoveData
|image= MVC2_WolverineA_QCF_KK_01.png
|image=  
|caption=  
|caption=  
|name= Berserker Charge
|name= Direction + Button Name
|linkname= Berserker Charge
|linkname=  
|input= {{qcf}}+{{lk}} + {{hk}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 916: Line 813:
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Wolverine does a swipe with a hitbox. After the animation is over, Wolverine gets a temporary speed boost that increases his movement speed and shortens his attacks' startup and recovery. The super that's going to be used most often as it has a very short activation time and the buff he gains is very strong. This actually opens the door to some high damage combos and even some infinites that are otherwise inaccessible, but do note he accumulates double the undizzy with all of his normals, so they may end a bit sooner than expected. Get used to controlling sped up Wolvie, as this is a mode you're gonna ''love'' to be in.
  |description= aaa
  }}
  }}
  }}<br>
  }}<br>


== Other ==




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




Line 940: 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
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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
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Ryu
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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