Marvel vs Capcom 2/Thanos: Difference between revisions

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Previously, Thanos appeared as a boss in Marvel Super Heroes, but he got screwed up in the transition to MVC2 because this game doesn't have the gem system that was there. He's considered to be somewhere around a lower middle tier character in this game, despite how powerful he is in the comics. That said, he's still dangerous if used right.
Previously, Thanos appeared as a boss in Marvel Super Heroes, but he got screwed up in the transition to MVC2. He doesn’t have all the ridiculous moves he had when he was a boss in MSH, but he does have most of the same super moves. He's considered to be a low-mid tier character in this game, despite how powerful he is in the comics. That said, he's still strong if used right.


He does amazing damage, but really needs super levels to be effective.  His mobility is also very limited, and he cannot air throw, unlike most of the cast. He is also one of the only characters in the game with access to a run as opposed to a dash. If you'd like to use Thanos on your team, make sure he has someone come out before him to help build up meter.
Thanos is best used as a middle or an anchor due to his reliance on meter. He does amazing damage, but really needs super levels to be effective.  His mobility is also rather limited, and he cannot air throw, unlike everyone else. He’s also the only character in the game with a run instead of a dash.


TODO- Frame data, missing images like taunts and assists, move commentaries, other missing data
TODO- Frame data, missing images like taunts and assists, move commentaries, other missing data
}}
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Normals & Special Moves|content=
;'''High Kick'''
*{{b}} + {{hk}}
;'''Knee Dive'''
*{{d}} + {{hk}} (Air Only)
;'''Titan Crush'''
*{{qcf}} + {{lp}} or {{hp}}
;'''Death Sphere'''
*{{qcf}} + {{lk}} / {{hk}}
}}


|content2=
|content2=
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{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Thanos''' wields the Infinity Gauntlet to squash enemies with his selection of powerful super moves. While he does great damage with his whole kit, his biggest weaknesses are his lack of mobility and his reliance on meter.
{{Content Box|content='''Thanos''' wields the Infinity Gauntlet to squash enemies with his selection of powerful super moves. While he does great damage with his whole kit, his biggest weaknesses are his lack of mobility and his heavy reliance on meter.
{{ProConTable
{{ProConTable
|pros=
|pros=
* Very nice set of supers- all of them do good damage, come out pretty quick, and can be used back to back
* '''Great Supers:''' Thanos has a very nice set of supers. All of them do good damage and come out quick, and can be comboed or DHC'd into for damage or safety. Thanos can also combo super into super, enabling high damage 2 bar and double DHC conversions.
* Death Sphere is a pretty good move whether on point or as an assist. It holds the target in hitstun, meaning you can extend combos with it and even do an infinite, too.
* '''The Bubble:''' Death Sphere is a pretty good move, whether on point or as an assist. It holds the target in hitstun, meaning you can extend just about anyone’s combos with it.
* Good range- he's pretty big, so his normals have a lot of reach, and all of his supers can hit you from afar
* '''Good Range:''' Thanos is pretty big, so his normals have a lot of reach. All of his supers can hit you from afar as well.
* Good team player- his alpha assist, the bubble, allows just about anyone to extend their combos with ease, and that's before he even comes out and blows your enemy up with supers
* '''Team Synergy:''' Thanos' Death Sphere assist allows just about anyone to extend their combos with ease.
* Good defense- he takes about 7% less damage than everyone else, allowing him to tank a few more hits than some of the other characters
* '''Above Average Defense''' He takes about 7% less damage than everyone else, allowing him to tank more hits than some of the other characters.
|cons=
|cons=
* Not very mobile- he has a run, which is helpful, but he's got very little in the way of air mobility.
* '''Lacks Aerial Mobility:''' Thanos has a run, which is helpful, but he's got very little in the way of air mobility.
* Big target- he's not as big as Sentinel or Juggernaut, but he's quite a bit fatter than Cable.
* '''Can’t Air Throw:''' Thanos is the only character in the roster that cannot air throw, making it hard for him to defend against aerial camping without meter.
* Reliant on meter- as mentioned, he needs it. He can't really build it that well himself, so he has to wait for someone else to do it before he can reign
* '''Big Target:'''he's not as big as Sentinel or Juggernaut, but he's quite a bit larger than Cable.
* Outside of his supers, he doesn't have much he can do about zoning, especially not if he gets snapped in before he's ready.
* '''Reliant On Meter:''' Thanos can't build meter well by himself, so he has to wait for a different character to build it for him before he can utilize it.
* '''Weak To Zoning/Stalling:''' Outside of his supers, Thanos doesn't have much he can do about zoning, especially not if he gets snapped in before he's ready. His lack of an air throw also means he can have a very hard time making a comeback happen if his opponent takes to the skies and turtles up.
}}
}}
}}
}}
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<center><youtube>uLYhh2zida4</youtube></center>
<center><youtube>uLYhh2zida4</youtube></center>
}}
}}
}}
== Character Summary ==
{{Content Box|header=Normals & Special Moves|content=
;'''High Kick'''
*{{b}} + {{hk}}
;'''Knee Dive'''
*{{d}} + {{hk}} {{aironly}}
;'''Titan Crush'''
*{{qcf}} + {{lp}} or {{hp}}
;'''Death Sphere'''
*{{qcf}} + {{lk}} / {{hk}}
}}
}}


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|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
|input= {{lp}}
|input= 5LP // {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
|input= {{mp}}
|input= 5MP // {{mp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
|input= {{hp}}
|input= 5HP // {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
|input= {{lk}}
|input= 5LK // {{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
|input= {{mk}}
|input= 5MK // {{mk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
|input= {{hk}}
|input= 5HK // {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
|input= 2{{lp}}
|input= 2LP // {{d}} + {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
|input= 2{{mp}}
|input= 2MP // {{d}} + {{mp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|caption= Less damage than 3HP, but much easier to combo into
|caption= Less damage than 3HP, but much easier to combo into
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 5HP
|linkname= 2HP
|input= {{hp}}
|input= 2HP // {{d}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LK
|linkname= 2LK
|input= {{lk}}
|input= 2LK // {{d}} + {{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= 2MK
|input= 2{{mk}}
|input= 2MK // {{d}} + {{mk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
|input= {{d}} + {{hk}}
|input= 2HK // {{d}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Air Light Punch
|name= Air Light Punch
|linkname= j.LP
|linkname= j.LP
|input= j.{{lp}}
|input= j.LP // {{air}} {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Air Medium Punch
|name= Air Medium Punch
|linkname= j.MP
|linkname= j.MP
|input= j.{{mp}}
|input= j.MP // {{air}} {{mp}}
|data=  
|data=  
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 399: Line 398:
|name= Air Heavy Punch
|name= Air Heavy Punch
|linkname= j.HP
|linkname= j.HP
|input= j.{{hp}}
|input= j.HP // {{air}} {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 421: Line 420:
|name= Air Light Kick
|name= Air Light Kick
|linkname= j.LK
|linkname= j.LK
|input= {{u}} + {{lk}}
|input= j.LK // {{air}} {{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 443: Line 442:
|name= Air Medium Kick
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
|input= j.{{mk}}
|input= j.MK // {{air}} {{mk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Air Heavy Kick
|name= Air Heavy Kick
|linkname= j.HK
|linkname= j.HK
|input= j.{{hk}}
|input= j.HK // {{air}} {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Back + Heavy Kick
|name= Back + Heavy Kick
|linkname=  
|linkname=  
|input= 4{{hk}}
|input= 4HK // {{b}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Universal Launcher (Punch)
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3HP // {{df}}+{{hp}}
|input= 3HP // {{df}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Throw (Punch)
|name= Throw (Punch)
|linkname= Throw (Punch)
|linkname= Throw (Punch)
|input= 6HP // {{f}}+{{hp}}
|input= 6HP // {{f}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Throw (Kick)
|name= Throw (Kick)
|linkname= Throw (Kick)
|linkname= Throw (Kick)
|input= 6HK // {{f}}+{{hk}}
|input= 6HK // {{f}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Variable Attack (raw tag)
|name= Variable Attack (raw tag)
|linkname= Variable Attack
|linkname= Variable Attack
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= LP + LK / HP + HK // {{lp}} + {{lk}} / {{hp}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Death Sphere
|name= Death Sphere
|linkname= Death Sphere
|linkname= Death Sphere
|input= {{qcf}} + {{k}}
|input= 236 + K // {{qcf}} + {{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Titan Crush
|name= Titan Crush
|linkname= Titan Crush
|linkname= Titan Crush
|input= {{qcf}} + {{k}}
|input= 236 + P // {{qcf}} + {{p}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Gauntlet Power
|name= Gauntlet Power
|linkname= Gauntlet Power
|linkname= Gauntlet Power
|input= 236+PP // {{qcf}}+{{lp}}+{{hp}}
|input= 236 + PP // {{qcf}} + {{lp}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 682: Line 681:
|name= Gauntlet Reality
|name= Gauntlet Reality
|linkname= Gauntlet Reality
|linkname= Gauntlet Reality
|input= 214+PP // {{qcb}}+{{lp}}+{{hp}}
|input= 214 + PP // {{qcb}} + {{lp}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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|name= Gauntlet Space
|name= Gauntlet Space
|linkname= Gauntlet Space
|linkname= Gauntlet Space
|input= 236 + KK // {{qcf}}+{{lk}}+{{hk}}
|input= 236 + KK // {{qcf}} + {{lk}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 734: Line 733:
|name= Gauntlet Soul
|name= Gauntlet Soul
|linkname= Gauntlet Soul
|linkname= Gauntlet Soul
|input= 214+KK  // {{qcb}}+{{lk}}+{{hk}}
|input= 214 + KK  // {{qcb}} + {{lk}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 865: Line 864:


== Gauntlet Power glitch ==
== Gauntlet Power glitch ==
Do the Gauntlet Power super but DHC out before it leaves his hand.  It won't leave but will instead stick to him.
Do the Gauntlet Power super but DHC out before it leaves his hand. (This is a 3-4 frame window: it has to be done very very quickly.) It won't leave but will instead stick to him.
<br>
<br>


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category:Marvel Vs. Capcom 2]]

Latest revision as of 17:02, 1 December 2024

Introduction

Want to use the Infinity Gauntlet to perfectly balance your opponent's face? Pick this guy!

Previously, Thanos appeared as a boss in Marvel Super Heroes, but he got screwed up in the transition to MVC2. He doesn’t have all the ridiculous moves he had when he was a boss in MSH, but he does have most of the same super moves. He's considered to be a low-mid tier character in this game, despite how powerful he is in the comics. That said, he's still strong if used right.

Thanos is best used as a middle or an anchor due to his reliance on meter. He does amazing damage, but really needs super levels to be effective. His mobility is also rather limited, and he cannot air throw, unlike everyone else. He’s also the only character in the game with a run instead of a dash.

TODO- Frame data, missing images like taunts and assists, move commentaries, other missing data

MVC2 thanos art.png

Thanos wields the Infinity Gauntlet to squash enemies with his selection of powerful super moves. While he does great damage with his whole kit, his biggest weaknesses are his lack of mobility and his heavy reliance on meter.

Strengths Weaknesses
  • Great Supers: Thanos has a very nice set of supers. All of them do good damage and come out quick, and can be comboed or DHC'd into for damage or safety. Thanos can also combo super into super, enabling high damage 2 bar and double DHC conversions.
  • The Bubble: Death Sphere is a pretty good move, whether on point or as an assist. It holds the target in hitstun, meaning you can extend just about anyone’s combos with it.
  • Good Range: Thanos is pretty big, so his normals have a lot of reach. All of his supers can hit you from afar as well.
  • Team Synergy: Thanos' Death Sphere assist allows just about anyone to extend their combos with ease.
  • Above Average Defense He takes about 7% less damage than everyone else, allowing him to tank more hits than some of the other characters.
  • Lacks Aerial Mobility: Thanos has a run, which is helpful, but he's got very little in the way of air mobility.
  • Can’t Air Throw: Thanos is the only character in the roster that cannot air throw, making it hard for him to defend against aerial camping without meter.
  • Big Target:he's not as big as Sentinel or Juggernaut, but he's quite a bit larger than Cable.
  • Reliant On Meter: Thanos can't build meter well by himself, so he has to wait for a different character to build it for him before he can utilize it.
  • Weak To Zoning/Stalling: Outside of his supers, Thanos doesn't have much he can do about zoning, especially not if he gets snapped in before he's ready. His lack of an air throw also means he can have a very hard time making a comeback happen if his opponent takes to the skies and turtles up.


Character Summary

Normals & Special Moves

High Kick
  • B.png + Hk.png
Knee Dive
  • D.png + Hk.png Aironly.png
Titan Crush
  • Qcf.png + Lp.png or Hp.png
Death Sphere
  • Qcf.png + Lk.png / Hk.png

Moves List

Normal Moves

Ground Normals

Light Punch
5LP // Lp.png
MVC2 Thanos 5LP 01.png
One punch
Damage Startup Active Recovery Guard
4 7 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5MP // Mp.png
MVC2 Thanos 5MP 01.png
MVC2 Thanos 5LP 01.png
Two punches- similar animation to LP
Damage Startup Active Recovery Guard
7 (5 + 2) 10 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5HP // Hp.png
MVC2 Thanos 5HP 01.png
Excellent range
Damage Startup Active Recovery Guard
13 16 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5LK // Lk.png
MVC2 Thanos 5LK 01.png
Same animation as 5MK, but quicker
Damage Startup Active Recovery Guard
4 5 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5MK // Mk.png
MVC2 Thanos 5LK 01.png
Same animation as 5LK, but slower
Damage Startup Active Recovery Guard
7 7 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5HK // Hk.png
MVC2 Thanos 5HK 01.png
Big boot, big range
Damage Startup Active Recovery Guard
13 8 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2LP // D.png + Lp.png
MVC2 Thanos 2LP 01.png
Left hook
Damage Startup Active Recovery Guard
4 5 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2MP // D.png + Mp.png
MVC2 Thanos 2MP 01.png
MVC2 Thanos 2MP 02.png
Not enough launch for an air combo, but enough for a super cancel
Damage Startup Active Recovery Guard
7 7 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher - - - -


Crouching Heavy Punch
2HP // D.png + Hp.png
MVC2 Thanos 2HP 01.png
Less damage than 3HP, but much easier to combo into
Damage Startup Active Recovery Guard
13 10 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2LK // D.png + Lk.png
MVC2 Thanos 2LK 01.png
Boot
Damage Startup Active Recovery Guard
4 5 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2MK // D.png + Mk.png
MVC2 Thanos 2LK 01.png
Looks the same as 2LK, but knocks down
Damage Startup Active Recovery Guard
7 7 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2HK // D.png + Hk.png
MVC2 Thanos 2HK 01.png
If you land this, you can land a super afterward
Damage Startup Active Recovery Guard
13 9 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Normals

Air Light Punch
j.LP // Air.png Lp.png
MVC2 Thanos j.LP 01.png
Same animation as j.MP, but faster
Damage Startup Active Recovery Guard
4 4 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
j.MP // Air.png Mp.png
MVC2 Thanos j.LP 01.png
Same animation as j.LP but slower
Damage Startup Active Recovery Guard
7 7 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.HP // Air.png Hp.png
MVC2 Thanos j.HP 01.png
Damage Startup Active Recovery Guard
13 13 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.LK // Air.png Lk.png
MVC2 Thanos j.LK 01.png
Damage Startup Active Recovery Guard
4 5 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
j.MK // Air.png Mk.png
MVC2 Thanos j.MK 01.png
7
Damage Startup Active Recovery Guard
7 7 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.HK // Air.png Hk.png
MVC2 Thanos j.LK 01.png
Same animation as j.LK, knocks down
Damage Startup Active Recovery Guard
13 13 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Back + Heavy Kick
4HK // B.png + Hk.png
MVC2 Thanos 4HK 01.png
Damage Startup Active Recovery Guard
13 9 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -




Universal Mechanics

Universal Launcher (Punch)
3HP // Df.png + Hp.png
MVC2 Thanos 2MP 01.png
Bigger range than 2HP
Damage Startup Active Recovery Guard
14 6 - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

This does slightly more damage than his 2HP, but it's somewhat harder to land this
his 2HP takes priority if you try this input during a combo, so you'll probably need an assist if you want to combo into this
that said, it's got the same big hitbox as 2MP does, so it can hit from ranges that 2HP won't



Throw (Punch)
6HP // F.png + Hp.png
MVC2 Thanos Throw P 01.png
Damage Startup Active Recovery Guard
16 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Throw (Kick)
6HK // F.png + Hk.png
MVC2 Thanos Throw K 01.png
Damage Startup Active Recovery Guard
16 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Variable Attack (raw tag)
LP + LK / HP + HK // Lp.png + Lk.png / Hp.png + Hk.png
MVC2 Thanos j.LK 01.png
Damage Startup Active Recovery Guard
10 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Special Moves

Death Sphere
236 + K // Qcf.png + K.png
MVC2 Thanos Death Sphere 01.png
MVC2 Thanos Death Sphere 02.png
You love this move, and so do I
Damage Startup Active Recovery Guard
15 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hit them with this and they get trapped inside of a bubble, letting you extend combos
very nice move, either on point or as an assist
do note that they can mash out, so be quick!


Titan Crush
236 + P // Qcf.png + P.png
MVC2 Thanos Titan Crush 01.png
Slow, but powerful
Damage Startup Active Recovery Guard
18 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Hyper Combos

Gauntlet Power
236 + PP // Qcf.png + Lp.png + Hp.png
MVC2 Thanos Super 01.png
MVC2 Thanos Gauntlet Power 02.png
Dodge this, fool!
Damage Startup Active Recovery Guard
51 (9x6 minus scaling) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Gauntlet Reality
214 + PP // Qcb.png + Lp.png + Hp.png
MVC2 Thanos Super 01.png
MVC2 Thanos Gauntlet Reality 02.png
MVC2 Thanos Gauntlet Reality 03.png
Pretty hard to dodge as well- big rock walls pop up and smash them
Damage Startup Active Recovery Guard
31-47 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Two slabs of stone come up from the ground and crush your opponent
somewhat random damage depending on where you hit with this


Gauntlet Space
236 + KK // Qcf.png + Lk.png + Hk.png
MVC2 Thanos Super 01.png
MVC2 Thanos Gauntlet Space 02.png
MVC2 Thanos Gauntlet Space 03.png
MVC2 Thanos Gauntlet Space 04.png
Lots of these come through portals and hit your opponent
Damage Startup Active Recovery Guard
29-51 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Thanos creates a portal directly above him and pulls rocks into it, sending them down on your opponent
get right next to them to hit the most times


Gauntlet Soul
214 + KK // Qcb.png + Lk.png + Hk.png
MVC2 Thanos Super 01.png
A beam shoots from his hand
Damage Startup Active Recovery Guard
31 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Variable Assists

Assist Type
A1 // A2
MVC2 Thanos Death Sphere 01.png
Type α
MVC2 Thanos Death Sphere 02.png
Damage Startup Active Recovery Guard
15 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Variable Assist move. Variable Counter is X. Variable Combination super is Y.


Assist Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Variable Assist move. Variable Counter is X. Variable Combination super is Y.


Assist Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Variable Assist move. Variable Counter is X. Variable Combination super is Y.


Other

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -


Taunt

"Thanos reigns!"


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-thanos.png

The Basics

Thanos needs levels to be effective. His normals are good, for the most part, but his supers allow him to disregard his mediocre mobility with massive hitboxes that can pin your opponent down for big damage. If you need more meter, though, your options are limited. You may be able to superjump and Titan Crush around for a while to build a little meter, but that doesn't build much. As such, consider having a battery first, and using Thanos-A to set up great combos.

Advanced Strategy

Fun Stuff

Gauntlet Power glitch

Do the Gauntlet Power super but DHC out before it leaves his hand. (This is a 3-4 frame window: it has to be done very very quickly.) It won't leave but will instead stick to him.


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