User:Speedmccool25/sandbox: Difference between revisions

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{{MVC2 Character Intro|char= gambit|full= Gambit|short= GAM|content=
{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
== Story ==
== Introduction ==
Remy LeBeau, known by his alias of Gambit, is a mutant from the X-Men comics by Marvel. A smooth talker and a well known thief, Gambit has the ability to charge objects with kinetic energy, causing them to explode. He is an anti-hero character, sometimes working with the X-Men and sometimes working against them.
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.


==Gameplay==
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.
Gambit is a tricky and wildly fun character with an emphasis on good spacing and zoning with his Kinetic Card and Trick Card specials. He has high damage combo conversions on point with cards and supers, and his fast ground movement - combined with Cajun Strike - makes him tricky to pin down. He is also an excellent team player, with his α-assist being a projectile that causes a pseudo-capture state, letting some characters get conversions that would otherwise be totally impossible. If you like throwing cards, being generally hard to catch, and having the best damn cape animation in the business, then try your luck with Gambit.


"Don't mess with the Cajun!"
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 ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content=
{{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].
Gambit is a slippery character with an emphasis on zoning and playing with his throwing card specials. He generally does well in the middle slot, as he has a good assist with a strong safe DHC.
{{ProConTable
{{ProConTable
|pros=
|pros=
*'''High Damage:''' Gambit has excellent damage on point with the right connects, getting a couple of cards into his Royal Flush super can do outstanding damage for one bar.
* Is in MvC2
*'''Great Grounded Movement:''' Gambit's fast ground dash and Cajun Strike special allow him to zip across the screen to run away or approach.
*'''Team Player:''' Gambit's α-assist is a fantastic assist that allows for wonderful synergies. He also has a safe DHC in his Cajun Explosion.
|cons=
|cons=
*'''Inconsistent Combos:''' Gambit's combos, especially with cards, are a little tricky to land, and his Royal Flush super can do wildly different amounts of damage depending on where it connects on the opponent.
* Is in MvC2
*'''Meter Usage:''' Both supers are slow, and while one is a bit better for spamming, you still have to be careful as to when you decide to use it.
*'''Weird Air Normals:''' Gambit has a very high launcher, and his air normals have some strange hitboxes, making air chains a little trickier than usual to do.
}}
}}
}}
}}
|content2=
{{Content Box|content=
<center><youtube>re1IjZsUGtU</youtube></center>
}}
}}
}}
}}
{{Content Box|content=
<center><youtube>MRuhK4Ppuvw</youtube></center>
}}
}}
== Character Summary ==
== Character Summary ==
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves (Example)|content=
;Kinetic Card (Air OK)
;Fireball (Air OK)
*{{qcf}} + {{lp}} or {{hp}}
*{{qcf}}+{{p}}
;Trick Card
;Dragon Punch
*{{qcb}} + {{lp}} or {{hp}}
*{{dp}}+{{p}}
;Cajun Slash
;Hurricane Kick (Air Only)
*{{dp}} + {{lp}} or {{hp}} or {{lk}}+{{hp}}
*{{qcb}}+{{k}}
;Cajun Escape
*Charge {{d}}, {{u}} + {{p}} (Hold away from the wall to go to the opposite wall)
;Cajun Strike
*Charge {{d}}, {{u}} + {{k}} (Hold away from the wall to go to the opposite wall)
}}
}}
|content2=
|content2=
{{Content Box|header=Super Moves|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Royal Flush
;Beam Super (Mashable)
*{{qcf}} + {{lp}} + {{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Cajun Explosion
;Dragon Punch Super
*{{qcf}} or {{qcb}} + {{lk}} + {{hk}}
*{{dp}}+{{lp}}+{{hp}}  
;Hurricane Kick Super
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Projectile Type
;Type α - Expansion Type
*Assist: {{hp}} Kinetic Card
*Assist: {{hk}} Hurricane Kick
*Counter: {{hp}} Kinetic Card
*Counter: {{lk}} Hurricane Kick
*Combination: Royal Flush
*Combination: Hurricane Kick Super
;Type β - Expansion Type
;Type β - Projectile Type
*Assist: {{lp}} Cajun Slash
*Assist: {{hp}} Fireball
*Counter: {{lp}} Cajun Slash
*Counter: {{lp}} Fireball
*Combination: Royal Flush
*Combination: Beam Super
;Type γ - Launcher Type
;Type γ - Anti-air Type
*Assist: {{d}}+{{hp}}
*Assist: {{hp}} Dragon Punch
*Counter: {{d}}+{{hp}}
*Counter: {{hp}} Dragon Punch
*Combination: Royal Flush
*Combination: Dragon Punch Super
}}
}}
}}
}}


==Colors==
== Moves List ==
First row:  
 
*{{lp}}{{hp}}A1.  
=== Assists ===
Second row:
{{MoveData
*{{lk}}{{hk}}A2.
|image=MVC2 Psylocke QCF K 02.png
|caption={{hk}} Psyblade
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter=
|TeamHyperCombo=
|description= Assist description.
}}
}}<br>
 
{{MoveData
|image=MVC2_Cable_DP_P_02.png
|caption={{hp}} Psimitar
|name=Anti-air
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter=
|TeamHyperCombo=
|description= Assist description.
}}
}}<br>
 
{{MoveData
|image=MVC2_Cyclops_QCB_01.png
|caption={{hk}} Cyclone Kick
|name=Expansion
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter=
|TeamHyperCombo=
|description= Assist description.
}}
}}<br>
 
=== Normal Moves ===
(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.


[[Image:Mvc2-gambit.png]]
-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.


= Moves List =
-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.


== Normal Moves ==


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


{{MoveData
{{MoveData
|image= MVC2 Gambit 5Lp 01.png
|image=  
|caption= If only this was MvC1...
|caption=  
|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
|input= {{Lp}}
|input= 5{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 96: Line 145:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws out a small backhand strike. Less range than the animation suggests, but you really won't be hitting this button all that much outside of scrambles and attempting to anti-air.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 5MP 01.png
|image=  
|image2= MVC2 Gambit 5MP 02.png
|caption=  
|caption2= Looks like a nice counterpoke... oh. Right.
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
|input= {{mp}}
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 120: Line 167:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swats downward with his staff. Just a combo filler medium.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 5HP 01.png
|image=  
|caption= You'd definitely lose a tooth if you got hit by this irl
|caption=  
|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
|input= {{hp}}
|input= 5{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 143: Line 189:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swings horizontally with the staff. Causes a recoverable knockdown on hit. Nice for knocking the opponent backward for some breathing room, but completely useless for combos solo. However, the hitbox is very high up, which means it can whiff on some crouching characters. Also has the adverse effect of granting characters unfly, so be very careful with who you use this against.
  |description=  
}}
  }}
  }}
 
}}<br>
 
{{MoveData
{{MoveData
|image= MVC2 Gambit 5LK 01.png
|image=  
|caption= If only...
|caption=  
|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
|input= {{lk}}
|input= 5{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 166: Line 211:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a short knee. Other than it being tied for your fastest button, this is pretty much redundant with all the other lights.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 5MK 01.png
|image=  
|caption= Wow, nice poke! Would be a shame if it was inaccessible in neutral
|caption=  
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
|input= {{mk}}
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 189: Line 233:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a side kick. Just like 5MP, this is mostly just a combo filler medium.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 5HK 01.png
|image=  
|caption= Big ol' boot
|caption=  
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
|input= {{hk}}
|input= 5{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 212: Line 255:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a high kick. The shortest characters in the game can crouch underneath this hitbox. Generally a good high hitstun grounded ender into LP or LK+HP Cajun Slash, but needs some help for larger conversions.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2LP 01.png
|image=  
|caption= What if stand light punch, but lower?
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
|input= {{d}}+{{lp}}
|input= 2{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 235: Line 277:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a backhand strike, but this time while crouching. Tied for his fastest normal, and perhaps a bit better for scrambles due to it's smaller hurtbox.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2MP 01.png
|image=  
|image2= MVC2 Gambit 2MP 02.png
|caption=  
|caption2= Yeah you smack that floor Gambit
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
|input= {{d}}+{{mp}}
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 259: Line 299:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swing his staff downward, but crouching. Again, not much use outside of being a combo filler medium.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2HP 01.png
|image=  
|image2= MVC2 Gambit 2HP 02.png
|caption=  
|caption2= To the MOON!
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
|input= {{d}}+{{hp}}
|input= 2{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 283: Line 321:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swings upward with his staff. Your primary launcher, and combos after a Light>Medium string. Has a nice hitbox for coverage, so could be used for anti-airs, just adjust for its slower startup. Launches unusually high and vertically, making conversions awkward at first.
  |description=  
  }}
  }}
  }}
  }}<br>
 
 
{{MoveData
{{MoveData
|image= MVC2 Gambit 2LK 01.png
|image=  
|caption= Watch ya toes, mon ami
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LK
|linkname= 2LK
|input= {{d}}+{{lk}}
|input= 2{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 306: Line 343:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a low kick. Being a low, this is pretty important for Gambit, and also can confirm into launcher. Strangely a lot slower than his other lights, but still invaluable for confirming.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2MK 01.png
|image=  
|caption= WOW NICE POKE WOULD BE A SHAME IF IT WAS INACCESSIBLE IN NEUTRAL
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= 2MK
|input= {{d}}+{{mk}}
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 329: Line 365:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a longer range low kick. Yet another combo filler medium, but this one is good because it's a second low and still allows for a confirm into launcher.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2HK 01.png
|image=  
|caption= Didn't want that combo anyway
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
|input= {{d}}+{{hk}}
|input= 2{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 352: Line 387:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit's sweep. Not really a big reason to be hitting this one, except at near the tip ranges of 2MK where it's the only ender. A cancel into HP Cajun Slash can OTG after this if they don't tech roll, otherwise no conversion is available.
  |description=  
}}
  }}
  }}
}}<br>




==== Air Normals ====
==== 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 [[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 Gambit j.LP 01.png
|image=  
|caption= ANOTHER ONE?!
|caption=  
|name= Jumping Light Punch
|name= Air Light Punch
|linkname= j.LP
|linkname= j.LP
|input= j.{{lp}}
|input= j.{{lp}}
Line 376: Line 420:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Yet another quick backhand strike. Mainly just for air combos, but has some nice active frames so could potentially be used for air-to-air purposes.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.MP 01.png
|image=  
|image2= MVC2 Gambit j.MP 02.png
|caption=  
|caption2= I'll be honest this one's just ok
|name= Air Medium Punch
|name= Jumping Medium Punch
|linkname= j.MP
|linkname= j.MP
|input= j.{{mp}}
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 400: Line 442:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A swat upward in the air. Not really useful outside of combo filler.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.HP 01.png
|image=  
|caption= Brain damage
|caption=  
|name= Jumping Heavy Punch
|name= Air Heavy Punch
|linkname= j.HP
|linkname= j.HP
|input= j.{{hp}}
|input= j.{{hp}}
Line 423: Line 464:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A jump attack with a juicy hitbox. Your go-to air-to-ground attack, and can chain into j.HK afterward for an additional hit. Try superjumping and whiff cancelling this into Kinetic Cards for a sequence that may be tough to get in on. Pretty good, though Gambit isn't really able to abuse this as much as he'd like to.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.LK 01.png
|image=  
|caption= Crouch light kick, in the air!
|caption=  
|name= Jumping Light Kick
|name= Air Light Kick
|linkname= j.LK
|linkname= j.LK
|input= j.{{lk}}
|input= j.{{lk}}
Line 446: Line 486:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A kick with some ok range. Generally going to be used as combo filler, but could be used as an air-to-air like j.LP.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.MK 01.png
|image=  
|caption= Sonic the Hedgehog lookin' ahh
|caption=  
|name= Jumping Medium Kick
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
|input= j.{{mk}}
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 469: Line 508:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= An upward kick. Also mainly combo filler.
  |description=  
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.HK 01.png
|image=  
|caption= Stanky foot
|caption=  
|name= Jumping Heavy Kick
|name= Air Heavy Kick
|linkname= j.HK
|linkname= j.HK
|input= j.{{hk}}
|input= j.{{hk}}
Line 492: Line 530:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A horizontal kick. This one's not really as good for jumping in, as it doesn't have a low hitbox. Generally a button you don't hit outside superjumping and whiffing to build meter or chaining after j.HP.
  |description=  
}}
  }}
  }}
}}<br>


==== Command Normals ====


=== Universal Mechanics ===
{{MoveData
{{MoveData
|image= MVC2 Gambit 2HP 01.png
|image=  
|caption= Literally a worse version of 2HP
|caption=  
|name= Launcher
|name= Direction + Button Name
|linkname= 3HP
|linkname=  
|input= {{df}}+{{hp}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 515: Line 555:
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swings upward with his staff. The same as 2HP with the same damage, except it's lacking it's second hitbox, making it far worse for coverage with literally no benefits. Don't ever do this.
  |description=  
}}
  }}
  }}
}}<br>




== Special Moves ==
 
=== Universal Mechanics ===


{{MoveData
{{MoveData
|image= MVC2 Gambit Ground QCF P.png
|image=  
|image2= MVC2 Gambit Air QCF P.png
|caption=  
|caption2= Did anyone else think he said "credit card"
|name= Universal Launcher (Punch)
|name= Kinetic Card
|linkname= Universal Launcher (Punch)
|linkname= QCF+P
|input= 3{{hp}}
|input= {{qcf}} + {{lp}} or {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property= Launcher (high)
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit holds up some glowing playing cards, then flings them across the screen. The hitbox going across the screen is invisible - on the ground, the cards fly horizontally, in the air they fly down at a 45 degree angle. On hit these hold the opponent in place for a while, allowing for some conversions. This special slows your momentum in the air, which can let you stall for time for a bit. The light version starts faster and ends slower, heavy starts slower and ends faster. An integral part of Gambit gameplay is throwing a bunch of cards, so get used to doing these in all kinds of situations.
  |description= Every character has at least one of the two, sometimes both.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit Ground QCB P.png
|image=  
|caption= Out of my sky, pest!
|caption=  
|name= Trick Card
|name= Universal Launcher (Kick)
|linkname= QCB+P
|linkname= Universal Launcher (Kick)
|input= {{qcb}} + {{lp}} or {{hp}}
|input= 3{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property= Launcher (away)
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit holds up some glowing playing cards, then flings them upward across the screen at a 45 degree angle. The hitbox going across the screen is invisible. Not possible to do in the air, unlike Kinetic Card. Still very nice for controlling the air space. You'll probably be doing this more than normal Kinetic Card because it's such a good angle to cover, so this is a move not to be forgotten about.
  |description= Every character has at least one of the two, sometimes both.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit DP LP 01.png
|image=  
|caption= Smack that guy over there!
|caption=  
|name= LP Cajun Slash
|name= Throw (Punch)
|linkname= DP+LP
|linkname= Throw (Punch)
|input= {{dp}} + {{lp}}
|input= 6{{hp}} // 4{{hp}} near opponent
|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= Gambit lunges forward and swipes quickly with his staff. Your most consistent combo ender on the ground that actually gives a knockdown, and combos from all of your lights and chains. If you're not sure what will hit, this will.
  |description= Every character has at least one of the two, sometimes both.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit DP HP 01.png
|image=  
|image2= MVC2 Gambit DP HP 02.png
|caption=  
|image3= MVC2 Gambit DP HP 03.png
|name= Throw (Kick)
|caption3= Smack that guy a few times!
|linkname= Throw (Kick)
|name= HP Cajun Slash
|input= 6{{hk}} // 4{{hk}} near opponent
|linkname= DP+HP
|input= {{dp}} + {{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= Gambit hops into the air and swipes a few times with his staff. Less combo friendly than LP Cajun Slash. The first hit can OTG off sweep, and does some nice damage, though it's hard to find a good time to use this.
  |description= Every character has at least one of the two, sometimes both.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit DP HP 02.png
|image=  
|image2= MVC2 Gambit DP LKHP 02.png
|caption=  
|image3= MVC2 Gambit DP LKHP 03.png
|name= Air Throw (Punch)
|caption3= I didn't even know this was a thing
|linkname= Air Throw (Punch)
|name= LK+HP Cajun Slash
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|linkname= DP+LK+HP
|input= {{dp}} + {{lk}} + {{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= Gambit does a three hit staff combo, but stays grounded. Good for combos, but not as consistent as LP Cajun Slash. Also no conversions to supers again, so this one is fine but nothing special.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit Charge Jump.png
|image=  
|image2= MVC2 Gambit Charge P Attack.png
|caption=  
|caption2= *ST Claw voice* YEOOoooOOOW!
|name= Air Throw (Kick)
|name= Cajun Escape
|linkname= Air Throw (Kick)
|linkname= Charge D, U+P
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|input= Charge {{d}}, {{u}} + {{lp}} or {{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= Gambit jumps away to the wall, then flips off of it to dive toward the opponent. Which direction you press up determines what wall you jump to. Pressing straight up jumps to the wall in front of you. Pressing away from the wall while you're on it allows you to jump to the other wall and jump off that one. You can press a punch button during this flip at any time to perform the attack. The attack portion is gimmicky, but works well as an escape option and to get around things that may trouble some characters.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit Charge Jump.png
|image=  
|image2= MVC2 Gambit Charge K Attack.png
|caption=  
|caption2= DIIIIVEKICK, THE MOST AMAZING FIGHTING GAME EXPERIENCE ON THE PLANET
|name= Raw Tag
|name= Cajun Strike
|linkname= Raw Tag
|linkname= Charge D, U+k
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= Charge {{d}}, {{u}} + {{lk}} or {{hk}}
|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= Gambit jumps away to the wall, then flips off of it to divekick toward the opponent. Which direction you press up determines what wall you jump to. Pressing straight up jumps to the wall in front of you. Pressing away from the wall while you're on it allows you to jump to the other wall and jump off that one. Unlike Cajun Escape, once you have decided to jump again or not, you will automatically followup with a divekick off the wall. The LK version dives closer to the wall, the HK version dives further from the wall. This attack is a bit better than Cajun Escape, and allows Gambit to stuff some things that may be tricky to otherwise.
  |description=  
}}
  }}
  }}
 
}}<br>
 
== Hyper Combos ==


{{MoveData
{{MoveData
|image= MVC2 Gambit QCF PP.png
|image=  
|caption= We're playing 52 card pickup, and YOU'RE the one to do it!
|caption=  
|name= Royal Flush
|name= Snap Back
|linkname= QCF+PP
|linkname= Snap Back
|input= {{qcf}} + {{lp}} + {{hp}}
|input= {{qcf}} + A1 / A2
|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= Gambit crouches down, then throws a bunch of kinetic cards at the enemy, trapping them in place. Gambit snaps his fingers and the cards explode. Does pretty good damage for a level 1, and is very DHC friendly if you can set it up. Can vary in damage quite a bit depending on where the opponent gets hit by the cards, but overall this is a great damage engine super.
  |description=  
  }}
  }}
  }}
  }}
=== Special Moves ===


{{MoveData
{{MoveData
|image= MVC2 Gambit Air QCF P.png
|image=  
|image2= MVC2 Gambit Explosion Pillar.png
|caption=  
|caption2= Magnetic Shock- wait no, wrong character
|name= Special Move Name
|name= Cajun Explosion
|linkname= Special Move Name
|linkname= QCF+PP
|input= Motion + Button Icon
|input= {{qcf}} or {{qcb}} + {{lk}} + {{hk}}
|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= Gambit flips to the wall, then throws some Kinetic Cards into the ground, which explode into pillars of energy which cross the screen. Depending on which way you input the quarter-circle, Gambit will jump to the wall the motion ended on. (i.e., QCF jumps to the wall in front, QCB jumps to the wall behind) Slow to start up, but screen clearing and does pretty good damage for a level 1. As the startup is skipped in a DHC and Gambit recovers very quickly, this works very well as a safe DHC for swapping out.
  |description=  
}}
  }}
  }}
}}<br>


=== Hyper Combos ===


== Variable Assists ==
{{MoveData
{{MoveData
|image= MVC2 Gambit Ground QCF P.png
|image=  
|caption= Type α
|caption=  
|name= Projectile Type
|name= Hyper Combo Name
|linkname= A1//A2
|linkname= Hyper Combo Name
|input= A1//A2
|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= Gambit holds up some glowing playing cards, then flings them across the screen. The hitbox going across the screen is invisible as the cards fly horizontally. On hit these hold the opponent in place for a while, allowing for conversions with the point character that would not be possible otherwise. Does excellent damage and allows for INCREDIBLE new combos and mixups. By far Gambit's best assist, and you should almost always be choosing it.
  |description=  
}}
  }}
  }}
}}<br>




{{MoveData
|image= MVC2 Gambit DP LP 01.png
|caption= Type β
|name= Expansion Type
|linkname= A1 // A2
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= -
|Special Property= -
|Cancel= -
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Gambit lunges forward and swipes quickly with his staff. A pretty mediocre assist, as it doesn't really add a whole lot to a team to use it, and card assist is just so, SO much better. Unless you have something really juicy in mind, stick to card assist.
}}
}}


== Other ==


{{MoveData
{{MoveData
|image= MVC2 Gambit 2HP 01.png
|image=  
|image2= MVC2 Gambit 2HP 02.png
|caption=  
|caption2= Type γ
|name= Direction + Button Name
|name= Launcher Type
|linkname=  
|linkname= A1 // A2
|input= Direction + Button Icon
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 804: Line 813:
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swings upward with his staff. There is quite literally no reason to pick this. Do not bother.
  |description= aaa
}}
  }}
  }}
}}<br>




= The Basics =


== Beginner Overview ==
=== Taunt ===
static image goes here, unless youre jin or something




== Advanced Overview ==


=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


==Bread-and-Butter Combos==
[[Image:Mvc2-captainamerica.png]]


= Advanced Strategy =


{{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