Marvel vs Capcom 2/System: Difference between revisions

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Marvel vs Capcom 2, like all fighting games has a series of basic commands you use to control your characters actions.  These vary from normal moves, through special moves, to team moves or even ones with their own special abilities. Some of these commands are free, however others come at a cost of one or even five stocks of your super meter.
This page will detail the basic system mechanics available to all characters in Marvel vs Capcom 2. Much of this information can also be found in Andor's video guide.


== Video Overview ==
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<youtube>YkQ7TpbfYL4</youtube>
== Movement ==
On the ground, every character is able to walk in both directions. Characters are also able to dash by either double-tapping the desired direction (66 or 44), or pressing the desired direction alongside both punch buttons (6PP or 4PP). Dashing can be cancelled by almost any action, including any attack, jumping, crouching or even a dash of the opposite direction. The flexibility of dashes also allow for movement techniques such as '''wavedashing''' - watch [https://www.youtube.com/watch?v=dzQ8lLDB8Aw this video by G Conceptz] to learn more.
 
Characters are also able to jump by tapping any upward direction, as well as super jump by pressing any downward direction before jumping. Normal jumps and superjumps have a number of different properties which are worth noting.
 
Normal jumps:
* Travel less overall vertical and horizontal distance compared to superjumps
* Only allow for one aerial action before landing
* Allow for assist calls
* Cannot be used to cancel attacks
* Impart more restrictive combo properties to attacks, ie normal jump attacks cannot trigger flying screen, and normal jump special moves cannot cancel into Hyper Combos.


By comparison, superjumps:
* Travel a greater overall vertical and horizontal distance than normal jumps, and also allow for further horizontal control via aerial drift (performed by holding 4 or 6 during a superjump)
* Allow for an unlimited number of aerial actions before landing
* Do not allow for assist calls
* Can be used to cancel certain attacks
* Often allow for much greater combo possibilities


==Do make sure to take a good look at the [[Marvel vs Capcom 2/Controls|Controls]] page for information that will help you on this page!==
These movement mechanics are also augmented by character-specific movement options, such as Magneto's eight-way airdash, Storm's float or Sentinel's flight.


== Team Systems ==
== Team Systems ==
===Crossover Assists===
In Marvel vs Capcom 2, players select teams of three characters to take into a match with them. A game ends when all three of a player's characters has been defeated, or when time runs out. If a game runs to time, the player with the largest overall remaining life total will win.
 
=== Switching Characters at the Vs. Screen ===
The order in which the player picks their team can be altered during the "Vs." screen.  By holding down A1, the player can swap the first and second characters shown during the loading screen. Holding down A2 results in swapping the first and third characters shown during the loading screen.  Holding down both assist buttons swaps the second and third characters.
 
==== First Attack Glitch ====
In the arcade and Dreamcast versions of the game, switching the point character at the versus screen will enable a glitch which allows for inputs to be buffered at round start simply by holding down the input. Buffering the input in this way will cause the input to be executed on the first possible frame after the game starts - this is extremely common with characters that have exceptionally fast attacks, such as Magneto and his 1F 2LK.
 
Note that this input glitch applies to all available inputs, so you can also [https://www.youtube.com/watch?v=qVCeEAOO69A glitch directional inputs] which lets you superjump almost immediately.
 
=== Recoverable Life ===
When a character takes damage, a portion of that damage will be left as recoverable life (referred to as "red life"). This red life will be recovered passively whenever the character is not in play. If a character has red life remaining when they are tagged in, either via raw tag or via Snapback, they will lose whatever red life they had at the time. Switching out characters via Delayed Hyper Combo will not have this effect.
 
=== Crossover Tag ===
It is possible to perform a Crossover Tag (also called a "raw tag") while on the ground by pressing LP+LK to switch to the second character in the team order, or by pressing HP+HK to switch to the third character in the team order. Raw tag will cause the point character to briefly pose while gaining invincibility before jumping out, while the selected character jumps into the fight with one of their jumping normals, at which point they will also perform a short taunt after landing. These raw tag attacks will always track to wherever the opponent's point character was at the time the tag was input. 


A1 / A2
Raw tags see some situational use both offensively and defensively. They are treated as special moves for move cancelling purposes, so they can be cancelled into from normal attacks, and will also launch the opponent high into the air on hit (assuming the opponent isn't knocked down), all of which can make raw tag an occasional combo starter or extender. At the same time, the invincibility on startup allows raw tag to be used as a reversal option, though this can be very risky due to raw tags being very punishable on block and whiff.
While your main four buttons control your character's attacks, you also have two buttons in the third column that call one of your partners on screen to help out! The top right button controls Assist 1, the second character in the list, and the bottom right button controls Assist 2, the third character. While on character select, you pick three characters as well as an assist type for each one. The assist type chosen determines what your partners will do when you press their respective Assist button. Crossover Assists come in various shapes and forms, but are usually Special Moves. Crossover Assists aren't instant, as the characters take a while to jump in from offscreen, so keep the delay in mind as you start learning timings for assist calls. You can call assist as much as you like while the character is alive, but don't over-use your assists either, as they're still vulnerable to attack from the opponent! Assists can be hit before they even perform their assist (for 1 frame, as they land), during their assist (unless they are invincible), and after the assist, depending on much recovery the assist has, '''plus''' the posing animation they do once they're done. While assists are on screen, their passive recovery of red health will stop until they are off-screen again and their health bar flashes with the 'ASSIST OK' prompt. If you need your teammates to heal up, let them rest and buy them some time!


While the game does have [https://glossary.infil.net/?t=Negative%20Edge Negative Edge] for Specials and Hypers, the assist buttons work like normal attacks.  What this means is that your partners won't come out if you press and hold their button (for too long).  Always make sure that you press and release the button to ensure your assist comes out.
=== Variable Assists ===
The defining feature of Marvel vs Capcom 2, Variable Assists (referred to as simply 'Assists') are where most of the magic of the game happens. When selecting a character, players will also be prompted to select that character's assist type, which will determine what attack they will perform when called as an assist. In-game, assists are called by pressing either the A1 or A2 button. A1 will call the second character in the team order, while A2 will call the third character in the team order. Calling an assist will cause that character to jump into play, perform their move, and then strike a pose before jumping off-screen.


Assists define almost everything about how neutral, offense and defense function in Marvel vs Capcom 2, so understanding how to use them and how they interact with everything around them is critical to success.


====Assist Types====
====Assist Types====
 
Each character has 3 distinct Assist Types, listed in-game as α, β and γ. While the specific move indicated by any given assist is not noted in-game, character movelists will make note of which assist attacks each character has access to. In the game itself, however, each available assist option is signified by a broad "assist type" category. These categories are outlined below:
Each character has 3 distinct Assist Types, listed in-game as α, β and γ. [[User:Waffles_ns/sandbox|list of each character's assists, in order]]. Here's a general breakdown of how each one usually behaves, and examples to help. The name and color serve no functional purpose, they merely help distinguish the options from each other. Those with a keen eye may notice that the assist type chosen [[Marvel vs Capcom 2/HUD|changes the color your character's health gradients to!]]


* Projectile: A ranged, usually horizontal shot or beam, like [[Ryu (MvC2)|Ryu]]'s Hadoken.
* Projectile: A ranged, usually horizontal shot or beam, like [[Ryu (MvC2)|Ryu]]'s Hadoken.
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* Enhance: Creates a pickup that improves the active character's offense or defense for a short time. [[Ruby Heart (MvC2)|Ruby Heart]] and [[Amingo (MvC2)|Amingo]] are the only ones with Enhance assists!
* Enhance: Creates a pickup that improves the active character's offense or defense for a short time. [[Ruby Heart (MvC2)|Ruby Heart]] and [[Amingo (MvC2)|Amingo]] are the only ones with Enhance assists!


 
==== Assist Restrictions ====
==== Assist Calling Restrictions ====
There are a number of rules and restrictions to when it is possible to call an assist:
* Assists can be called when your character is actionable (not in hitstun or blockstun) while grounded or when in the Normal Jump state.
* Assists can be called when your character is actionable (not in hitstun or blockstun) while grounded or when in the Normal Jump state.
* You can't call out an assist when in the Super Jump state.
* You can't call out an assist when in the Super Jump state.
* Assists can be called when attacking with grounded normals (or aerial normals, when in the Normal Jump state).
* Assists can be called when attacking with grounded normals (or aerial normals, when in the Normal Jump state).
* You can't call out an assist during Special Moves nor Hyper Combos.
* You can't call out an assist during Special Moves nor Hyper Combos.
* You can't call an assist that has been snapped out until the red X over their life bar goes away.  Their life bar will briefly flash "ASSIST OK!" when they are enabled again. They also won't heal until the X goes away.
* You can't call an assist that has been snapped out until the red X over their life bar goes away.  Their life bar will briefly flash "ASSIST OK!" when they are enabled again.
* Once an assist hits during a combo, you may not call another assist again in that combo. Vidness says that his "triple assist" combo exploits the glitch whereby an assist that is the same as the point character does not get counted as an assist. You can also call the assist multiple times '''before''' the first hit of the combo, which can let [https://www.youtube.com/watch?v=qWQIuyLxzhY the assist hit multiple times in some combos].
* Once an assist hits during a combo, you may not call another assist again in that combo. Vidness says that his "triple assist" combo exploits the glitch whereby an assist that is the same as the point character does not get counted as an assist. You can also call the assist multiple times '''before''' the first hit of the combo, which can let [https://www.youtube.com/watch?v=qWQIuyLxzhY the assist hit multiple times in some combos].


==== Punshing Assists ====
==== Punshing Assists ====
At any point, during their animation (barring any invincibility granted by certain moves), assists can be hit and will try to leave as soon as they recover and hit the ground. If juggled, they can be hit infinitely until death. You will want to protect your assists, or you will lose.
At all points during their animation (barring any invincibility granted by certain moves), assists maintain all their normal hurtboxes, leaving them able to be punished. Assists are often at a far greater risk than point characters are due to two key factors: one is that assists are incapable of flipping out of hitstun the way that point characters are, meaning that combos that would otherwise be impossible are possible to perform on assist characters; the other is that combos on assists are not subject to combo damage scaling like they would be on point characters - in other words, each hit of a combo on an assist character will deal its full damage, no matter what. This makes assist punishes especially deadly.


Depending on the character, sometimes it can be worth considering less useful assists that put them at less risk when called, especially if they have low defense. You may find unique use cases for your alternative! Experimenting with your team assist loadout and character order can put give you new perspectives on different parts of them.
== Offensive Systems ==
 
=== Throws ===
==== Switching Characters at the Vs. Screen ====
Throws are performed by pressing 4/6HP (and/or 4/6HK, depending on the character) while close to the opponent. Throws universally impact on frame 1, but due to their low reward and inability to consistently beat meaty attacks, they don't see much use barring some exceptional characters.
The order in which the player picks their team can be altered during the "Vs." screen.  By holding down the assist 1 button, the player can swap the first and second characters shown during the loading screen. Holding down assist 2 results in swapping the first and third characters shown during the loading screen.  Holding down both assist buttons swaps the second and third characters.
 
==== The First Attack Glitch ====
By swapping your starting character during the Vs. screen you activate a glitch.  Once activated it allows you to hold any of the four attack button and when the fight begins, if it's still held those attack buttons will automatically come out.  Bear in mind though it is said a perfectly timed attack is more accurate than using this glitch, so don't always expect to get away with it at high level play.


Typically it is most advantageous to 'glitch' something very quick such as Magneto's 1-frame cLK, but you can also glitch a dash (2P - you can glitch either a forward or back dash), a switch-in (LP+LK or HP+HK), or a button-only special move such as Storm's Lightning Attack.
Throws can be softened (referred to in-game as a "Tech Hit") by inputting a throw as the player character is thrown. This will reduce the throw's damage and often prevent it from knocking down, instead returning the character to a normal jump state.


Note that this input glitch applies to all available inputs, so you can also [https://www.youtube.com/watch?v=qVCeEAOO69A glitch directional inputs] which lets you superjump almost immediately.
== Offensive Systems ==
=== The Magic Series ===
=== The Magic Series ===
In Marvel vs. Capcom 2, you have six buttons, four of which control your point character's normal moves, being the first two columns. The top two are your Light and Heavy Punches and the bottom two are your Light and Heavy Kicks. The light attacks act a bit differently from the heavy attacks. In previous Marvel/Versus titles, you had six normal attacks: light/medium/heavy punches and kicks.  It may look like Medium attacks got cut, but what they've done this time around is combined the Light and Medium attacks into one button. In most cases, pressing a Light button makes a Light attack come out, but if you press a Light button after a previous Light* makes contact, a Medium attack will come out. It is not possible to use Medium attacks unless a previous Light* attack has connected with an opponent, on block or hit.
Every character in Marvel vs Capcom 2 is capable of chaining normal attacks together in a sequence known as the "Magic Series". Magic series chains follow a basic order of allowing chains from any weaker normal to a higher-strength normal, as well as chaining from punch to kick normals of the same strength:
 
To make the Versus series more fast-paced and combo dependent, they added a feature that is known as the Magic Series. The Magic Series is a combo 'guideline' of sorts that allows you to cancel between normal moves from weak to strong to create large, multiple hit combos. It has been in every Marvel/Versus game to date, and has even been used in other Capcom titles. The Magic Series attack sequence is as follows:


  {{ LP > LK > MP > MK > HP > HK }}
  {{ LP > LK > MP > MK > HP > HK }}


The game allows you to chain all six attacks together in one combo. Unfortunately, not every character can do this full six-piece combo, but the rule still applies across the cast in other forms. Different characters have different 'types' of the Magic Series:
While this is the basic framework for how normal chains function, this is not universal. Rather, every character will have access to one of three different types of Magic Series chain:
 
- there's the 'Hunter' chain of two-Lights > two-Mediums > two-Heavies (input as LP > LK > LP > LK > HP > HK) which is the most common, like [[Ruby Heart (MvC2)|Ruby Heart]],
 
- the 'Marvel' chain of one Light, one Medium, one Heavy (input as Lx > Lx > Hx) which is what most of the rest of the characters have, like [[Cable (MvC2)|Cable]],
 
- and the '2-Hit' chain of one Light into either one Medium OR one Heavy (input as Lx > Lx OR Lx > Hx) which only a few characters have, like [[Venom (MvC2)|Venom]].
 
In the air, it's not always possible to combo two Heavy attacks, because air Heavies tend to knock down thanks to Flying Screen. Visually, the air HP will send them to the ground, causing the following air HK to [[Glossary I-Z#Whiff|whiff]]. But depending on the character and their moves, sometimes delaying the inputs can allow for all six hits (and more damage!)
 
{{ LP > MP > HP }}
{{ LK > MK > HK }}
{{ LP > LK > MP > HP}}
{{ LP > MP > MK > HK}}
 
Here are some examples of what you can do with the Magic Series. Although it has to be in on order, it's lenient enough to allow you to skip out attacks in the series of six, so you can shorten it to five, four, three or even two attacks. As long as it goes in the order of Light > Medium > Heavy with Punches > Kicks, it will generally be allowed.
 
=== Snap Back ===
'''QCF+ A1 / A2'''
 
Snap Backs are attacks that will cause the character hit to leave the screen and another to come in (depending on which button you used) in exchange for 1 Hyper bar. The snap back makes whoever you snapped out unable to be called nor switched to for a few seconds. You also cannot DHC into nor Variable Counter into the snapped out character. Some snaps have very good reach and speed. Others might have speed but the range is very bad. If you land a snap on your opponent's assist, instead of leaving the screen, their body stays in play. If you snap your opponent's character while their assist is on screen, your opponent has to sit and watch while you have the opportunity to attack their assist. If you snap your opponent's character AND their assist, that's a [https://www.youtube.com/watch?v=Fpa6wPa9MVA Double Snap], and with the right follow-up, you can kill their assist uncontested.
 
 
====Snap oddities====
The A2 snap back causes strange effects for some characters:
*Gambit does A2 snap back and right after a Cajun Strike (make sure he goes to the left wall) and he’ll fly out of the screen.
*Ruby Heart does a phantom and before it comes out does a snap back (a2) and if the phantom doesn’t hit anyone it will cause the other person to go into block animation even when there is nothing on screen.


There is a bug that happens with Snap Backs with the A2 button, where if you counter with assist two while the 'x' is still on your name you will disappear and hop back (the animation of a counter) as if you were leaving but instead stay on screen in addition to that you become invisible and semi-invincible. A general rule for invisibility is that you have it as long as your character doesn’t come back to standing animation after doing a move. So say you were Doom and you were invisible and you did his S.LP after the move was finished he would go into standing animation and that is when he will be visible. Also, jumping requires you to go through standing animation so it will cause become visible. As for the semi-invincibility, some characters are safe from being hit low or high, and some characters, both. The characters that have immunity from high and low attacks can only be hit if they move and turn visible again or if the other character causes them to turn around.
*'''Hunter Chain:''' Allows a full six-normal chain (LP > LK > MP > MK > HP > HK)
Snap backs can cause things to hit more than they should. For instance Cyclops does a LP Optic Blast and right before it hits the other character performs a snap back, if timed right the Optic Blast will hit more than it should. A snap back kills frames and this affects characters in strange ways some will lose the frames of when their move hits others will get extra hits for their moves.


=== Delayed Hyper Combo ===
*'''Marvel Chain:''' Allows chaining only from weak normals to strong normals (L > M > H)
A Delayed Hyper Combo (DHC) is when you cancel the super attack of your point character with a super from the next character.  The classic MvC2 example is hitting the opponent with Storm's Lightning Storm super and then DHC'ing (canceling) that late into Sentinel's Hyper Sentinel Force.  You can DHC up to twice in the same super sequence: the normal super screen background is blue, the first DHC screen background is green, and the second and final DHC screen background is red.  You cannot reuse the same character in a DHC sequence: to DHC twice you would need all three characters alive.


If a character on your team has been hit by a Snap Back, and their health bar is crossed out, they cannot be used in a DHC.
*'''2-Hit Chain:''' Allows light normals to chain only to medium or heavy normals, but not in sequence (L > M or L > H).


====Super Flash Glitch====
The order of Hunter Chains and Marvel Chains are not strict, in the sense that while they allow for full chain sequences, any step in the chain sequence can be skipped, so long as the basic order of the chain is followed.
During the super flash screen the game pauses characters for about four frames but projectiles advance.  This four frame kill most notably lets [https://www.youtube.com/watch?v=LgVEnzeJ95A Magneto combo hyper grav into Magnetic Tempest].  Additionally, if the super flash starts on exactly the frame that an assist hits, [https://youtu.be/tjUpzgppc6Q  that assist will hit twice]. ([https://archive.supercombo.gg/t/wierd-glitch-i-found-in-mvc2-commandos-aa-hits-twice-in-a-combo-for-2x-the-damage/9110 Further discussion on SRK.])


=== Team Hyper Combo ===
=== Air Combos ===
A1+A2
Air Combos (known in Japanese as "Aerial Raves") are the most common way for characters in Marvel vs Capcom 2 to structure their combos, alongside use of the Magic Series. Air Combos largely revolve around the use of superjumps - as noted in the Movement section, superjumps often allow for chains and cancels that would not be possible from a normal jump. Almost every character in the game has access to at least one move which will launch the opponent into the air - on hit, holding an upward direction will cancel the launcher into a superjump, allowing the use of an air combo.
The Team Hyper Combo (THC) is an attack used by pressing both assist buttons at the same time when your character is on the ground and actionable. It can be activated with a minimum of 1 Hyper meter level, and can use as many super levels as you have characters left on your team (up to 3).  For each super meter consumed, one character is activated, from top to bottom. The activated characters then perform their designated Team Hyper Combo super, as determined by the assist selected.


Even if you have five meters but only one character left, only one super level will be consumed and your point character will do their THC super.  If you have two meters but three characters, only your first two characters will do their THCs.
==== Flying Screen ====
 
Attacks that are flagged as air combo "enders", such as heavy normals during superjump, as well as some Hyper Combos, will trigger a state known as "Flying Screen," so called because it causes the defending character to "fly" back down to the ground at high speeds. Attacks that trigger Flying Screen are notable primarily due the fact that Flying Screen knockdowns disable the defender's ability to tech roll, which can create highly advantageous situations for the aggressor, including guaranteed okizeme and even niche combo extensions. These combo extensions rely on the use of an exploit known as '''FSD''' (standing for "Flying Screen Deterioration"), which will be detailed on the [[Marvel vs Capcom 2/Esoterics|Esoterics]] page.
THCs are generally derided but are useful for:
* Accessing super moves the character can not perform normally.  Examples are [[Zangief (MvC2)|Zangief's]] Mega Lariat, [[Rogue (MvC2)|Rogue's]] Rushing Punches, [[Servbot (MvC2)|Kobun's]] Walking Forward Kobun, [[Spiral (MvC2)|Spiral's]] one-level Transforming Punches.
* Accessing a super for the other character without requiring a switchout.  This is commonly popular when [[Captain Commando (MvC2)|Captain Commando]] is on your team: you can use the THC to attempt to punish super-jumping characters who are not in block with Commando's Captain Sword.
* Heavy damage.  This was popularized via "one hit kill" teams such as [[B.B.Hood (MvC2)|BB Hood]] / [[Juggernaut (MvC2)|Juggernaut]] / [[Captain Commando (MvC2)|Captain Commando]] : the tactic is to build three meters and get one clean shot on your opponent.
* Trickery.  Since it takes one hit per character to stop them from performing their part in the super barrage, if one character is going to eat the hit, the other characters will continue the THC and possibly deal out the damage you need.
 
As you should be able to see, the THC is not generally of great use, but can be an effective tactical addition to your game if your character/team has a good THC.  For [[Psylocke (MvC2)|Psylocke]] or [[Tron Bonne (MvC2)|Tron]] based teams you would likely never want to use your THC, but for Commando-based teams it's of high occasional value.  For low tier teams, it may be a critical gimmick for your team.
 
If a character on your team has been hit by a Snap Back, and their health bar is crossed out, they cannot be used in a THC.


== Defensive Systems ==
== Defensive Systems ==
Marvel vs Capcom 2 continues the defensive logic originated in Street Fighter 2 and evolved throughout the Vs series of games.
=== Blocking ===
 
Attacks in Marvel vs Capcom 2 are blocked by holding a directional input away from your opponent - 1, 4 and 7 are all valid inputs. Hold 4 to block all mid and high attacks; hold 1 to block all mid and low attacks. Most attacks can be blocked while airborne, which allows for '''chicken-blocking''' - holding 7 to jump and begin blocking airborne as soon as possible.
===Blocking===
To prevent or minimize damage from an attack, you need to block it appropriate to that attack.  Attacks can be normal, high, low, or jumping.  Blocks can be low or standing (normal). A low attack must be blocked low.  A normal attack can be blocked either low or standing.  A high or jumping attack must be be blocked standing / normal.
 
==== Guard Break ====
In Marvel vs Capcom 2, it is only possible to perform one aerial action per aerial period during a normal jump. After this aerial action has been expended, the player character cannot perform any more aerial actions until returning to a grounded state. Blocking counts as an aerial action in this instance, so while in a normal jumping state, if the player enters and then exits blockstun, they will not be able to block a follow-up attack before touching the ground. This can be used to set up highly practical '''Guard Break''' situations that allow for guaranteed offense or even combos, and is particularly powerful when used against an incoming character, since the incoming state is treated as a normal jumping state.


==== Advancing Guard ====
==== Advancing Guard ====
Advancing Guard (referred to colloquially as "pushblocking") is a universal defensive system that can be used by pressing both punch buttons while in blockstun. It is possible to pushblock attacks both on the ground and in the air.  
Advancing Guard (referred to colloquially as "pushblocking") is a universal defensive system that can be used by pressing both punch buttons while in blockstun. It is possible to pushblock attacks both on the ground and in the air.  


A successful pushblock will trigger a unique sound and special effect around the front of your character, and will push the opponent a set distance away from you. Pushblocking will only create distance when blocking attacks from the opponent's point character; pushblocking an assist attack will not result in any extra pushback. Notably, the "pushing" effect of pushblock only affects the player whose attack was blocked, meaning that if the player pushblocks an attack from an opponent who is in the corner, the pushblock will somewhat counter-intuitively negate the pushback of any attack. Performing a pushblock in the air will hold the player character in the air for a period of time, allowing it to be used to delay the player's landing from an airborne situation.
A successful pushblock will trigger a unique sound and special effect around the front of your character, and will push the opponent a set distance away from you. Pushblocking will only create distance when blocking attacks from the opponent's point character; pushblocking an assist attack will not result in any extra pushback. Notably, the "pushing" effect of pushblock only affects the player whose attack was blocked, meaning that if the player pushblocks an attack from an opponent who is in the corner, the pushblock will (somewhat counter-intuitively) negate the pushback of any attack. Performing a pushblock in the air will hold the player character in the air for a period of time, allowing it to be used to delay the player's landing from an airborne situation.
 
It's possible to very slightly delay your pushblock past an attack's regular blockstun, but this depends on the length of time it takes for your character to leave their blocking animation. The length of this animation differs between characters: for instance, Cable takes 23 frames to leave his blocking animation after blockstun ends, while Cyclops only takes 4 frames to leave his blocking animation. Practically speaking, this means that Cable has 23 frames of leniency on inputting his pushblock after blockstun ends, while Cyclops only has 4 frames of leniency in the same situation.
 
===== Pushblock Guard Cancel =====
A very important property of pushblock on the ground is that it places your character into a set amount of blockstun - approximately 23F after the game registers the pushblock input. After the blockstun from a pushblock ends, the game will return the character to neutral (assuming they don't re-enter pre-block). This allows for a technique known as a "pushblock guard cancel" that allows characters to escape what would otherwise be completely guaranteed blockstrings.
 
Consider a move such as the Hyper Sentinel Force super.  If you are blocking the first set of drones and let go of the stick, you will remain in block stun for the duration of the super.  However, if you push block you will cancel that block stun early after taking the currently blocked hit.  If you keep holding back, you will keep blocking.  If you instead put the stick in neutral, you will get hit by the next hit of the move unless you take actions to avoid it.  The most common example by advanced players is to push block and superjump out of Hyper Sentinel Force, avoiding most of the chip damage and positioning yourself better.  Slipgater made [https://www.youtube.com/watch?v=YhNI55tSND8 a tutorial video of this here] showing just jumping out, and NKI has [https://www.youtube.com/watch?v=u90MHuMMBMs a nice video of punishing HSF with AHVB].
 
====Armor Types====
Marvel vs Capcom 2 has two major types of armor: Super Armor and Hyper Armor.


=====Super Armor=====
Pushblocking does not result in ordinary blockstun - triggering a pushblock effectively puts the player character into what is best thought of as a set pushblocking animation. This pushblocking animation lasts for 23 frames, and has a number of unique properties:
Certain characters, such as Juggernaut, Hulk, and Sentinel, have Super Armor. This allows them to take up to one non-heavy attack without going into hit stun.  Heavy attacks and certain other attacks bypass this Super Armor.


=====Hyper Armor=====
* Attacks will continue to be blocked throughout the animation, but attacks will not inflict standard blockstun for its duration
Hyper Armor allows the character to take an unlimited number of hits of any type without entering hit stun.  Mech Zangief and Colossus with his super active have access to Hyper Armor.  Rogue can also gain access to it by copying it from someone with it active.  [https://www.youtube.com/watch?v=N6NiMFsCcdo This video] shows two examples of hyper armor: the Mech Zangief assist continuing through attacks and Rogue (with Hyper Armor copied from Mech Zangief) continuing to attack regardless of taking hits.
* The pushblock animation is capable of applying high and low guard status at the same time
* At the end of the pushblock animation, characters will become actionable if they do not re-enter their blocking animation


====Defense Modifiers====
These properties lead to two very important defensive techniques: '''Pushblock All-Guard''' and '''Pushblock Guard Cancel'''.
Each character has a unique defense modifier that determines how much damage they take from attacks.  For example, Akuma takes 137% damage from attacks (ie 37% extra damage), while Sentinel takes 75% damage (ie 25% reduced damage). Each character's defense modifier is displayed below:


{| class="wikitable"
==== Pushblock All-Guard ====
!Damage % !! Characters
Pushblock All-Guard refers to the ability for the pushblocking animation to effectively block high and low at the same time. This allows for much safer defensive play than would otherwise be possible on the ground, effectively creating 23-frame windows where the defender does not have to choose to block high or low. To perform a Pushblock All-Guard, hold 2 while performing a standing pushblock or 4 while performing a crouching pushblock - changing the character's blocking stance during the pushblock animation will cause the character to take on the high and low blocking stances at the same time, making it a key tool for defending against the layered high-low mixup situations that many of the game's best characters are capable of enforcing.
|-
|75% || Sentinel
|-
|81% || Colossus
|-
|87% || Blackheart, Hulk, Juggernaut, Zangief
|-
|93% || Captain America, Dr. Doom, Omega Red, Rogue*, Silver Samurai*, Thanos, Tron Bonne
|-
|100% (normal) || Amingo, Cable, Captain Commando, Charlie, Cyclops, Gambit, Guile, Iron Man, Jin, M. Bison, Ruby Heart, Ryu, Sakura, Venom, War Machine
|-
|106% || B.B. Hood, Chun-Li, Hayato, Jill, Ken, Magneto, Megaman, Sabretooth, Spiral, Storm
|-
|112% || Cammy, Dan, Dhalsim, Felicia, Iceman, Psylocke, Shuma-Gorath
|-
|118% || Marrow, Morrigan, Sonson
|-
|125% || Anakaris, Spider-Man, Strider, Wolverine
|-
|137% || Akuma, Roll, Servbot, Wolverine (Bone)
|}


====Tech Rolls====
==== Pushblock Guard Cancel ====
Tech Rolling is when you hit the floor and roll away. This technique helps to get characters out of extended combos. However, some people can make their off the ground combos (abbreviated as OTG/’s) unrollable by inputting their attack before you land on the floor. To perform a tech roll you have to do a reverse fireball motion (B,DB,D + any punch or kick button). Characters are invincible when falling down after being knocked down by a sweep. The only character in the game that can be hit before he lands after being swept is Dhalsim.
Pushblock Guard Cancel refers to a technique which takes advantage of the fact that pushblocking returns the character to a neutral action state at the end of the pushblock animation, so long as the character does not re-enter their blocking animation. It is commonly used against otherwise completely guaranteed blockstrings, such as those used by Sentinel and Spiral, allowing players to effectively "override" the standard blockstun of key attacks, creating gaps that allow the defender to escape. To perform a Pushblock Guard Cancel, simply pushblock and then perform any action that does not involve inputting a backward direction (as this will trigger the character's pre-block animation, and probably blockstun as a result). This frequently requires very specific pushblock timing so as to not get hit when attempting to escape, but it is a powerful defensive tool that is often vital for navigating common matchups.


Not every move that knocks you on your back will let you roll out of it – there are some moves that require you to mash if you want to get up quicker (ex. Gamma Crush). However, some moves are genuinely unrollable (ex. B.B. Hood’s Cruel Hunting super). Some supers that carry characters across the screen (ex. Magneto’s shockwave) are unrollable. Lastly, some moves require switching the way you input the roll command. Meaning that instead of rolling the way you’re supposed to (B,DB,D + any punch or kick button) you would have to do the opposite motion (F,DF,D + any punch or kick button).  
===== Guard Break =====
In Marvel vs Capcom 2, it is only possible to perform one aerial action per aerial period during a normal jump. After this aerial action has been expended, the player character cannot perform any more aerial actions until landing, and will only regain their aerial actions upon jumping again. Blocking counts as an aerial action in this instance, so while in a normal jumping state, if the player enters and then exits blockstun, they will not be able to block a follow-up attack before touching the ground. This can be used to set up highly practical '''Guard Break''' situations that allow for guaranteed offense or even combos, and is particularly powerful when used against an incoming character, since the incoming state is treated as a normal jumping state.


The person who is not tech rolling can choose which direction the tech roller is going to go by placing their character on a certain side. If he/she moves to
==== Tech Roll ====
the right of the opponents character the opponents character will roll to the right. (Side note about rolling: OTGs do not cause stun so you cannot dizzy someone if all of your attacks are OTGs. One infinite that abuses this rule is Amingo’s QCF+LP (specials don’t cause stun) OTG with S.LK repeat: it can be done for 999+ hits.  
Most knockdowns in Marvel vs Capcom 2 are able to be escaped by performing a '''Tech Roll'''. To perform a tech roll, input 412K as the character hits the ground. This will cause them to roll a long distance forward along the ground, granting them full invincibility and often moving them out of the way of guaranteed offense. As noted in the section on Air Combos, attacks that trigger Flying Screen disable the defender's ability to tech roll.


Some properties about OTGs, rolls and wake-ups:
Additionally, if a character is hit out of a non-Flying Screen knockdown, they will perform a '''Forced Tech Roll'''. Forced Tech Rolls will move the defender backwards, and critically, are vulnerable to attacks at the beginning of the animation. Attacks will often have very slightly different properties when hitting characters out of a Forced Tech Roll, making them situationally useful in certain combos and setups depending on the character.
* The person who is rolling is invincible till they get up.
* Everyone’s roll is the same, meaning they travel the same distance and at the same speed.
* When a character is in their rising animation they are invincible. This means that attacks can go through them and they will not be hit until they are in their standing animation. This allows a character to be crossed up while they are getting up. For example, Magneto’s CR.HK can cross up characters. If Magneto’s sprite is RIGHT in the middle of the character that is getting up it will cause confusion regarding which side they should block, so it becomes a cross-up. This can also sometimes cause unblockables to occur. However, if the move the person is trying to do is a low attack the character getting up can jump straight out of the attack since there are some invincibility frames when jumping straight out of the rising animation. The only thing that can stop this is a move that would hit you from mid or high.
* Characters can control which direction their opponent will roll when tech rolling by standing or being above the opponent on a certain side. Some characters can perform this technique by simply holding their position after performing a sweep. For example, if you're Magneto or a character who moves forward during their sweep you would just sit there as the opponent rolls to the other side (forward).


=====Forced Rolls=====
==== Armor Types ====
Force-Rolls are when the character hits you right before you hit the floor or when you’re already on the floor and he hits you with only one move.  That causes you to start rolling. However, this kind of roll is different than normal tech rolling. You can be hit during the first few frames of your Force-Roll. For instance: Psylocke does a CR.HK and OTG’s with a CR.LK (if she doesn’t do anything afterwards you’ll start to roll away from her but you’ll be in the air for some reason) if she waits and does a dashing CR.HP it will OTG you and won’t count as a move that produced stun. So, it’s possible to get two different kinds of OTG’s in a combo. On that example of Psylocke: she can do an infinite on Servbot by doing [CR.HP -> Psyblade -> OTG w/ CR.LK, pause for a little bit/let the CR.LK animation finish, -> dash] As you probably guessed, it can be done for 999+ hits.
Marvel vs Capcom 2 has two broad types of armor states: '''Super Armor''' and '''Hyper Armor'''. In both instances, armor is a passive ability applied to the character as a whole, rather than to specific moves.


Another interesting thing about force rolls is that if you are hit with a CR.LP or CR.LK you will pop-up into the air in a strange way. And if you’re hit with a sweep (normally) you will fall down as if you were knocked on your back again. Theoretically that would be an infinite ([OTG, CR.HK]). Oh, and if you’re hit with a standing move usually a S.LK you will be knocked on your feet in a strange way. It will look like you bounced a little then landed on your feet.
Super Armor is used by Juggernaut, Hulk, and Sentinel, and allows these characters to ignore hitstun from one attack per combo/sequence. Certain heavy normal attacks and other high-damage attacks will "break" this armor, immediately placing these characters into hitstun.


====Tech Hitting====
Hyper Armor is used exclusively by Zangief and Colossus during their install Hypers. When Hyper Armor is active, it allows the character to ignore hitstun from an indefinite number of attacks, though they often take extra damage from common sequences due to combo damage scaling not being activated.
Tech-Hitting can also be called Tech Throwing. Which means you get out of a throw before the character does his damage on you or after he does his damage on you but before you land on the floor. EX: You can tech hit Sentinel’s throw after he throws you into the corner before he can OTG you. Or you can Tech hit out of Juggernaut’s HP throw in the corner before he kills you in 5 hits. To do a tech hit you have to hold the joystick left or right and press HP or HK while doing so. You can do it at the start of the persons throws or at the end right before you land. Not all throws are techable, you can’t tech specials or supers. An important thing about tech throws is that you can’t tech roll if the person performs an unrollable OTG on you. EX: Juggernaut can hit you before you land making a tech throw on the floor impossible. Some people’s throws and follow-ups to those throws are so dangerous that you must tech hit before they actually do their damage/animation.


Another big important thing about tech hitting is that you are put into normal jump which means you lose unfly and you can be guard broken no matter how high up you on screen. Although it’s not as bad as it sounds since you can block once + call an assist.
== Hyper Meter ==
Both players have access to a '''Hyper Meter''' (usually simply called "meter") which holds a maximum of five stocks. The Hyper Meter is a critical resource that is spent on some of the game's most powerful options.


When you are thrown, do the motion for tech roll, then finish the motion when you hit the ground, (so if roll is half circle forward, you end on forward, when you hit the ground) and hit FP or FK.
=== Hyper Combo ===
Commonly referred to as "supers", '''Hyper Combos''' are frequently a character's most powerful attacks. They are performed with standard special move motions and either both punches or both kicks (depending on the character and move in question). Most supers can be cancelled into from special moves, and are frequently used as high-damage combo enders or even combo extenders. The vast majority of supers cost one bar of the meter to perform, but a select few have access to exceptionally powerful '''Level 3 Hyper Combos''', which require three stocks of the meter to perform.


That way, you've done the motion and button for the roll, but you also are trying to tech it, since you hit forward and fp when you hit the ground.
==== Delayed Hyper Combo ====
'''Delayed Hyper Combo''' (often referred to as "DHC") is a system that allows for a character's Hyper Combo to be cancelled into another character's super, and is performed by simply inputting another super while a super is currently being performed.  Each DHC sequence allows for one super per character that is currently alive; for example, if the full team of Magneto/Storm/Sentinel is alive, then the DHC sequence of Magnetic Tempest > Hail Storm > Hyper Sentinel Force is able to be performed as long as the player has at least three bars of meter (one for each of the supers). Performing a DHC will immediately remove the point character from play, placing them into the third character slot and cycling in the second character. DHCs are extremely potent due to their ability to not only tag out characters with relative safety, but also due to their removal of otherwise standard startup frames from certain supers, making them much faster than they would be otherwise.


If you don't get the tech hit, you get the roll.
===== Team Hyper Combo ====
'''Team Hyper Combo''' (referred to as "THC") is a super attack that causes a player's entire remaining team to enter the screen, performing each character's super simultaneously. It is performed by pressing A1+A2, and will cost as many bars of meter as there are characters still alive on the player's team. The super a character performs during a THC is determined by their assist type - these will be noted on character pages. Note that THC can be performed without a full team or without three meters - performing a THC with only two characters remaining will simply perform a two-character THC, while performing a THC with less than three meters will bring in as many characters to perform the THC as there are meters to be spent on the supers. THCs are usually seen less than DHCs due to their utility being much more niche, but there are a number of specialist teams with notably strong THC synergy, especially thanks to the extremely simple input allowing for much easier on-demand usage than a standard super.


====Alpha Counter====
==== Variable Counter ====
'''back, downback, down (412) + A1 / A2''' (facing right)
Variable Counter (commonly referred to as "Alpha Counter") is a bespoke guard cancel mechanic performed by inputting 412A1/A2 while in blockstun, at the cost of one bar of meter. Variable Counters can only be performed while on the ground, and will immediately tag out the point character, bringing in the chosen character to perform a special move. The special move a character performs for their Variable Counter is determined by their assist type - these will be noted on character pages. Notably, since Variable Counters simply result in the chosen character performing their special move after entering play, it is possible to cancel Variable Counters into supers. The utility of this differs depending on the character, but for certain characters it can be an invaluable - if expensive - defensive option.


Variable Counters, mostly known as Alpha Counters, are a defensive tool that lets you switch your characters out while you're blocking for the cost of 1 Hyper bar. It can only be done on the ground, and you can extend the input window for it by push-blocking to increase how long you're in blockstun for. When you Alpha Counter, the character associated with that assist button is brought in, and they perform their Counter move (as specified by their Crossover Assist's type). Alpha Counters are usually Special Moves, and they can be cancelled into Hyper Combos as usual. However, the Alpha Counters that are normal attacks (like those seen with Launcher assists) are treated like Specials, which means they can also be cancelled into Hypers, but they *can't* be cancelled into Specials or Super Jumps. The most popular Alpha Counter is [[Cable (MvC2)|Cable]]'s Anti-Air Assist Alpha Counter, the Psimitar, which is typically cancelled into his Air Hyper Viper Beam (AHVB) for a speedy reversal if he has the meter to burn.  
==== Snapback ====
Performed by pressing 236A1/A2 at the cost of one bar of meter, '''Snapbacks''' are a unique offensive option that, upon hitting, will force the opponent to switch their point character with one of their assist characters. The character that gets "snapped in" by a Snapback is determined by the button used to perform it - 236A1 will snap in the opponent's second character, while 236A2 will snap in the opponent's third character. On top of the standard benefits of a Snapback, such as forcing specific in-game matchups and creating incoming pressure/mixup situations, Snapback will also briefly disable the character that was "snapped out", marked by their life bar being darkened and marked with a red X. During this lockout period, the character that was snapped out will be unable to be used as an assist, or in DHCs, THCs and Variable Counters. If a Snapback is performed on a character with no alive teammates, they will simply be knocked down.


If a character on your team has been hit by a Snap Back, and their health bar is Xd out, they cannot be switched to via alpha counter.
===== Double Snap =====
Another extremely powerful benefit of Snapbacks is found in the '''Double Snap''' exploit. If a player and that player's assist are both hit by a Snapback, the point character will be snapped out as normal, but the assist character will remain on screen in a knocked down state. If, in this situation, the Snapback is performed using the button that corresponds to the slot that the assist occupies on the defender's team (ie hitting both the point character and the opponent's second character with 236A1), the game will fail to send in a character from the opponent's team, as the character targeted by the Snapback is still on screen and in hitstun. Coupled with the unique weaknesses assist characters face when being punished, a well-placed Double Snap is capable of creating situations where a player is able to effectively freely combo the opponent's assist character to death with no worry of interruption, making them an absolutely devastating tool when used effectively.


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[[Category:Marvel Vs. Capcom 2]]
[[Category:Marvel Vs. Capcom 2]]

Revision as of 10:43, 4 July 2024

This page will detail the basic system mechanics available to all characters in Marvel vs Capcom 2. Much of this information can also be found in Andor's video guide.

Movement

On the ground, every character is able to walk in both directions. Characters are also able to dash by either double-tapping the desired direction (66 or 44), or pressing the desired direction alongside both punch buttons (6PP or 4PP). Dashing can be cancelled by almost any action, including any attack, jumping, crouching or even a dash of the opposite direction. The flexibility of dashes also allow for movement techniques such as wavedashing - watch this video by G Conceptz to learn more.

Characters are also able to jump by tapping any upward direction, as well as super jump by pressing any downward direction before jumping. Normal jumps and superjumps have a number of different properties which are worth noting.

Normal jumps:

  • Travel less overall vertical and horizontal distance compared to superjumps
  • Only allow for one aerial action before landing
  • Allow for assist calls
  • Cannot be used to cancel attacks
  • Impart more restrictive combo properties to attacks, ie normal jump attacks cannot trigger flying screen, and normal jump special moves cannot cancel into Hyper Combos.

By comparison, superjumps:

  • Travel a greater overall vertical and horizontal distance than normal jumps, and also allow for further horizontal control via aerial drift (performed by holding 4 or 6 during a superjump)
  • Allow for an unlimited number of aerial actions before landing
  • Do not allow for assist calls
  • Can be used to cancel certain attacks
  • Often allow for much greater combo possibilities

These movement mechanics are also augmented by character-specific movement options, such as Magneto's eight-way airdash, Storm's float or Sentinel's flight.

Team Systems

In Marvel vs Capcom 2, players select teams of three characters to take into a match with them. A game ends when all three of a player's characters has been defeated, or when time runs out. If a game runs to time, the player with the largest overall remaining life total will win.

Switching Characters at the Vs. Screen

The order in which the player picks their team can be altered during the "Vs." screen. By holding down A1, the player can swap the first and second characters shown during the loading screen. Holding down A2 results in swapping the first and third characters shown during the loading screen. Holding down both assist buttons swaps the second and third characters.

First Attack Glitch

In the arcade and Dreamcast versions of the game, switching the point character at the versus screen will enable a glitch which allows for inputs to be buffered at round start simply by holding down the input. Buffering the input in this way will cause the input to be executed on the first possible frame after the game starts - this is extremely common with characters that have exceptionally fast attacks, such as Magneto and his 1F 2LK.

Note that this input glitch applies to all available inputs, so you can also glitch directional inputs which lets you superjump almost immediately.

Recoverable Life

When a character takes damage, a portion of that damage will be left as recoverable life (referred to as "red life"). This red life will be recovered passively whenever the character is not in play. If a character has red life remaining when they are tagged in, either via raw tag or via Snapback, they will lose whatever red life they had at the time. Switching out characters via Delayed Hyper Combo will not have this effect.

Crossover Tag

It is possible to perform a Crossover Tag (also called a "raw tag") while on the ground by pressing LP+LK to switch to the second character in the team order, or by pressing HP+HK to switch to the third character in the team order. Raw tag will cause the point character to briefly pose while gaining invincibility before jumping out, while the selected character jumps into the fight with one of their jumping normals, at which point they will also perform a short taunt after landing. These raw tag attacks will always track to wherever the opponent's point character was at the time the tag was input.

Raw tags see some situational use both offensively and defensively. They are treated as special moves for move cancelling purposes, so they can be cancelled into from normal attacks, and will also launch the opponent high into the air on hit (assuming the opponent isn't knocked down), all of which can make raw tag an occasional combo starter or extender. At the same time, the invincibility on startup allows raw tag to be used as a reversal option, though this can be very risky due to raw tags being very punishable on block and whiff.

Variable Assists

The defining feature of Marvel vs Capcom 2, Variable Assists (referred to as simply 'Assists') are where most of the magic of the game happens. When selecting a character, players will also be prompted to select that character's assist type, which will determine what attack they will perform when called as an assist. In-game, assists are called by pressing either the A1 or A2 button. A1 will call the second character in the team order, while A2 will call the third character in the team order. Calling an assist will cause that character to jump into play, perform their move, and then strike a pose before jumping off-screen.

Assists define almost everything about how neutral, offense and defense function in Marvel vs Capcom 2, so understanding how to use them and how they interact with everything around them is critical to success.

Assist Types

Each character has 3 distinct Assist Types, listed in-game as α, β and γ. While the specific move indicated by any given assist is not noted in-game, character movelists will make note of which assist attacks each character has access to. In the game itself, however, each available assist option is signified by a broad "assist type" category. These categories are outlined below:

  • Projectile: A ranged, usually horizontal shot or beam, like Ryu's Hadoken.
  • Dash: Quick horizontal attack wherein the character himself charges at the opponent, like Captain America's Charging Star.
  • Ground: Horizontal attack that covers an area of ground in front of you, like Felicia's Sand Splash.
  • Anti-air: An attack effective against airborne opponents, usually covering above and in front of you, like Psylocke's Psy-Blade.
  • Launcher: Close-ranged normal attack that pops your opponent into the air for a combo. Usually visually identical to their universal launcher, but sometimes the properties vary!
  • Balance: A combination of the character's other two assists. Either copy of the character's first assist but with the second assist's Variable Counter, or vice versa.
  • Expansion: An attack that has a wide area of effect in front of you and can be used to 'expand' your combos with their hit properties, like Ken's Tatsumaki Senpukyaku.
  • Variety: Unique attacks that may not fit the other labels, like Doctor Doom's Photon Shot.
  • Capture: Ranged attempt to immobilize an opponent for a short duration, like Thanos's Death Sphere.
  • Throw: Attempt to grapple the opponent with an unblockable throw, like Rogue's Power Drain.
  • Air Throw: Jumping attempt to catch an airborne opponent with an unblockable throw. Zangief is the only one with an Air Throw assist!
  • Heal: Creates a pickup that restores some of the point character's red health on contact. Amingo, Jill, and SonSon are the only ones with Heal assists!
  • Enhance: Creates a pickup that improves the active character's offense or defense for a short time. Ruby Heart and Amingo are the only ones with Enhance assists!

Assist Restrictions

There are a number of rules and restrictions to when it is possible to call an assist:

  • Assists can be called when your character is actionable (not in hitstun or blockstun) while grounded or when in the Normal Jump state.
  • You can't call out an assist when in the Super Jump state.
  • Assists can be called when attacking with grounded normals (or aerial normals, when in the Normal Jump state).
  • You can't call out an assist during Special Moves nor Hyper Combos.
  • You can't call an assist that has been snapped out until the red X over their life bar goes away. Their life bar will briefly flash "ASSIST OK!" when they are enabled again.
  • Once an assist hits during a combo, you may not call another assist again in that combo. Vidness says that his "triple assist" combo exploits the glitch whereby an assist that is the same as the point character does not get counted as an assist. You can also call the assist multiple times before the first hit of the combo, which can let the assist hit multiple times in some combos.

Punshing Assists

At all points during their animation (barring any invincibility granted by certain moves), assists maintain all their normal hurtboxes, leaving them able to be punished. Assists are often at a far greater risk than point characters are due to two key factors: one is that assists are incapable of flipping out of hitstun the way that point characters are, meaning that combos that would otherwise be impossible are possible to perform on assist characters; the other is that combos on assists are not subject to combo damage scaling like they would be on point characters - in other words, each hit of a combo on an assist character will deal its full damage, no matter what. This makes assist punishes especially deadly.

Offensive Systems

Throws

Throws are performed by pressing 4/6HP (and/or 4/6HK, depending on the character) while close to the opponent. Throws universally impact on frame 1, but due to their low reward and inability to consistently beat meaty attacks, they don't see much use barring some exceptional characters.

Throws can be softened (referred to in-game as a "Tech Hit") by inputting a throw as the player character is thrown. This will reduce the throw's damage and often prevent it from knocking down, instead returning the character to a normal jump state.

The Magic Series

Every character in Marvel vs Capcom 2 is capable of chaining normal attacks together in a sequence known as the "Magic Series". Magic series chains follow a basic order of allowing chains from any weaker normal to a higher-strength normal, as well as chaining from punch to kick normals of the same strength:

{{ LP > LK > MP > MK > HP > HK }}

While this is the basic framework for how normal chains function, this is not universal. Rather, every character will have access to one of three different types of Magic Series chain:

  • Hunter Chain: Allows a full six-normal chain (LP > LK > MP > MK > HP > HK)
  • Marvel Chain: Allows chaining only from weak normals to strong normals (L > M > H)
  • 2-Hit Chain: Allows light normals to chain only to medium or heavy normals, but not in sequence (L > M or L > H).

The order of Hunter Chains and Marvel Chains are not strict, in the sense that while they allow for full chain sequences, any step in the chain sequence can be skipped, so long as the basic order of the chain is followed.

Air Combos

Air Combos (known in Japanese as "Aerial Raves") are the most common way for characters in Marvel vs Capcom 2 to structure their combos, alongside use of the Magic Series. Air Combos largely revolve around the use of superjumps - as noted in the Movement section, superjumps often allow for chains and cancels that would not be possible from a normal jump. Almost every character in the game has access to at least one move which will launch the opponent into the air - on hit, holding an upward direction will cancel the launcher into a superjump, allowing the use of an air combo.

Flying Screen

Attacks that are flagged as air combo "enders", such as heavy normals during superjump, as well as some Hyper Combos, will trigger a state known as "Flying Screen," so called because it causes the defending character to "fly" back down to the ground at high speeds. Attacks that trigger Flying Screen are notable primarily due the fact that Flying Screen knockdowns disable the defender's ability to tech roll, which can create highly advantageous situations for the aggressor, including guaranteed okizeme and even niche combo extensions. These combo extensions rely on the use of an exploit known as FSD (standing for "Flying Screen Deterioration"), which will be detailed on the Esoterics page.

Defensive Systems

Blocking

Attacks in Marvel vs Capcom 2 are blocked by holding a directional input away from your opponent - 1, 4 and 7 are all valid inputs. Hold 4 to block all mid and high attacks; hold 1 to block all mid and low attacks. Most attacks can be blocked while airborne, which allows for chicken-blocking - holding 7 to jump and begin blocking airborne as soon as possible.

Advancing Guard

Advancing Guard (referred to colloquially as "pushblocking") is a universal defensive system that can be used by pressing both punch buttons while in blockstun. It is possible to pushblock attacks both on the ground and in the air.

A successful pushblock will trigger a unique sound and special effect around the front of your character, and will push the opponent a set distance away from you. Pushblocking will only create distance when blocking attacks from the opponent's point character; pushblocking an assist attack will not result in any extra pushback. Notably, the "pushing" effect of pushblock only affects the player whose attack was blocked, meaning that if the player pushblocks an attack from an opponent who is in the corner, the pushblock will (somewhat counter-intuitively) negate the pushback of any attack. Performing a pushblock in the air will hold the player character in the air for a period of time, allowing it to be used to delay the player's landing from an airborne situation.

Pushblocking does not result in ordinary blockstun - triggering a pushblock effectively puts the player character into what is best thought of as a set pushblocking animation. This pushblocking animation lasts for 23 frames, and has a number of unique properties:

  • Attacks will continue to be blocked throughout the animation, but attacks will not inflict standard blockstun for its duration
  • The pushblock animation is capable of applying high and low guard status at the same time
  • At the end of the pushblock animation, characters will become actionable if they do not re-enter their blocking animation

These properties lead to two very important defensive techniques: Pushblock All-Guard and Pushblock Guard Cancel.

Pushblock All-Guard

Pushblock All-Guard refers to the ability for the pushblocking animation to effectively block high and low at the same time. This allows for much safer defensive play than would otherwise be possible on the ground, effectively creating 23-frame windows where the defender does not have to choose to block high or low. To perform a Pushblock All-Guard, hold 2 while performing a standing pushblock or 4 while performing a crouching pushblock - changing the character's blocking stance during the pushblock animation will cause the character to take on the high and low blocking stances at the same time, making it a key tool for defending against the layered high-low mixup situations that many of the game's best characters are capable of enforcing.

Pushblock Guard Cancel

Pushblock Guard Cancel refers to a technique which takes advantage of the fact that pushblocking returns the character to a neutral action state at the end of the pushblock animation, so long as the character does not re-enter their blocking animation. It is commonly used against otherwise completely guaranteed blockstrings, such as those used by Sentinel and Spiral, allowing players to effectively "override" the standard blockstun of key attacks, creating gaps that allow the defender to escape. To perform a Pushblock Guard Cancel, simply pushblock and then perform any action that does not involve inputting a backward direction (as this will trigger the character's pre-block animation, and probably blockstun as a result). This frequently requires very specific pushblock timing so as to not get hit when attempting to escape, but it is a powerful defensive tool that is often vital for navigating common matchups.

Guard Break

In Marvel vs Capcom 2, it is only possible to perform one aerial action per aerial period during a normal jump. After this aerial action has been expended, the player character cannot perform any more aerial actions until landing, and will only regain their aerial actions upon jumping again. Blocking counts as an aerial action in this instance, so while in a normal jumping state, if the player enters and then exits blockstun, they will not be able to block a follow-up attack before touching the ground. This can be used to set up highly practical Guard Break situations that allow for guaranteed offense or even combos, and is particularly powerful when used against an incoming character, since the incoming state is treated as a normal jumping state.

Tech Roll

Most knockdowns in Marvel vs Capcom 2 are able to be escaped by performing a Tech Roll. To perform a tech roll, input 412K as the character hits the ground. This will cause them to roll a long distance forward along the ground, granting them full invincibility and often moving them out of the way of guaranteed offense. As noted in the section on Air Combos, attacks that trigger Flying Screen disable the defender's ability to tech roll.

Additionally, if a character is hit out of a non-Flying Screen knockdown, they will perform a Forced Tech Roll. Forced Tech Rolls will move the defender backwards, and critically, are vulnerable to attacks at the beginning of the animation. Attacks will often have very slightly different properties when hitting characters out of a Forced Tech Roll, making them situationally useful in certain combos and setups depending on the character.

Armor Types

Marvel vs Capcom 2 has two broad types of armor states: Super Armor and Hyper Armor. In both instances, armor is a passive ability applied to the character as a whole, rather than to specific moves.

Super Armor is used by Juggernaut, Hulk, and Sentinel, and allows these characters to ignore hitstun from one attack per combo/sequence. Certain heavy normal attacks and other high-damage attacks will "break" this armor, immediately placing these characters into hitstun.

Hyper Armor is used exclusively by Zangief and Colossus during their install Hypers. When Hyper Armor is active, it allows the character to ignore hitstun from an indefinite number of attacks, though they often take extra damage from common sequences due to combo damage scaling not being activated.

Hyper Meter

Both players have access to a Hyper Meter (usually simply called "meter") which holds a maximum of five stocks. The Hyper Meter is a critical resource that is spent on some of the game's most powerful options.

Hyper Combo

Commonly referred to as "supers", Hyper Combos are frequently a character's most powerful attacks. They are performed with standard special move motions and either both punches or both kicks (depending on the character and move in question). Most supers can be cancelled into from special moves, and are frequently used as high-damage combo enders or even combo extenders. The vast majority of supers cost one bar of the meter to perform, but a select few have access to exceptionally powerful Level 3 Hyper Combos, which require three stocks of the meter to perform.

Delayed Hyper Combo

Delayed Hyper Combo (often referred to as "DHC") is a system that allows for a character's Hyper Combo to be cancelled into another character's super, and is performed by simply inputting another super while a super is currently being performed. Each DHC sequence allows for one super per character that is currently alive; for example, if the full team of Magneto/Storm/Sentinel is alive, then the DHC sequence of Magnetic Tempest > Hail Storm > Hyper Sentinel Force is able to be performed as long as the player has at least three bars of meter (one for each of the supers). Performing a DHC will immediately remove the point character from play, placing them into the third character slot and cycling in the second character. DHCs are extremely potent due to their ability to not only tag out characters with relative safety, but also due to their removal of otherwise standard startup frames from certain supers, making them much faster than they would be otherwise.

= Team Hyper Combo

Team Hyper Combo (referred to as "THC") is a super attack that causes a player's entire remaining team to enter the screen, performing each character's super simultaneously. It is performed by pressing A1+A2, and will cost as many bars of meter as there are characters still alive on the player's team. The super a character performs during a THC is determined by their assist type - these will be noted on character pages. Note that THC can be performed without a full team or without three meters - performing a THC with only two characters remaining will simply perform a two-character THC, while performing a THC with less than three meters will bring in as many characters to perform the THC as there are meters to be spent on the supers. THCs are usually seen less than DHCs due to their utility being much more niche, but there are a number of specialist teams with notably strong THC synergy, especially thanks to the extremely simple input allowing for much easier on-demand usage than a standard super.

Variable Counter

Variable Counter (commonly referred to as "Alpha Counter") is a bespoke guard cancel mechanic performed by inputting 412A1/A2 while in blockstun, at the cost of one bar of meter. Variable Counters can only be performed while on the ground, and will immediately tag out the point character, bringing in the chosen character to perform a special move. The special move a character performs for their Variable Counter is determined by their assist type - these will be noted on character pages. Notably, since Variable Counters simply result in the chosen character performing their special move after entering play, it is possible to cancel Variable Counters into supers. The utility of this differs depending on the character, but for certain characters it can be an invaluable - if expensive - defensive option.

Snapback

Performed by pressing 236A1/A2 at the cost of one bar of meter, Snapbacks are a unique offensive option that, upon hitting, will force the opponent to switch their point character with one of their assist characters. The character that gets "snapped in" by a Snapback is determined by the button used to perform it - 236A1 will snap in the opponent's second character, while 236A2 will snap in the opponent's third character. On top of the standard benefits of a Snapback, such as forcing specific in-game matchups and creating incoming pressure/mixup situations, Snapback will also briefly disable the character that was "snapped out", marked by their life bar being darkened and marked with a red X. During this lockout period, the character that was snapped out will be unable to be used as an assist, or in DHCs, THCs and Variable Counters. If a Snapback is performed on a character with no alive teammates, they will simply be knocked down.

Double Snap

Another extremely powerful benefit of Snapbacks is found in the Double Snap exploit. If a player and that player's assist are both hit by a Snapback, the point character will be snapped out as normal, but the assist character will remain on screen in a knocked down state. If, in this situation, the Snapback is performed using the button that corresponds to the slot that the assist occupies on the defender's team (ie hitting both the point character and the opponent's second character with 236A1), the game will fail to send in a character from the opponent's team, as the character targeted by the Snapback is still on screen and in hitstun. Coupled with the unique weaknesses assist characters face when being punished, a well-placed Double Snap is capable of creating situations where a player is able to effectively freely combo the opponent's assist character to death with no worry of interruption, making them an absolutely devastating tool when used effectively.


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