

Notation
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Button layout
Most Marvel vs Capcom 2 moves and combo sequences are a bit older and thus notated with a combination of button letters and abreviated motions, known as Standard Notation.
First of all, the game has 4 attack buttons: LP, LK, HP and HK. the last 2 buttons are for your assists: A1 and A2.
- Button Notation
- Light punch
- Heavy punch
- Light kick
- Heavy kick
- A1 - Assist 1 : calls your second character out for their Crossover Assist
- A2 - Assist 2 : calls your third character out for their Crossover Assist
- Medium punch : press
after a
or
makes contact
- Medium kick : press
after a
,
or
(depending on the character) makes contact
- Any punch
- Any kick
More information (for example, how medium attacks work, and additional controls and inputs regarding system mechanics) is available on the System page.
Movement
Walking
Walking is the basic way of moving throughout the screen in traditional fighting games, however Marvel 2 is very different; people hardly ever walk to move around. Almost everyone has their own walking speed/rate. In some cases, it might be better to walk than to dash, although sometimes you don’t have a choice.
Dashing
Dashing (F,F, 66, or PP) will move your character forward at a certain rate/distance. Almost every character has their own unique speed/rate (there are 56 characters, so for all I know one or two may have the same speed/rate). Dashing is a very interesting tool, since it allows you to move forward and block right away. This might sound simple, but there are some characters who have a full screen dash and can pretty much follow you through out the whole match unless you have a way of avoiding them. Another interesting thing about dashes is that some characters like Gambit and Dr. Doom ‘hop’ instead of staying on the floor for the whole time. This means that they can hop over people’s low attacks and proceed to throw them or hit them and start their own combos/resets/other. Those characters who are technically in the air during their jump can actually still block during it, and when they block they'll be on the ground. You can cancel your dash with a normal, a super, special, tag, jump, block, super jump, throw (if you’re close), tap down. Since there are a lot of ways to cancel your dash, it's usually safe. However, there are a few things that can hit someone while they are dashing. Since tapping down can stop your dash and you can dash the very next frame after tapping down, you can do them over and over to Wave-dash and get through the whole stage very quickly. Wave-dashing can be used to get to a point of the screen that is normally not accessible if you were to dash and walk, or dash and attempt a move. Even those characters who hop when they dash can wave-dash. For some reason, when they do this and there is an attack already put out on the floor, they can still hop over it even!
G Conceptz put together a helpful guide on wavedashing.
Jumping
Normal Jumping is just an average jump that all characters have, some can jump high and relatively fast, while others slow and low (or the worst: slow and high). If you are fighting against someone that can Guard Break you easily, you’re better off not jumping at all. Unlike some other games, Marvel 2 does not have jump cancelling, but it does have Super Jump cancelling (or SJCing)
Something you should Always keep in mind is that jumping has several restrictions that limit your options in the air.:
- Most characters can only attempt to attack once during normal jump. This also means you can't link air normals, as a second attack isn't allowed. Attempting a link will either make you do a medium attack if you're too fast, or nothing if you're too slow.
- Depending on the character, their Magic Series chain gets shortened (compared to when they're Super Jumping).
- You can call assists during normal jumps, but not during super jumps.
- Flying Screen cannot be set.
- Special Moves cannot be cancelled into Hyper Combos. Normal attacks can still be cancelled into specials.
There are some cases (usually character-specific ones) where certain restrictions don't apply. Ideally(?) that information will be on the appropriate character's pages when people get to them.
You can attack 2-3 frames after the jump (with normals, specials, supers, and throws*), but you can typically only do one (unless you use cancels or character-specific options). Afterwards, you'll be unable to act until you land. You can also use character-specific options while normal jumping, like double (or triple) jumps, wall jumps, air dashes, and flight. You can air dash, but not for about 7-8 frames after you've jumped (why 2-3 not just 2 or 3? It's complicated and will be covered in another section). Flight can be done at any time during normal jumps.
- Certain throws allow the character to act afterwards, while others don't.
Different characters have different jump heights and fall speeds. For example, those with slower jumps: Anakaris, who takes a long time to land on the floor after jumping, which leaves him as an easy target to be guard broken (unless he's protected by an assist or he airdashes, although he can‘t block throughout the whole air dash...) Sentinel and Dhalsim have slower jumps, but also the ability to cancel into flight mode (and/or teleport, in Dhalsim's case) which help alleviate the longer travel time. Some of the other characters have a fast jump that don’t travel long distances, making their jump less useful generally. You have to find ways to effectively use their jumps in combos or other situations.
Double/Triple Jumps, Wall Jumps, and Teleports
A handful of characters can double (or triple) jump, wall jump, and teleport. They all offer additional movement and mixups and can also mess with or refresh the normal jump restrictions a bit. i'll come back to this
Super Jump
input down then up quickly
Super Jumping is a significantly higher jump that has less variance across the cast in terms of height and fall speed. Super Jumping has different, looser restrictions compared to the Normal Jump state. Compared to Normal Jumps, you can air dash after 5 or 6 frames but you can attack with a normal/special/super (for the most part, again, this is MvC2). Launchers, including both the universal 'down-forward and HP/HK' ones and those found on standing/crouching mediums/heavies, can be Super Jump cancelled on hit by simply pressing up after they connect, and allow the characters to transition into air combos.
Launchers aren't the only attacks that are super jump cancellable though- as it turns out, a lot of standing and crouching normals can be SJCd on hit, and some moves can even be SJCd *before* they connect! However, since those attacks aren't launchers, you'll have to *manually* input the super jump to SJC them, and the cancel window varies in size depending on the attack.
- You can attempt to attack infinitely until landing.
- You can do Magic Series chains infinitely until landing.
- You have access to your character's full aerial Magic Series chain.
- You *cannot* call assists.
- [Flying Screen] can be set.
- Special Moves can be cancelled into Hyper Combos.
- Attacks that connect on the way up will interrupt the momentum, effectively slowing the attacker down and allowing for more consistent combos.
Suki Cancelling
Super Jump Guard Cancelling (SJGC), also known as Suki Cancelling is the act of cancelling your Super Jump by entering the blocking state. For example, Dr. Doom's cr.HK can be Super Jump Cancelled (SJCd) before it finishes, without even hitting anything. If there is something on screen that can cause him to block, he can do cr.HK > super jump up-backwards (cancel the sweep with super jump, and cancel the super jump with pre-block and stay grounded) repeatedly to get meter very quickly. It isn't particularly common, but it can come in clutch mid-match or even allow some otherwise impossible combos!
Air Dash
Air Dashing is just what it sounds like. There are a ton of different properties, depending on the character, but some aspects are consistent. For instance; you can’t block for a few frames directly after you’ve air dashed, you’ll just air dash into whatever attack the person did. Depending on your jump, air dashing will either count as your last attack, although there are special exceptions (remember, this is MvC2!) or an ability that lets you do more attacks (it restarts your super jump) However, once you’ve air dashed, once you can’t do it again (unless you're Dhalsim, who can reset his super jump by teleporting during some point of his SJ) You only get one Air Dash per jump, this applies to both types of jumps.
Downwards air dashes will cause the dasher to float upwards after a certain amount of time. This can enable some strange blockstrings, or otherwise make you hard to punish if the defender isn't ready for it. You can maximize the effect of the float by saving your attack chain until the tail end of the dash, or by going through the chain slowly (so that the float has enough time to begin). If the air dash ends naturally if you didn't press anything, it won't occur. It also won't occur if the air dash ends early by any means.
The momentum Air Dashes have can be influenced by the character's state before it occurs, and the momentum they give persists through an air Magic Series chain until it ends. Like with jumps and super jumps, special moves and hyper combos can carry the momentum of air dashes as well, and this includes the downward air dash 'float' as well.
Tri(angle) Jumping
Triangle Jumping, or Tri-jumping, is jumping and quickly using an air dash diagonally downwards to both cover space and reach the ground sooner. This is particularly useful when trying to rush someone down, allowing you for example to quickly attack your opponent with an overhead from the air. G Conceptz has a video on trijumping here.
Command Option
In the button settings, there's a Command setting that can either be Normal or Long. This changes the input storage window for all attacks (9 or 18 respectively), and can affect what combos are normally possible.
Common special move inputs
not an exhaustive list, there's a good bit more than this. charge back-forwards, charge down-up, backwards DP, etc. even weird ones like LK+HP!
- quarter circle forward : down > down-forward > forward
- quarter circle back : down > down-back > back
- half circle forward : back > down-back > down > down-forward > forward
- half circle back : forward > down-forward > down > down-back > back
- dragon punch : forward > down > down-forward
- mashing the attack button alters the moves properties or extends the attack
- can be done while in the air