Marvel vs Capcom 2/Gambit

From SuperCombo Wiki

Story

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.

Gameplay

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!"

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.

Strengths Weaknesses
  • High Damage: Gambit has excellent damage on point with the right assists, getting a couple of cards into his Royal Flush super can do outstanding damage for one bar.
  • Great Grounded Movement: Gambit's fast ground dash and Cajun Strike special allow him to zip across the screen to run away, approach, or manipulate where the edges of the screen are.
  • Team Player: Gambit's α-assist is a fantastic assist that allows for wonderful combo synergies as well as zoning help. He can also be DHCd in safely with Cajun Explosion, which he can also use for locked-screen setups for his team. Royal Flush
  • 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. Gambit's launcher sends opponents higher than most launchers do, and his air normals have somewhat high hitboxes, so air chains can be a little trickier than usual. Standing HP sends away on hit while HK keeps them standing, but can whiff on crouchers.
  • Meter Usage: Both supers are on the slower side, and while they can be useful to clear the screen, you still have to be careful using them raw due to damage variance. Sometimes you may opt to trade having your opponent cornered if it means Cajun Explosion will kill.
MVC2 gambit art.png

Character Summary

Special Moves

Kinetic Card (Air OK)
  • Qcf.png + Lp.png or Hp.png
Trick Card
  • Qcb.png + Lp.png or Hp.png
Cajun Slash
  • Dp.png + Lp.png or Hp.png or Lk.png+Hp.png
Cajun Escape
  • Charge D.png, U.png + P.png (Hold away from the first wall to go to the opposite wall)
  • Can be followed up with a mid in the air by pressing a punch button.
Cajun Strike
  • Charge D.png, U.png + K.png (Hold away from the first wall to go to the opposite wall)
Super Moves

Royal Flush
  • Qcf.png + Lp.png + Hp.png
Cajun Explosion
  • Qcf.png or Qcb.png + Lk.png + Hk.png
Assist Types

Type α - Projectile Type
  • Assist: Hp.png Kinetic Card
  • Counter: Hp.png Kinetic Card
  • Combination: Royal Flush
Type β - Expansion Type
  • Assist: Lp.png Cajun Slash
  • Counter: Lp.png Cajun Slash
  • Combination: Royal Flush
Type γ - Launcher Type
  • Assist: D.png+Hp.png
  • Counter: D.png+Hp.png
  • Combination: Royal Flush

Colors

First row:

  • Lp.pngHp.pngA1.

Second row:

  • Lk.pngHk.pngA2.

Mvc2-gambit.png

Moves List

Normal Moves

Ground Normals

Light Punch
Lp.png
MVC2 Gambit 5Lp 01.png
If only this was MvC1...
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Medium Punch
Mp.png
MVC2 Gambit 5MP 01.png
MVC2 Gambit 5MP 02.png
Looks like a nice counterpoke... oh. Right.
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit swats downward with his staff. Just a combo filler medium.


Heavy Punch
Hp.png
MVC2 Gambit 5HP 01.png
You'd definitely lose a tooth if you got hit by this irl
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Light Kick
Lk.png
MVC2 Gambit 5LK 01.png
If only...
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit throws a short knee. Other than it being tied for your fastest button, this is pretty much redundant with all the other lights.


Medium Kick
Mk.png
MVC2 Gambit 5MK 01.png
Wow, nice poke! Would be a shame if it was inaccessible in neutral
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit throws a side kick. Just like 5MP, this is mostly just a combo filler medium.


Heavy Kick
Hk.png
MVC2 Gambit 5HK 01.png
Big ol' boot
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Crouching Light Punch
D.png+Lp.png
MVC2 Gambit 2LP 01.png
What if stand light punch, but lower?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Crouching Medium Punch
D.png+Mp.png
MVC2 Gambit 2MP 01.png
MVC2 Gambit 2MP 02.png
Yeah you smack that floor Gambit
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit swing his staff downward, but crouching. Again, not much use outside of being a combo filler medium.


Crouching Heavy Punch
D.png+Hp.png
MVC2 Gambit 2HP 01.png
MVC2 Gambit 2HP 02.png
To the MOON!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Crouching Light Kick
D.png+Lk.png
MVC2 Gambit 2LK 01.png
Watch ya toes, mon ami
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Crouching Medium Kick
D.png+Mk.png
MVC2 Gambit 2MK 01.png
WOW NICE POKE WOULD BE A SHAME IF IT WAS INACCESSIBLE IN NEUTRAL
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Crouching Heavy Kick
D.png+Hk.png
MVC2 Gambit 2HK 01.png
Didn't want that combo anyway
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Air Normals

Jumping Light Punch
j.Lp.png
MVC2 Gambit j.LP 01.png
ANOTHER ONE?!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Jumping Medium Punch
j.Mp.png
MVC2 Gambit j.MP 01.png
MVC2 Gambit j.MP 02.png
I'll be honest this one's just ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A swat upward in the air. Not really useful outside of combo filler.


Jumping Heavy Punch
j.Hp.png
MVC2 Gambit j.HP 01.png
Brain damage
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen trigger - - - -

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 stalling 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.


Jumping Light Kick
j.Lk.png
MVC2 Gambit j.LK 01.png
Crouch light kick, in the air!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


Jumping Medium Kick
j.Mk.png
MVC2 Gambit j.MK 01.png
Sonic the Hedgehog lookin' ahh
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

An upward kick with a high hitbox. Also mainly combo filler, if you can manage to hit it.


Jumping Heavy Kick
j.Hk.png
MVC2 Gambit j.HK 01.png
Stanky foot
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen trigger - - - -

A horizontal kick that triggers Flying Screen. 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.


Universal Mechanics

Launcher
Df.png+Hp.png
MVC2 Gambit 2HP 01.png
2HP, but a little different
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit swings upward with his staff. The same frame data and damage as 2HP, except it's lacking the second hitbox above his head, making it far worse for anti-airing. Gambit's hurtbox is shifted backwards on that frame and onwards, which can make it harder to punish.


Throw (Punch)
B.png or F.png+Hp.png, when near the opponent
MVC2 Gambit P Throw 01.png
Tag, you're it!
Damage Startup Active Recovery Guard
16 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit grabs the opponent, charges them up with kinetic energy, then kicks them away. As this is a throw that does a base amount of damage, this one is generally pretty good to use. It also creates plenty of space needed to set up your card keepaway game.


Throw (Kick)
B.png or F.png+Hk.png, when near the opponent
MVC2 Gambit K Throw 01.png
Beat 'em up beat 'em up beat 'em up
Damage Startup Active Recovery Guard
16-24 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit grabs the opponent, leaps on top of them, hits him with the end of his staff, then jumps off them. As this is a mashable throw, the opponent can mash back to reduce the amount of damage they take. Generally less useful than the punch throw.


Air Throw (Kick)
B.png or F.png+Hk.png, when near the opponent in the air
MVC2 Gambit Air K Throw 01.png
Footstool
Damage Startup Active Recovery Guard
16 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit grabs the opponent, and leaps off of them while kicking them away. Hard to combo off of without the right assists. Pretty standard as far as air throws go.


Snapback
Qcf.png + A1 / A2
MVC2 Gambit 5HP 01.png
Sucks that this is the normal they decided to base it off of
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit's snapback is 3 frames, but based on his 5HP, leading to all the same problems that that normal has, minus the knockdown related ones. It being 3 frames is still very nice to have though, as it's quite a bit bigger than your lights. Note: If you're playing in the arcade or on the Dreamcast version, there is a bug with the Assist 2 Snapback. Doing this and whiffing, then performing a Cajun Strike will make you fly up off the screen. This is banned in tournaments. If you do this in a game, you will be forced to forfeit. Generally this is not something you'll be doing ever, but do keep this in mind.

Special Moves

Kinetic Card
Qcf.png + Lp.png or Hp.png
MVC2 Gambit Ground QCF P.png
MVC2 Gambit Air QCF P.png
Did anyone else think he said "Credit card"?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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, while 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.


Trick Card
Qcb.png + Lp.png or Hp.png
MVC2 Gambit Ground QCB P.png
Out of my sky, pest!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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. Like Kinetic Card, the LP version starts faster with more recovery, while HP starts slower with less recovery.


LP Cajun Slash
Dp.png + Lp.png
MVC2 Gambit DP LP 01.png
Smack that guy over there!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.


HP Cajun Slash
Dp.png + Hp.png
MVC2 Gambit DP HP 01.png
MVC2 Gambit DP HP 02.png
MVC2 Gambit DP HP 03.png
Smack that guy a few times!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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 if they don't roll, and it does some nice damage, though it's hard to find a good time to use this.


LK+HP Cajun Slash
Dp.png + Lk.png + Hp.png
MVC2 Gambit DP HP 02.png
MVC2 Gambit DP LKHP 02.png
MVC2 Gambit DP LKHP 03.png
The HP version from previous games!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit does a three hit staff combo, but stays grounded. Good for combos, but not as consistent as LP Cajun Slash. Also doesn't combo into supers again, so this one is fine but nothing special. Can be used to buy time for slower assists to hit.


Cajun Escape
Charge D.png, U.png + Lp.png or Hp.png
MVC2 Gambit Charge Jump.png
MVC2 Gambit Charge P Attack.png
*ST Claw voice* YEOOoooOOOW!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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 for more air time. You can press either punch button during his flipping at any time to perform the follow-up attack. The attack portion is gimmicky and hits mid, but works well as an escape option and to get over or around things that may trouble other characters.


Cajun Strike
Charge D.png, U.png + Lk.png or Hk.png
MVC2 Gambit Charge Jump.png
MVC2 Gambit Charge K Attack.png
DIIIIVEKICK, THE MOST AMAZING FIGHTING GAME EXPERIENCE ON THE PLANET
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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 punish some things that may be tricky to otherwise.


Hyper Combos

Royal Flush
Qcf.png + Lp.png + Hp.png
MVC2 Gambit QCF PP.png
We're playing 52 card pickup, and YOU'RE the one to do it!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit throws his staff up (we'll get to that) and crouches down, then throws a bunch of kinetic cards at the enemy, trapping them in place. Gambit catches his staff, 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 (ideally they're directly in front of him), but overall this is a great damage engine super. On startup (before the superflash) Gambit's staff has a hitbox on the way that will send opponents down and backwards, into the cards he's throwing. You can use this after an air super to squeeze more damage out of a combo or secure a kill, but since the cards hit the opponent while they're airborne, less cards hit so it doesn't always do a lot. If you DHC before Gambit snaps, the cards will hold the opponent in place for a short while, giving slower supers enough time to still combo!


Cajun Explosion
Qcf.png or Qcb.png + Lk.png + Hk.png
MVC2 Gambit Air QCF P.png
MVC2 Gambit Explosion Pillar.png
Magnetic Shock- wait no, wrong character
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Causes Flying Screen - - - -

Gambit flips to the wall, then throws some Kinetic Cards into the ground, which explode into pillars of energy which cross the screen and trigger Flying 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.


Variable Assists

Projectile Type
A1 // A2
MVC2 Gambit Ground QCF P.png
Type α
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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. These hold the opponent in place for a while on hit, allowing for one-hit conversions with the point character that would not be possible with most assists. 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.


Expansion Type
A1 // A2
MVC2 Gambit DP LP 01.png
Type β
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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 Kinetic Card assist.


Launcher Type
A1 // A2
MVC2 Gambit 2HP 01.png
MVC2 Gambit 2HP 02.png
Type γ
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Gambit swings upward with his staff. As a launcher assist, there is next to no reason to pick this. Do not bother.


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