Marvel vs Capcom 2/Juggernaut/Combos

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Combos

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see System and Controls

> Proceed from the previous move to the following move.
P.png / K.png Either light or heavy version of Punch/Kick can be used.
2.X / D.pngX Button "X" is input while Crouching.
j.X Button "X" is input while jumping or in the air.
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
J.(X>Y>Z) Inputs are done in the same jump
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
Sj.X Button "X" is input while super jumping, some combos have a height requirement and won't work with a standard jump
(X > Y > Z) x N Signifies an infinite, N being the number of repetitions until the opponent dies, the timer runs out or you drop the combo
X(#) Attack "X" should only hit # of times.
/\ Jump up to continue the combo.
\/ Land on the ground to continue the combo.
-> Indicates cancels (basic attacks into special moves/supers)
~> indicates a Rekka followup

Note: Juggernaut is only allowed a 2 button chain unless he is super jumping so his combos tend to follow a very simple path. Adding to that limitation, a solo Juggernaut can only combo a ground chain into the following buttons:

  • Standing Mp.png
  • Standing Hp.png
  • Crouching Mk.png


Your bread and butter. Easy to perform under pressure and, even unmashed, will seriously damage any character when Juggernaut has the Power-Up glitch. If you have the meter, unless you have a specific plan for it, it's highly recommend you just pull the trigger any time you land a hit.

 c.LK > s.HP xx Headcrush


A simple, meterless combo. Low damage but can be useful for dealing with assists that might be preventing some other combos.

[Close] c.LK > s.LP xx HP Earthquake


Your strongest, inescapable, meterless combo. Will send the opponent flying which will cause a flying screen dash for you, which can be potentially fatal for Juggernaut depending on the matchup.

[Close] c.LK > s.HP xx LP Juggernaut Punch


A simple way to scramble for damage off of an accidental c.HP.

 j.HP \/ c.HP xx HK Body Press


Rollable. The strongest, meterless option off of a sweep. Either strength Juggernaut Punch will connect but LP is safer when the opponent rolls.

 c.LK > c.LK xx LP Juggernaut Punch


F + HP is a pretty lackluster move in this game but it might be useful as a meaty in the corner. Also note that this is a superjump cancel, not a jump cancel. Instead of holding up to leave the ground you have to return to neutral, then down, then up.

 (Corner) [Close] F + HP /\ sj.LK > sj.MP xx LK Body Press


The dash-in is crucial. A high damage, unrollable route for midscreen Juggernaut Punch.

 j.HP \/ d.s.HP xx LP Juggernaut Punch


Meterless style combo for the corner. Builds a ton of meter compared to your other combos. Flying screen is set so you really can't get any more than this. You have the option of leaving the final hit off which forces your opponent to roll into the corner, allowing you to continue your pressure.

 (Corner) j.HP \/ c.HP /\ sj.LK > sj.MP > sj.HP > sj.HK \/ c.LK > F + HP


Rollable. The most damaging, midscreen combo Juggernaut has access to.

 j.HP \/ c.LK > c.LK xx HP Juggernaut Punch xx Headcrush


This combo allows for Headcrush to be mashed a little easier than others due to the spacing. Useful for when you find yourself without Power-Up glitch and need a little help getting the full 8 hits on Headcrush.

 (Corner) j.HP \/ d.s.LK > s.HP xx LP Juggernaut Punch, c.LP xx Headcrush


Rollable. The only possible damage extension after a midscreen ground throw. Works with either throw. Doesn't work on heavy characters.

Throw, HP Juggernaut Punch xx Headcrush


Juggernaut's answer for people putting him in the corner. Juggernaut has surprisingly amazing juggle potential after a throw into the corner which makes this combo pretty forgiving to execute. Works with either throw. Doesn't work on heavy characters.

Throw /\ j.LK > j.HK \/ Headcrush


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