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Marvel Vs Capcom 2

Marvel VS Capcom 2

Capcom Character Moves/Differences

When you pick your character you have to pick its assist type, basically it goes like this:

A [alpha ism]: Ground attack

B [beta ism]: Air attack

C [gamma ism]: Novelty healing attack

So in all honesty it best to to pick option A [red alpha ism], unless you find that you need the extra health pick me ups, and if you do, then practice more!

Below is the complete character roster and their associated moves and personal comments by me!

Key:
QCF: Quarter Circle Forward [fireball motion]
QCB: Quarter Circle Backward [hurricane kick motion]
DP: Dragon punch motion
RDP: Reverse dragon punch motion
HCF: Half circle forward [yoga flame motion]
HCB: half circle back
Hunter: The zig zag motion, weak punch, weak kick, strong punch etc..
OTG: Off the ground

Moves:

Daiti no Kodomo (grab): QCB + K

Daiti no Kodomo (punch): QCF + Short

Daiti no Kodomo (kick): QCF + Roundhouse

Midori no Kanki: QCB + P

Kaze no Sakeb: QCF + P (air) (rushing move)

Supers:

Shokubutsu no Okite (Law of Vegetation): QCB + PP

Taiyou no Megumi (Sun's Blessing): QCF + KK

Assists:

A- Life Up! / Taiyou no Megumi (Touch range)

B- Defence Up! / Taiyou no Megumi (Touch range)

C- Midori no Kanki / Taiyou no Megumi (Touch range)

Launcher: C.Strong and C.Forward

Ground Chain: Weak to Strong

Air Chain:

Super Jump Chain: Hunter

He is a completely new character created for MVSC2. More of a novelty character - as if that was hard to work out! His SUPERS can connect well, though only my dc seems to be able to do it, otherwise he is only really to be picked if you intend to use his healing assist. If you are pick Jill, 'cos 'shes a member of the stars!'

 

Moves:

Coffin Fall: d, d + P or K (air)

Cobra Blow: b, f + P (air)

Mummy Drop: QCF + P (air)

Royal Curse: QCF + K in air

Supers:

Pharaoh Magic: Roundhouse, Jab, d, Short, Fierce

Pharaoh Coffin Fall: d, d + PP

Pharaoh Illusion: Jab, Jab, f, Short, Fierce

Pharaoh Cobra Blow: b, f + PP

Assists:

A- Cobra Blow / Pharaoh Cobra Blow (Projectile)

B- Mummy Drop / Pharaoh Illusion (Special, Full Screen)

C- Coffin Fall / Pharaoh Super Coffin Drop (Projectile, Falling)

Launcher: C.Fierce

Fresh from his appearances in the Darkstalker and Vampire Savior games. I find it hard to use him, as most of his moves are over the top and I prefer the street fighter combo system. Pick this guy if you play vampire savior a lot...obviously.

 

Moves:

Smiling Missile: Charge b, f + P or K

Happy Missile: Charge d, u + P or K

Shy Strike: QCB + P

Cheer of Fire: DP + P (air)

Supers:

Cruel Hunting: QCF + PP

Beautiful Memory: HCF + KK

Apple For You: HCB + KK

Assists:

A- Smiling Missile / Cruel Hunting (Projectile)

B- Cheer of Fire / Cruel Hunting (Projectile)

C- Shy Strike / Cruel Hunting (Projectile)

Launcher: S.Forward

Ground Chain: Hunter

Air Chain:

Super Jump Chain: Hunter

Vampire Savior's demonic wolf hunter. She can double jump. Her Cruel Hunting does massive block damage. Fierce is good for jumping in on and her Roundhouse attacks are landmines that have good range and knocks the opponent away. If players keep jumping in at you just use her cruel hunting SUPER, then retreat by dropping landmines from your knickers! Baby Bonnie Hood is a good character who excels in bothe keep away patterns and offensive patterns.

Moves:

Delta Kick: DP + K (air)

Rolling Buckler: QCF + P, P or K

Sand Splash: QCF + K

Cat Spike: DP + P

Supers:

Dancing Flash: QCF + PP

Please Help Me: QCB + KK

Super Sand Splash: QCF + KK

Assists:

A- Delta Kick / Hyper Sand Splash (Projectile)

B- Sand Splash / Hyper Sand Splash (Projectile)

C- Cat Spike / Hyper Sand Splash (Projectile)

Another vampire savior girl, this time the pussy cat nun. Plays much the same as she did in Vampire Savior, she still has her please help me SUPER which was one of my favourites in Vampire Savior, Baby Bonnie hood's karoake finish was the best. Felicia is a good all round back up character, although fairly weak her SUPERS can help out you stronger team members.

Moves:

Sonic Boom: Charge b, f + P

Somersault Kick: Charge d, u + K (Air d, u + K)

Supers:

Sonic Hurricane: QCF + PP

Somersault Strike: QCB + KK

Crossfire Blitz: Air, QCF + KK

Assists:

A- Somersault Kick / Somersault Strike (Rushing, Rising)

B- Sonic Boom / Sonic Hurricane (Projectile, Close Range)

C- Sonic Boom / Sonic Hurricane (Projectile, Close Range)

Launcher: C.Fierce

Ground Chain: Weak to Strong

Jumping Chain:

Super Jump Chain: Hunter

All of Guile's SUPERS can be cancel into. On the ground you can chain anything into S.Fierce or S.Roundhouse into either super, preferably Sonic Hurricane. Guile retains all his strength from the original SF2 and then some! Guile is a primary character choice, his strength and combo potential are high, and if his moves are blocked you are pushed far away from your opponent that he can not hit you.

Moves:

Siden: QCF + P

Guren: DP + P (air)

Plasma Combo: b + Jab, Jab, Jab, Jab

Shirotora Hou: b, f + PP

Supers:

Rasetsu Slash: QCF + KK

Crescent Moon: QCF + PP

Plasma Field: QCB + KK (air)

(Level 3): Jab, Fierce, b, Short, Roundhouse

Assists:

A- Siden / Crescent Moon (Rushing)

B- Guren / Rasetsu Slash (Rising Projectile, Like Magneto-Magnetic S.wave)

C- Siden / Rasetsu Slash (Rising Projectile, Like Magneto-Magnetic S.wave)

Launcher: C.Fierce

Ground Chain: Weak to Strong

Air Chain:

Super Jump Chain: Hunter

A good new addition to the VS series. All his moves make him use his sword, his SUPERS charge across the screen, and can punish foolish players easily. He has a decent reach thanks to his sword and his SUPERS can be effected when chained with other team members.

Moves:

Kinsetsu Sentou A (Close Combat A): QCF + P (air) (rush move)

Grenade Launcher: DP + P

Kinkyuu Kaihi A (Emergency Evasion A): QCB + K (Short for zombie that

holds opponent, Roundhouse for exploding zombie)

Kinkyuu Kaihi B (Emergency Evasion B): QCF + Short (dog)

Kinkyuu Kaihi C (Emergency Evasion C): QCF + Roundhouse (bird)

Ousen Shageki (Return Fire): HCB + P (Beretta counter-attack)

Supers:

Kinsetsu Sentou A+ (Close Combat A+): QCF + PP (air)

Code: T-002: QCB + KK

Rocket Launcher: QCF + KK

Assists:

A- Life Up!

B- Close Combat A / Close Combat A+ (Rushing)

C- Grenade Launcher / Rocket Launcher (Projectile)

Launcher: C.Fierce

Ground Chain: Weak to Strong

Air Chain: Weak to Strong

Super Jump Chain: Hunter

One of the more imaginative characters that does not look out of place. All her associations with RESIDENT EVIL are in here. She can command zombies, crows, and dogs. Suprisingly she can also summon a TYRANT, which comes up through the ground and attacks [this move is hard to connect with as the opponent has to be in the right position, otherwise all you will see is a nice flaming hole effect]. She is more of a back up character helping out your primary characters, most of her moves are more MARVEL than CAPCOM in style, but 'she is a member of the stars!' Jill wins the best entering battle quote.

Moves:

Kobun Fire: QCF + P (air)

Call for Help (Rush!): QCB + Jab

Call for Help (Seize!): QCB + Fierce

Call for Help (Air!): QCB + K

Robot Attack: QCF + K

Supers:

Lunch Rush: QCF + PP

King Henchman: QCF + KK

Assists:

A- Call For Help (Rush!) / Lunch Rush, Multi (Projectile, Full Screen)

B- Kobun Fire (up) / King Kobun (Rushing)

C- Kobun Fire (forward) / Lunch Rush, Line (Projectile, Bottom Screen)

Launcher: S.Roundhouse

Pointless character, I hate these tiny characters like megaman, roll and no kobun. He is just a novelty, he can take a beating from anything. Be wary of frustration as many of your SUPERS will miss him. Basically stay away from using this character as he is rubbish.

Moves:

Schwarzalle: QCF + P (air)

Sublimation: QCF + K

Fantome: QCB + K

(Anchor): HCB + P

Supers:

(Hyper Schwarzalle): QCF + PP (air)

Barutoneeru: QCF + KK

Miru Fantuum: QCB + KK

Tooru Do Maji: Roundhouse, Jab, d, Short, Fierce

Assists:

A- Sublimation / Power Knell (Auto)

B- Y Anchor / Mili Phantom (Projectile)

C- Power Up / Hyper Shovel Shell (Rushing)

Launcher: C.Fierce

A brand new character leading the CAPCOM characters into this VS games. She is a good addition, I would have preferred Rose, but there you go. A good primary character choice.Her Schwarzalle and Hyper Schwarzalle can be redirected with a direction + P (up to 2 times for regular and I think 5 times for super.) Try to control it so you land safely. Her Tooru Do Maji is when she drops a barrel on you. It seems to be 'timing' super where you have to hit the right buttons at the right time to get the max damage out of it.

Moves:

Fuusetuzan (Wind-slash Beheading): Tap P (air)

Sienbu (Little Monkey Dance): QCF + P (air)

Seitenrengeki: DP + P (air)

Supers:

Tenchi Tsuukan (Pass Through Heaven and Earth): QCF + PP (air)

Saruou (Monkey King): QCB + PP

POW: QCF + KK

Assists:

A- Life Up! / Saruou (Auto)

B- Shienbu / Saruou (Auto)

C- Seiten Rengeki / Tenchi Tsuukan (Rising, Falling Projectile)

Launcher: C.Roundhouse

Money King super can do a lot of block damage with her fire breath. The stick SUPER is pretty poor any may hit the opponent if they are blind or stupid. An entertaining character but not a serious choice unless you have a girly-monkey-SUPER-fetish.

Moves:

Command Shot: QCF + P

Bonne Strike: QCF + K (air)

Lunch Henchmen Charge: DP + P

Supers:

Lunch Rush: QCF + PP

King Henchman: QCB + PP

Assists:

A- Throw with Y / Lunch Rush (Kobon Rushes, Low)

B- Second hit of (A, A) / King Kobun (Kobon Rushes)

C- Second hit of (D+X, D+X) / King Kobun (Kobon Rushes)

Launcher: C.Fierce

Her Command Shot is slow in coming out and if it hits, holds the opponent in place for a bit. Lunch Rush works kind of like Command Shot where she shoots the opponent to lock them in place for the rush. If you have the Lunch Rush as you team super, do it by doing a team super (Assist 1 + Assist 2) instead of QCF + PP, because the serve bots will come out even if you don't hit the opponent with the gun.



Assists:

1: Gou Hadouken / Messatsu Gou Hado (Projectile)

2: Gou Shouryuken / Messatsu Shouryuu (Rushing, Rising)

3: Tatsumaki Zankuu Kyaku / Messatsu Gou Rasen (Rushing, Close Range)

Takes more damage yet again. But can play a good keep away game. Supposedly one of the better character as he has easy to do damaging combos and can run. He has his hurricane kick super from the SF3 series (QCF + KK.) Akuma is excellent in this game, he has all the SUPERS you need. He does insane damage and is a good primary character choice.

Assists:

1: Sonic Spike / Spin Drive Smasher (Rushing)

2: Sonic Drill / Spin Drive Smasher (Rushing)

3: Spin Knuckle / Killer Bee Assault [Maximum Cammy!] (Auto)

Cammy is back! yeah support the british characters. She retains all her moves from XvSF, and like spiderman she has the maximum cammy attack, which looks far better than spidermans. I think Cammy is definately a secondary character. I can play her well as she goes towards more the STREETFIGHTER timing way than the MARVEL way incidently she can air combo into her Lock-On super.

Assists:

1: Captain Fire / Captain Sword (Projectile, Sweeping from Up to Front)

2: Captain Corridor / Captain Sword (Projectile, Sweeping from Up to Front)

3: Captain Kick / Captain Sword (Projectile, Sweeping from Up to Front)

He did not lost his Hoover/Baby helper. It can be done with QCF + Short+Fierce. Seems to play the same but it looks like he is easier to get in on now that you can abuse assist characters. S.Roundhouse into Captain Sword still works along with Captain Storm into Captain Sword.

Move list is unchanged from XvSF.

Assists:

1: Sonic Boom / Sonic Break (Projectile)

2: Somersault Shell / Somersault Justice (Rushing)

3: Sonic Boom / Sonic Break (Projectile)

Plays like he did in XvSF so you get 2 guiles? ..well no. although he is not as strong as Guile he is able to hold his own against the others. If you play Guile a lot then pick Charlie as a partner but be aware that you have to similar characters so pick some one like Gouki or Cammy to compliment you team.

Assists:

1: Kikouken / Kikoshou (Close Range Projectile)

2: Tenshou Kyaku / Hasan Tenshou Kyaku (Rushing)

3: Axe Kick / Senretsu Kyaku (Rushing, Up-Forward)

Old df+Roundhouse is now db+Roundhouse. Her head stomp is (air) d+Roundhouse. You can no longer chain a Fierce or Roundhouse after her head stomp. Her air super from MvC seems to be gone now. She is pretty much how she was before i.e. a good partner with Gambit, those team chain SUPERS are immense!

Move list might be unchanged from MvSF.

Assists:

1: Gadoken / Shinkuu Gadoken (Projectile, VERY short range)

2: Koryuken / Koryurekka (Vertical Uppercut)

3: Premium Sign / Hisshou Burai Ken (One step rush, Vertical Uppercut)

Move list is unchanged from MvSF

Assists:

1: Yoga Fire / Yoga Inferno (Projectile, Almost Full Screen)

2: Yoga Flame / Yoga Inferno (Projectile, Almost Full Screen)

3: Yoga Blast / Yoga Inferno (Projectile, Almost Full Screen)

1: Saotome Typhoon / Saotome Cyclone (Rushing)

2: Saotome Dynamite / Blodia Punch (Projectile)

3: Launcher Y / Blodia Punch (Projectile)

Supposedly better because his drill attacks hit more times making them safer. I haven't seen or heard much else about him though.

Move list is unchanged from MvSF

Assists:

1: Shouryuuken / Shinryuken (Vertical Rising Uppercut)

2: Hadoken / Shoryuu Reppa (Rushing, Repeating, Rising)

3: Tatsumaki Senpuu Kyaku / Shoryuu Reppa (Rushing, Repeating, Rising)

Plays like you would expect and cross between gouki and ryu, though both of these characters are better, having all 3 on a team would be cool.

Assists:

1: Psycho Shot / Psycho Crusher (Rushing, Flying Projectile)

2: Psycho Field / Psycho Crusher (Rushing, Flying Projectile)

3: Scissor Kick / Knee Press Nightmare (Rushing)

Gains a new super, Psycho Explosion (HCB + PP) which is an enhanced version of his HCB + P move.

Assists:

1: Mega Buster / Hyper Megaman (Projectile)

2: Mega Upper / Hyper Megaman (Projectile)

3: Mega Buster / Hyper Megaman (Projectile)

The motions for Item Change has changed. QCF + K for Rockball, DP + K for Tornado Hold, and QCB + K for Leaf Shield. Megaman is still rubbish, he is too much of a novelty character who does not feel at home in the game. He is small so many attacks miss him, but his kicks and punches do little damage and have a short range.

Assists:

1: Shadow Blade / Silhouette Blade (Projectile [Lilith], Rising)

2: Soul Fist / Soul Eraser (Projectile)

3: Shadow Blade / Silhouette Blade (Projectile [Lilith], Rising)

Her Shell Kick is now QCB + K in the air. She seems to have lost her Eternal Slumber from MvC. One of the better characters she has great combo potential, she plays like a ken crossed with rose clone. A good character choice to sit along side Guile.

Assists:

1: Mega Buster / Hyper Roll (Projectile)

2: Flower Bomb / Hyper Roll (Projectile)

3: Flower Bomb / Hyper Roll (Projectile)

Hmm another small character, megaman with girly hair. Same as Megaman for Item Change. Flower Bouquet seems to be DP + P.

Assists:

1: Shouryuuken / Shinkuu Hadoken

2: Hadoken / Shinkuu Hadoken

3: Tatsumaki Senpuu Kyaku / Shinkuu Tatsumaki Sempuu

He is a bit faster. Still has his Fierce into super fireball. Air comboing into the super fireball is also easier to do. His Snapback is his overhead. Shin-Shoryuken now uses 3 Levels.

Move list is unchanged from MvSF

Assists:

1: Sho-oh-ken / Haru Ichiban (Rushing, Vertical)

2: Hadoken / Shinkuu Hadoken (Projectile Up-Forward or Forward for Dark)

3: Hurricane kick / Midare Zakura (Auto)

She can turn into Dark Sakura and Back by B+D+DB+A (3 Levels)

Assists:

1: Rainbow Slash / Legion (Projectile)

2: Vajra / Legion (Projectile)

3: Bird Attack / Legion (Projectile)

Suffers badly from the new button set-up and takes damage like Akuma, i.e. bad. Otherwise he plays pretty much the same.

Assists:

1: Lariat / Hyper Lariat (Rushing)

2: Running Bear Grab / Hyper Lariat (Rushing)

3: Aerial Russian Slam / Hyper Lariat (Rushing)

He can turn into Dark Zangief and Back by B+D+DB+A (1 Level)

Basically still to slow, though in his alternative mode this problem is address, but stay away from him.

Review

Marvel VS Capcom 2 review (dreamcast)

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