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Marvel Vs Capcom 2

Marvel VS Capcom 2

Marvel 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:

Viper Beam: QCF + P (air)

Psimitar: DP + P

Electro Trap: QCB + K (air)

Psy Charge: HCB + P

(rush punch): QCF + K

Supers:

Hyper Viper Beam: QCF + PP

Time Flip: QCF + KK (can hit opponent while clone attacks)

Assists:

A- Viper Beam / Hyper Viper Beam (Projectile)

B- Psimitar / Hyper Viper Beam (Projectile)

C- Electro Trap / Hyper Viper Beam (Projectile)

Launcher: S.Strong

Disappointing character when you play him as he seems to poweful, his combo potential is average and he is primarily a keep-a-away character. His SUPERS can wipe out characters pretty easily so use this to your advantage.

 

Moves:

Boneerang: QCF + P (air)

Towering Spine: DP + P

Ricochet Slash: QCB + K

Ride & Slash: HCB+P (air)

Supers:

Stinger Bones: QCF + PP

Bone Buster: QCB + PP (air)

Assists:

A- Boneerang / Bone Buster (Projectile, Homing)

B- Towering Spine / Bone Buster (Projectile, Homing)

C- Ricochet Slash / Stinger Bones (Projectile)

Launcher: C.Fierce

Ground Chain: Hunter

Air Chain:

Super Jump Chain: Hunter

Plays similar to wolverine, however he SUPERS are quite poor and can be easily dodged. However if you are a genious wolverine player, then select her along with your 2 wolverines you will be laughing. hahaha or something along those lines.

Move list is unchanged from MvSF

Assists:

1: Dark Thunder / Judgment Day (Projectile)

2: Inferno / Heart of Darkness (Rising Projectile)

3: Medium Punch / Armageddon (Falling Projectile, Close Range)

Blackheart still reigns as a second rate zero character, don't bother with him. I have seen him played well and it does work well although it is yawn inspiring.

Assists:

A- Low Shield Slash / Hyper Charging Star (Rushing)

B- Stars & Stripes / Hyper Stars & Stripes (Rushing, Triple Rising)

C- Charging Star / Hyper Charging Star (Rushing)

Pretty much can be played the same as his MvC counterpart. No ground level Shield Slash, Jab version goes strait ahead. His Jabx3 -> double jump air combo is still there, just that you have to time it now or else his Strong comes out. Still has Short-Forward-Hyper Stars and Stripes. Good all round character his jumping fierce is great against hitting the ball in ABYSS's stage. His SUPERS are still pretty vunerable if they miss as it leaves him close to the opponent. Definately a primary/secondary character choice due to his strength.

Moves:

Giant Swing: QCF + P (air)

Power Tackle: QCF + K (air) (Short for strait, Roundhouse for up-

diagonal)

Supers:

Super Dive: QCF + PP (air)

Super Armor: QCB + PP

Assists:

1: A Power Tackle / Super Dive (Rushing, Rising, Diving, LONG range)

2: B Power Tackle / Super Dive (Rushing, Rising, Diving, LONG range)

3: B / Super Dive (Rushing, Rising, Diving, LONG range)

Plays like he did in X-men COTA, with only minor changes. However it looks like he keeps his animation frames from that game. Keep away from this character play the Hulk or Juggernaut instead.

Assists:

A- X Optic Blast / Mega Optic Blast (Projectile)

B- Gene Splice / Mega Optic Blast (Projectile)

C- Cyclone Kick / Mega Optic Blast (Projectile)

He plays like he did in XvSF, i.e. he is insanely powerful, his mega optic blast does big damage even if it is blocked. A good character choice. However he can be easily beaten when the cpu plays as him as he always seems to sommersault backwards then speak, then launch his optic blast.

Moves:

Plasma Beam: QCF + P (air)

Photon Shot: HCB + P (air)

Molecular Shield: HCB + K

Flying: QCB + KK (air)

Supers:

Photon Array: HCB + PP (air)

Electric Cage: QCF + PP

Sphere Flame: QCF + KK

Launcher: C.Fierce

Assists:

1: Photon Shot / Photon Array (Projectile, Front, Back, Angled)

2: Molecular Shield / Sphere Flame (Projectile, Verticle)

3: Plasma Beam / Electric Cage (Projectile, Close Range)

His Sphere Flame combos after his launcher. His Electric Cage looks sort of like Chun-Li's super puffball only it moves forward as a small fireball and then gets bigger when it hits. Dr. Doom is awesome though I find it hard to do anything damaging with him, even after Richard 'the master' master class on him in SSM.

Assists:

1: Kinetic Card / Royal Flush (Projectile, + 1 Vertical)

2: X Cajun Slash / Royal Flush (Projectile, + 1 Vertical)

3: Launcher D+Y / Royal Flush (Projectile, + 1 Vertical)

Plays pretty much the same, without his infinite of course. Might be more recovery on his Jab Cajun Slash.

Assists:

1: X Gamma Slam / Gamma Wave (Projectile)

2: Gamma Charge (F) / Gamma Crush (Rushing, Rising, Falling)

3: Gamma Charge (U+F) / Gamma Quake (Projectile, Falling)

His launcher C.Fierce is better and his Gamma Charge has also improved. Comparable to how he was in MvSF.

Moves:

Ice Beam: QCF + P (air)

Ice Avalanche: QCF + K (air)

Ice Fist: QCB + P

Super:

Arctic Attack: QCF + PP (air)

Assists:

1: Ice Beam X / Artic Attack (Projectile)

2: Ice Avalanche A / Artic Attack (Projectile)

3: Ice Beam X / Artic Attack (Projectile)

Launcher: C.Roundhouse

No block damage from most 'energy' projectile attacks, another insane keep away game (starting to see pattern here?), and a fast dash is making him one of the best characters so far. He only seems to have one super, Arctic Attack (QCF + PP) but it can be easily combo off his air combo or S.Fierce. Ice Beam is a very good assist as it nullifies any of you opponent's and their assist's projectiles. I have no idea what doing Ice Fist adds to you.

1: Unibeam / Proton Cannon (Projectile, Cannon can hit)

2: Repulsor Blast / Proton Cannon (Projectile, Cannon can hit)

3: Launcher (B) / Proton Cannon (Projectile, Cannon can hit)

He is like how he was in MSH. He cannot chain after the knee dive.

Assists:

1: Juggernaut Punch / Juggernaught Headcrush (Rushing)

2: Juggernaut Body Press / Juggernaught Headcrush (Rushing)

3: Earthquaqe / Juggernaught Headcrush (Rushing)

Headcrush comes out fast. Almost anything bigger than a Jab or Short blocked, mean a Headcrush.

 

Assists:

1: E.M. Disruptor / Magnetic Shockwave (Rushing Projectile)

2: Hyper Gravitation / Magnetic Tempest (Projectile)

3: Launcher (D+Y) / Magnetic Tempest (Projectile)

His 'force field' move is now a counterattack like Cammy's and Jill's. It you hit him, he'll do a one hit Magnetic Shockwave.

 

Assists:

1: X Coil Throw / Omega Destroyer (Projectile, Coils)

2: B Omega Strike / Omega Destroyer (Projectile, Coils)

3: DB+B / Omega Destroyer (Projectile, Coils)

He still has the Coil that goes upwards. It can be done like Captain Commando's Hoover which requires two button. Life absorb coil still gives you back more life than you have in red, but it is really little. His supers have been changed in their motion to QCB + PP for both. QCF + PP gives you the coil that goes upward. The same applies for his kick attack; QCF + KK goes upward. A fairly average character his OMEGA DESTROYER does not do the damage that you would like, but his health pinching move can cause frustration to opponents.

Assists:

1: Roundhouse Psi Blade / Psi Maelstrom (Rushing, Vertical)

2: Y Psi Blast / Kochou Gakure (Projectile, Close Range)

3: Y Psi Blast / Psi Thrust (Rushing, can change direction)

I have always had a soft spot for Psylocke, her moves remain intact but she is faster than she has been in previous vs games. She can do some insane combos and has great range, however she is still one of the weaker characters trading strength for speed. A good character due to her great moves and costume...I will stop there.

Assists:

1: Rising Repeating Punch / Super Rushing Punches (Rushing)

2: Repeating Punch / Super Rushing Punches (Rushing)

3: Power Drain / Super Rushing Punches (Rushing)

Loses her move pinching move [probably due by the range of characters available] instead she gets one of 3 power ups, meter-up, speed-up, defense-up.

Move list is unchanged from XvSF

Assists:

1: Berserker Claw / Berserker Claw X (Rushing [1 HIT!]

2: Armed Birdie / Hyper Armed Birdie (Projectile)

3: Launcher (2nd hit of the (D+Y) / Hyper Armed Birdie (Projectile)

Moves:

Rocket Punch Low: QCF + Jab (air)

Rocket Punch Strait: QCF + Fierce (air)

Rocket Punch Diagonal: DP + P (air)

Sentinel Force: QCF + K

Flying: QCB + KK

Supers:

Plasma Storm: QCF + PP

Hard Drive: QCF + PP (air)

Hyper Sentinel Force: QCF + KK

Assists:

1: Rocket Punch / Hyper Sentinel Force (Projectile)

2: B / Hyper Sentinel Force (Projectile)

3: Sentinel Force / Hyper Sentinel Force (Projectile)

Move list is unchanged from MvSF

Assists:

1: Mystic Stare / Hyper Mystic Smash (Projectile)

2: Mystic Smash / Hyper Mystic Smash (Projectile)

3: Mystic Stare / Hyper Mystic Smash (Projectile)

His life absorb throw only recovers up to what he has in red energy after that it recovers him really slowly. Chaos Dimension hurts a lot and you can OTG afterwards. He can also do his Hyper Mystic Smash (QCF + KK)

Moves:

Shuriken: QCF + P (air)

Tap P, then f, f (?)

Supers:

QCF + PP

QCF + KK

(Sword Power-up-Thunder):QCB + P

(Sword Power-up-Ice):QCB + Short

(Sword Power-up-Flame):QCB + Roundhouse

Assists:

1: Repeating Slash / Hyper Repeating Slash (Rushing)

2: Shuriken / Triple Shuriken (Projectile)

3: D+Y / RaiMeiKen (Projectile)

Much like he was in XMEN COTA, so fairly rubbish included only to get the japanese excited I am sure.

Seems to play the same.

Assists:

1: Web Ball / Crawler Assault (Rushing)

2: Web Swing / Crawler Assault (Rushing)

3: Spider Sting / Crawler Assault (Rushing)

Moves:

Dancing Swords: HCB + P (air)

QCF + Jab (air)

QCF + Fierce (air)

QCF + Short (air)

QCF + Roundhouse (air)

Supers:

Metamorphosis (L3): QCB + PP, then P (air)

Hyper Dancing Swords: QCF + PP

Speed-Up: QCF + KK

Power-Up: QCB + KK

Assists:

1: X Sword Toss / Stampede Swords (Projectile)

2: Y Sword Toss / Stampede Swords (Projectile)

3: Y attack / Metamorphosis (Rushing Auto)

Shuma-gorath with style and better combos.

Move list is unchanged since XvSF

Assists:

1: Whirlwind / Lightning Storm (Projectile)

2: Lightning Attack / Lightning Storm (Projectile)

3: Double Typhoon / Hail Storm (Projectile)

Moves:

Titanic Rush: QCF + P (air)

Death Sphere: QCF + K

Supers:

Gauntlet Power: QCF + PP (rolling ball)

Gauntlet Reality: QCB + PP (two slabs of rock)

Gauntlet Space: QCF + KK (rock shower)

Gauntlet Soul: QCB + KK (health drain)

Assists:

1: Death Sphere / Gauntlet Power (Projectile)

2: Titan Crush / Gauntlet Reality (Closing Projectiles)

3: Launcher (DF+Y) / Gauntlet Space (Projectiles, Rising, Falling)

Assists:

1: Venom Fang / Death Bite

2: Venom Rush / Death Bite

3: Launcher DF+Y / Death Bite

Seems to be better as his Venom Fang seems to do more damage. His air combo is harder to do for some reason, I don't know what I'm doing wrong.

Assists:

1: Shoulder Cannon / Proton Cannon (Projectile, Cannon can hit)

2: Repulsor Blast / War Destroyer (Projectile, Cannon can hit)

3: Smart Bombs / War Destroyer (Projectile, Cannon can hit)

He has the moves of GWM from MvC (missiles instead of beams.) Much faster on his projectile attacks. No more canceling after the knee dive and no more refly.

Assists:

1: Berserker Barrage / Berserker Barrage X (Rushing)

2: Tornado Claw / Fatal Claw (Jumps in air, short range)

3: Drill Claw / Fatal Claw (Jumps in air, short range)

He is slower, his Drill Claw is slower, it is much harder to combo into his supers (Jab-Short-Strong-BBX seems to be it for now), his dive kick no longer cancels into Roundhouse nor another dive kick. He can still pressure, but the rewards are not as high anymore and with assist characters the risks are greater. Berserker Rage is now done with QCF + KK.

Assists:

1: Y / Berserker Barrage X (Rushing)

2: Launcher D+B / Berserker Barrage X (Rushing)

3: DF+Y (Slide) / Berserker Barrage X (Rushing)

He loses some moves (Fatal Claw, Berserker Claw, and Berserker Rage) and gains the ability to do Tornado Claw in air. He has better range on his Jab thanks to his longer claws and his dive kick is XvSF style.

Review

Marvel VS Capcom 2 review (dreamcast)

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Marvel VS Capcom 2 characters (initial and hidden)
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