Marvel vs. Capcom 2 Walkthrough :
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Walkthrough - FAQ/MovelistMarvel Vs Capcom 2 Arcade & Dreamcast FAQ
by: Christopher dela Concepcion
Copyright July 26, 2000
*This movelist can only be found on
www.gamefaqs.com
www.neoseeker.com.
www.cheatcodes.com
www.psxcodez.com
Ver. 01 - First FAQ. Alot of mistakes.
Ver. 02 - Patched up a few mistakes & added Assist Types
(Man at long last this thing's done!)Welcome, ladies and gents to my second try at a
fighting game
FAQ. I'm Bahmat. I shall be your
guide into the greatest crossover fighting game ever. (or probably just until the next
best thing comes
along. You can never really tell when it comes to the fickleness of fighters. Oh well.) As
it stands, I
have absolutely NO idea what the story is. The absence of any understandable and visble
story reduces
this game to a simple, mindless bashfest. MVC was a bit better, because there was some
semblance of
a story line. This one has no story at all. Capcom must have been in such a hurry to put
this one out
that they forgot to put in something called a storyline. Oh brother. You win this one and
what do you
get? No ending for any of the characters. No little explanation as to why the heroes had
to be gathered
once more. Just some crappy guy saying, "Thanks for playing Marvel versus Capcom 2. Your
name
will be inscribed in fighting history." while the credits roll out, and some song which
sounds like
something from the 99.1(for us here in Bacolod) Crossover radio station, andd a few
pictures showing
the characters riding Ruby Heart's ship and that's all. What the hell is the story!? Why
DO they have
to fight Abyss? Ah but what the hell. It's a great game, nonetheless, so let's get ready
to kick ass! But
before we begin, let me remind all of you out there that I don't mind very much if you do
copy this
FAQ for home use. Hell, have a blast!! All I ask is that if this FAQ is to be copied for
purposes such
as freebies or magazine FAQ's or what not, please be civilized enough to give me credit.
Also if you
see anything wrong or missing in this FAQ, (typographical errors do not count) feel free
to contact me
at bahmat @eudoramail.com or you can check out Kao Megura's FAQ at gamefaqs.com for a
more
complete guide. I'm doing this to gain more experience in writing FAQs and hoping to
entertain those
who have read my previous FAQ at Marvel vs Capcom. So strap on your mouse cord, crack
your
knuckles, rest your reading eyes, clean your glasses (if you wear any) and hang on tight.
But most
importantly, have fun. Let the games begin.
Table of Contents
I. Basic Controls and Tricks
II. Marvel Fighters
III. Capcom Fighters
IV. Crashing Abyss
V. The Usual Raves
VI. Acknowledgements
I. Basic Controls and Tricks
As you all well know, Capcom lets you now control THREE fighters ala King of
Fighters, instead
of the usual two. How you're going to beat all three fighter before the clock runs out
depends on skill.
Capcom also decided to do away with the six button configuration of their games and merged
the LP
with MP and WK with MK, placed the HP and HK in the second button spot and added a new
feature
on the third buttons. That's right, quick helper summons. The set up is something that
looks like this:
A - WP/MP B - HP E - 2nd Helper
C - WK/MK D - HK F - 3rd Helper
So what this means is that to get MP/MK, you gotta press A/C twice. For beginners who
are used
to the old configuration, it may take quite some time to get used to it. But when you do
get the hang
of it, you'll see that it may prove to be very advantageous. Pressing either E or F when
your opponent
least expects it, say when he/she dashes towards you, or while your opponent is busy
striking you
while your blocking, letting him/her think all you're doing is blocking his/her big, bad
ol'button
combos, can make either you 2nd or 3rd character land a devastating sucker punch.
Devastating,
because if your chosen helper is a projectile user, like Gambit or Gouki, or a dash
character, like
Captain America, the moment their attack hits, you can follow up with another button-link
combo of
your own or really give it to your opponent with a powerful Super. I should know. I used
the same
tactics against one guy who just would not quit. (Gambit, Morriggan, and Juggernaut). Oh
he was
good, let me tell you. He struck with decent button linkers and Super Cancels. Problem
was,
Juggernaut came in and Juggernaut Punched him when he least expected it! AH HA HA HA!!
What
was even funnier was that he was one stubborn sonuva*****! Challenged me NINE times, just
to
prove to his cronies that he could beat me! What pride! What courage! What STUPIDITY! But,
more
of that later. Now, some assissts launches your opponent in the air for an air combo, some
heal a
small amount of Hp, others knock your foe out of the sky (anti-air), and some simply grabs
and
pounds your foe. It all depends on who you choose and what type of assisstance you want
them to
give you. On the assist list, I'd suggest you look for it in some of the other MVC2 FAQ,
because you
sure as hell are not gong to find any here! The only thing that can make you decide on
what perfect
assisst type to use for what character is experience and familiarity. Once you become
familiar with
your characters, you'll be able to know what assisst type is perfect for your fighters.
Also, by pressing both E+F together, you can do a very easy Hyper Combination Finish
with all
three if you're at level 3 or higher, (max is level 5), two fighter if level 2, or a quick
Super Cancel if
on Level 1. That's the other thing that's good in this game. I was always wondering why
was it that on
the PSX version (by the way, does anyone know if MVC2 is coming out on PSX, or will it
come out
only on PSX2? I'd really like it to come out on PSX. If it does, I hope Capcom makes it a
perfect
arcade translation instead of all the EX crap they keep sending us!) I could do a Captain
Corridor,
then cancel it immediately into a Captain Sword, but in the arcade version of MVC, I
couldn't do that.
Now in MVC2, canceling is here with a vengeance! YES!!
By the way, here are a few basic button commands and terminology when in my FAQ.
(There
arethose who have read my MVC FAQ before and know the terms well. For the newer ones,
weeellll...):
f - forward
b - back
d - down
u - up
joystick direction - wherever you move the joystick.
dp - dragon punch (f, d, df)
rdp - reverse dragon punch (b, d, db)
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle foward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
Charge - hold indicated direction for a while
d, u - Hyper Jump
Quotes - what each fighter has said in old Capcom games/from comics/or what I think they
would say.
Launcher - anything that strikes an opponent into the air for a quick aerial combo.
Special Moves - the usual ordinary moves
Super Moves - moves that deals tons of damage
WP - Weak Punch
WK - Weak Kick
MP - Medium Kick
MK - Medium kick
HP - Hard Punch
HK - Hard Kick
PP - both punches pressed/ also dashes forward automatically/ pushes attacking foes when
pressed
while blocking
KK - both kicks pressed / automatic Hyper Jump
f+HP+HK - Tech. Hit (do this when grabbed)
WP+WK - Tag in second fighter
MP+MK - Tag in third fighter
QCF + E/F - Snapback (prevents your opponent from assissting or tagging in for a while.)
Crossover Tag - b,db,d + E/F when blocking an attack. E-2nd fighter, F-3rd fighter
Beam Supers - projectile Supers that have the ability to deal alot of hit point damage
(i.e Soul Eraser,
Royal Flush, Magnetic Shockwave, Hyper Megaman)
Charge Super - Body or weapon is thrusted either upward or forward (i.e Hyper Charging
Star,
Messatsu Goushoryuu, Bone Storm, Shinkuu Tatsumakishipuukyaku)
Impact Super - fighter runs forward and hits. If it connects, hero goes into a combo. (i.e
Weapon X,
Captain Storm, Good Naiht Sugah, Midare Zakura)
E+F - Hyper Combination (Deal INCREDIBLE DAMAGE against your opponent!)
XMCOTA - X-Men: Children Of The Atom
MSH - Marvel Super Heroes
XMVSSF - X-Men Vs. Street Fighter
MSHVSF - Marvel Super Heroes Vs Street Fighter
MVC - Marvel Vs Capcom
MVC2 - Marvel Vs Capcom 2
MVC series - starts from XMVSSF to MVC2.
There is also what is known as a Crossover Super. Super because it involves using
Super
comboes, and Crossover because I chose to call it that way. What you do is cancel out one
fighter's
Super for his/her partner(s) Supers by doing that Super's command, depending on how many
levels of
power you got. I mean is, say you're using Morrigan, Gambit, and Captain Commando, (In
that order),
when you fire Morrigan's Soul Eraser/Silohuette Blade/Darkness Illusion, if it connects,
at the peak
of that Super, if you want to do Gambit's Royal Flush/Cajun Explosion, do its button
command before
Morrigan's chosen Super ends. Gambit will then jump in and join the party while Morrigan
takes a
hike. Now if you have Level 3 or higher, before the Flush/Explosion ends, if you think you
want to
throw a Captain Storm/Sword, do its button command at the middle of Gambit's Royal Flush.
Captain
Commando will then replace Gambit and finish this little dance. Problem with this is, you
can only
throw the next Super in order. You know, First chracter, second, then third. Now, whoever
is the last
one to do his/her Super will continue the round. However, not all Supers will connect with
the next
one. You'll need patience and practice before you can master which Super of your chosen
characters
will flow continously. Obviously, the easiest to Crossover Super are the beam-type Supers.
For Charge
and Impact Supers, practice, practice, practice.
Now Crossover Supers are a safe way( along with Crossover Tag) to switch characters.
Pressing
WK+WP/MP+MK is too obvious and has a 90% chance of being blocked and counter attacked.
The
good thing with connecting with a Tag move is that it sends your opponent flying and
spinning for a
while in the air, which leaves that sucker open to a launcher and button link combos.
Doing Crossover
Supers not only do intense damage, but also pushes away enemies for a safe switch. If you
know that
your opponent can block your Super, and you desperately need to tag out without geting
your ass
kicked six ways to Sunday, throw a Super in your arsenal which you know will push an
opponent
away, like Beam and Charge Supers. In the middle of that Super,make your second character
jump in
with another Super which pushs him/her even farther away. One good thing about this is
that
sometimes, your opponent will never expect you to throw a second Super, so chances are
he/she might
loosen his/her block and leave their fighters open to damage and give you the oppurtunity
to take the
fight to them!! Crossover Supers may be the only things that can get you out of a very
sticky situation
and turn the tides in your favor. But you who are reading this, don't be pulled in by
Crossover Supers.
When battling, keep one eye on the opponent and always take an occasional glance at
his/her Super
Meter. When that Meter is more than Level 1, always expect a Crossover Super switch.
Expect it,
block it, and take the appropriate steps to turn the tables on them. Then again, if you
suck big time in
MVC2, no amount of Crossover Supers will save your sorry butt! MWAH HA HA HA!!
One last thing; there is no more EASY Mode!!! AH HA HA HA HA!! The only adjustments
you'll find are for the Speed Modes: Turbo/Normal. Take that, the population of the Cheapo
ranks!
The only one not affected by this is that little troublemaker Megaman. So this time, no
more one
button press-automatic projectile fire or three PPP-automatic Supers! This time you toil
to win in this
game!! Think of this, after the previous three games, this fourth one is a test to see
just how good
you've become after all these years.
By the way, in case you're wondering why I usually refer to gamers as "He/She/They",
that's
because I beleive both men and women make excellent gamers. Hell, my baby sister whoops
me
everytime in Tekken, and another girl spanked me very badly in MVC2 when I was just
starting out,
using ROLL! OH MY GOD!! AHHHHHHHHH! Sorry. Just had to get that off my chest.
All right, here is the roll call for all fighters, 56 in all! This has got to be
Capcom's biggest
line
up of warriors ever! I hope to God there will be MVC3 and I hope the Punisher is included.
Hell, I even
hope that there will be a Captain Commando 2 game in the Punsiher format. Y'know, where
they can
all be big and bulky instead of thin and scrawny looking like in the first Captain
Commando game.
The first Capatain Commando was just a wee bit too hard, even with 4 players.
Marvel Capcom
Colossus BB Hood
Cable Anakaris
Gambit Chun Li
Iceman Cammy
Rouge Morrigan
Psylocke Ryu
Sabertooth Ken
Cyclops Dan
Marrow Sakura
Juggernaut Gouki
Hulk Roll
Captain America Megaman
Spiderman Zangeif
Silver Samurai M. Bison
Omega Red Jill
Magneto Captain Commando
Iron Man Guile
War Machine Nash
Venom Strider Hiryu
Blackheart Hayato
Wolverine Tron Bonne
Wolverine Alpha Aminggo
Storm Jin Saotome
Doctor Doom Ruby Heart
Shuma Gorath Dhalseim
Spiral Sonson
Sentinel Felicia
Thanos Kobun
Now from what I understand and have heard, some of these characters are released by
the
experience points the machine earns over the days. Don't ask me how that works because I
have
absolutely no idea. All I do know is that at certain levels, random characters from Marvel
and
Capcom, or sometimes different color boxes, gold boxes around fighters which allows you to
choose a
different color for your fighter, appear. How was I able to get this roll call list? Over
time, I simply
kept going to the arcades not paying too much attention to that strange Exp. box below the
title, every
day a new character coming into the picture, till one day, lo and behold, all the ? boxes
have been
filled and all characters present and accounted for.
II. Marvel Characters
1. Colossus - the real man of steel is back! Alright! It's been what? 4 Marvel/Capcom
games (MSH,
XMVSF, MSHVSF, MVC) when he last saw action. MVC didn't even cut it, reducing this X-Man
to a
support character role? Watch out for this one. Although he's big, he's alot faster than
Zangeif, Hulk
or Juggernaut. What's worse is that just like the three aformentioned heavyweights, he's
just as strong
as they are, only he's faster. Speed and strength. Deadly combination. Colossus can take
out an
opponent in only a matter of seconds. How's that for being a tad miffed at being excluded
for so
long, eh?
Qoute: "You can't make a better world by destroying the one we live in!" (Uncanny X-Men #
293)
Assist Types:
A: Rush Tackle
B: Soaring Rush Tackle
Y: Launcher
Launcher - Standing HK
Special Moves:
Rush Tackle - qcf + LK
Soaring Rush Tackle - qcf + HK
Hammer Throw - qcf + P (can be done in air)
Hammer Typhoon - after H. Throw, spin the joystick like crazy for more power.
Super Moves:
Super Armor - qcb + PP
Power Dive - qcf + PP, then P again to dive (can be done in air)
See what I mean? Others have brains and power. Him? he's just power. Pure and simple.
Now I
wonder how come he's not in the X Men movie? Why?! He's my favorite character of all.
Using Colossus - Play defensively. Never try to get the first hit in unless you are sure
that you will
connect. Remember. Colossus may be fast, but only in comparison with the other powerhouses
in the
MVC2 game. Against the other characters like Rouge or Gouki, he'll eat their dust. So
don't be in a
hurry. Be patient. Take advantage of every opening you see to show you opponent just how
mean
Colossus can be. Don't skimp on the Super Armor whenever you get the chance to use it. It
sort of
increases your chances of winning just a bit. It's up to you to make good use of that
advantage. Also,
NEVER throw a Power Bomb at anyone out of the blue. Although one hit from it is equivalent
to one
ShinkuuHadoken or probably even more, it has Horrible starting time and when it is
blocked, it has an
even more horrible recovery time, leaving you very susceptable to a vicious counterattack.
What I
suggest is to use the Super when you have the opponent in the air. After Launching an
opponent, A,
C, A , C then strike with a descending Power Bomb. That means the moment he connects with
the
second C, do the Power Bomb Motion then quickly press d+P. 2-3 of that kind of treatment
will send
your opponent to the dentist for a dental check up just to see what teeth are left after
eating Colossus'
metallic frame. Shoulder Charges can be used as defense against projectiles without block
damage.
With the Hammer Throw, when you make contact with an opponent, spin it quickly to make it
go into
Hammer Typhoon for even more damage. Might I suggest that when using Colossus, do not
EVER,
underestimate the power of his Super Armor move. It gives him all the qualities of Gold
War Machine
and Mech-Zangeif. Which means in this mode, he cannot be stunned, tripped, launched,
thrown, etc.
What's even more to your advantage is that he can move normally even in that mode! He can
even
block! Only problem is that his speed is reduced a bit. Learn how to use Super Armor to
your
advantage and you are invincible.
Against Colossus - Use fast characters against him. The faster the better. The CPU enjoys
using Super
Armor almost all the time. To get around that, wait for mistakes such as blocked Shoulder
Charges or
Hammer Throws to be able to counterattack and don't get stingy with using helpers. Don't
get too
close because Colossus has a very powerful B-button slam and don't keep on throwing
projectiles at
him. His Shoulder Charge move gives him the ability to shrug these things off without
damage, just
like Captain America's Charging Star. Wait for Colossus to throw either a misplaced Super
or Special
Move and let 'im have it! You'll want to get rid of him as quickly as possible, because he
is so very
Bad News when against you and even deadlier as a support character.
2. Cable - the time traveling, kick ass, no-nonsense, heavy duty, over the top leader of
X-Force,
Cyclop's bouncing baby boy, Nathan Christopher Summers-Askanison makes his video game
debut on
this version. And just like his father, he's got just about as irritating a beam special
and Super as his
old man. Ain't Papa proud?
Quote: "There's a difference between being too forceful and refusing to compromise."
(XForce/
Youngblood Crossover)
Assist Types:
A: Viper Beam
B: Psimitar
Y: Electro Trap
Launcher - Standing WP twice
Special Moves:
Pistol - HP rapidly
Viper Beam - qcf + P
Psimitar - dp + P
Elec-Trap - qcb + K (can be done in air)
Crackdown - qcf + K
Psytage - hcf + P
Supers Moves:
Hyper Viper Blast - qcf + PP (can be done in air)
Time Flip - qcf + KK
And just like daddy, he's also a very balanced fighter. Cyclops must be so proud of
him. But then
again, if he dares to go up against Cyclops, then, oooohhhhhh! Father no happy!!
Also, he's perfect for all novice players in the meantime that the cheap little runt
Mega(ugh!)man
has not yet been released, although he's not as annoying as the little butt wiper. All
they need to do is
fire his Pistol from far across the screen, then Cancel it with a Viper Beam for an 8-10
hit combo. Or
if they can, cancel the Viper Beam and throw a Hyper Viper Blast for even more cheap and
cheesy
damage! AWWW, what am I saying?! This guy IS just as cheap as that Megaman!
Using Cable - If you're feling very cheap ( boy do I hate you! NYEEEEEEHHH!), follow the
instructions above, while utilizing your helpers for extra damage while you sit back, pick
your nose
and fire that beam, you can pass this game with your eyes closed and crossed and your
thumb in your
mouth, with drool coming out. This kind of strategy does not work against HUMAN fighters,
though
(except for the very mentally challenged), and all of you cheapsh#!$ can take that to the
bank! Instead,
utilizng your Electro-Trap well and with precise timing will stun your oponent long enough
to let him
or her have it with a button combo or a Super. Use his balance well. Don't play
defensively unless you
really have to. If not, jump in, block a few shots and bust heads. Or try this. Jump in
with a deep D
attack, then button chain on the ground, (do not Launch unless you would like to.) a
simple A, C
combo, end it with a double B pistol fire then Cancel with a Viper Beam and Cancel again
with a
Hyper Viper Beam. Incredible to look at, a crowd wower and shows those of the Cheapo ranks
what
Cable is really capable of. However, be careful about letting go of your pistol when your
opponent is
near without any support fire like an Assist or a Viper Beam push away, because after
three shots,
Cable sort of freezes, leaving him open to a very nasty spanking. So watch it! If by some
miracle your
Time Flip Super connects, a shadow of Cable's comes out and begins to tango with the
opponent.
What's great is that it's like an old Ouroboros. While that shadow is busy pummeling your
foe
senseless, back it up with some moves of your own. You can even back it up with a Hyper
Viper
Blast if you feel like it.
Against Cable - in the CPU genepool, boy did Cable ever get the raw deal. Cyclops can put
up a
better fight than he can. The CPU version is pathetic, always leaving itself open to air
kicks or low
WK air combo starters. Other times, he simply doesn't block. However, be careful of the
human
players. When you see Cable pull out a pistol, either Super Jump/ Dash Jump over it and
always
expect a Viper Beam to follow it. Jump over the beam and strike Cable's fool head. Also,
watch out
for Electro- Traps. Those things are major trouble. Against HUMAN opponents, don't be so
quick to
dash in after Cable. Keep your distance, but close enough to jump in, as most of his moves
have big
recovery time, (not that long, but long enough to give you an edge), then counter
appropriately.
3. Gambit - the ragin' Cajun is back for his thrid strike at a Crossover game. Not much to
say about
Remy, although some say, he's become alot faster than his MVC version, although I don't
see it yet. I
do however see that some of his moves have become very quick, easy to sucker punch an
opponent
with.
Quote: "Lebaeu....Remy Lebaeu. Remember dat name." (MVC)
Assist Types:
A: Kinetic Card
B: Cajun Slash
Y: Launcher
Launcher - d+HP
Special Moves:
Kinetic Card - qcf + P (can be done in air)
Trick Card - qcb + P
Cajun Slash - dp + P
Cajun Strike - Charge d 2 sec, u + K
Cajun Smash - Charge d 2 sec, u+P, then P again overhead
Super Moves:
Royal Flush - qcf + PP
Cajun Explosion - qcf (forward)/qcb(back) + KK
To all Gambit fans, this is what you want right? Gambit ranks right up there among
some of the
greatest fighters in MVC series. Probably because of his quickness and his ability to
block on the fly.
Now with cancelable moves, he's even deadlier than before! Now I've heard that some issues
back ,
Gambit's secret past was revealed. Someone care to tell me all about it? I'll thank you
very much for
the info.
Using Gambit - Use his speed and quickness to your advantage. Make every hit you land on
an enemy
ones that will make him/her regret ever going up against you. Link every hit, either
button-link,
special, or Super, because you can. Keep your opponent guessing by spinning his head with
the Cajun
Explosion. Let it loose where he/she least expects it to be, either from the right or to
the left. Not
only
does it do incredible damage, but it also has a very small recovery time. Also, forget
that rule that
throwing is cheap. This is the twenty-first century! Gambit's air throw (f+HK)(I'm sure
most players
know) can be used end an air combo with decent results. And although the damage ratio of
his Royal
Flush move has been slightly increased, so has his recovery time. Y'know? The one where,
if his
Flush ends, he snaps his fingers and looks pretty cool? Well, if that Super is blocked and
he's standing
too close to an opponent, he'll look cool alright. Cool and dead! So try to keep from
tossing the
Royal Flush just like that. Wait for the right time to make your opponent eat those 37
cards.
Against Gambit - Be very careful going against this one. He can pull off devastating
comboes and
Super Cancels. The CPU AI for Gambit has also made him even craftier than before. When
going up
against Gambit, it's best to use someone whose just as fast or even faster than he is to
outmove him.
Also watch for his spinning move, which(Yes, I know that there are you big strapping
players who
can take on Gambit using slower chracters like Zangeif, Juggernaut,Cyclops, etc. Hell. I
use Captain
America myself sometimes against him and I can still kick his butt. This suggestion is for
those who
would like to play it safe. Even I, if I have a speedster in my team, I'd rather let my
fastest fighter go
up against him rather than risk getting my strongest fighter whacked. )
4. Iceman - the icy cheap ass from XMCOTA has returned along with Colossus. He's just as
fast as
before and he is still also just as cheap. Although you can't throw Ice Avalanches anymore
like crazy
and win like in XMCOTA, his Ice Beam does massive damage and now his Super is doable in
air!
Assist Types:
A: Ice Beam
B: Avalanche
Y: Ice Beam
Launcher: crouching HK
Special Moves:
Ice Beam - qcf + P (can be done in the air)
Ice Avalanche - qcf + K (can be done in air)
Ice Fist - qcf + P
Super Moves:
Artic Attack - D, DF, F + PP (can be done in the air)
Yeech! This bastard is just as cheap as before!
Using Iceman - Sit back and use the Ice Beam, cheapos! But if you get the feeling for a
batlle royal,
use Iceman's speed. He's one of the faster characters in the game. Use that and use your
Avalanche
sparingly. Nowadays it comes out so slow and only in a straight down direction that anyone
can
cancel it with a projectile, assist character, or worse, a Super. Use the Avalanche to
prevent your foes
from getting too close to you. Also, it seems that there are some projectiles from which
Iceman takes
no block damage. Figure that out yourselves because I don't have a clue. One of my friends
just told it
to me, and since I seldom use Iceman, I couldn't really care alot. Also, you can link his
Arctic Attack
in the air after a blistering air combo. Just launch your foe into the air, A, C, A, C
then the moment
your 2nd C hits, qcf + PP. Always connects. Very Damaging.
Against Iceman - You may not notice this, but Iceman takes just a bit more damage than the
others.
How do I know this? Well, It takes 3 Power Dives to take out Cyclops. It takes only 2 to
take him
out. The damage difference is not immediately noticeable, but it's there. Use the
advantage of an
incredible recovery when Iceman uses his Ice Beam. Jump over it and kick his stupid icy
head!
Always expect Avalanches and also expect a Super to follow that Avalanche now that
Cancelling has
returned to MVC2. Keep an eye on Iceman and a quick glance at the Super Meter from time to
time.
Cancel Avalanches with projectiles or an assist character, (better an assist char. so you
won't have your
hands full) and take the dance to him.
5. Rogue - the lovely Southern belle makes a return appearance in the fighting game scene.
It seems
she's meaner, faster and with cancelling, a bit deadlier. Beauty and strength. It can't
get any better
than
that. Gambit's gotta be pretty happy with this development.
Quote: "Darlin', you just don't know when to quit!" (XMVSSF)
Assist Types:
A: Rising Gatling Fist
B: Machine Gun Fist
Y: Status Drain
Launcher: standing HK, d+HP
Special Moves:
Machine Gun Punch - qcf + P (can be done in the air)
Rising Gatling Punch - dp + P
Power Dive Punch - dp + K
Power Drain - qcb + K
Super Moves:
Good Naiht, Sugah - qcf + PP
Machine Gunner Blazer - E+F
Oh yeah, she's back. After so long an absence from the fighting scene, (No, a third
character assist
appearance on MVC does NOT count as an appearance.) she has returned. One of my
favoritewarriors
from XMVSF has returned. But I've heard in the comics that Rogue split with the XMen and
joined
Magneto. What's up with that?
Using Rouge - Oh man, is she ever FAST! She's one of the fastest fighters in the game, if
not the
fastest. Use her speed to your advantage. Dash in and out of fights and throw Machine Gun
Punches
with an air combo. And always go low. Rouge is so fast that sometimes players expect a
high attack,
not a low one. Take advantage of that factor. Break through their guard with a dashing low
LK, use a
launcher,(preferably d+HP. More controlable) then button combo your enemy. I added the
Machine
Gunner Blazer as a combo because it looks so cool, even though it's just another backup
Super for use
in cae of a Hyper Combination Finish. This is Cancelable and linkable. WP, WK, then E+F
will do
wonders. Her Good Naiht Sugah Impact Super is incredibly fast. Use that to counteract any
misplaced
combos or illtimed Supers. Also, if you're expecting Rouge to retain her abilities of
copying an
opponent's power, forget it! She doesn't copy powers no more, my friends, (I mean, how the
hell do
you expect her to copy the powers of, say, Tron Bonne? or that crappy little runt Megaman,
or even
War Machine? Oh I get it! When she copies War Machine's powers, a Shoulder Beam comes
ripping
thruough her shoulder?! Or will it be through her ass for more room? Oh come on!) What she
does is
that, whenever she makes contact with anyone, she gets either a Defense, Power, or Speed
Up
enhancers. Sortuv like drugs. (AHHHHHH!! Rouge's an addict! MOMMMMEEEEE!!!!) Speed
Ups will make her the wiriest fighter in the game, impossible to follow. Power ups will
make her just
as strong as Hulk, and Defense Up will give her the defensive status of Juggernaut. It all
depends on
what kind of enhancer each fighter is programmed to give.
Against Rouge - Oh good God! She makes my eyes go crossed! Her speed is amazing. If you
value
your health, stay away from her! If she's a supporting character, she will be called out
to do her stuff
most of the time. She's probably the most pathetic support character when the CPU uses
her. So take
advantage of that little info. Every time she's summoned and if you feel that your present
opponent
who is doing the summoning can be fought to a standstill with both eyes closed, attack her
in anyway
possible. Concentrate on taking her out be or reduce her health considerably before she
comes out onto
the feild. Now attack her with fast characters as well, but go one the offensive
cautiously, because the
CPU has that annoying and dangerous ability of trapping you and doing low jump kick combos
at
you. Some players out there know what I am talking about. She goes into some incredible
combo
which it seems that only the CPU is capable of pulling off, throwing Assist Characters at
you while
she's at it to increase damage effect, then ends with a flying kiss taunt. This attack is
almost humanly
impossible to do (because I have never heard of anyone pulling it off successfully.
However, if you
do, please e-mail me. I'll verify it and post it on my ver. 03 With full credit to the
sender, of course.)
and extremely difficult to get out of once you get caught in the middle of it. If you find
yourself in
this kind of situation, when she does the first low jump kick and you blocked it, either
get out of her
way by Hyper Jumpimg away from her or throwing an Assist character, which attacks, at her
before
she can go into the second jump kick. The Assist Character may either take the damage or
knock her
off her combo. or do a jumping block. Y'know, while jumping back, keep holding back to
continue
blocking. It's alot safer than trying to block it on the ground where she can overhead
kick you if you
duck while blocking. Either way, you're saved from a humiliating combo defeat. Pretty soon
she'll stop
and throw that taunt of hers. Nows your chance to lauch your counter attack and let'er
have it!. And
also, her Good Naiht Sugah Super, when blocked, as horrible recovery time. A blocked Sugah
(get
it? BLOCK SUGAR!? EHHEHEHE! "ahem" You're not laughing. Sorry. Got carried away. Boy is
my
face red.) just might give you the window of oppurtunity that you need to bust her out!
6. Psylocke - After her last appearance in MSH as a full time fighter, Betsy Braddock's
decided that
maybe now's the time to take a little walk back into the fighting game scene. She was one
of my
favorite characters in MSH, just so you know.
Quote: "I have danced with the devil himself. You are no threat." (MSH)
Assist Types:
A: Psi-Blade
B: Psi-Blast
Y: Psi-Blade
Launcher: d+HP
Special Moves:
Psy-Blast - qcf + P (can be done in air)
Psy-Blade - qcf + K (can be done in air)
Ninjitsuu - hcb + Any P or K
Super Moves:
Psy-Thrust - qcf + PP (can be done in air, joystick direction+PP again makes her thrust a
second time
for double damage.)
Psy-Maelstorm - qcf + KK
Kochou Gakure - qcb + KK (can be done in air)
An original X-Man sex bomb. I wonder how come she's not in the X-Men movie as well.
Using Psylocke - Since she's a fast one, use that to fight. Be quick to take advanntage of
every
mistake your enemy makes, and make full use of her short dashes from which she seems to
recover
from more quickly than the others. Because it seems that all of her Supers are Cancelable
and
linkable, whenever you get the chance, always cancel or end a combo with a Super whenever
possible.
Here's one I saw done in the arcades. Start with a dashing low WK to break through your
opponents
defense, d+HP, WP, WK, MP, MK, u+HK, then cancel that flip move with a HK Psy Blade, then
Cancel it again with either a Psy-Thrust or a Kouchou Gakure in the air. Plenty of OHHHS
and
AHHHHS there, people. When you find yourself in a tight spot, don't skimp on the Ninjitsuu
move to
avoid a beating or to teleport out of a corner to prevent trapping.
Against Psylocke - If I thought Gambit was a hard opponent, Psylocke's AI is even harder.
She has a
nasty habit of Canceling every move she makes into a special or a Super move. Don't allow
yourself
to get trapped by her or you'll be eating psychic energy for a while. Instead, always let
her make the
first move, because she has this disadvantageous habit of doing the "WP, WK,
cancel-to-a-Psy-Spin or
a Psy Blast" kind of combo, even when the opponent blocks. So use that. Whenever you block
a Psy
Spin, rush in and counter that move. Also, sometimes Psylocke goes so fast, sometimes she
can be
sucker punched by Assist characters. Block a move and while she's busy ramming your
defense, slyly
press an Assist call button to shock her and take advantage of that little window of
opportunity. She
also enjoys grabbing on the fly, so begin mastering that Tech. Hit counter measure that I
placed
above.
7. Sabertooth - well, well, well, well! Wolverine's better counbterpart has finally
resurfaced and he's
just as bad as ever (Is the rumor true of what I've heard, that Sabertooth's skeleton is
laced now with
adamantium?) Time to kick butt and make his presence felt.
Quote: ''This ain't no street fight! You lose...'' (XMVSSF)
Assist Types:
A: Berzerker Slash
B: Birdie Call
Y: HP Attack
Launcher: d+HP
Special Moves:
Berserker Claw - qcf + P
Wild Fang - hcb + P
Birdy Call - hcb + K
Supers Moves:
Berzerker Claw X - qcf + PP
Berzerker Rage - dp + PP
Birdie Cannon - hcb + KK
Wolverine's nemesis is back with a veangence after being put on hold for so long.
Wait. Just a
sec. I thought Birdie was dead. Hmm. Must be the game where the dead come back to life!
Whoa! I
can see dead people! That's AWESOME!
Using Sabertooth - he's changed much since his stint in XMVSSF. For one, he's wirier now.
Which
means, he's faster than before. And without that stupidly annoying stall everytime you
dash in
XMVSSF, his true potential has been released. His Berserker Claw X can't be linked along
with a
chain combo anymore, like in XMVSSF (launcher, WP, WK, MP, MK, then grab in mid-air with
HP,
which results in a slam that sends your opponent flying straight into the air, just like
the kind of
reactiuon you get when you make contact with a WP+WK Tag or a MP+MK Tag, which, with
proper
timing, can be linked with a Berserker Claw X Super. Expert Sabertooth players know what
I'm
talking about. With that gone, almost none of his Supers are linkable anymore. (I'm still
experimenting
if Berserker Rage is linkable.) If anyone wishes to correct me on this score, please
contact me at my
e-mail address above. However, his Berserker Claws have become mucho rapido! Use these
every
once in a while to blindside an unsuspecting opponent. If timed right, they say it can
even go through
some projectiles. (I'm testing this claim as well.) His Wild Fang move can hop over
projectiles. So use
this move frequently on jerks like that sonuva"bleep"! Megaman and Cable! It can go over
projectiles
and hit them where they least expect it. Or better yet, his Berserker Rage for more
painful results. Not
only does it go over projectiles, but gives your opponent a spanking like nothing any of
their fathers
had ever given them before! Dash in and out of a fight, slashing with every oppurtunity
you get.
Summon Birdie once in a while for a few hits (as well as a few laughs), but in the name of
all that is
good and reasonable, DO NOT throw his Birdie Cannon Super unless you know how to time it
well
enough to hit an enemy. It's enormous starting time which leaves the bank door wide open
for counter
attacks to counter this move. And even if no one counters this, only those who are so damn
ignorant
who do not know of the existence of something called a back direction which activates the
blocking
mechanism, will eat Birdie's shots.
Against Sabertooth - Watch it! He is fast! But then, the CPU version should prove no
problem.
However, it enjoys throwing Assist characters every now and then. Learn to counteract that
little
problem. Also, Sabertooth has a very damaging aerial rave combo, so try to avoid getting
struck up
into the air often. But then, you're biggest window of oppurtunity comes from the CPU's
annoying
habit of sometimes standing still and jamming on the WP buttons for no good reason, even
when you
are on the otherside on the screen. Don't question the morality or the legality of the
situations, my
child. Go for it! Break that guy wide open. Try to keep firing projectiles at a minimum
and keep your
eyes open for a quick Berserker Claw or a Wild Fang which could break your defense
startegy wide
open. Learn to recognize his Birdie Cannon Super animation and throw a Super of your own,
preferably a Beam or Charge Super. Impact Super have a 50-50 chance of being successful
before
Birdie comes out. Why take the risk, eh? Or better yet, HYPER COMBINATION FINISH!
8. Cyclops - Behold! Optic Blast!! The original master of gigantic Beam Supers has
returned to the
playing field. Probably to keep an eye on his bouncing little boy.
Quote: "You know why I won? I kept an eye on you!" (MSHVSSF)
Assist Types:
A: Optic Blast
B: Gene Splicer
Y: Cyclone Kick
Launcher: standing A twice
Special Moves:
Optic Blast - qcf + P (can be done in the air)
Rising Uppercut - dp + P
Cyclone Kick - qcb + K
Optic Sweep - f, df, d + P
Super Moves:
Mega Optic Blast - qcf + PP (can be done in air)
Tracer Optic Blast - qcf + KK (can be done in air)
Hmmmmmm. Could Papa be coming in to get his little boy out of trouble, or to prove to
the
world that this old geezer still has what it takes to whoop ass!
Using Cyclops - Just like Cable, he's also a very balanced fighter. So it's only logical
that, except for
a
few differences, they really do play alike. So what's good for Cable is also good for
Cyclops. So play
as you would with Cable. If you're a cheapo, sit back and Optic Blast away. But if you
want to do it
like a master, ready your fists and gird your loins. Cyclops, like Cable, is an excellent
Assist character
when you pick his Projectile Assist Type, so keep him back for a while, don't be so quick
to jump into
a fight with Cyclops for a while. If you have other fighters you know how to use well, use
them and
have Cyclops provide back-up. Also, like some of the other fighters, for the novices, here
is a free
combo. Launcher, WP, WK, MP, MK then qcf + PP. This is why it's great now, because he can
finally do a real Super in the air and it doesn't matter if it is blocked. He has almost
zero recovery
time from a blocked Mega Optic Blast.
Against Cyclops - Always expect your opponent to Cancel his Optic Blast into the Mega
one.
However, if your opponent is one of those cheapos, then what the hell do you have to be
worried
about? Cyclops, just like his son, (unfortunately) has a quite a recovery time while doing
his Optic
Blast. Not as long as his son's but long enough to be taken advantage of. The thing is
that, if say, an
Assist character intercepts the blast, you're not affected. So use your Assist characters
as sheilds and
take it to this one eyed menace to society. Also, he telegraphs his Mega Optic Blast all
of the time. So
learn to recognize the opening sequence of his Mega Optic Blast, ("Behold! Optic Blast!!")
Hyper
jump over it, and counter with a Super of your own. Watch out though for opponents who
keep
Cyclops in the rear for a while. Always expect him to come out once in a while to wreak
havoc on
your sanity. Be careful because his Optic Blasts can cancel out alot of moves, even some
Supers.
9. Marrow - now this has got to be Marvel's most disgusting superheroine yet.I mean with
BONES
coming out of her body as her own mutant power? Whoa! She should've been in the X-Men
movie! I
thought Storm ripped her heart out with the bomb strapped to it before. But then I also
heard that she
had joined the X-Men! How the hell is she still alive? And to think that Sarah had grown
to this...
Assist Types:
A: Boneerang
B: Tearing Spine
Y: Ricochet Strike
Launcher: d+B
Special Moves:
Boneerang - qcf + P (can be done in air)
Tearing Spine - dp + P
Ricochet Slash - qcb + K
Let Me Ride - hcb + P (can be done in air)
Super Moves:
Stinger Bones - qcf + PP
Bone Storm - qcb + PP
To think I had seen the limits to which ugly could go to.....
Using Marrow - Oh but is she fast! (Isn't it any wonder that most of the female characters
are
speedsters? I wonder what they're in such a hurry for.) If you think that you can use the
Boneerang
like any other projectile, oh no, no, no, my son. You have to be in a certain position for
the
Boneerang to come into contact with. What it does is to act as a barrier behind your
oppnent, so that
when you throw one, you quickly give your opponent a quick button combo which pushes
him/her
towards the spinning projectile for extra damage. Also, play at keep away, because Marrow
is an
incredible keep away gihter. Use her Ricochet Slash when the opponent least expects it and
when she
is blocked, she'll jump back to a safe distance to prevent attacks. What's also best to do
is to place her
in the Assist character's role, use one fighter, and have her back up every attack with
her one Assist.
(Might I suggest, ladies and gentlemen, to either choose a painful Expansion Assist Type
which
utilizes her richochet Slash, or a trapper Projectile Assist Type..) You'll find out that
she's a great
Assist character in time. With her speed, she has almost no recovery time from her
attacks, so come in
low, d+WK, d+HP, WP, WK, MP, MK, then qcb + PP as fast as humanly possible to finish with
a
Bone Storm Super (Actually, it's better to do a Bone Storm in the air than on the ground
because if
done on the ground, she sort of floats back for a few seconds and lets it go, horribly
telegraphing her
move.)
Against Marrow - Be careful of this speed demon. Always learn to play defensively when
going up
against characters as fast as she is. Although she has almost no recovery time, no fighter
is that perfect
as to have zero recovery time. Stay on the defensive becaue her d+HP has some recovery
time and
also her Ricochet Slash. A blocked launcher can give you time to sneak in a quick sweep
kick or a
quick HK/HP attack (nothing too fancy, unless you know what you're doing.) Watch for
Ricochet
Slashes, (the CPU seems to be fond of doing that) block, then when she jumps back, which
she's
bound to do after a blocked Ricochet Slash, (it's best to use a speedy fighter for this
one) dash after
her and lay the smackdown on her. Or use a Super which comes out quickly enough to catch
her just
before she recovers from the blocked Ricochet Slash. (personally, I prefer an Impact
Super.) Also,
bewary when fighting against the CPU. If Marrow gets you in the air, hold back on your
joystick to
continue defending. You may think it's a lost cause because you're in the middle of a
button combo.
Wrong! She almost always finishes every aerial rave combo with a Bone Storm. it comes out
pretty
fast, but it still has a stall in it. Proper timing will prevent you from eating bone
shards.
10. Juggernaut - Oh my God!! My God!! The big red machine! The big red machine is back!
and he's
back to kick some ass!
Quote: "I'm the unstoppable force, didn't ya know?" (XMVSSF)
Assist Types:
A: Earthquake
B: Juggernaut Punch
Y: Juggernaut Splash
Launcher - d+HP
Special Moves:
Earthquake Slam - f, df, d + P
Juggernaut Punch - hcf + P
Juggernaut Body Smash - hcf + K (can be done in air)
Cytorak Power-Up - dp + PP
Super Moves:
Juggernaut Headcrush - qcf + PP
After so long, the Juggernaut has returned to his proper place in the fighting arena
as the strongest
fighter in the world! (maybe in the game only).
Using Juggernaut - First thing to remember is: Juggernaut is HUGE. Which means his level
of speed
is extremely low. He more than makes up for that in power. If you noticed, his attacks can
take out
quite a bit more than the others. So that's why it's important to remember to keep your
guard up,
especially against faster foes who seem to just hop all over the place. Don't be so quick
to throw
special moves because, truth to tell, Juggernaut has the WORSE recovery time in the entire
game. An
Earthquake Slam leaves him open to jump attacks. Juggernaut Punches/Body Smashes leave him
very
susceptible to counter combos or Supers, and Cytorakk Power Up, if near a foe, will leave
him out in
the open. Learn to block and strike. Block and strike. Let your opponent go wild throwing
his/her
moves then counbterattack with every oppurtunity that presents itself. One thing to be
said about
Juggernaut, his attacks may have horrible recovery time, but they come out pretty fast,
which can
sometimes catch an opponent offguard. So learn to time your attacks. Also try to Power Up
every
once in a while when you do get the chance. It makes you even stronger than normal. With a
Power
Up in place, 2 Headcrushes will blow your foe away. Hell, I've seen the CPU Juggernaut,
after one
Power Up, who was also done to probably less than 15% of Health Meter, use a Juggernaut
Headcrush
on a full life Wolverine and drained the rest of the ol' Cabuckle-head's like water. Took
out a full lifed
opponent with ONE Super! Now THAT is power!! Make good use of your Super Armor. Take in
the
fact that it will take two hits / one HP/HK to stun you. But Juggernaut's real potential
is best put to
use in the Assist mode. Choose the Juggernaut Punch (Dash) Assist Type and while one of
your
fighters is blocking, summon him for an unexpected Juggernaut Punch. It takes away loads
of life and
it's so fast that very few fighters will see it coming before it's too late, and they come
face to face
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