YOU'RE IN CONTROL!
Two powerful universes collide in Marvel vs. The game mixes characters from Capcom games with superheroes from the Marvel Universe, creating a total of 56 fighters. Assemble a team of your favorite heroes and villains for intense three-on-three tag-team matches. Capcom 2 is just that fun. Sequel Number Snarl: According to its title screen, it's actually the fourth game in the series, despite the '2' in the title. Street Fighter and Marvel Super Heroes vs. Street Fighter are the first two games.
NOTE : Assume that all moves are done for a character facing right.
8-WAY LEVER | JAB | FIERCE | PARTNER A |
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SHORT | ROUNDHOUSE | PARTNER B |
ADVANCED BATTLE TECHNIQUES
NOTE : Assume that all moves are done for a character facing right.
ADVANCING DASH RETREATING DASH | or or + |
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You can dash forwards or backwards. Push the Directional Control twice in a direction to dash in that direction. |
MEDIUM ATTACKS | Push the Jab or Short buttons twice. |
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Due to the lack of Medium-strength buttons, push Jab or Short twice for a Strong Punch or a Forward Kick respectively. |
THROW | When close, or + Strong or Fierce |
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Use this technique near an opponent to slam them to the ground with significant damage. Each character have their own throwing styles, and all can throw opponents on the ground or on the air. |
SAFE FALL / BREAK-AWAY | When thrown, do the same command for a throw |
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Hold down the buttons the moment of being thrown by the opponent, in the ground or air. This maneuver lands you on your feet and sharply reduces the amount of damage from the throw for a TECH-HIT. |
LOW BLOCK HIGH BLOCK AIR BLOCK | Hold against crouching attacks Hold against standing and jumping attacks In air, hold , , or against any attack |
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When you block against an opponent's attack, damage is done to the mimimum. When dodging is impossible, you should block any attack that inflicts lots of damage. Certain attacks like throws are unblockable, however. |
SUPER JUMP | Quickly then |
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This takes you higher than a regular jump. You can travel farther in the air to the left or right, and perform attacks as well. |
RECOVERY ROLL | (Air) + when thrown or knocked away |
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When hit by a mighty blow to the ground or in the air, this maneuver allows you to safely recover from falling to the ground, or roll towards or away from the enemy for a quick retaliation or gain some breathing space! |
ADVANCING GUARD | While blocking, push |
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When gradually damaged by a multi-hit attack while blocking, you can push away the opponent for more breathing space and reduce block damage taken. Input the command while blocking or you'll end up taking full damage from the attack! |
AERIAL RAVE LAUNCHER | + Fierce or Roundhouse, then to pursue |
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This move executes a Combo Launcher that sends your opponent into the air. Once the opponent is airborne, hold the lever up to move in and strike with your own combo! |
PARTNER ASSIST | Press the Partner A or Partner B buttons. |
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This move summons your other team members for an instantaneous attack, as long as there is one surviving partner. The assist attack varies on the type assigned for the character, and its up to you to discover their effects. An Assist Character under Snap Back cannot be summoned in battle for a short period of time. |
CROSS-OVER ATTACK | Push Jab + Short for Partner A or Short + Roundhouse for Partner B |
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This move switches between partners in battle, if at least one is still alive. This move is necessary for survival. You can tag anytime during battle. A tagging partner comes in with a sudden attack and briefly poses into total vulnerability. Non-fighting partners slowly regain health. Tag, rest and recover your life gauge! |
CROSS-OVER COUNTER | While blocking, + Partner A or Partner B |
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NOTE : This Special Battle Technique requires 1 Hyper Combo block. This maneuver allows you to safely switch while blocking, allowing your other partner to tag into battle with a surprise attack! |
CROSS-OVER COMBINATION | Push Partner A + Partner B together |
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NOTE : This Special Battle Technique requires 2 Hyper Combo blocks. This move summons a partner to perform and unleash an assault of Hyper Combos against your opponent! Experiment and discover the best team-ups that have the most effect on your offensive style. |
DELAYED HYPER COMBO | Perform a Hyper Combo motion (up to 2x) during a current Hyper Combo. |
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NOTE : This Special Battle Technique consumes up to 3 Hyper Combo blocks, depending on the number of attackers. Call your team members one by one, each stepping in with his own signature Hyper Combo! You must properly time the entrance of each character to unleash the full power of his attack and synchronize it with the rest of your team! |
SNAP BACK | + Partner A or Partner B |
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NOTE : This Special Battle Technique requires 1 Hyper Combo block. This maneuver allows you to banish your opponent's active character away from the battle, rendering him debilitated for a short period of time. Use it to disable your opponent and reduce his possible partner-calling strategies! |
BATTLE MODES
NOTE : A player can choose from NORMAL or EASY modes.
NORMAL MODE | Manual input of commands |
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Recommended for advanced and expert players. Command inputs must be done manually and exactly in this mode. |
EASY MODE | Shortcut input of commands |
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Execute a special move by simply pushing a button rapidly! Recommended for beginners only. |
ASSIST TYPES
NOTE : Each character has 3 distinct Assist Types, color-marked as α, β and γ. Hover the cursor above the
Assist Type to determine the specific category of that character's assists as shown in the table below.
PROJECTILE | A long ranged horizontal attack from a distance. |
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DASH | A horizontal attack wherein the character himself charges at the opponent. |
GROUND | A low horizontal attack that covers a wide area of ground range. |
ANTI-AIR | A close-ranged vertical attack effective against airborne opponents. |
LAUNCHER | A close-ranged attack that pops your opponent into the air for a combo. |
BALANCE | A combination of one horizontal and one vertical offensive attack. |
EXPANSION | An attack that has a very wide-area of effect around the screen. |
VARIETY | A mix of irregular attacks, unique from each character's moves. |
CAPTURE | A long-ranged attempt to immobilize an opponent for a short duration. |
THROW | A charging attempt to grapple the opponent with an unblockable throw. |
AIR THROW | A jumping attempt to catch an airborne opponent with an unblockable throw. |
HEAL | A support move that restores the active character's vitality. |
ENHANCE | A support move that improves the active character's offense, defense or agility. |
CROSS-OVERS AND VITALITY GAUGES
Marvel Vs Capcom 2 Ps2
In each match, all combatants each start with a full Vitality Gauge worth 144 points. These gauges all begin as yellow life bars, marked for each fighter. As the fight ensues and the fighters in the arena take damage, these yellow bars diminish, eventually replaced by red bars in the end. Now these red bars are 'temporary damage' and can be recovered once the character tags out of the arena. The end of the red bar indicates the maximum amount of life that can be recovered, but it's not possible to regain all lost life due to such red gauges. Take note that as a character regains his blinking red bar out of the arena but tags back into battle, any remaining red bar is removed and the last point of recovered yellow bar marks his current max life. Tag between characters wisely but avoid losing your characters prematurely!
The Vitality and Recovery Gauges
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WHAT IS THE HYPER COMBO ENERGY?
Each of the heroes from the Marvel and Capcom universes, have unique special abilities they can use in battle that allow them to build up certain fighting energies over time. These energies then allow the fighter to use special tactics and techniques. The amount of Hyper Combo Energy currently available is shown in the Hyper Combo Gauge on the lower corners of the screen. The amount of energy you have depends largely on how many attacks are performed and the type of moves used. This gauge is shared amongst the 2 partners of a single team.
The Hyper Combo Gauge
HYPER COMBOS AND CROSS-OVER COUNTERS
As you amass energy blocks, the number beside the gauge increases by one. The gauge can stock up to 5 blocks, and once you have at least one energy block stored, you can execute a Hyper Combo or a Cross-Over Counter. These moves cost one block of Hyper Combo Energy. Some characters have Hyper Combos that cost all 3 blocks, so make the best use of it!
CROSS-OVER COMBINATIONS
When your team has amassed at least 2 energy blocks, you can now execute a powerful dual assault called Cross-Over Combination. Use this to devastate your opponent at the point he's most vulnerable for massive damage! Some pair-ups may not work as well as others, so experiment and discover! Try to use 2 ranged Hyper Combo users or 2 melee Hyper Combo users for a good start.
DELAYED HYPER COMBO ATTACK
The penultimate devastator! This move costs up to 3 Hyper Combo block for each character performing a super move. Summon forth your partner for an all-out assault! Your partner jumps in and follows up your character's Hyper Combo, mashing your opponent for heavier damage. Be sure to select characters with very similar Hyper Combo types for the most effective onslaught!
SNAP BACK ATTACK
If you you have at least one energy block stored, you can perform a Snap Back attack, expending the stored block in the process. Your character flashes momentarily and attacks the opponent, sending him flying out of the screen and forcing the player to switch characters. The best part for this is banished characters cannot be summoned for partner assists or other cross-over moves, nor he will be able to recover the red gauge as long as a big red X flashes over his life gauge. You can strategically put your opponent's members out of commission while you pick on them one by one, further limiting his switching abilities!
At Lv1, sneak-attack with Cross-Over Counters! | At Lv1, use powerful Hyper Combos! |
With Lv2 and up, use Cross-Over Combinations and Delayed HC Attacks effectively! |
NOTE : Cross-Over moves and Delayed Hyper Combo Attacks also count as tagging between characters during battle.
BATTLE TIPS AND STRATEGIES
CHAIN COMBOS
After throwing your opponent or launching him high into the air, don't miss the chance to follow it up with a second attack while your opponent is still in the air or on the ground. Each character has his own combo launcher and combo finishers, but it a ground a smasher attack or a powerful Hyper Combo. These attack-linkings are essential for massive combos and is a key for victory! For starters, try a combo by launching the opponent, pursue him into the air with a Super Jump, and begin the havoc with a sequence from the weakest to the strongest buttons.
ADVANCING GUARD, REVERSALS AND CROSS-OVER COUNTERS
When you guard against an opponent's attack, cancel your guard by unleashing your own special attack. You can push away your opponent using the Advancing Guard to create an open space to counter-attack or swiftly tag your partner to attack the unsuspecting opponent with a Cross-Over Counter. You can even attack back after being struck down by the opponent! Once you go into a standing hitstun, perform a Reversal by entering a special attack command at the moment after being struck by the command. Reversals can also be done while lying on the ground by doing a special attack command before getting up. These timings are hard to master at first, but will tremendously improve your gameplay once you pull them consistently.
© 2000 CAPCOM Co. Ltd., Moto Kikaku, MARVEL Entertainment Grp.