Marvel vs Capcom 2

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Marvel vs Capcom 2 (a.k.a. "MvC2") is the 4th installment of Capcom's widely popular Versus series featuring characters from both the Marvel Comics and Capcom universe. The other games released in the Versus series are:

  1. X-Men vs Street Fighter (1995)
  2. Marvel Super Heroes vs Street Fighter (1996)
  3. Marvel vs Capcom (1998)

Capcom released X-Men: Children of the Atom and Marvel Super Heroes before introducing their highly successful line of tag-team crossover gameplay in their first Versus game, X-Men vs Street Fighter. Unlike Capcom's "traditional" fighting games, the Versus series is best known for it's over-the-top action, featuring a real-time tag team system, super jumps, air combos, screen filling Super Moves, Partner Assist moves, multi-hit chain combos and etc.

MvC2 features 3 on 3 battles instead of the standard 2 on 2 gameplay of the previous Versus games.


Joystick Notation

  • F - Forward - Tilt stick forward/towards the opponent. (X-axis)
  • B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
  • U - Up - Tilt stick upwards. (Y-axis)
  • D - Down - Tilt stick downwards. (Y-axis)
  • QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.

X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.

Six (Eight) Button Notation

Marvel vs Capcom 2 is a special case of the standard six button layout, in that two of the buttons (typically used for Fierce or Roundhouse punches and kicks) are the assist buttons. "Medium" strength kicks and punches are obtained through doubling up the Jab/Short buttons.

Expressed in the form: Notation - Move - (X-box Default Map) - (PS2 Default Map)

  • LP - Weak/Light/Low/Jab Punch - (X) - (Square)
  • MP - Medium/Middle/Strong Punch - ([X], X) - ([Square], Square)
  • HP - Heavy/Hard/High/Fierce Punch - (Y) - (Triangle)
  • A1 - First Assist - (Right Trigger) - (R1)
  • P - Any punch - (X/Y/Right Trigger/White) - (Square/Triangle/R1)
  • LK - Weak/Light/Low/short Kick - (A) - (X)
  • MK - Medium/Middle/Strong Kick - ([A], A) - ([Circle], Circle)
  • HK - Heavy/Hard/High/Roundhouse Kick - (B) - (Circle)
  • A2 - Second Assist - (Left Trigger) - (R2)
  • K = Any kick - (A/B/Left Trigger/Black) - (C/Circle/R2)

Occasionally people may use "Notation" and "Move" interchangeably.



  • +: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y".

e.g. F + MP

  • -> (Sometimes > or ,): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".

e.g. Dash -> HP

  • xx (Sometimes x): Used between two other pieces of notation to signify that the first should be cancelled (Interrupted earlier than it would finish otherwise) into the second. i.e. "X" xx "Y", "X" should be cancelled into "Y". Moves can be cancelled from in ascending manner in this way: Normals > Specials > Supers.

e.g. MP, HP xx Hail Storm

  • ~: Indicates that the preceding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y"

e.g. LK ~ MP ~ HP

  • /: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results.

State Modifiers

  • s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing.
  • c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching.
  • j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air.
  • sj. - The following move should be performed in the "in the air" position after super jumping (After having tapped down then held up in the Y-axis). i.e. sj."X", perform "X" whilst in the air after a super jump.

Miscellaneous Notation

Game Mechanics

Marvel vs Capcom 2, like all fighting games has a series of basic commands you use to control your characters actions. These vary from normal moves, through special moves, to team moves or even ones with their own special abilities. Some of these commands are free, however others come at a cost of one or even five stocks of your super meter.

The Magic Series

On the controls you have six buttons, four of which control your normal moves, being the first two columns. The top two are your punches and the bottom two are your kicks. The first column, the light attacks, act differently from the second column, the heavy attacks. In previous Marvel/Versus titles you had six normal attacks, light punch, light kick, medium punch, medium kick, heavy punch and heavy kick. However in Marvel vs Capcom 2 there are only four buttons. What they've done this time around is combined the light and medium attacks into one button. On one press of the button a light attack will come out, if you continue to press the button a second time a medium attack will come out. It is not possible to draw a medium attack unless the light attack or previous medium attack has connected with an opponent.

To make the Versus series more fast paced and combo dependant, they added a feature that is known as the magic series. The magic series is a rule that allows you to cancel between normal moves to create large, multiple hit combos. It has been in every Marvel/Versus game to date and has even been used in other Capcom titles. The magic series rule is as follows:

- Light Punch > Light Kick > Medium Punch > Medium Kick > Heavy Punch > Heavy Kick

This is the full magic series. The game allows you to chain all six attacks together in one combo leaving the opponent unable to do anything until they fall out. Unfortunately not every character can do this full combo, but the rule still applies across the cast. In the air it's not always possible to do ("heavy punch > heavy kick") this part of the series because heavy moves tend to have knock down properties. What that means is if you do the move and it connects with the opponent, the character will be propelled away from you to the ground, causing the following attack, heavy kick in this case, to whiff (not hit).

- Light Punch > Medium Punch > Heavy Punch
- Light Kick > Medium Kick > Heavy Kick
- Light Punch > Light Kick > Medium Punch > Heavy Punch
- Light Punch > Medium Punch > Medium Kick > Heavy Kick

As you can see, shown here are other examples of what you can do with the magic series. All though it has to be in on order, it's lenient enough to allow you to skip out attacks in the series of six, so you can shorten it to five, four, three or even two attacks. As long as it goes in the order of light punch, light kick, medium punch, medium kick, heavy punch, heavy kick and the character you've chosen can do all five/six hits, it will be allowed.

Assist Attacks

Not only do you have buttons to control your character's attacks, you also have two buttons that can control one of your other two partner's moves, the third column. The top right button controls assist one, the second character in the list and the bottom right button controls assist two, the third character in the list. Upon character selection as you should know you pick three characters as well as an assist type. These assists types determine what attack your partners will do when you press their button. These come in various shapes and forms but tend to be one of their special moves. Only down side is their moves aren't instant as obviously they're not on the screen, so take into consideration the delay as they enter the screen. Don't over use your assists either as although they're an easy attack to whip out, they're still vulnerable to attack from the opponent.

There is an oddity with the assist buttons that prevents them from working on the press of a button. What this means is your partners wont come out if you press and hold it down. Always make sure that you release the button to ensure your assist comes out.

Air Dash

Air Dashing is just what it sounds like. There are a ton of different properties for it. For instance; you can’t block (no matter who you are) a few frames directly after you’ve air dashed; you’ll just air dash into whatever attack the person did. Depending on your jump, air dashing will either count as your last attack (although there are special exceptions [remember, this is MvC2!] or an ability that lets you do more attacks (it restarts your super jump)however, once you’ve air dashed once you can’t do it again unless you are Dhalsim who can reset his super jump by teleporting during some point of his SJ. If you air dash during your normal jump you won’t be able to attack or block until you hit the floor

There are properties that happen when you are in normal jump mode that one take place when you’re super jumping. There are also more properties to keep in mind that happen when those two things are happening and you introduce blocking/push blocking to the equation. I will get into detail about this in another section.

Super Jump

Super Jumping is like a regular jump except much higher and it has different properties and rules once you do it. For instance you can air dash after 5 or 6 frames but you can attack with a normal/special/super (for the most part, again, this is MvC2).

Doom's CR.HK can be SJC'd before it finishes. If there is something that causes you to block present you can do CR.HK > SJ(up back) repeat to get meter very quickly.


Basic Usage

The Assist 1 (A1) and Assist 2 (A2) buttons can be used to call your assists one a time. (Pressing both A1+A2 together will cause a THC.) The corresponding character will then pop on screen and perform their assist type attack. You can call them as often as they would like until they die. They will take normal damage when hit while on-screen. Red bar health recovery will stop until they are again off-screen.


  • Assists can only be called when your character is in normal jump mode and able to attack.
  • You may not call an assist that has been snapped out until the red X over their life bar goes away. Their life bar will briefly flash "ASSIST OK!" when they are enabled again.
  • Once an assist hits as part of a combo, you may not call another assist again. Vidness says that his "triple assist" combo exploits the glitch whereby an assist that is the same as the point character does not get counted as an assist.


As you will notice if you play against MSP more than once, your assists cannot block. They will be called in, perform their move, pose briefly, and then leave. At any point they can be hit (subject to their normal hit box) and will leave as soon as they recover and hit the ground. If juggled, they can be hit infinitely until death. Thus you will want to protect your assists or you will lose.


  • Tron Bonne's "Y" Projectile assist results unscaled damage - 15pts per hit.
  • Per Vidness, an assist that is the same character as the point character does not get counted as an assist hit.

Snap Back

QCF+ A1 / A2

Your character will perform an animation that will cause the character hit to leave the screen and another to come in (depending on which button you used). The snap back makes whoever you snapped out unable to be called once the other character comes on screen. You cannot DHC into the snapped out character or counter into the snapped out All characters have snap backs. Some have very good reach and speed. Others might have speed but the range is very bad. For example Cammy and Doctor Doom's snap backs have very bad range. Venom and Amingo's snap backs have very good range.

There is a bug that happens with assist 2 snap outs where if you counter with assist two while the 'x' is still on your name you will disappear and hop back (the animation of a counter) as if you were leaving but instead stay on screen in addition to that you become invisible and semi-invincible. A general rule for invisibility is that you have it as long as your character doesn’t come back to standing animation after doing a move. So say you were Doom and you were invisible and you did his S.LP after the move was finished he would go into standing animation and that is when he will be visible. Also, jumping requires you to go through standing animation so it will cause become visible. As for the semi-invincibility, some characters are safe from being hit low or high, and some characters, both. The characters that have immunity from high and low attacks can only be hit if they move and turn visible again or if the other character causes them to turn around. Snap backs can cause things to hit more than they should. For instance Cyclops does a LP Optic Blast and right before it hits the other character performs a snap back, if timed right the Optic Blast will hit more than it should. A snap back kills frames and this affects characters in strange ways some will lose the frames of when their move hits others will get extra hits for their moves.

The A2 snap back causes strange effects for some characters:

  • Gambit does A2 snap back and right after a Cajun Strike (make sure he goes to the left wall) and he’ll fly out of the screen.
  • Ruby Heart does a phantom and before it comes out does a snap back (a2) and if the phantom doesn’t hit anyone it will cause the other person to go into block animation even when there is nothing on screen.


Tech Rolling

Tech Rolling is when you hit the floor and roll away, this helps you get out of extended combos. However, some people can make their off the ground combos (abbreviated as OTG/’s) unrollable by sticking out their attack before you land on the floor thus the attack sort of hits you before you land even thought it doesn’t look like that in the game. To perform a tech roll you have to do a reverse fireball motion (F,DF,D/B,DB,D) + any punch or kick button. Also, you’re invincible falling down if you got SWEPT (not hit by Psylocke or something!). The only character in the game that can be hit before he lands after being swept is ----- Dhalsim!

Not every move that knocks you on your back will let you roll out of it – There are some moves that will need you to mash out if you want to get up quicker (ex. Gamma Crush). Some moves however, are genuinely unrollable – B.B. Hood’s Cruel Hunting super (qcf+pp). Also some supers that carry across the screen like Magneto’s shockwave, it’s unrollable even though there are times when you hit the ground and are OTG’d by another hit of the shockwave. Lastly, some moves require switching the way you have to roll. Meaning that instead of rolling the way you’re supposed to, you would have to do the opposite motion.

The person who isn’t tech rolling can choose which direction the tech roller is going to go by placing himself in a certain side. If he moves to the right of the character the person will roll to the right. A note about rolling is: OTGs don’t cause stun so you can’t dizzy someone if all of your attacks are OTGs. An infinite that abuses this rule is Amingo’s QCF+LP (specials don’t cause stun) OTG with S.LK repeat, it can be done for 999+ hits.

Some properties about OTGs, rolls and wake-ups:

• The person who is rolling is invincible till they get up.

• Everyone’s roll is the same meaning they travel the same distance and at the same speed.

• When the person is getting up they are invincible while rising meaning things can be going through them and they will not be hit until they are in standing animation. This means that they can be crossed up while they are getting up. For instance Magneto’s CR.HK can cross them up because if Magneto’s sprite is RIGHT in the middle of the person who is getting up it will cause a lot of confusion on which side to block so it becomes a cross-up and sometimes unblockables happen for that reason. However, if the move the person is trying to do is a low move the person getting up can jump straight out of it since apparently there is some invincibility while you’re jumping to so you never hit standing animation. The only thing that can stop you is a move that would hit you from mid or high.

• The person who caused the guy to fall and roll can control which direction the person will roll by standing or being above the person on a certain side. Sometimes this can also be done by just waiting there after you perform a sweep if you’re Magneto or someone who moves a lot during their sweep. You would just sit there as the guy rolls to the other side (forward). If you were Magneto you could SJC towards them.


Force-Rolls are when the character hits you right before you hit the floor or when you’re already on the floor and he hits you with only one move. That causes you to start rolling. However, this kind of roll is different than normal tech rolling. You can be hit during the first few frames of your Force-Roll. For instance: Psylocke does a CR.HK and OTG’s with a CR.LK (if she doesn’t do anything afterwards you’ll start to roll away from her but you’ll be in the air for some reason) if she waits and does a dashing CR.HP it will OTG you and won’t count as a move that produced stun. So, it’s possible to get two different kinds of OTG’s in a combo. On that example of Psylocke: she can do an infinite on Servbot by doing [CR.HP -> Psyblade -> OTG w/ CR.LK, pause for a little bit/let the CR.LK animation finish, -> dash] As you probably guessed, it can be done for 999+ hits.

Another interesting thing about force rolls is that if you are hit with a CR.LP or CR.LK you will pop-up into the air in a strange way. And if you’re hit with a sweep (normally) you will fall down as if you were knocked on your back again. Theoretically that would be an infinite ([OTG, CR.HK]). Oh, and if you’re hit with a standing move usually a S.LK you will be knocked on your feet in a strange way. It will look like you bounced a little then landed on your feet.

Tech Hitting

Tech-Hitting can also be called Tech Throwing. Which means you get out of a throw before the character does his damage on you or after he does his damage on you but before you land on the floor. EX: You can tech hit Sentinel’s throw after he throws you into the corner before he can OTG you. Or you can Tech hit out of Juggernaut’s HP throw in the corner before he kills you in 5 hits. To do a tech hit you have to hold the joystick left or right and press HP or HK while doing so. You can do it at the start of the persons throws or at the end right before you land. Not all throws are techable, you can’t tech specials or supers. An important thing about tech throws is that you can’t tech roll if the person performs an unrollable OTG on you. EX: Juggernaut can hit you before you land making a tech throw on the floor impossible. Some people’s throws and follow-ups to those throws are so dangerous that you must tech hit before they actually do their damage/animation.

Another big important thing about tech hitting is that you are put into normal jump which means you lose unfly and you can be guard broken no matter how high up you on screen. Although it’s not as bad as it sounds since you can block once + call an assist.

Push Block

Push Blocking is done by pressing the two punch buttons while you’re being hit or a short time after. Almost every character in the game has their own guard stiffness time which means that they will remain in guard stun for a period after there are no more attacks to block on screen. For instance Cable is in guard stiffness for 23 frames after making him very hard to throw after a whiffed move. Cyclops is in guard stiffness for about 4 frames! So Cyclops would have less time to push block something after it is gone than Cable. Push blocking works differently on the ground, in normal jump mode and in super jump mode.

Team Hyper Combo

The Team Hyper Combo (THC) is an attack used by pressing the A1+A2 buttons at the same time when your character is on the ground. It can be activated with a minimum of one super level, and can use as many super levels as you have characters left on your team. For each super meter consumed, one character is activated. The activated characters then perform their Team Hyper Combo move. Thus if you have five meters but one character left, only one super level will be consumed and your point character will do their THC. If you have two meters but three characters, only your first two characters will do their THCs.

THCs are generally derided but are useful for:

  • Accessing super moves the character can not perform normally. Examples are Zangief's Mega Lariat, Rogue's Rushing Punches, Kobun's Walking Forward Kobun, Spiral's one-level Transforming Punches.
  • Accessing a super for the other character without requiring a switchout. This is commonly popular when [[Captain Commando is on your team: you can use the THC to attempt to punish super-jumping characters who are not in block.
  • Heavy damage. This was popularized via "one hit kill" teams such as BB Hood / Juggernaut / Captain Commando : the tactic is to build three meters and get one clean shot on your opponent.
  • Trickery. Since it takes one hit per character to stop them from performing their part in the super barrage, if one character is going to eat the hit, the other characters will continue the THC and possibly deal out the damage you need.

As you should be able to see, the THC is not generally of great use, but can be an effective tactical addition to your game if your character/team has a good THC. For Psylocke or Tron based teams you would likely never want to use your THC, but for Commando-based teams it's of high occasional value. For low tier teams, it may be a critical gimmick for your team.


Countering in Marvel vs Capcom 2 originates from Street Fighter Alpha, and as such is often called an "Alpha Counter". It can also be called a Hyper or Variable Counter. The motion for an Alpha Counter is QCF + A1 / A2 when your point character is in hit-stun, and requires and consumes one super meter level to execute. This can only be done on the ground. You can extend hit-stun by Push Block

When you Alpha Counter, the character associated with that assist button is brought in performing their Counter move as specified by their assist type. This Alpha Counter can either be a normal move or a special move and can be cancelled as usual. Thus a popular Alpha Counter is Cable's Anti-Air Assist Alpha Counter, the Scimitar, which is then cancelled into his Air Hyper Viper Beam (AHVB).

One particular glitch of interest is when you attempt to Alpha Counter into a character that you may not switch into as they were victim of a Snap Back.


There are three ways to divide up Tiers in Marvel vs Capcom 2: by overall team value, by assist value, and by solo value. The following list is the commonly accepted tier list, and represents evaluation of characters garnered from years of experience and play by masters at those characters. Thus while certain characters do not often get seen or represented well, they really do have strong advantages - or disadvantages.

Please note that this tier list is not necessarily official.

Tier-list (Over-all Value to Team)

God Tier:


Note:Is is generally accepted that Sentinel and Storm are slightly above Cable and Magneto within this tier, but this is a very very slight difference.

Top Tier:

Iron Man
War Machine
Doctor Doom

Upper Tier:

Captain Commando
Tron Bonne

Middle Tier:

Mega Man
Omega Red
Ruby Heart
Silver Samurai
Wolverine - Claw

Low Tier:

Captain America

Bottom Tier:


Roll Tier:


Tier-list (Assist Strength)

While there are way too many possible assists to have a full assist tier list be valuable, the following are the highlights of the possible assists. Since the assists available on a team greatly affect team dynamics, there is no true best assist - simply a lot of great options that will help sculpt your team.

Top Assists

Listed in alphabetical order:

Other Notable Assists

Strong Teams


Marvel has 56 characters to choose between, each with three assist types to pick between. As such, there is over a million team variants to pick between. The following are particularly noteworthy choices. Generally the order of the characters can be switched within reason. Storm and Sentinel can generally be interchanged on point, but Magneto should generally always be either the first or last character on a team, and only last if he's paired with Sentinel on point. The assists chosen for the characters listed are the general preferred assists to use, but other assists can certainly be used if they're effective for you.

Generally there are exceedingly strong pairings - Storm backed by a good anti-air and hopefully Sentinel (for the DHC), Sentinel backed by any good anti-air, Cable backed by Sentinel and a good anti-air - that form the back-bone of all great teams.

Top Tourney Teams

  • Magneto-A/Storm-A/Sentinel-A. AKA "MSS". One of many teams that allow you to exploit the Storm/Sentinel DHC, which generally should allow you to completely kill an opposing character.
  • Magneto-A/Storm-A/Psylocke-A. AKA "MSP".
  • Sentinel-Y/Storm-A/CapCom-B. AKA "Team Santhrax" - After Sanford Kelly, a top New York player.
  • Storm-A/Sentinel-Y/Cyclops-B. AKA "Matrix" - Storm being Trinity, Sentinel being a robot, and Cyclops being Neo and spreading the code via his optic blasts.
  • Cable-B/Sentinel-Y/CapCom-B. AKA "Team Scrub" - this is a fundamentals-focused team that beginning players can do well with. Once Cable has three levels, it's quite deadly.
  • Sentinel-Y/Cable-B/Cyclops-B. AKA "ScrubClops".
  • Magneto-A/Cable-B/Sentinel-A. AKA "Team Row" - After Rodolfo "RowTron" Castro, a top Seattle player. Rodolfo first played this team in the summer of 2001 and used it (then virtually unknown) at the B5 tournament of that year. He went on to dominate the west coast with it over the next year and took second to Justin Wong at ECC and Evo2k2 in 2002, when the team truly got noticed. He continued to use this team in tournaments for years afterwards until it became widely known as "his" team.
  • Magneto-A/Iron Man-B/Sentinel-Y. AKA "Combofiend" - After Combofiend, a top California player. He would use this team either in this order or in Sentinel/Magneto/Iron Man order, which rotates easily between that and the Magneto-base configuration via DHCs. Later players who adopted this team often substituted Sentinel-A (rocket punch) assist for Sentinel-Y (drones assist) in order to get an easy setup assist for Magneto and Iron Man.
  • Sentinel-Y/Strider/Doom-B. AKA "Team Clockw0rk" - After Clockw0rk, a top California player. Generally a very interesting team, but if Strider or Doom dies the team is usually in bad trouble.
  • Magneto-A/Storm-A/Tron-Y. AKA "MST" - This team does an incredible amount of damage. As Isaac put it, "mash buttons and good things happen."

Top Low Tier Teams

  • Rogue-A/Storm-A/Tron-Y. - Played to near perfection by Vegita-X, it showcases Rogue's speed and cross-ups, as well as having a painful DHC.
  • Juggernaut-Y/Tron-Y/Doom-B. - Famous as being MikeZ's team, it does incredible damage and generally benefits from a glitched Juggernaut.
  • xxx/Cable-B/Tron-Y. - Generally Tron Bonne's assist is very exploitable and make most non-high-tier characters relatively playable.
  • Ruby Heart-A/Iron Man-B/Doom-B. - A very serious trap based team. It has solid DHC's, not to mention it can also deal out a lot of damage.

Other Teams of Interest

  • Spiral-A/Cable-B/Sentinel-Y. AKA "Team Duc", - After Duc Do, a top Los Angeles player known as THE Spiral player. The team that basically won Evo2k5. Extremely good at trapping and chipping.
  • Blackheart-B/Cable-B/Sentinel-Y.
  • Blackheart-B/Sentinel-Y/CapCom-B. AKA "Team Watts" - After Mike Watson, an old school Los Angeles player who used this team in the very early days of the game - a very fundamental team that's great at controlling space. Alex Valle used to be a dominant player with this team in early 2001 until Justin Wong arrived on the scene. It's still played in tournaments today by StiltMan and others.
  • Storm-A/Sentinel-Y/Cammy-AA. - Justin Wong's second team, and the first Storm/Sentinel team ever to win a major tournament, first seen by a wider audience at B5 in 2001.
  • Magneto-A/Cable-B/Cammy-AA. - Justin Wong's first team, the first Magneto team ever to win a major tournament. This team was what he first established his dominance with in mid 2001. Historically speaking, it can still be viewed as the strategic ancestor of Team Rowtron, which first appeared shortly afterward in Seattle and was first used in a major tournament by Row himself at B5.
  • Iron Man-B/Storm-A/Cable-B. AKA "Team Japan", - Used by a number of the top Japanese players.
  • Iron Man-B/War Machine-B/Doom-B. - One of the many Iron Man/Doom pairings, used to creatively set up the Iron Man infinite.
  • Cable-B/Storm-Y/Doom-B. - A very versatile team that can keep an opponent at bay big time.
  • Magneto-A/Cable-B/Psylocke-AA. - SooMighty's Team Old.
  • Blackheart-B/Cable-B/Doom-B. - A trap based team with a user concept. BH/Doom builds meter for Cable, who then keeps away and uses that meter.


Using Low Tiers

Low tiers are characters that are lower in overall ranking and generally in gameplay strength compared to those considered top tier. They usually lack many of the advantages and damage potential those higher on the tier list enjoy. There are still people who play them for a variety of reasons, be it different play experience, to test one's skill, catch a opponent by surprise, or because a particular low tier has a good match up against a top tier character. Notable low tier players include: Vegita X (Rogue), Viscant (Anakaris/various/counter team), Mike Z (Hulk, Juggernaut), and Joe Zaza (Wolverine).


It is still possible to win with a low tier character in MvC2 although it takes much more skill, patience, and overall work than it generally does with a top tier character. Many top assist characters are low tier when used on point but the advantages their assists bring usually nullify their poor performance on point. This page will serve to provide general tactics for low tier characters that usually apply universally. It will also list popular low tier characters that are commonly used.

Popular Characters:

Universal Tactics

  • When you are playing a character that is unable to protect your assist then the best option is usually to super jump over your opponent.
  • If you have a fast or far reaching snap out attack (e.g Venom, Psylocke) it might be a good idea to sparingly dash in and perform a snap out. Some players have been known to do this at seemingly random times in a match and use its high priority to sometimes hit both the assist and the point so they can attempt to relaunch the assist to death.

General Tactics

These are things to look for when trying to use a competent low tier character (does not necessarily means they should have all of these):

- A overhead attack you can combo off of
- A throw attack you can combo off of (preferably not limited to the corner e.g Charlie's kick throw)
- A slow moving, fast recovering projectile
- Air mobility
- Ground mobility (usually this means a good dash)
- Fast attacks
- Good damage output per combo
- Good meter building ability (must be able to do it safely)
- Good chip damage

Depending on what your character has then you can start building a strategy around it. In the early stages of the game people would build their entire game plan on making you eat the same chippy projectile over and over again, you have to find your objective and try to find ways to achieve your objective. This is the first fundamental step in using low tiers since few people use them and thus it is unlikely for you to find a established play style or strategy to use with your low tier character (although the room for innovation is one of the main reasons you might want to use low tiers).

Now in order I will go through general tactics to try to use with these traits:

Overhead Combo Ability - Most experienced players will see the main advantage of this which is why low tier characters with this ability are usually the most commonly seen. Much like top tier characters with this trait the goal is to make your opponent guess incorrectly so you can land your combo. Usually you want to make them block your assist and follow up with a mix up of high, low, throw.

Throw Combo Ability - Even if they can roll before you can hit them with something this is still pretty useful. The fact that you can force them to roll means you have a chance for a roll wake up mix up. (which is to ambiguously position yourself next to where they are going to get up from the roll, making it hard to tell which side you are actually on) Then there are characters like Charlie that can combo off their throw mid screen as a juggle much like Magneto combos off Psylocke AAA. The drawback of course tech hits and tech falls but this is still another advantage you can use.

Slow Moving Projectile - Although not as useful as some of the other traits it can still help. Sometimes it can be as simple as providing a lead in to a dash in attack (e.g Guile sonic boom rush down) but other times you can use them in more deceptive ways. One of the trickier tactics is to throw a projectile you know your opponent will avoid and then when they attack your character you simply push block them back into the attack they just avoided. (e.g Bison's orb attack)

Air Mobility - Extremely important in this game more so than other games mainly because many characters and assists can control so much of the ground. So being able to alter when you land and close in on your opponent from the air is a very important asset. This is not limited to just air dashes either as flight, double jumps, teleports, wall jumps, and air attacks that allow you to block after their usage can all be useful in different ways.

Ground Mobility - Is still very important in this game, closing in on your opponent is key to landing your comboes so it's utility is pretty plain to see.

Fast Attacks - This basically also includes high priority attacks. Whether it's to take control at the beginning of the match or just so you won't get counter hit and comboed every time you try to use a normal this is pretty important. Even if your character doesn't have ridiculously strong normals or specials it's still good to know what your best attack is and what situations to use them.

Damage Output - Damage output is pretty important because basically every time you land a mix up or get your opponent to block something you want the damage to be significant. If your character averages 46 damage per combo and your opponent averages 86 then you have to trick him twice as much as he has to trick you in order to do the same amount of damage. Of course this isn't everything and there are other factors as well (such as how hard or easy it is to trick your opponent into getting hit, or the other advantages your character has) but it's always a good idea to go to training mode and trying to find your character's most efficient and damaging combo before trying them out on your friends (even if it is just casuals).

Meter Building This is extremely important, take for instance Thanos, he has excellent supers but he has a very hard time building meter for himself. Another good low tier example is Servbot. Good meter building is a very valuable trait and even if your character can't use the meter themselves it can of course benefit someone who can make very good use of it on your team such as a character like Cable or Storm.

Chip Damage It's obvious what this is good for. Whether it's a good super that's safe on block or just a projectile you want to hit your opponent with as much as possible it's still something. You can build a game plan around a character's chip damage and although it's not nearly as viable or dominant as it was in the early stages of the game it can still work.

It is important you use every advantage you have with low tiers because they are low tier for a reason, they are likely to have some sort of crippling disadvantage or are just overall inferior to the top tier so you'll want to make the most out of your character. Even if you find a lot of tricks that will only work once those are still little surprises that can make the difference between a win or a loss in a clutch situation. It is also important to note that assist and team mate selection is even more crucial since you will most likely want to depend on them to make up for your low tier character's weaknesses. Overall, use low tiers because you want to and not necessarily because they are the best character for the job.

The Characters

The Characters


Switching Characters at the Vs. Screen

Additionally, the order in which the player picks his team can be altered during the "Vs." screen. By holding down the assist 1 button, the player can swap the first and second characters shown during the loading screen. Holding down assist 2 results in swapping the first and third characters shown during the loading screen. Holding down both assist buttons swaps the second and third characters.

The First Attack Glitch

By swapping your starting character during the Vs. screen you activate a glitch. Once activated it allows you to hold any of the four attack button and when the fight begins, if it's still held those attack buttons will automatically come out. Bear in mind though it is said a perfectly timed attack is more accurate than using this glitch, so don't always expect to get away with it at high level play.

Typically it is most advantageous to 'glitch' something very quick such as Magneto's 1-frame cLK, but you can also glitch a dash (2P - you can glitch either a forward or back dash), a switch-in (LP+LK or HP+HK), or a button-only special move such as Storm's Lightning Attack.