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Information:
- Introduction
- Gameplay
- Fighters Overview
- Fighters in Detail
- Graphics
- VMU Compatible
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Last Updated: 28.Feb.00

Introduction

Just released, the fourth in the series pitting Marvel Comics characters against Capcom's best is proving to be pushing for new heights. A slew of new features such as 3 vs 3 teams, Dreamcast compatibility using the Visual Memory System and a combo counter that breaks the 99 hit barrier ensure MvsC2 will be a worthy successor.

Gameplay

Four attack buttons
The gameplay of Marvel vs. Capcom 2 has its roots in its predecessors, but introduces many new elements. First and foremost, there are now only four attack buttons, the remaining left for 'Variable Assist' attacks. More on them later. Going from left to right, top to bottom, the buttons are now configured as LP, HP, A1, LK, HK, A2. A1 will summon your second fighter and A2 brings out your third character. For more information, see Tom Cannon's Beta Report.

In most cases, medium attacks can only be performed in chain combos, by pressing the light buttons at the appropriate time. For example, if a character had a LP, LK, MP, MK chain, it is now done by pressing LP, LK, LP, LK.

Launchers
As with all Marvel Crossover games, certain moves will 'launch' a character up into the air, for air combos. If a character previously had a launcher on a medium button, they are now done by pressing a direction and a light attack. Launchers are also automatically assigned to DF+HP and DF+HK.

New 3 vs 3 teams
Each player now chooses three fighters instead of two in the usual Marvel crossover games, showing off the Naomi board's immense 2D capabilities. Get ready for some insane battles. Variable Attack (switching fighters) can be done by LP+LK, which brings in your second fighter, or HP+HK, which brings in your third.

Variable Combo (team super)
The Variable Combo previously enabled your two fighters to perform their supers at the same time. Variable Combos now include all three fighters, and are done by pressing the two Assist buttons together. They now require three levels of super, although if you have insufficient super energy pressing A1+A2 will activate a normal Hyper (Super) Combo. The Super Guage begins each match at Level 2 and maxes out at Level 5. Unlike previous games, the fighter you began the VC with will still be your active character afterwards, so no free switching.

Special & Super Cancelling: Delayed Hyper Combos
You betcha. Special moves can be cancelled into Super Combos, as in SFIII. If you're unfamiliar with cancelling, this means you can interrupt a special move with a Super Combo, creating a combo. You can also Super Cancel, which is interrupting a Super Combo with another, to a limit of three. This is called Delayed Hyper Combo. Early reports state that DHCs can inflict up to 90% damage in the final version of the game. The first Super will prompt a blue super background, the second initiates a green backdrop and the final background is red.

Delayed Variable Combo

Snapback
Players now have the ability to force their opponent's active fighter to tag one of their background fighters. Performing QCF (D, DF, F) and an Assist1 will force in your player's second character, QCF+A2 will force out their third. Although the Snapback can be comboed, it has has a delayed startup and can be blocked. If you strike an opponent who has no live teammates, a small amount of damage is inflicted.

Cable snapbacks Hulk, forcing Cyclops to be active.

Combos over 99 hits
The combo meter has been extended for the first time (in any game, I believe) to over 99 hits. However this can be deceptive, since individual super/hyper combos now do dozens of hits easily.

Variable Assists
Each character has three Variable Assist moves, the feature returning from MSHvsSF where one of your background fighters jumps in for a single move. The Assist1 button calls on your next fighter, Assist2 on your third. The move either has a start up delay or a recovery, but there is no such delay for your active fighter. This means you can use your Assists uninterupted, in combos and even in the air. Variable Assists are in heavy use and that it's common to have three or more fighters on the screen. Assisting fighters take double damage.

Each time you select a fighter on the select screen you can choose between Alpha, Beta and Gamma (A, B and C) modes, which result in different assists. There are unlimited assists available each match. Ruby Heart, Amingo and B.B. Hood have Variable Assists which leave powerups, which can be Power-up, Speed-up or Life-up.

Ryu's Alpha and Beta Variable Assists

Releasing secrets: experience points & time release
The select screen has a two-digit Level meter and a six-digit Experience meter. Using credits and leaving the machine on for certain hours both increase these two meters. At certain levels and experience, two things can happen: secret characters can be released and golden boxes can appear. If a character's box on the select screen is outlined in gold, they will have extra colors available.

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