Skip to content
Marvel vs. Capcom 2: New Age of Heroes

Marvel vs. Capcom 2: New Age of Heroes

By ···10 min read·Multi-source verified
1 reading this guide  

Master the chaotic 3v3 tag-team battles of Marvel vs. Capcom 2: New Age of Heroes! This guide boasts 61 sections, covering everything from getting started and character builds to boss strategies and hidden tips. Whether you need help with specific character move lists or finding crucial items, we'll help you conquer this classic fighter.

Part 1

Complete Marvel vs. Capcom 2: New Age of Heroes move list and guide, including secrets, tricks, and gameplay mechanics. Updated 07/11/2000.

Walkthrough
  1. 1
    Access the Introduction section for FAQ notation and basic commands.
  2. 2
    Refer to the Character Moveslist for specific character inputs, covering all 56 playable characters including Amingo, Iceman, Hiyakeshita Sakura, Sentinel, and more.
  3. 3
    Explore the Secrets and Tricks section to learn how to enable hidden characters, stages, Dan's secret introduction, pick Sakura's win poses, and beat up defeated opponents.
  4. 4
    Consult the Gameplay Notes for detailed explanations on the Life Gauge, Hyper Combo Gauge, Blocking and Advancing Guard, Movement and Jumping, Throws and Tech. Hits, Getting Dizzy, Escape Rolls and OTG Hits, Types of Canceling, Chain Combos, Jumping Chains and Aerial Raves, Command Attacks and Overheads, Super Armor and Hyper Armor, Charge Move Tricks, understanding partners, and Taunting.
  5. 5
    Review the Miscellaneous section for information on Arcade vs. Dreamcast differences, downloading files from Capcom of Japan's page, glitches and bugs, attack rankings, and translations.
  6. 6
    Check the Author's Note for special thanks and revision history.
Tips
  • The guide covers both Japanese Sega Dreamcast and USA arcade versions.
  • The final revision was updated on July 11, 2000.
  • This FAQ is for private and personal use only and cannot be used in any commercial transaction without express written permission.

Part 2

Learn the button layout and move notation for Marvel vs. Capcom 2: New Age of Heroes, including how to perform special moves.

Walkthrough
  1. 1
    Controller Layout: Understand the directional inputs: ub (up-back), u (up), uf (up-forward), b (back/block), n (neutral), f (forward), db (down-back), d (down), df (down-forward). Controls are reversed when facing left.
  2. 2
    Button Layout: The default buttons are LP (Light Punch), HP (Hard Punch), PA (Partner Button A), LK (Light Kick), HK (Hard Kick), PB (Partner Button B). On the default Dreamcast controller, PA is the left trigger and PB is the right trigger. The Start button pauses the game.
  3. 3
    Medium Attacks: Medium Punches (MP) and Medium Kicks (MK) are not directly accessible. They can only be performed during a chain combo after a Light Attack hits or is blocked. For example, to perform Zangief's airborne Kuuchuu Headbutt (u + MP), you must first hit with a jumping LP or LK, then input u + MP. Similarly, Zangief's launcher is a crouching MP, requiring a standing or crouching LP or LK first, followed by crouching + LP.
  4. 4
    FAQ Abbreviations:
  5. 5
    qcf / qcb: Quarter-circle forward (d,df,f) or backward (d,db,b).
  6. 6
    hcf / hcb: Half-circle forward (b,db,d,df,f) or backward (f,df,d,db,b).
  7. 7
    Charge: Hold a direction for 2 seconds, then press the second direction and a button (P / K).
  8. 8
    Rotate 360: Rotate the joystick in a full circle (e.g., f,df,d,db,b,ub or reverse).
  9. 9
    P / K: Press any Punch or Kick button.
  10. 10
    PP / KK: Press any two Punch or Kick buttons.
  11. 11
    x~x: All possible ranges are allowed (e.g., ub through uf, or LP through HP).
  12. 12
    (air): The move can be performed on the ground or in the air. Air moves can often be done from the ground by adding ub~uf and pressing the button as you leave the ground. Some air moves can be done just off the ground by canceling the superjump start.
  13. 13
    pushblock: Advancing Guard (press PP while blocking).
  14. 14
    s./c./j.: Standing / Crouching / Jumping (used in combo notation).
  15. 15
    sj: Super Jump.

Tips:

  • To unlock all characters, costume colors, and stages on the Japanese Dreamcast version, you can download a save file. One option is a hacked file from CJayC at GameFAQs that enables everything, including same-character teams. Another option is a file from Capcom of Japan's page, which is updated periodically with new characters. The author of this guide does not know how to download or install these files.
  • The plot of Marvel vs. Capcom 2: New Age of Heroes is minimal and poorly translated, focusing on an

Part 3

Explore the essential controls and commands for Marvel vs. Capcom 2: New Age of Heroes, including basic actions, advanced techniques, and character-specific move lists.

This section details the fundamental controls and advanced mechanics for Marvel vs. Capcom 2: New Age of Heroes. Understanding these commands is crucial for mastering the game's complex fighting system.

Key Terminology

  • Super Jumping: Perform a jump that carries you higher and further than a standard jump.
  • Assist Types (Alpha, Beta, Gamma): Different types of assists your partners can perform.
  • HC / DHC: Hyper Combo / Delayed Hyper Combo. Powerful special moves that can be chained.
  • H / h: Indicates if a move can be hypercanceled (canceled into a Hyper Combo). 'H' means it can be canceled before or upon hitting, 'h' means only before hitting.
  • Taunt (Chouhatsu): A taunt animation, typically performed by pressing Start + LK / MK (Dreamcast) or just Start (Arcade).

Basic Commands

These are the foundational actions available to all characters:

  • Standing Block: Hold back (b) when attacked.
  • Crouching Block: Hold down-back (db) when attacked.
  • Mid-Air Block: Hold back (b) or down-back (db) when attacked while in the air.
  • Advancing Guard: While blocking, press both Light Punches (PP) in the air. Can be repeated.
  • Dash: Tap forward twice (f,f) or press both Light Punches (PP).
  • Backstep: Tap back twice (b,b) or press back + both Light Punches (b + PP).
  • Slide / Stop Movement: Press down (d) during a dash or backstep.
  • Dash Jump: Press up-forward (uf) while dashing.
  • Super Jump: Tap down-up-back to up-forward (d,ub~uf).
  • Universal Launcher: Down-forward + Heavy Punch or Heavy Kick (df + HP / HK), then up-back to up-forward (ub~uf) to super jump.
  • Escape Roll: Back, down-back, down + Punch or Kick (b,db,d + P / K) when knocked down.
  • Taunt (Chouhatsu): Press Start + Light Kick or Medium Kick (Start + LK / MK). (Arcade: Press Start).
  • Throws / Holds: When close, press back or forward + Heavy Punch or Heavy Kick (b / f + HP / HK).
  • Mid-Air Throws: When close, press any direction except down or up + Heavy Punch or Heavy Kick (any dir. but d / u + HP / HK) in the air.
  • Tech. Hit (Escape Grab): Press any direction except down or up + Heavy Punch or Heavy Kick (any dir. but d / u + HP / HK) when grabbed.
  • Tech. Roll: Attempt a Tech. Hit after a throw connects.
  • Hold Recovery: Shake the joystick and tap buttons when caught in a hold.

Variable System Commands

These commands utilize your partners and the Variable System:

  • Variable Attack: Press both Light Punches (LP + LK) or both Heavy Punches (HP + HK) to switch in your partner.
  • Variable Assist: Press the button assigned to your partner's assist (PA or PB).
  • Variable Counter: While blocking, press back, down-back, down + your partner's assist button (b,db,d + PA / PB) (Requires Level 1 meter or higher).
  • Variable Combination: Press both partner assist buttons (PA + PB) (Requires Level 1 meter or higher).
  • Snapback: Quarter-circle forward + your partner's assist button (qcf + PA / PB) (Requires Level 1 meter or higher).
  • Delayed Hyper Combo (DHC): Perform a Hyper Combo during your own Hyper Combo (Requires Level 2 meter or higher).

Partner Order Change

At the VS. screen before a match, hold your desired partner's assist button (PA or PB) to make them the lead character or the second character, respectively.

Character Moves List Structure

Each character's section includes:

  • Special Moves: Unique attacks performed with specific inputs.
  • Command Attacks: Unique attacks performed with specific directional and button inputs.
  • Hyper Combos: Powerful, meter-consuming attacks.
  • Partner Assist Chart: Details which moves are used for Partner Assists (Alpha, Beta, Gamma), Variable Counters, and Variable Combinations.
  • Chain Combo Types: Describes the sequence of attacks that can be chained together on the ground and in the air, denoted by numbers (e.g., 2, 3, 5, 6).
  • A.Rave Launchers: Moves that launch the opponent into the air for aerial combos.
  • A.Rave Finishers: Moves that trigger a Flying Screen effect at the end of an aerial rave.
  • Flying S. Ground: Moves that cause a Flying Screen effect when used on the ground.
  • Ground Throws: Character-specific throws performed while on the ground.
  • Mid-Air Throws: Character-specific throws performed while in the air.
  • Flying Attack: Normal attacks that lift an opponent without launching them.
  • Knockdown Attack: Attacks that cause the opponent to fall to the ground.
  • Variable Attack Animation: The visual for switching partners.
  • Snapback Attack Animation: The visual for performing a Snapback.

Note on Chain Combos: The numbering system (2, 3, 5, 6) indicates the maximum number of hits in a chain sequence. Punch-to-Kick and Kick-to-Punch chains, as well as 'None' chains, have been removed; all characters have ground and air chains.

For more detailed gameplay notes, refer to Section 4.

Part 4

Master Amingo and Anakaris in Marvel vs. Capcom 2: New Age of Heroes. Learn their special moves, partner assists, combos, and unique strategies for victory.

Amingo, Miraculous Plant-Man

Amingo is a 'Hito-shokubutsu' (plant person) from a land of gentle weather. He journeys to find the source of a destructive accursed wind.

  • Kaze no Sakebi — H, qcf + P (air)
  • Midori no Kanki — H, qcb + P
  • Daichi no Kodomo (Tsukami) — h, qcb + K
  • Daichi no Kodomo (Punch) — h, qcf + LK
  • Daichi no Kodomo (Kick) — h, qcf + HK
  • Taiyou no Megumi — qcf + KK
  • Shokubutsu no Okite — qcb + PP

Partner Assists & Variable Combos:

  • Alpha (a): Life Up Fruit (HP Midori no Kanki), Taiyou no Megumi
  • Beta (B): Defence Up Fruit (HP Kaze no Sakebi), Taiyou no Megumi
  • Gamma (y): HP Kaze no Sakebi, HP Midori no Kanki, Taiyou no Megumi

Combo Notes:

  • Daichi no Kodomo: Plants a cactus child that hops towards the opponent, attacking with punches, kicks, or grabs (Tsukami). Amingo can have two active at once. They can be destroyed by attacks. The Tsukami version is unblockable and deals the most damage.
  • Shokubutsu no Okite: A blockable flower attack that can be jumped over. It combos well from standing MP/MK, or the first/second hit of standing HP, or the first hit of crouching HP. If hit, the opponent is sucked into Amingo. This flower cannot be destroyed.
  • Partner Assists: Alpha provides a fruit to restore recoverable life. Beta provides a fruit that reduces incoming damage by about 50%. Only Amingo can pick up these fruits.

Anakaris, Absolute God of Gold

Anakaris is the Absolute God of Gold.

  • Miira Drop — qcf + P (air)
  • Cobra Blow — H, b,f + P (air)
  • Hitsugi no Mai — H, d,d + P / K (air)
  • Ouke no Sabaki — h, In air, qcf + K
  • Seija no Ayumi — b + LK
  • Tenchuu — b / f + HK
  • Idainaru Bohi — In air, f + K
  • Seinaru Bohi — In air, d + K
  • Ooinaru Bohi — In air, df + K
  • Kuuchuu Dash — In air, tap f,f / press PP
  • Pharaoh Magic — HK,LP,d,LK,HP (air)
  • Pharaoh Illusion — LP,LP,f,LK,HP
  • Pharaoh Cobra Blow — b,f + PP (air)
  • Hitsugi no Utage — d,d + PP (air)

Partner Assists & Variable Combos:

  • Alpha (a): HP Cobra Blow, HP Cobra Blow, Pharaoh Cobra Blow
  • Beta (B): HP Miira Drop, HP Miira Drop, Pharaoh Illusion
  • Gamma (y): HP Hitsugi no Mai, HP Hitsugi no Mai, Hitsugi no Utage

Combo Notes:

  • Anakaris has no throws but can Tech. Hit, Tech. Roll, and use Advancing Guard.
  • Miira Drop: An unblockable attack. The air version misses grounded opponents, and the ground version misses airborne opponents. It is not comboable unless airborne. It can grab any standing opponent. Anakaris becomes invincible once it connects, allowing him to bypass projectiles. Can OTG with a dashing c. HK or juggle in the corner. Does not hit opponents transformed by Ouke no Sabaki. Cannot be spammed for more damage like in Vampire Savior. Use frequently as it generates the most Hyper Combo gauge power in the game.

Similar guides you might like

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content