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Part 12
Marvel vs. Capcom 2: New Age of Heroes

Part 12

Learn advanced techniques for Dhalsim, Dr. Doom, and Felicia in Marvel vs. Capcom 2. Master air mobility, projectile control, and rushdown tactics.

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Learn advanced techniques for Dhalsim, Dr. Doom, and Felicia in Marvel vs. Capcom 2. Master air mobility, projectile control, and rushdown tactics.

This section details advanced techniques and move properties for Dhalsim, Dr. Doom, and Felicia in Marvel vs. Capcom 2: New Age of Heroes.

Dhalsim

  • Fuyuu (Air Dash): Allows Dhalsim to fly in any direction. Mid-air specials and Hyper Combos are usable, but blocking is disabled. Kuuchuu Dash enables dashing in eight directions and ends after a duration, upon being hit, or when Fuyuu is reactivated. Drill Kicks or Drill Zutsuki also end this move.
  • Drill Kick Cancels: Weaker Drill Kicks can be canceled into stronger ones. Any Drill Kick can be canceled into a higher strength attack (e.g., LK Drill Kick into mid-air MP, MK, HP, HK, a stronger Drill Kick, or Drill Zutsuki).
  • Yoga Strike: An air throw that only hits mid-air opponents. Effective after launching an opponent and pausing briefly.
  • Yoga Smash: Tapping buttons and wiggling the joystick increases damage. If the opponent is crouching, this move misses and Yoga Flame is used instead. Mashing rapidly results in high damage (49 points), characterized by Dhalsim rapidly 'noogieing' the opponent.

Dr. Doom

  • Plasma Beam: (Air) qcf + P
  • Photon Shot: (Air) hcb + P
  • Molecular Shield: hcb + K, tap buttons rapidly. This move can hit while summoning rocks and while they move forward. It can also destroy projectiles.
  • Hikou (Flight): qcb + KK, repeat to end (Air). Allows flight in any direction, enabling mid-air attacks and Hyper Combos, but disables blocking. Kuuchuu Dash can be used for directional dashing. The move ends after a duration, upon being hit, or when Hikou is reactivated, or by performing his HK or d + HK attack.
  • Kuuchuu Dash: Jump, press in any dir. + PP. Dash in any of the eight directions.
  • Laser Gun: In air, press HP
  • Foot Dive: In air, d + HK
  • Electric Cage: qcf + PP
  • Sphere Flame: qcf + KK
  • Photon Array: (Air) hcb + PP
  • Partner Assists: 'a' is HP Photon Shot / HP Photon Shot / Photon Array. 'B' is HK Molecular Shield / HK Molecular Shield / Sphere Flame. 'y' is HP Plasma Beam / HP Plasma Beam / Electric Cage.
  • Chain Combo Types: Ground 3, Jumping 3, Super Jumping 5.
  • A.Rave Launchers: Standing MK, Crouching HP, df + HP / HK.
  • A.Rave Finishers: HK.
  • Ground Throws: Close, b / f + HP / HK.
  • Mid-Air Throws: Close, any dir. but d / u + HP / HK in air.
  • Flying Attack: Standing HP.
  • Knockdown Attack: Crouching HK.
  • Variable Attack: Jumping HK.
  • Snapback Attack: Standing MP.
  • Note on Jumping HP: Using Hikou before the jumping HP (laser gun) is recommended to prevent falling and premature move termination.
  • Command Attacks: All command attacks are cancelable.

Felicia

  • Rolling Buckler: qcf + P. Hits for one point. Pressing LP during this move performs 'Neko Punch'. Pressing HP results in an uppercut finisher whose strength depends on the Rolling Buckler's strength. Pressing K performs a low-hitting kick.
  • Rolling Slide: Press K during Rolling Buckler.
  • Rolling Uppercut: Press HP during Rolling Buckler.
  • Neko Punch: Press LP during Rolling Buckler.
  • Sand Splash: qcf + K
  • Cat Spike: f,d,df + P (only LP is hypercancelable)
  • Delta Kick: (Air) f,d,df + K
  • Hell Cat: hcb + K (only hits when close)
  • Pussy Stlash: b + HK
  • Wall Clutch: Jump ub against a wall, hold ub / b.
  • Sankaku Tobi: Neutral position after Wall Clutch.
  • Wall Slide: Jump ub against a wall, hold db.
  • Delayed Wall Slide: Keep holding ub / b after Wall Clutch.
  • Dancing Flash: qcf + PP
  • Hyper Sand Splash: qcf + KK
  • Please Help Me: qcb + KK, tap K rapidly.
  • Partner Assists: 'a' is HK Delta Kick / HK Delta Kick / Hyper Sand Splash. 'B' is HK Sand Splash / HP Cat Spike / Hyper Sand Splash. 'y' is HP Cat Spike / HK Sand Splash / Hyper Sand Splash.
  • Chain Combo Types: Ground 6, Jumping 6, Super Jumping 6.
  • A.Rave Launchers: Crouching HK, df + HK.
  • A.Rave Finishers: HP, HK.
  • Ground Throws: Close, b / f + HP / HK.
  • Mid-Air Throws: Close, any dir. but d / u + HP in air.
  • Flying Attack: Crouching HP.
  • Knockdown Attack: Crouching HK.
  • Variable Attack: Jumping MK.
  • Snapback Attack: Crouching MK.

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