Learn Felicia's Rolling Buckler combos, Gambit's Cajun Escape, Gouki's unblockable Shun Goku Satsu, and Guile's Sonic Boom in Marvel vs. Capcom 2: New Age of Heroes.
Felicia Techniques:
- Performing qcf + LP,HP results in a weak uppercut, while qcf + HP,HP yields a strong uppercut with more damage.
- Finishers can be comboed from the Rolling Buckler if executed quickly before Felicia bounces away.
- Felicia's b + HK attack, named "stlash" (a cat-word according to Capcom), is cancelable on either hit.
- To perform Felicia's Wall Clutch, jump ub towards a wall and press ub or b again as you reach it. Holding a direction before reaching the wall does not work. Once clinging, release the controller to leap off (Sankaku Tobi), or press db to slide down, releasing db at any time to leap. Holding ub or b to cling and waiting will also cause her to slide down. Alternatively, jump ub against a wall and press db for an immediate slide.
- Tapping buttons and wiggling the joystick during Felicia's HK hold increases damage.
Gambit Special Moves:
- Kinetic Card: H qcf + P (air)
- Trick Card: H qcb + P
- Cajun Slash: H f,d,df + P / LK + HP
- Cajun Escape: Charge d,ub~uf + P, then b / f + P in air
- Cajun Strike: Charge d,ub~uf + K
- Royal Flush: qcf + PP
- Cajun Explosion (Forward): qcf + KK
- Cajun Explosion (Backward): qcb + KK
Gambit Partner Assists:
- Assist Type a: HP Kinetic Card (partner assist), HP Kinetic Card (variable counter), Royal Flush (variable combination)
- Assist Type B: LP Cajun Slash (partner assist), LP Cajun Slash (variable counter), Royal Flush (variable combination)
- Assist Type y: Crouching HP (partner assist), Crouching HP (variable counter), Royal Flush (variable combination)
Gambit Combo Information:
- Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6]
- A.Rave Launchers: [Crouching HP] [df + HP]
- A.Rave Finishers: HP,HK
- Ground Throws: When close, b / f + HP / HK
- Mid-Air Throws: When close, any dir. but d / u + HK in air
- Flying Attack: Standing HP
- Knockdown Attack: Crouching HK
- Variable Attack: Jumping HK
- Snapback Attack: Standing HP
Gambit Move Notes:
- Opponents hit by Kinetic or Trick Card are stunned and can be hit again before flying away. Against characters with Super Armor, the LP version may not connect out of the blue, but the HP version of either move will.
- During Cajun Strike or Cajun Escape, charging ub or uf makes Gambit leap to that wall. Normally (with d,u), he leaps to the wall in front. In the air, pressing the opposite direction upon touching a wall allows him to jump to the opposite wall before attacking.
- The qcf + KK Cajun Explosion makes Gambit leap to the opposite wall; qcb + KK makes him cling to the wall behind him. If you don't move far enough back or forward to land on a wall, you will land without using Hyper Combo (HC) power.
- Tapping buttons and wiggling the joystick during Gambit's HK hold increases damage.
Gouki (Akuma) Special Moves:
- Gou Hadou Ken: H qcf + P
- Zankuu Hadou Ken: H In air, qcf + P
- Tenma Kuujin Kyaku: H In air, qcf + K
- Gou Shouryuu Ken: H f,d,df + P
- Ashura Senkuu: f,d,df / b,d,db + PP / KK
- Tatsumaki Zankuu Kyaku: H qcb + K (air)
- Jigoku Guruma: hcb + HK when close
- Zugai Hasatsu: f + HP
- Senpuu Kyaku (ground): f + HK
- Senpuu Kyaku (jumping): In air, u + HK
- Mae Geri: In air, u + MK
Gouki (Akuma) Super Moves:
- Messatsu Gou Hadou: qcb + PP, tap buttons rapidly
- Messatsu Gou Shouryuu: qcf + PP
- Messatsu Gou Rasen: qcf + KK
- Tenma Gou Zankuu: In air, qcf + PP
- Shun Goku Satsu: LP,LP,f,LK,HP (Level 3)
Gouki (Akuma) Partner Assists:
- Assist Type a: HP Gou Hadou Ken (partner assist), HP Gou Hadou Ken (variable counter), Messatsu Gou Hadou (variable combination)
- Assist Type B: HP Gou Shouryuu Ken (partner assist), HP Gou Shouryuu Ken (variable counter), Messatsu Gou Shouryuu (variable combination)
- Assist Type y: HK Tatsumaki Zankuu K. (partner assist), HK Tatsumaki Zankuu K. (variable counter), Messatsu Gou Rasen (variable combination)
Gouki (Akuma) Combo Information:
- Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6]
- A.Rave Launchers: [Crouching HP] [df + HP]
- A.Rave Finishers: HP,HK, Senpuu Kyaku, Zankuu Hadou Ken
- Flying S. Ground: Messatsu Gou Rasen
- Ground Throws: When close, b / f + HP / HK
- Mid-Air Throws: When close, any dir. but d / u + HP in air
- Flying Attack: None.
- Knockdown Attack: Crouching HK
- Variable Attack: Jumping MK
- Snapback Attack: Zugai Hasatsu (hits once; not an overhead)
Gouki (Akuma) Move Notes:
- Hyper Combos can only be hypercanceled out of Zankuu Hadou Ken if performed during a super jump.
- Zugai Hasatsu is an overhead attack and must be blocked high.
- The Shun Goku Satsu is unblockable.
- Jigoku Guruma will miss, and Tatsumaki Zankuu Kyaku will come out instead, if the opponent is crouching when attempted.
Guile Special Moves:
- Sonic Boom: H Charge b,f + P
- Somersault Kick: H Charge d,ub~uf + K
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