Learn Sakura, Sentinel, and Shuma-Gorath's moves in Marvel vs. Capcom 2: New Age of Heroes, including special inputs and unique properties.
Sakura Kasugano
Special Moves:
- Midare Zakura: quarter circle forward + KK
- Haru Ichiban: quarter circle back + KK
- Shun Goku Satsu: LP, LP, forward, LK, HP (Level 3)
- Hiyakeshita Sakura: back, down, down-back + LK (Level 3)
Partner Assists:
- a: HP Shou'ou Ken
- B: HP Hadou Ken
- y: MK Shunpuu Kyaku
Variable Counter:
- a: HP Shou'ou Ken
- B: HP Hadou Ken
- y: MK Shunpuu Kyaku
Variable Combination:
- a: Haru Ichiban
- B: Shinkuu Hadou Ken
- y: Midare Zakura
Chain Combo Type: Ground 3, Jumping 3, Super Jumping 6
A.Rave Launchers: Standing MK, Crouching HP, df + HP / HK
A.Rave Finishers: HP, HK, Hadou Ken
Flying S. Ground: Haru Ichiban
Ground Throws: When close, back / forward + HP / HK
Mid-Air Throws: When close, any direction but down / up + HP in air
Flying Attack: None
Knockdown Attack: Crouching HK
Variable Attack: Jumping MK
Snapback Attack: Standing HK
- Sakura's taunt can hit an opponent for 1 point of damage, but it cannot kill.
- In the air, Shou'ou Ken has a shield that negates normal projectiles. This version of Sakura performs the uppercut part regardless of hit or miss. If blocked, she bounces away. If far enough for the uppercut, the enemy takes block damage. If the air Shou'ou Ken misses, Sakura drops to the ground.
- Shunpuu Kyaku and Flower Kick are overheads and must be blocked high.
- Shun Goku Satsu is unblockable.
- You can tap buttons and wiggle the joystick during Sakura's HP hold for more damage.
Sentinel, Mutant Hunter Robot
Special Moves:
- Rocket Punch (Downwards): air, H, quarter circle forward + LP
- Rocket Punch (Forward): air, H, quarter circle forward + HP
- Rocket Punch (Upwards): air, H, forward, down, down-forward + P
- Sentinel Force: h, quarter circle forward + K (see notes)
- Hikou: air, quarter circle back + KK, repeat to end (air)
Other Moves:
- Plasma Storm: quarter circle forward + PP, tap buttons rapidly
- Hyper Sentinel Force: quarter circle forward + KK
- Hard Drive: in air, quarter circle forward + PP
Partner Assists:
- a: LP Rocket Punch
- B: Standing HK
- y: LK Sentinel Force
Variable Counter:
- a: LP Rocket Punch
- B: Standing HK
- y: LK Sentinel Force
Variable Combination:
- a: Hyper Sentinel Force
- B: Hyper Sentinel Force
- y: Hyper Sentinel Force
Chain Combo Type: Ground 2, Jumping 2, Super Jumping 6
A.Rave Launchers: Standing HK, df + HK
A.Rave Finishers: HP, HK, Rocket Punch
Ground Throws: When close, back / forward + HP
Mid-Air Throws: When close, any direction but down / up + HP in air
Flying Attack: Standing / Crouching HP
Knockdown Attack: Crouching HK (3rd hit)
Variable Attack: Jumping Kick (unique animation)
Snapback Attack: Standing HK
- During LK Sentinel Force, you can direct mini-Sentinels up or down. Letting go of the joystick makes them move back up. During HK Sentinel Force, you can delay bomb release by holding HK. You can hypercancel out of the LK version only.
- The Hikou move lets your character fly in any direction. You can attack and use mid-air specials and Hyper Combos (HCs) while flying, but you cannot block. You can also use Kuuchuu Dash to dash in eight directions. This move ends after a while, if you are hit, if you perform Hikou again, or if you perform Hard Drive.
- All of Sentinel's normal punches and kicks cause block damage. His HP beam attacks do not, but from up close, they hit twice for double damage.
- Sentinel's standing HK can go through Super Armor (your opponent will go into hit stun).
Shuma-Gorath, Destructive God of Chaos
Special Moves:
- Mystic Stare: Charge back, forward + P
- Mystic Smash: Charge back, forward + K (air)
- Devitalization: half circle back + K (only hits when close)
- Sekika: in air, down + HK
- Upwards Eye Blast: in air, up + HP
Other Moves:
- Chaos Dimension: quarter circle forward + PP, touch with HP / HK (Level 3)
- Hyper Mystic Smash: quarter circle forward + KK
Partner Assists:
- a: HP Mystic Stare
- B: HK Mystic Smash
- y: HP Mystic Stare
Variable Counter:
- a: HP Mystic Stare
- B: HK Mystic Smash
- y: HK Mystic Smash
Variable Combination:
- a: Hyper Mystic Smash
- B: Hyper Mystic Smash
- y: Hyper Mystic Smash
Chain Combo Type: Ground 2, Jumping 2, Super Jumping 6
A.Rave Launchers: standing MK, df + HK
A.Rave Finishers: HP, HK
Ground Throws: When close, back / forward + HP / HK
Mid-Air Throws: When close, any direction but down / up + HP / HK in air
Flying Attack: Standing HP / HK, Crouching MK / HP / HK, Jumping HP
Knockdown Attack: None
Variable Attack: Jumping MK
Snapback Attack: Standing HP
- Shuma-Gorath's Mystic Stare ends if you do a Punch or Kick throw (or air throw), but not if you do Devitalization. Mystic Smash and Devitalization do low damage (18 and 20 points respectively).
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