Learn advanced blocking techniques like Advancing Guard, understand Hyper Combo Gauge mechanics, and master movement options including dashing and jumping in Marvel vs. Capcom 2: New Age of Heroes.
This section covers essential defensive and movement mechanics in Marvel vs. Capcom 2: New Age of Heroes, including recoverable life, the Hyper Combo Gauge, blocking, Advancing Guard, and various movement options.
Recoverable Life: Some characters, like Kobun, can regain recoverable life. Kobun can earn it back by collecting red crystals dropped by his two kobuns after a successful Engo Kougeki (Tsukami!). If Kobun is defeated, he explodes into red crystals that opponents can collect to restore a small amount of their own recoverable life.
The Hyper Combo Gauge: Located at the bottom of the screen, the HC gauge starts with one level filled and can hold up to five. Energy is gained by being hit, missing attacks, hitting opponents, or having attacks blocked. Not all moves grant HC power, and some grant more than others. Omega Red can siphon HC power with Energy Drain (without reducing the opponent's amount), and Dan gains power from taunting (especially if the taunt hits). One HC level allows for most Hyper Combos, Variable Counters, and single-type Variable Combos. Two levels enable double-type Variable Combos and Delayed Hyper Combos with one partner. Three levels allow for triple Variable Combos, Delayed Hyper Combos with both partners, and specific Hyper Combos like Spiral's Metamorphose.
Blocking and Advancing Guard:
- 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. This is only possible while jumping, not while falling or floating.
- Advancing Guard: While blocking, press both punch buttons (PP). This pushes forward, creating distance or potentially causing the opponent to push back. It can also reduce block damage from multi-hit attacks due to brief invincibility. Repeated use can further reduce damage. Some characters may have unique animations for Advancing Guard. Note that some attacks, like Hulk's, Sentinel's, and Jin's (except Jin's light attacks), inflict block damage. Special moves and Hyper Combos usually deal greatly reduced damage when blocked, with some exceptions like Spidey's Web Throw.
Unblockable Attacks: Normal throws (b/f + HP close), normal air throws, special throws (e.g., Shuma's Devitalization, Zangief's Final Atomic Buster), and holds cannot be blocked. The only defense is to maintain distance.
Movement and Jumping:
- Dash: Tap forward twice (f,f) or press both punch buttons (PP).
- Backstep: Tap back twice (b,b) or press back + both punch buttons (b + PP).
- Slide / Stop Movement: Tap down (d) during a dash or backstep. This stops the movement or causes some characters to slide forward while crouching.
- Dash Jump: Press forward-up (uf) while dashing.
- Super Jump: Tap down-up-up (d,ub~uf). Super jumps can no longer be initiated via the 'KK' input.
Characters can walk forward or backward and jump in any upward direction. Dashing and backstepping provide quick horizontal movement. Canceling these moves by tapping down can stop them or initiate a slide.
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