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Part 43
Marvel vs. Capcom 2: New Age of Heroes

Part 43

Learn how to perform throws, air throws, and escapes (Tech Hits, Tech Rolls, Hold Recoveries) in Marvel vs. Capcom 2. Understand dizzies, escape rolls, OTG hits, and canceling mechanics.

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Learn how to perform throws, air throws, and escapes (Tech Hits, Tech Rolls, Hold Recoveries) in Marvel vs. Capcom 2. Understand dizzies, escape rolls, OTG hits, and canceling mechanics.

This guide covers advanced defensive and offensive mechanics in Marvel vs. Capcom 2: New Age of Heroes, focusing on throws, escapes, and canceling.

Throws and Holds:

To perform a throw, press forward or back + HP or HK when close to your opponent. Some characters may use HK for throws instead of holds, or may not be able to throw with HK. An air throw is performed by pressing in any direction (except up or down) + HP or HK when close to an airborne opponent. Thanos has no air throws.

Escaping Throws (Tech Hits and Tech Rolls):

You can escape a grab the moment it happens by pressing any direction (except up or down) and any Punch or Kick button. This is called a 'Tech Hit' and negates damage. If you miss the Tech Hit timing, you can still attempt to escape after the throw connects, resulting in a 'Tech Roll' (as per Spider-Dan's terminology), which allows you to recover sooner but still takes damage. Tech Rolls are generally applicable to all throws, including web-based ones.

Previously escapable special throws include Cammy's Hooligan Combination, Colossus' Giant Swing, Cyclops' Running Neckbreaker Drop, Dan's Otoko Michi, Hulk's Gamma Tornado, Morrigan's Vector Drain, Sabretooth's Wild Fang, and Zangief's Flying Powerbomb / Aerial Russian Slam / mid-air Screw Piledriver. The following are presumed escapable: Cyclops' Optic Hold, Dhalsim's Yoga Smash, and Gouki's Jigoku Guruma, though the author has had difficulty Tech Hitting out of them. Standard throws like Zangief's Dash Tsukami Nage and Iron Claw, and Cyclops' Leg Flip Throw are still escapable via Tech Hit.

Hold Recovery:

Even if grabbed, you can reduce the damage and speed up your recovery from holds by tapping buttons and shaking the joystick. This applies to moves that hold the character in place, such as Thanos' Death Sphere, Kobun's Engo Kougeki (Tsukami!), or Dhalsim's Yoga Smash.

Getting Dizzy:

In MvC2, dizzies are represented by a character flying upwards in a 'spiralling fall' animation, rather than a momentary stun. The effect triggers after a character takes sufficient hits.

Escape Rolls and OTG Hits:

When knocked down, you can perform an 'Escape Roll' by pressing back, down-back, down + P or K while falling. Upon hitting the ground, your character rolls forward and gets up, allowing you to reposition or evade 'Off-The-Ground' (OTG) hits. Escape rolls cannot be used if you are hit by a Flying Screen attack. OTGs occur when an opponent performs a low attack on a downed character, launching them into the air. Escape rolls prevent you from being on the ground to be hit by OTGs. However, rolling can put you in position to be attacked immediately upon standing, or risk being thrown if you roll next to an opponent.

Types of Canceling:

Canceling involves interrupting the animation frames of one attack with another. For example, inputting a Soul Fist command during Morrigan's standing HK cancels the recovery animation of the kick. Normal attacks can also be canceled into each other, forming the basis of chain combos. The VS series allows canceling into and out of command attacks in most cases.

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