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Part 45
Marvel vs. Capcom 2: New Age of Heroes

Part 45

Master Marvel vs. Capcom 2: New Age of Heroes combo systems, from basic 3-hit chains to advanced aerial raves and universal launchers. Learn combo damage scaling and advanced techniques.

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Master Marvel vs. Capcom 2: New Age of Heroes combo systems, from basic 3-hit chains to advanced aerial raves and universal launchers. Learn combo damage scaling and advanced techniques.

This guide details the combo systems in Marvel vs. Capcom 2: New Age of Heroes, covering basic chains, advanced techniques like aerial raves, and damage scaling.

Basic Chain Combos:

  • ES Series: You can go from any light attack (LP or LK) into any other stronger attack (MP, MK, HP, or HK).
  • 3-Hit Series: You can go from any light attack into any stronger attack (e.g., LK -> HP, or LP -> MP -> HP).
  • 5-Hit Series: You can go from any light attack into any stronger attack. You can also go from a Punch to a Kick of the same or higher strength, or from a Kick to a Punch of a higher strength. The only restriction is you cannot go from HP to HK. The longest possible combo is LP -> LK -> MP -> MK -> HP or HK.
  • 6-Hit Series: This works like the 5-hit series, but you can also go from HP to HK. The longest possible combo is LP -> LK -> MP -> MK -> HP -> HK.

Damage Scaling: The damage of your attacks decreases as combos get longer. For example, there might be a 1-point deduction for the fourth hit and a 2-point deduction for the fifth hit.

Jumping Chains and Aerial Raves:

  • Chain combos can be performed while jumping, following the same rules as ground chains based on your character's chain combo type.
  • Jumping chains can be linked into standing chains by landing and starting a ground chain.
  • It doesn't matter if the opponent is on the ground or in the air for jumping chains.
  • HP and HK attacks at the end of jumping combos usually knock the opponent down quickly, preventing further aerial combos. However, some characters can tack on an extra hit in certain situations (e.g., Dhalsim's jumping HP after a launcher and aerial attack in the corner).
  • An 'aerial rave' is a super-jumping chain combo.

Launchers:

  • Universal Launcher: df + HP / HK (character dependent). This forces the opponent into a super-jump state.
  • After launching an opponent, you can super-jump alongside them to perform an aerial rave.
  • Unique Launchers: Some characters have unique launchers (e.g., Magneto's standing HK on the second hit).
  • Limitations of Universal Launchers: You cannot combo into universal launchers directly. For example, LP, MK, df+HP will result in a crouching HP attack, not the launcher. You can only combo into them with jumping attacks or by keeping the opponent occupied (e.g., Blackheart's close standing HP into df+HP launcher in the corner).

The 'Flying Screen' Effect:

  • This occurs during super-jumping chain combos (aerial raves) when the screen follows the airborne opponent, not the attacker.
  • When the 'Flying Screen' effect is active, the attacker loses control of their character until they re-enter the screen.
  • The opponent cannot use the escape roll to get up when this effect is active.

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