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Part 46
Marvel vs. Capcom 2: New Age of Heroes

Part 46

Explore Command Attacks, Overhead Attacks, Super Armor, and Hyper Armor mechanics in Marvel vs. Capcom 2: New Age of Heroes. Learn how these features impact gameplay and combat.

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Explore Command Attacks, Overhead Attacks, Super Armor, and Hyper Armor mechanics in Marvel vs. Capcom 2: New Age of Heroes. Learn how these features impact gameplay and combat.

This section details specific combat mechanics in Marvel vs. Capcom 2: New Age of Heroes, including Command Attacks, Overhead Attacks, Super Armor, and Hyper Armor. Understanding these elements is crucial for advanced play and combo execution.

Command Attacks and Overheads

Command Attacks are moves executed with a single joystick press combined with a button press. These attacks vary widely in properties; some are overheads (unblockable low), some can be canceled into other attacks or Hyper Combos, and some have no special function. All mid-air command attacks can be canceled into special moves and Super Combos.

Overhead attacks are moves that appear blockable low but must be blocked while standing. Notable characters and their overhead attacks include:

  • Anakaris: Seija no Ayumi
  • Chun-Li: Kaku Kyaku Raku, Sen'en Shuu
  • Gouki: Zugai Hasatsu
  • Hayato: The last hit of 'Kegon' Plasma Combos
  • Ken Masters: Inazuma Kakato Wari
  • Nash: Jump Sobat
  • Ryu: Sakotsu Wari
  • Sakura: Flower Kick and Shunpuu Kyaku

Most aerial attacks also function as overheads, such as Anakaris' 'Bohi' moves.

Super Armor and Hyper Armor

Super Armor provides a one-hit defense against hit stun. While the character still takes damage, they do not reel back from the hit, allowing attacks to continue. This prevents interruption of moves and launching by single hits. However, Super Armor is limited:

  • It only lasts for one hit; subsequent attacks will cause hit stun.
  • It can be overcome by linking or chaining multiple light attacks (e.g., LP, LP or LP, LK).
  • Certain characters' specific heavy attacks will always cause hit stun on Super Armor users:
    • Colossus: Standing HP/HK, Crouching HP
    • Hulk: Standing HP/HK, Crouching HP/HK
    • Jin Saotome: Standing HP/HK, Crouching HP
    • Juggernaut: Standing HP/HK, Crouching HP/HK
    • Sentinel: Standing HK
    • Zangief: Standing HP/HK, Crouching HP
  • Super Armor does not protect against jumping HP/HK attacks, knockdown moves (like crouching HK), most special moves (except projectiles), or Snapbacks.

Characters with Super Armor (not airborne) include: Hulk, Juggernaut, Jin (when glowing), Rogue (after stealing the ability), Silver Samurai (during Touki 'Koori' HC x1-2), and Zangief (during Flying Powerbomb or Final Atomic Buster).

Hyper Armor

Hyper Armor is an enhanced version of Super Armor that provides infinite-hit defense, meaning the character never goes into hit stun or gets launched, regardless of the number or type of attacks received.

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