Skip to content
Part 49
Marvel vs. Capcom 2: New Age of Heroes

Part 49

Learn how to effectively use Partner Assists and Variable Attacks in Marvel vs. Capcom 2: New Age of Heroes. Discover combo possibilities and counter strategies.

By ···10 min read·Multi-source verified
1 reading this guide  

Learn how to effectively use Partner Assists and Variable Attacks in Marvel vs. Capcom 2: New Age of Heroes. Discover combo possibilities and counter strategies.

This section details the mechanics of Partner Assists and Variable Attacks in Marvel vs. Capcom 2: New Age of Heroes, explaining how to summon allies, perform special moves, and execute advanced combos.

Partner Assists allow you to call in your selected partners to attack the opponent. You can summon your first partner by pressing PA or your second partner by pressing PB. If only one partner remains, either button will summon them. The assisting partner attacks, taunts, and then leaves the screen. Your character may pose before the assist, but this can be interrupted by movement or attacks, and doesn't occur if you call an assist while jumping or crouching. Assists cannot be called during a super jump, but can be used while dashing or flying mid-air. You also cannot call an assist while in hit or block stun. However, assists can be called during normal moves, cancelable command attacks, and even during chain combos. For example, a combo using Chun-Li with Alpha Guile as a partner is: Dashing LP, LK, MP+PA, MK. This combo keeps the opponent in hitstun long enough for Guile to perform his Somersault Kick. Partner Assists do not consume Hyper Combo (HC) power and can be used repeatedly as long as the 'Assist OK!' message is displayed, or even before it appears if timed correctly. The only restrictions are when a character has been Snapbacked (indicated by a red X over their name) or when another character is already on screen (e.g., during a Variable Combination or Variable Counter). Some assists can perform launcher attacks, like Colossus' standing HK, but these do not allow for a super jump afterwards. Supportive assists, like Sonson's Life Up Peach or Ruby Heart's Power Up Orb, can only be used by you and not your opponent. You cannot control the specific attacks of an assist; for instance, you cannot extend Wolverine's Berserker Barrage or Zangief's Double Lariat.

Variable Attacks are a way to switch in your partner. Press LP + LK to switch in your first partner, or HP + HK to switch in your second partner. Your current character leaps off-screen as your partner enters with a jumping attack. After landing, they perform a taunt. A successful Variable Attack knocks the opponent high into the air, allowing for follow-up attacks, launches, and air combos. However, if a Variable Attack is blocked, your character is left vulnerable. Variable Attacks can be canceled into from punches, kicks, or command attacks, and can sometimes be comboed into. If only one partner remains, either button combination will work. If your lead character was Snapbacked or you died, your next partner will leap in without attacking.

Variable Counters are used to counter an opponent's attack by switching in your partner. The specific mechanics have changed from previous versions.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content