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Part 8
Marvel vs. Capcom 2: New Age of Heroes

Part 8

Dive into Part 8 of our Marvel vs. Capcom 2: New Age of Heroes guide, detailing advanced techniques for Cammy, Captain America, and Captain Commando, including special moves and combos.

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Dive into Part 8 of our Marvel vs. Capcom 2: New Age of Heroes guide, detailing advanced techniques for Cammy, Captain America, and Captain Commando, including special moves and combos.

This section details advanced techniques and move properties for several characters in Marvel vs. Capcom 2: New Age of Heroes.

Cammy

  • Cammy's aerial attacks (Cannon Strike) have reduced damage and cannot be comboed off of, even with the Combination Cannon Strike due to recovery lag.
  • The two follow-ups to the Hooligan Combination are unblockable throws. The Fatal Leg Twister is performed when grabbing an opponent by the head or in the air. The Cross Scissors Pressure is performed when grabbing an opponent below the midsection or while they are crouching.
  • Cammy's Steel Slicer can be canceled.
  • The Killer Bee Assault grants Cammy invincibility to beam supers and some other attacks. However, the opponent is also invincible during this move, preventing teammates' attacks from hitting during a Variable Combination.

Captain America

Moves:

  • Shield Slash (air): Quarter-circle forward + Punch
  • Charging Star: Quarter-circle forward + Kick
  • Stars & Stripes: Forward, down, down-forward + Punch
  • Zenten: Half-circle back + Punch
  • 2 Dan Jump: Press up-back to up-forward twice in the air.
  • Heel Kick (air): Down + Heavy Kick in air
  • Aerial Kick (air): Up + Heavy Kick in air
  • Double Kick: Medium Kick, Medium Kick

Hyper Combos:

  • Final Justice: Quarter-circle forward + Two Punches
  • Hyper Charging Star: Quarter-circle forward + Two Kicks
  • Hyper Stars & Stripes: Forward, down, down-forward + Two Punches

Partner Assists:

Assist Type a B y
Partner Assist LP Shield Slash HP Stars & Stripes HK Charging Star
Variable Counter LP Shield Slash HP Stars & Stripes HK Charging Star
Variable Combination Hyper Charging Star Hyper Stars & Stripes Hyper Charging Star

Combo Structure:

  • Chain Combo: Ground 3, Jumping 3, Super Jumping 6
  • A.Rave Launchers: Crouching HP, Down-forward + HP
  • A.Rave Finishers: HP, HK, Heel Kick, Aerial Kick
  • Ground Throws: Close, back/forward + HP/HK
  • Mid-Air Throws: Close, any direction but down/up + HP in air
  • Flying Attack: Standing HP (with shield)
  • Knockdown Attack: Crouching HK
  • Variable Attack: Heel Kick
  • Snapback Attack: Standing HK

Notes:

  • LP Shield Slash damage increases with distance; Charging Star damage increases with proximity.
  • If Shield Slash misses or is blocked, Captain America loses his shield. Without it, Shield Slash is unusable, Punch attacks (except LP) deal less damage, and Stars & Stripes deals less damage. Other moves remain largely unaffected. The shield can be recovered by walking over it or will return automatically if scrolled off-screen.
  • Zenten can evade projectiles and attacks but leaves Captain America vulnerable to throws.
  • Charging Star negates normal projectiles if the shield is equipped, but its speed and range are reduced. Hyper Charging Star can pass through projectiles with no loss in speed or range, though Hyper Combos significantly reduce its effectiveness. Without the shield, Hyper Charging Star cannot pass through any projectiles but retains its startup invincibility.

Captain Commando

Moves:

  • Captain Fire (air): Quarter-circle forward + Punch
  • Captain Corridor: Quarter-circle back + Punch
  • Captain Kick: Quarter-circle back + Kick
  • Captain Strike (Shou): Quarter-circle forward + Light Kick
  • Captain Strike (Genity): Quarter-circle forward + Heavy Kick
  • Captain Strike (Hoover): Quarter-circle forward + Light Kick + Heavy Punch

Hyper Combos:

  • Captain Sword: Quarter-circle forward + Two Punches
  • Captain Storm: Quarter-circle forward + Two Kicks

Partner Assists:

Assist Type a B y
Partner Assist HP Captain Fire HP Captain Corridor HK Captain Kick
Variable Counter HP Captain Fire HP Captain Corridor HK Captain Kick
Variable Combination Captain Sword Captain Sword Captain Sword

Combo Structure:

  • Chain Combo: Ground 6, Jumping 3, Super Jumping 6
  • A.Rave Launchers: Standing HK, Crouching MP, Down-forward + HP
  • A.Rave Finishers: HP, HK
  • Ground Throws: Close, back/forward + HP/HK
  • Mid-Air Throws: Close, any direction but down/up + HP in air
  • Flying Attack: Standing HP
  • Knockdown Attack: Crouching HK
  • Variable Attack: Jumping HK
  • Snapback Attack: Standing HP

Notes:

  • Captain Strike (Shou) summons a ninja for a downward sword slash. Captain Strike (Genity) summons a mummy with knives who flies across the screen.

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