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Part 9
Marvel vs. Capcom 2: New Age of Heroes

Part 9

Learn Captain Commando's assist mechanics and Chun-Li's special moves in Marvel vs. Capcom 2: New Age of Heroes. Discover combo opportunities and tips.

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Learn Captain Commando's assist mechanics and Chun-Li's special moves in Marvel vs. Capcom 2: New Age of Heroes. Discover combo opportunities and tips.

Walkthrough
  1. 1
    Captain Commando's assist, Hoover, fires a missile that can be stopped by projectiles.
  2. 2
    The Captain Sword always deals 40 damage to grounded opponents, but more damage can be achieved against airborne opponents.
  3. 3
    After Captain Commando's crouching HK, you can follow up with a crouching LK, MK, or a custom combo on a falling opponent.
  4. 4
    Captain Commando's HP throw has four random outcomes: Sho, Genity, or Hoover attacks, or Captain electrifies and kicks the foe.
  5. 5
    If an ally is on screen during Captain Commando's throw attempt, the electrifying outcome is guaranteed.
  6. 6
    During ally throws, Hyper Combos cannot be used, but you can combo off allies' attacks.
  7. 7
    Damage from holds, including the electrifying hold, can be increased by tapping buttons and wiggling the joystick.
  8. 8
    Chun-Li's Kikou Ken (hcf + P) and Sen'en Shuu (hcb + K) are special moves.
  9. 9
    Chun-Li's Tenshou Kyaku (f,d,df + K) and Hyakuretsu Kyaku (Tap K rapidly in air) are also special moves.
  10. 10
    Chun-Li can perform Kaku Kyaku Raku (db + HK), Reishiki Kikou Ken (f + HP), and Yousou Kyaku (In air, d + HK, repeatable).
  11. 11
    In the air, Chun-Li has Kaku Yoku Da (f + HK), Kuuchuu Dash (tap f,f / press PP), and Sankaku Tobi (Jump ub against a wall, press uf / f).
  12. 12
    Chun-Li can perform a 3-hit Jump by pressing ub~uf three times.
  13. 13
    Chun-Li's Hyper Combos include Kikou Shou (qcf + PP, tap buttons rapidly), Senretsu Kyaku (qcf + KK, tap K rapidly), and Hazan Tenshou Kyaku (f,d,df + KK).
  14. 14
    Chun-Li's partner assists are HP Kikou Ken (a), HK Tenshou Kyaku (B), and HK Sen'en Shuu (y).
  15. 15
    Chun-Li's variable counters are HP Kikou Ken (a), HK Tenshou Kyaku (B), and HK Sen'en Shuu (y).
  16. 16
    Chun-Li's variable combinations are Kikou Shou (a), Hazan Tenshou Kyaku (B), and Senretsu Kyaku (y).
  17. 17
    Chun-Li's Chain Combo types are Ground 2, Jumping 2, and Super Jumping 6.
  18. 18
    A.Rave Launchers for Chun-Li include Standing HK and df + HK.
  19. 19
    A.Rave Finishers for Chun-Li are HP and HK.
  20. 20
    Chun-Li's Flying S. Ground is Senretsu Kyaku.
  21. 21
    Chun-Li's Ground Throws occur when close, b / f + HP.
  22. 22
    Chun-Li's Mid-Air Throws occur when close, any direction but d / u + HP in air.
  23. 23
    Chun-Li's Flying Attack is Taunt, Reishiki Kikou Ken (2nd hit).
  24. 24
    Chun-Li's Knockdown Attack is Crouching HK.
  25. 25
    Chun-Li's Variable Attack is Jumping LK.
  26. 26
    Chun-Li's Snapback Attack is Reishiki Kikou Ken.
  27. 27
    Chun-Li's taunt can deal 1 point of damage but cannot kill.
  28. 28
    Chun-Li's Sen'en Shuu and Kaku Kyaku Raku are overhead attacks requiring a high block.
  29. 29
    Chun-Li's Reishiki Kikou Ken can negate normal projectiles and fits into chain combos but cannot be cancelled.
  30. 30
    Chun-Li is completely invincible during her Kikou Shou.
  31. 31
    Colossus's Giant Swing (h qcf + P, rotate 360 repeatedly in air) is an aerial special move.
  32. 32
    Colossus has Power Tackle (Forward) (qcf + LK in air) and Power Tackle (Diagonal) (qcf + HK in air).
  33. 33
    Colossus can perform a side body press (In air, f + HP).
  34. 34
    Colossus's Super Dive is (qcf + PP, d + P / K to dive early in air).
  35. 35
    Colossus's Super Armor is (qcb + PP).
  36. 36
    Colossus's partner assists are LK Power Tackle (a), HK Power Tackle (B), and Standing HK (y).
  37. 37
    Colossus's variable counters are LK Power Tackle (a), HK Power Tackle (B), and Standing HK (y).
  38. 38
    Colossus's variable combinations are Super Dive (a), Super Dive (B), and Super Dive (y).
  39. 39
    Colossus's Chain Combo types are Ground 2, Jumping 2, and Super Jumping 6.
  40. 40
    A.Rave Launchers for Colossus include Standing HK and df + HK.
  41. 41
    A.Rave Finishers for Colossus are HP, HK, and Side Body Press.
  42. 42
    Colossus's Flying S. Ground is Giant Swing.
  43. 43
    Colossus's Ground Throws occur when close, b / f + HP / HK.
  44. 44
    Colossus's Mid-Air Throws occur when close, any direction but d / u + HP in air.
  45. 45
    Colossus's Flying Attack is Standing HP.
  46. 46
    Colossus's Knockdown Attack is Crouching HK.
  47. 47
    Colossus's Variable Attack is Jumping MK.
  48. 48
    Colossus's Snapback Attack is Standing HP.
  49. 49
    Colossus's Giant Swing is blockable, but repeated joystick rotation increases damage if it hits.
  50. 50
    The Giant Swing can be comboed from a close crouching HP, or more easily by using a helper to attack from one side while you leap over and perform the crouching HP.
  51. 51
    Both Power Tackle types can negate projectiles, ending the move without forward momentum, unlike Captain America's Charging Star.
  52. 52
    The Diagonal Power Tackle moves upward on the ground and downward in the air.
  53. 53
    Colossus's Power Dive can hit on the way up (10 points) and on the way down (40 points), even against a downed opponent, though hitting both requires precise positioning.
Tips
  • Experiment with Captain Commando's different HP throw outcomes to surprise opponents.
  • Chun-Li's Reishiki Kikou Ken is excellent for stopping projectiles and can be integrated into combos.
  • Utilize Chun-Li's invincibility during Kikou Shou for safe pressure or escapes.
  • Colossus's Giant Swing can be a high-damage finisher if landed successfully.
  • Use Colossus's Power Tackle to counter projectiles and control space.
  • Coordinate assists with Colossus's Super Dive for extended combo potential.

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