Dive into Part 19 of the Marvel vs. Capcom 2: New Age of Heroes guide, covering detailed movesets and strategies for Juggernaut, Ken Masters, and Kobun.
This section details the movesets and strategies for Juggernaut, Ken Masters, and Kobun in Marvel vs. Capcom 2: New Age of Heroes.
JUGGERNAUT
Cyttorak Power-Up: When activated, Juggernaut glows red and his next attack deals increased damage. This effect ends if Juggernaut performs a throw or attack. It does not end on a Snapback. The Juggernaut Punch does not grant this effect if it hits an opponent off the ground, allowing for hypercancels.
Double Fist Punch: Cannot be used as a launcher but is still cancelable.
Super Armor: Juggernaut's standing HP, HK, crouching HP, HK, and Double Fist Punch can go through Super Armor, causing the opponent to enter hit stun.
KEN MASTERS
Special Moves:
- Hadou Ken: qcf + P (air)
- Shouryuu Ken: f,d,df + P (air)
- Tatsumaki Senpuu Kyaku: qcb + K (air)
- Zenpou Tenshin: qcb + P
- Mae Geri: In air, u + MK
- Senpuu Kyaku: In air, u + HK
- Inazuma Kakato Wari: f + HK
Hyper Combos:
- Shouryuu Reppa: qcf + PP
- Shinryuu Ken: qcf + KK, tap K rapidly
- Shippuujinrai Kyaku: qcb + KK, tap K rapidly
Partner Assists:
- A: HP Shouryuu Ken
- B: HP Hadou Ken
- Y: HK Tatsumaki Senpuu K.
Variable Counters:
- A: HP Shouryuu Ken
- B: HP Hadou Ken
- Y: HK Tatsumaki Senpuu K.
Variable Combinations:
- A: Shinryuu Ken
- B: Shouryuu Reppa
- Y: Shouryuu Reppa
Combo Information:
- Chain Combo Type: Ground 2, Jumping 6, Super Jumping 6
- A.Rave Launchers: Crouching HP, df + HP
- A.Rave Finishers: HP, HK, Senpuu Kyaku, Hadou Ken
- Flying S. Ground: Shinryuu Ken
- Ground Throws: Close, b / f + HP / HK
- Mid-Air Throws: Close, any direction but d / u + HP in air
- Flying Attack: Standing HP, MK, HK / Crouching MK, HP
- Knockdown Attack: Crouching HK
- Variable Attack: Jumping HK
- Snapback Attack: Standing HK
Notes:
- Ken's Zenpou Tenshin is a dash animation, not a roll, and cannot go through attacks.
- The Inazuma Kakato Wari is an overhead attack.
- If Shippuujinrai Kyaku is blocked or misses, Ken stops attacking.
- Tapping buttons and wiggling the joystick during Ken's HK hold increases damage.
KOBUN
Special Moves:
- Kobun Fire: qcf + P, hold P to charge (air)
- Bull Mover: qcf + K
- Engo Kougeki (Tosshin!): qcb + LP
- Engo Kougeki (Tsukami!): qcb + HP
- Engo Kougeki (Kuubaku!): qcb + K
- Exploding Paper Plane: qcf + Taunt (can hold), direct d / u
Hyper Combos:
- Chuushoku Rush: qcf + PP
- King Kobun: qcf + KK, move b / f, attack with P / K
- Hyper King Kobun: During a (B) Variable Combination
Partner Assists:
- A: LP Engo Kougeki
- B: HP Kobun Fire
- Y: LP Kobun Fire
Variable Counters:
- A: LP Engo Kougeki
- B: HP Kobun Fire
- Y: LP Kobun Fire
Variable Combinations:
- A: Chuushoku Rush (a)
- B: Hyper King Kobun
- Y: Chuushoku Rush (y)
Combo Information:
- Chain Combo Type: Ground 3, Jumping 3, Super Jumping 6
- A.Rave Launchers: Standing HP / HK, df + HP
- A.Rave Finishers: HP, HK, Kobun Fire
- Ground Throws: Close, b / f + HP
- Mid-Air Throws: Close, any direction but d / u + HP in air
- Flying Attack: None
- Knockdown Attack: Crouching HP / HK
- Variable Attack: Jumping HK
- Snapback Attack: Crouching HP / HK
Notes:
- Charging Kobun Fire increases range and power; overcharging results in low damage. In air, Kobun floats down during charge.
- Bull Mover goes through Super Armor.
- Engo Kougeki (Tsukami!) stuns the opponent. If performed on a stunned opponent, the Kobun misses. Waiting after this move allows Kobun to return with a red crystal that restores a small amount of life.
- Any summoned Kobun can be knocked away.
- The Exploding Paper Plane can be delayed by holding the button. It can be directed up or down. It explodes after reaching maximum distance or when the button is released. Combos can be initiated by throwing the plane and attacking.
- The Exploding Paper Plane can be performed with Start. Unpausing the game ends the move unless Start is held. If 'Chouhatsu' is assigned to a button, Start and LK may have no effect.
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