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Part 32
Marvel vs. Capcom 2: New Age of Heroes

Part 32

Master Marvel vs. Capcom 2: New Age of Heroes Part 32 with detailed move lists and strategies for Spiral, Storm, and Strider Hiryu. Learn special moves, assists, and combos.

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Master Marvel vs. Capcom 2: New Age of Heroes Part 32 with detailed move lists and strategies for Spiral, Storm, and Strider Hiryu. Learn special moves, assists, and combos.

This section details the moves and strategies for Spiral, Storm, and Strider Hiryu in Marvel vs. Capcom 2: New Age of Heroes.

Spiral

Spiral has several unique moves involving her summons and transformations.

Kyuukouka Dance

This move causes Spiral to fall to the ground quickly. The move itself doesn't hit, but allows for follow-up attacks while falling.

Power Dance & Speed Dance

Power Dance increases Spiral's attack damage. Speed Dance increases her movement and attack speed, allowing for faster combos like LP, MP, LP, MP.

Metamorphose

Similar to Shuma-Gorath's Chaos Dimension, Spiral glows. The startup animation can hit but does no damage. The grab, initiated by pressing any Punch button, is unblockable and normally hits 27 times. If the startup hits, it hits 15 times but deals similar damage. Grab animations can be comboed into from kick attacks.

Spiral's HP Hold

Tapping buttons and wiggling the joystick during Spiral's HP hold increases damage.

Spiral's Special Moves (Hold Button Variants)

  • qcb + hold LK: Spiral appears in the lower-left corner.
  • qcb + hold LP: Spiral appears in the center of the playfield.
  • qcb + hold HK: Spiral appears in the lower-right corner.
  • qcb + hold HP: Spiral appears in the upper-right corner.
  • qcb + hold d + LK: Similar to hold LK, but closer to the enemy.
  • qcb + hold d + HK: Similar to hold HK, but closer to the enemy.
  • qcb + hold d + LP: Similar to hold LP, but closer to the enemy.
  • qcb + hold d + HP: Similar to hold HP, but closer to the enemy.

Storm

Storm, the Great Nature Goddess, commands the elements of lightning and ice.

Storm's Special Moves

  • Whirlwind (air): qcf + K
  • Double Typhoon (air): hcb + K
  • Lightning Sphere (air): In air, qcb + P
  • Lightning Attack (air): Press (dir. +) LK + HP (x3) (air)
  • Hikou (air): qcb + KK, repeat to end (air)
  • Kuuchuu Dash: Jump, press in any dir. + PP
  • Lightning Strike (air): In air, d / u + MP
  • Air Float: Hold ub~uf after jumping
  • Lightning Storm (air): hcf + PP, tap buttons rapidly? (air)
  • Ice Storm: qcb + PP, tap buttons rapidly

Storm's Assists

Assist Type Partner Assist Variable Counter Variable Combination
a: HK Whirlwind HK Whirlwind Lightning Storm
B: f Lightning Attack f Lightning Attack Lightning Storm
y: LK Double Typhoon LK Double Typhoon Ice Storm

Storm's Combo System

  • Chain Combo: [Ground 6] [Jumping 6] [Super Jumping 6]
  • A.Rave Launchers: Standing HK, Crouching HP / HK, df + HP / HK
  • A.Rave Finishers: HP, HK
  • Ground Throws: Close, b / f + HP / HK
  • Mid-Air Throws: Close, any dir. but d / u + HP in air
  • Flying Attack: Standing HP
  • Knockdown Attack: Crouching MK
  • Variable Attack: Jumping HP
  • Snapback Attack: Standing HP

Storm Notes

  • Storm's jumping MP is now a sphere throw animation without a projectile. Up and down versions have limited range. Lightning Sphere can only be thrown forward (qcb + LP) or downward (qcb + HP).
  • Whirlwind and Double Typhoon are performed with Kick buttons. Lightning Storm command is hcf + PP.
  • The Lightning Attack can be redirected by pressing any direction before or after starting. New Lightning Attacks can be started during old ones.
  • Hikou allows flight in any direction, with mid-air attacks and specials, but no blocking. Kuuchuu Dash allows dashing in eight directions. Hikou ends after a while, if hit, or if performed again. It also ends if Lightning Attack is used.
  • If using Gamma Storm, the Variable Combination HC is Ice Storm. It's advised not to start a Variable Combination with Storm as she backs away, causing allies to appear in front of the opponent.

Strider Hiryu

Strider Hiryu, the modern-day ninja, utilizes his Cypher and various ninja techniques.

Strider Hiryu's Special Moves

  • Ame no Murakumo: qcf + P
  • Excalibur (air): In air, qcf + P / K
  • Kuuchuu Gram: In air, f,d,df + P
  • Gram: f,d,df + P / K
  • Warp: b,d,db + P / K
  • Vajra: qcb + K
  • Formation A: qcf + K
  • Formation B: Charge b,f + P
  • Formation B Fire (air): Charge b,f + P after Formation B (air)
  • Formation C: Charge b,f + K
  • Kabe Hari Tsuki: qcb + P
  • Uwa Idou / Shimo Idou: Hold d / u while clinging to a wall
  • Hantai Soku no Heki e Idou: Tap b,f while clinging to a wall
  • Chakuji: Press f while clinging to a wall
  • Cipher Kougeki: Press P while clinging to a wall
  • Jimen ni Tobigeri: Press K while clinging to a wall
  • Sliding Heel: Press d + K while clinging to a wall
  • Sliding Kick: df + HK
  • Sankaku Tobi: (Wall Jump)

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