Explore advanced movement techniques in Marvel vs. Capcom 2: New Age of Heroes, including various dash types, air dashes, super jumps, and triangle jumps.
This section details advanced movement options in Marvel vs. Capcom 2: New Age of Heroes, focusing on different types of dashes and jumps.
Dashing and Backstepping:
You can cancel out of a dash or backstep with normal attacks, special moves, or Hyper Combos. Dashing with PP allows interruption with another dash or backstep by pressing PP or b + PP. Zangief and Mega Zangief cannot dash or backstep using PP.
Air Dashing and Backstepping:
Some characters can dash or backstep in the air. Blackheart and Sonson are the only characters who can backstep in the air. Air dashes vary significantly:
- Anakaris: Air dash travels across the screen.
- Blackheart: Falls straight down after an air dash or backstep; has the shortest dash/backstep.
- Omega Red: Can shorten his air dash by pressing back.
- Rogue: Cannot cancel her air dash until halfway through, unless performing special moves.
- Spider-Man: Cannot cancel his air dash until halfway through, but can cancel anytime with special moves or Hyper Combos.
- Venom: Can cancel his air dash at any time.
Eight-Way Air Dashes:
Some characters have eight-way air dashes. There are two types:
- Type 1: Movement stops immediately upon performing a move (Dr. Doom, Iron Man, War Machine).
- Type 2: Continue drifting in the direction of the dash while attacking (Dhalsim, Storm, Magneto).
Performing specific air dashes (Anakaris' dash, Blackheart's dash/backstep, and eight-way dashes) with PP allows canceling normal and command attacks. For example, Anakaris can cancel a jumping HP animation by tapping f,f afterwards, instantly dashing forward. However, you cannot perform normal or command attacks out of a cancelled PP dash, but can cancel into special moves or Hyper Combos.
Dashing provides momentum, allowing for attacks while moving and maintaining closer proximity to the opponent, which is useful for chain combos.
Jumping:
Jumping is initiated by pressing any upward direction. There are multiple ways to jump:
- Dashing Jump: While dashing, tap up-forward for a longer, lower-arc jump.
- Super Jump: Tap any downward direction, then any upward direction for a high leap. Alternatively, hit an opponent with an aerial rave launcher (like Ken's crouching HP) and press ub~uf before the animation ends. This works even if the launcher doesn't cause a traditional launch (e.g., hitting Hulk with Ken's launcher). This does not apply to air-only launchers unless they hit an airborne foe.
Triangle Jumps (Sankaku Tobi):
Some characters can perform triangle jumps by jumping towards a screen side (the 'wall') and pressing in the opposite direction. For example, jumping up-back into a wall and pressing uf or f. Up-forward results in a higher spring, while forward results in a longer, lower jump.
- Felicia has a special variation of the Sankaku Tobi.
- Triangle jumps reset the jump count for characters with multiple air jumps. For example, Marrow can jump, jump again, triangle jump, and then jump again. Chun-Li can triple jump, triangle jump, and then jump twice more.
- You cannot perform another triangle jump or air dash immediately after a triangle jump.
Throws and Tech Hits:
- Throws/Holds: Close range, b / f + HP / HK (character dependent).
- Mid-Air Throws: Close range, any direction except down/up + HP / HK in the air.
- Tech. Hit (Escape): Any direction except down/up + HP / HK when grabbed (air).
- Tech. Roll: Attempt after a throw connects.
- Hold Recovery: Shake joystick and tap buttons when in a hold.
Throws and holds are unblockable. Throws deal set damage, while holds do less damage but can be increased by rapidly shaking the joystick and/or tapping buttons.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content