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Part 53
Marvel vs. Capcom 2: New Age of Heroes

Part 53

Explore glitches and bugs in Marvel vs. Capcom 2: New Age of Heroes, including character-specific exploits like Ken's Tatsumaki, Sakura's damage, and infinite juggles.

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Explore glitches and bugs in Marvel vs. Capcom 2: New Age of Heroes, including character-specific exploits like Ken's Tatsumaki, Sakura's damage, and infinite juggles.

It seems like Marvel vs. Capcom 2: New Age of Heroes has a large number of glitches and bugs. Some of these have been discovered and verified by players, while others may require specific conditions or may not be present in all versions of the game (e.g., arcade vs. Dreamcast). This section details various discovered exploits.

Found by Chocobo: Ken's mid-air Tatsumaki Senpuu Kyaku and Gouki's mid-air Tatsumaki Zankuu Kyaku deal significantly more damage than usual, potentially exceeding their Hyper Combos. The damage appears to increase when these moves are not used at the end of a long combo.

Found by Chris MacDonald: Sakura's Tatsumaki Senpuu Kyaku deals a high amount of damage, even on the ground (40 points). While harder to execute multiple hits in the air, it still does more damage than normal. It's speculated that Ryu's Tatsumaki Senpuu Kyaku may also be affected by this glitch, as it can hit twice for 32 points of damage on the ground in the corner.

Found by Viscant: If you Snapback an opponent and their on-screen partner, the partner can be juggled indefinitely because they cannot block. A test example involves Magneto snapping back two Ruby Hearts in the corner, then using crouching LK and crouching HP to juggle the partner until defeated. If only two characters remain, the next character may appear invisible until the 2P controller is touched or attacked. Using the Snapback with the same button as the opponent's helper can also lead to an infinite juggle if messed up, causing the helper to jump in prematurely.

Found by Viscant: The infinite juggle glitch also works if you defeat your opponent while their helper is on-screen; the helper can then be launched indefinitely. The defeated opponent remains on-screen until the helper is defeated.

Found by the Pimp: Performing Sonson's POW Hyper Combo, followed by a Delayed Hyper Combo into another character's Hyper Combo, can cause the opponent to become stuck. This glitch reportedly does not work on the Dreamcast version.

Addendum by Stefano: This glitch, found on the American arcade version, involves canceling Sonson's POW into Strider's Ouroboros. The camera shoots up and remains there, causing the opponent's characters to disappear. The 2P marker remains, and actions like tagging out are possible, but visibility is limited to Super Jumping. Using Sonson's Hyper Combo where she turns into an ape allows the camera to return to normal while the opponent's characters remain gone. This glitch was tested extensively but did not work on all machines, and it's believed not all POW Hyper Combo cancels are affected.

Found by Shauno: Performing Juggernaut's Cyttorak Power-Up and then switching out causes him to retain the power-up for the remainder of the battle, even when tagged in as a helper or switched back in. The power-up is only lost if the command is re-entered and an attack is made. This glitch provides a damage bonus to every hit, not just the first, increasing damage in combos and enhancing moves like Earthquake Punch and Juggernaut Headcrush. It also applies to actions not normally affected by the Power-Up, such as tagging in, snapbacks, throws, Variable Counters, and Juggernaut Headcrush in a Delayed Hyper Combo. The power-up is also retained if switched out via a Variable Counter or Snapback.

Found by Innovator: When Gambit dashes (d + PP), inputting db,b + P will cause him to perform his Trick Card move from the ground.

Found by Mr. Ken Faced: By mashing buttons and spinning the joystick during Captain Commando's electrifying throw (usually with HK, but sometimes HP), all of the opponent's life can be drained.

Found by Chris MacDonald: When playing with Kobun on the 2P side and performing the King Kobun Hyper Combo, a 'moonwalk' can be achieved by walking forward and then pressing in the opposite direction before Kobun takes a second step. This can lead to Kobun swinging his hammer in the opposite direction of his movement.

Found by Chris MacDonald: There is an anomaly with Zangief's Super Armor (used during Flying Powerbomb, FAB, or Beta assist). Some characters can knock him out of it with the request.

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