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Part 6
Marvel vs. Capcom 2: New Age of Heroes

Part 6

Dive into Part 6 of our Marvel vs. Capcom 2: New Age of Heroes guide, covering advanced character strategies for Anakaris, Blackheart, and Bulleta, including special moves and combos.

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Dive into Part 6 of our Marvel vs. Capcom 2: New Age of Heroes guide, covering advanced character strategies for Anakaris, Blackheart, and Bulleta, including special moves and combos.

This section details advanced techniques and character-specific strategies for several characters in Marvel vs. Capcom 2: New Age of Heroes.

Anakaris

  • Pharaoh Cobra Blow: Create a 'vacuum' effect by extending the snakes fully to pull opponents in for more hits and damage. This is most effective when the opponent is cornered and you are right next to them, allowing for faster snake extension and retreat, though with slightly less damage. Mashing buttons rapidly in this close-up, cornered situation maximizes damage. Avoid using it with too much space between you and the opponent, as not all snake heads may combo, or if near the corner but not directly adjacent, as snake extension and retreat will be limited, resulting in lower damage.
  • Hitsugi no Utage: Generally a weak combo due to being easily blockable and ineffective against opponents in the far corner. However, with precise positioning (opponent in the corner, specific distance away), all coffin hits can combo for 99 damage. An alternative combo is: c. HP, s-jump straight up LP, LK, MP, LP Cobra Blow, Hitsugi no Utage. This combo's effectiveness varies by character; it can result in insane damage, partial combos, or no hits at all. For more details, consult an Anakaris-specific FAQ.

Blackheart, Prince of Hell

Special Moves

  • Dark Thunder: H, hcf + P
  • Inferno: H, hcb + P
  • Kuuchuu Dash: In air, tap f,f / press PP
  • Kuuchuu Backstep: In air, tap b,b / press b + PP
  • (Extended dash / backstep): Tap f,f, hold f / tap b,b, hold b

Super Moves

  • Armageddon: qcf + PP
  • Judgment Day: qcb + PP (air)
  • Heart of Darkness: qcf + KK

Partner Assists & Variable Combos

AssistVariable CounterVariable Combination
a: LP Dark ThunderLP Dark ThunderJudgment Day
B: HP InfernoHP InfernoHeart of Darkness
y: Standing MPStanding MPArmageddon

Combo & Attack Data

  • Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 5]
  • A.Rave Launchers: [Standing MP] [df + HP]
  • A.Rave Finishers: MK
  • Flying S. Ground: Heart of Darkness
  • Ground Throws: When close, b / f + HP / HK
  • Mid-Air Throws: When close, any dir. but d / u + HP / HK in air
  • Flying Attack: Standing HP / Crouching MP / HP
  • Knockdown Attack: Crouching HK
  • Variable Attack: Jumping MK
  • Snapback Attack: Crouching MP

Notes

  • LP Dark Thunder hits twice from further away. HP version may also hit twice, but the condition is unknown.
  • Blackheart's HP and HK attacks nullify projectiles. HP demons siphon life; HK demons immobilize opponents. The duration of these effects increases with more demons hitting. To escape HK demons, shake the controller and mash buttons.
  • Blackheart is invincible during ground dashes and backsteps. Holding b or f during these actions extends movement distance.
  • A player once achieved nearly 70 points of damage with Heart of Darkness; a reliable method for this is sought.

Bulleta, Loveling Hunter (B.B. Hood outside Japan)

Special Moves

  • Smile & Missile (Joudan): H, Charge b,f + P
  • Smile & Missile (Gedan): H, Charge b,f + K
  • Happy & Missile: Charge d,u + P
  • Cheer & Fire (Jou Houkou): H, f,d,df + P
  • Cheer & Fire (Yoko Houkou): H, f,d,df + K (air)
  • Shyness & Strike: H, qcb + P
  • Tell Me Why: d,d + KK
  • Malice & Mine: db + HK
  • Surprise & Hop: f + HK
  • Tricky Basket: b / f + HP
  • Stumble & Blade: Press b / f + HP during a dash / backstep
  • 2 Dan Jump: Press ub~uf (x2)

Super Moves

  • Cool Hunting: qcf + PP
  • Beautiful Memory: hcf + KK
  • Hyper Apple For You: hcb + KK

Partner Assists & Variable Combos

AssistVariable CounterVariable Combination
a: HP Smile & MissileHP Smile & MissileCool Hunting
B: HP Cheer & FireHP Cheer & FireCool Hunting
y: HP Shyness & StrikeHP Shyness & StrikeCool Hunting

Combo & Attack Data

  • Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 5]
  • A.Rave Launchers: [Standing MK] [df + HK]
  • A.Rave Finishers: HP,HK
  • Ground Throws: When close, b / f + HP
  • Mid-Air Throws: When close, any dir. but d / u + HP in air
  • Flying Attack: Standing HK, Malice & Mine
  • Knockdown Attack: Crouching HK
  • Variable Attack: Jumping HK (no mine)
  • Snapback Attack: Stumble & Blade

Notes

  • Bulleta's title is 'Loveling' (raburin), not a typo.
  • Tell Me Why can be used to move under attacks and behind opponents.
  • Hyper Apple For You deals significantly more damage when performed up close.
  • When used as a Variable Counter, Bulleta's Cheer & Fire only hits once.

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