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Rogue moves and strategies: Marvel vs. Capcom 2

Guide last updated on
August 2, 2009 at 7:39 p.m. PDT


Rogue moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Repeating Punch
Rogue flies forward swinging her fists wildly and ends with an uppercut that tosses your opponent away from you up into the air. Hard Punch hits more times, does more damage and has greater range.

Joystick Joystick Joystick Joystick Joystick
Rising Repeating Punch
An anti-air version of her Repeating Punch, except this cannot be done in the air and the Light and Hard Punch attacks are the same.

Joystick Joystick Joystick Joystick Joystick      Joystick
Power Dive Punch
Rogue flies straight up into the air and will either come down with an diagonally down-towards punch when you press the Kick button again or when she reaches the top of her jump.

The Hard Kick version makes you jump higher into the air.

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Power Drain
A very nifty command grab. Rogue glides straight at your opponent and attempts to grab and kiss them.

If she succeeds, she'll drain a bit of power and all of her attacks will take off more damage for a short period of time. An indicator will appear above her Hyper bar showing you how long your improved attack power will last for, which is about 12 seconds total.

Since this is a command grab, it's unblockable, plus you can combo into it (although this move won't register as a hit). Your Power Drain is a great way to finish combos — at least when you don't have Hyper meter available, or are performing an Air Combo.

While the Light and Hard Kick versions have the same properties, when this is executed in the air, Rogue doesn't fly as far forward.

Joystick or Joystick Joystick
Air Dash
Rogue can dash forward in the air by using either of these two commands.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Goodnight Sugar
Rogue's only Hyper move (outside of a Variable Combination), but it's a good one. She does a series of punches, ending with a Power Drain kiss, which leaves you with stronger attacks for 14 seconds, instead of 12 when you land a normal Power Drain.

This is easy to combo into, but the biggest problem is it cannot be done in the air. Regardless, it's still a solid Hyper.

Command Normals

Joystick Joystick Joystick (In the air)
Dive Kick

Assists


     Type Partner Assist Variable Counter Variable Combination
A Anti-air Type (H) Rising Repeating Punch (H) Rising Repeating Punch Hyper Repeating Punch
B Dash Type (H) Repeating Punch (H) Repeating Punch Hyper Repeating Punch
Y Throw Type (H) Power Drain (H) Power Drain Hyper Repeating Punch
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.


Comments

klyz806 said on August 8, 2011 at 5:43 p.m.

a good combo with rogue is dive kick ( down/down forward hard kick, aim for the head or upper body)st.lk st.hk > super jump straight up> sj. lp sj.lk sj.lp sj.lk then cancel that into a power drain ( quarter circle back kick) since it cant be blocked and its being done at so close range it will be a garenteed hit. a bonus it will give you a power up. this is the best combo i can find with out using a assist to combo into super. if your getting blocked alot try calling a assist of some sort and crossing up, or just dive kick > cr. lp cr.lpxx power drain. the second cr.lp brings you closer so you cant be push blocked. and again you are to close for your power drain to be jumped or hit out of.

#1


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