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Charlie moves and strategies: Marvel vs. Capcom 2

Guide last updated on
July 30, 2009 at 1:33 p.m. PDT


Charlie moves and strategies: Marvel vs. Capcom 2

Charlie and Guile are extremely similar in this game. Just a few moves are different between them.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Joystick Joystick Joystick Joystick
Sonic Boom
Strength of the button used determines the speed, with Hard Punch being the fastest.

Joystick Joystick Joystick Joystick
Somersault Shell (Flash Kick)
This generates an energy wave in its wake which can also hit airborne opponents, just like Guile's Flash Kick in this game.

Joystick Joystick Joystick Joystick Joystick (In the air)
Moonsault Slash
Charlie performs something of a reverse Flash Kick, instead of traveling up, he aims down. If this connects it will knock the other fighter down briefly.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick      Joystick (Mash Punches)
Sonic Break
Throws a ton of Sonic Booms at once. Pretty good range on this, hard to avoid unless you do a Super Jump.

Joystick Joystick Joystick Joystick Joystick
Crossfire Blitz
This makes you dash straight across the screen. If you run into an enemy you'll do a series of melee moves. You can land this from about 3/4ths screen range, but if you do it from full-screen's distance you'll miss.

Joystick Joystick Joystick Joystick Joystick
Somersault Justice
A beefed up version of Charlie's regular Somersault Shell.

Command Normals

Joystick Joystick Joystick
Backfist

Joystick Joystick Joystick
Sabot Kick (Jump Kick)

Joystick Joystick Joystick
Step Kick

Assists


     Type Partner Assist Variable Counter Variable Combination
A Projectile Type (H) Sonic Boom (H) Sonic Boom Sonic Break
B Anti-air Type (H) Somersault Shell (H) Somersault Shell Somersault Justice
Y Balance Type (H) Sonic Boom (H) Somersault Shell Sonic Break
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.

Combos

Dash-in, Standing Light Kick, Crouching Hard Kick, Cancel into Somersault Shell

Jumping Hard Kick, Land, Standing Light Kick, Crouching Hard Kick, Cancel into Somersault Shell

Dash-in, Standing Light Kick, Crouching Hard Kick, Cancel into Somersault Justice

Dash-in, Standing Light Kick, Crouching Hard Punch, Super Jump, Light Punch, Light Kick, Light Punch, Hard Kick, Light Moonsault Slash

Dash-in, Standing Light Kick, Crouching Hard Kick, Standing Hard Kick, cancel into Crossfire Blitz

Dash-in, Standing Light Kick, Crouching Hard Punch, Super Jump, Light Punch, Light Kick, Hard Punch, Pause, Towards + Hard Punch (Air Grab), Land, Crouching Hard Kick, Crouching Hard Punch, Super Jump, Light Punch, Light Kick, Hard Punch, Pause, Towards + Hard Punch (Air Grab)
It is possible to keep repeating this combo, unless your opponent rolls or gets a tech hit.

(With opponent in corner) Hard Kick Throw, when they land Standing Light Kick, Crouching Hard Punch, Somersault Justice
Can sub out the Somersault Justice for Somersault Kick.

Combo section written by SFilp.


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