All the combos in this thread work. All characters have specific body weights so you may have to toy around with the combo for slightly since they are not as rigid as combos in MvC3 or SF4. Please ask which part of the combo you are having trouble with and on which character you are having trouble performing the combo.
All the combos will have 3 different types of information following them: which part of the screen it works, how much damage it does and which characters it works on. The damage for the combos is posted with the standard 1.00 multiplier. This means combos will deal more or less damage depending on your opponent’s team composition.
If you have a combo to contribute, please make sure you add these three things in addition to the notations:
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Make sure that the damage ratio is 1.00. If you don’t know what these means, please make sure that the dummy opponenet has the same number of characters as the team you are using. 1v1, 2v2, 3v1, and 3v2 all give you the 1.0 damage multiplier.
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Whether the combo works midscreen or is corner only.
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Please write which characters you tested your combo on. Everybody has different weights and some combos will work on some characters but not others.
XX Cancel
/\ Super Jump
/ Landed
-> Link together
LP Low Punch or Jab
MP Medium Punch or Strong
HP High Punch or Fierce
LK Low Kick or Short
MK Medium Kick or Forward
HK High Kick or Roundhouse
j. Jumping
sj. Super Jumping
dj. Double Jumping
s. Standing
c. Crouching
ad Air Dash
[] Repeat or follow special instructions
() Number of times the normal hits.
OTG Off the Ground
(notations shamelessly stolen from: http://www.gamefaqs.com/arcade/562932-marvel-vs-capcom-2/faqs/10749)
Midscreen
Spoiler
Combos by Pertho
c.lp, c.mp,c.hp, j.lp. j.mp (1-2 hits), j.hp xx dash xx j.mp (3) / s.lp, s.mp (all hits), s.hk, s.hk, s.hk xx qcb lp/mp/hp
Midscreen and corner
Damage 3,600
Works on everybody
Combos by Fishy
c.lk, c.mk(1), c.hp /\ j.mp(1), j.hp xx ad j.mp (1), j.hp/s. lk, s.mk(1) c.hp /\ j.lk, j.mp(1), j.hp xx ad j.mk(2), j.hk(1-2/2nd hit alone is better for lights), land, j.lp, j.mp(2), j.hp, s.lp, s.lp, s.lp, (lk if grounded yet/optional) s.mp(all), s.mp (all), s. mk(all) s.hk, s.hk, s.hk xx qcf+k xx qcf+kk
6,200
Midscreen
Works on Valentine
Corner
Spoiler
Combos by Kef
c.lp, c.mp, c.hp /\ j.hp xx ad j.mp, j.hp / j.lp, j.mp, j.hp / s.mp, cr.hp /\ j.mk, j.hp ad j.lk, j.hk
Damage 5,600
Works on Filia
j.hp, c.lp, c.mp, c.hp /\ j.hp ad j.mp, j.hp / j.lp, j.mp, j.hp / s.mp, c.hp /\ j.mk, j.mp ad j.lk (1), j.mk (1) xx qcf lk / OTG c.lk, c.mk. c.hp /\ j.hk xx qcf lk
Corner
Works on Valentine
j.hp, c.lk, c.mk, c.hp /\ j.hp xx AD j.mp, j.hp / j.lp, j.mp (1), j.hp/ s.mp, s.mp (1), s.mk(1), c.hp, /\ j.hk xx qcf mk / OTG c.lk, c.mp (1), c.hp /\ j.lk (1), j.mp, j.hp, / s.lp, s.lp, s.lp, s.mp, s.mp, s.mk (1), c.hp, j.mk (1), j.hk, qcf hk xx super
Works on Valentine
Combos by B.Meister
j.hp, c.lp, c.mp, c.hp /\ j.mp, j.mk AD j.mp(1) j.hp, s.mp, s.mp, c.hp /\ j.lp, j.mp, j.hp, s.lp, s.lp, s.mp, s.mp, c.hp /\ j.lk, j.mp, j.hp, s.mk(1) c.hp /\ j.hk(2) qcf. Mk OTG c.lk s.mp, s. mp s.hk, s.hk, s. hk qcf hk
Corner
Works on Parasoul
combos by Fishy
c.lk, c.mk(1) c.hp, j.hp xx ad j.hp qcf+hk / c.mk(1), c.hp /\ j.mk(1) j.hp xx ad j.lk(1), j.hp / j.lp j.hp(1) xx ad j.mp(1) j.hp / s.lp, s.lp, s.lp, s.lk, s.mp(all), s.mp (all), s.mk(all), s.hk, s.hk, s.hk xx qcf+hk xx qcf+kk
7154dmg
Corner
Works on Valentine
c.lk, c.mk(1), c.hp /\ j.hp xx ad j.hp xx qcf hk / OTG c.mk(1), c.hp /\ j.mk(1), j.hp xx ad j.lk(1), j.hp / j.mp(3~4) j.hp(1) land mp(all)x2(all) mk(all) c.hp j.lp j.mp(3~5) j.hp land lpx3 mp(all)x2 mk(all) hk x3 xx qcf+mk xx qcf+kk
7.7k~dmg
Works on Valentine
Swift Edit: The timing is bitchy-tight throughout, it takes some getting used to~
Instructions for success: delay the relaunch j.mk(1) & the j.lk(1) after it to descend as much as possible. The following j.mp(3~4) must lower as much as possible, too, & the 2nd mp after the reland must be slightly delayed to allow descent (a lot of hits will whiff on the 2nd mp & mk) & they should be relanded during the mk, after that, just time your j.lp according to how many hits your j.mp will be (later j.lp=less j.mp) & then it’s the usual normals into now-corrected qcf+mk xx qcf+kk :: Enjoy grinding~
Swift Edit #2: Same HP-alternating goodness, but with the multi-hitters in-between & also @ the end, amounted up to a higher total dmg (lotsa heavies landed before scaling kicked in, including alpha blade) this scaling system is more complicated than presumed~
Green Vial combos
Spoiler
Combos by fishy
c.lk, c.mk(1), c.hp /\ j.mp(1), j.hp, j.mp(1), j.hp, {both characters must land}, s.hp xx syringe -> gd, s.mk(1)s. hp, dash s.mk(1)s. hp->g d s. lk c.hp /\ j.hk xx ad j.mk(2)/ c.lk, c.hp /\ j.lk, j.mp(3~4), j.hp /c. lp c.hp /\ j.lp, j.mp(3~4) j.hp xx qcf+hk (you must be low to the ground, else they’ll cross) OTG c.lp, s.mp(all), s.mp (all),s. mk(all),s.hk, s.hk, s.hk xx qcf+hk xx qcf+kk
7,600
midscreen
Works on Valentine.
Ukyo_rulz
** c.lk, c.mk(1),s. hp xx qcf+hp -> gd s.hp xx qcf+hp -> s. mk(1), s. hp xx qcf+hp ->s. lk ,s.mk(1), s.hp xx qcf+hp -> c.lp , c.mk(1) c.hp /\ j.hp xx ad j.hk xx qcf+k / otg c.mk(1), c.hp /\ j.mk(1) j.hp xx ad j.mp(1), j.hp / j.lp, j.mp(1), j.hp, / s.mp(all),s. mp(all), s.mk(all), c.hp /\ j.lk j.mp(all) j.hp/ s.lp, s.lp, s.lp, s.mp(all),s.mp(all), s.mk(all), s.hk, s.hk xx qcf+mk qcf KK**
7,997
Works on every one
[media=youtube]Yx21oSKFzn0[/media]
Throw combos
[details=Spoiler]
Fishy
Throw -> c.hp /\ j.mk (1), j.hp XX ad j.mp (1), j.hp / gd s.lp, s.mk (1), c.hp /\ j.lk (1), j.mp (1), j.hp xx AD j.lp, j.hp / gd s.mp (all), s.mp (1), s.mk (all), s.hk, s.hk, s.hk qcf hk xx qcf kk
5.9k
midscreen
Some hits on s.mk may whiff.
Works on Valentine [/details]