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- Forward dash: press forward twice
Every character can perform their st.HP out of a forward dash (st.HK instead if you're Ayako), though some characters have a command normal on the dash HP input.
Characters may also press back to cut their forward dash short, stopping them in place. However, this option is not available to Satomi, Manami, Ayako or Kaori -- these four must commit to their dashes (though they can still perform their dash normals).
- Backdash: press back twice
Backdashes only have throw invincibility usually, but some have lower-body invincibility as well.
Note: Tamao and Material can cancel their backdashes by pressing forward.
- Super Jump: press down-back/down/down-forward, then up-back/up/up-forward
Super jumps cause characters to jump higher and twice the distance of a normal jump -- this is usually your main option for covering large distances. A very common offensive tactic is to super jump with rising jump light normals, as they stay active for a fairly long time and can be chained into jump heavy normals. It's also possible to perform a super jump from a dash just by dashing and then inputting a jump, although Ayako, Elirin, Manami and Material cannot do this.
- Blocking: hold back or down-back
Obviously, this game allows you to block. Something to note is that blockstun on attacks in AVG2 is quite short -- usually about 5-6F shorter than hitstun, which gives you plenty of opportunities to find your way out of pressure if you know what you're doing.
- Air Block: up-back/back/down-back while jumping
Characters are able to block aerial attacks and projectiles while in the air themselves. However, it is impossible to air block grounded attacks, such as anti-air normals.
- Guard Cancel: back, down-back, down + any punch or kick while in blockstun, costs 0.5 meter
Guard cancels in AVG2 work very similarly to Alpha Counters, though there are some notable differences worth paying attention to.
Firstly, guard cancels do not provide any invulnerability, so you need to be a bit more judicious with your guard cancels than you would be in a game like Alpha 2. Secondly, characters are able to guard cancel with each of the four normal attack buttons, and each button has a unique animation -- some actually have more than one guard cancel per button, depending on factors such as whether you're standing or crouching, or if you hold forward during the freeze frames.
- Quick Rise: press down just as you are knocked down
Allows you to avoid a long knockdown animation and potentially avoid a rough okizeme situation. Since each character's quick rise animation is the same as their backdash animation, quick rise animations can differ in length depending on the character. Perhaps also as a result of this, it's possible for quick rises to potentially be punished by attacks such as the 0F Unblockables outlined below.
- Throw Soften: input HP at the same time your opponent's throw connects
Similar to throw softening in ST and Alpha 2, halving the damage of any throw you receive and putting yourself into an air reset state instead of being knocked down. Bear in mind, however, that air reset state isn't invulnerable, so depending on the throw soften animation, some characters are able to punish you for softening the throw, which can be worth more damage than the throw itself in some cases. That is, assuming you even manage to hit the throw soften in the first place -- unlike ST/A2, the throw soften input window in this game is only 1F, so it really only becomes a factor when two players go for a throw at the same time.
A note on special move motions
Special move motions throughout this wiki will be notated using "qcf", "dp", etc. However, Advanced VG2 doesn't require diagonal inputs to be registered in order for a special move input to be valid. This effectively means that a qcf input only requires the d and f inputs to be valid. You'll need to work around this in order to prevent accidental special moves in some cases, but you can also use this to your advantage to make certain super cancels easier.
The power gauge is your super meter. It holds up to three stocks and is built in several ways, with some building more than others. Actions that build the most meter to the least meter are as follows:
Taking damage > dealing damage > blocking attacks > having your attacks blocked > whiffing attacks
In general, taking damage builds more meter than dealing it, which makes the super meter your pseudo-comeback mechanic.
Super meter is spent primarily on EX Special Moves, which cost one stock, and Super Attacks, which cost two stocks.
EX Special Moves
Something to note about EX attacks is that there are two ways to input them. The first is to input the special move motion with LP+HP or LK+HK, the second is to input the special move with a double input. The following is a list of EX attack inputs as a reference:
|Two-Button Input||Double Motion Input|
|charge b,f+PP||charge b,f,b,f+P|
|charge d,u+PP||charge db,df,db,uf+P|
This distinction is important, because super cancelling is only possible with double input EX attacks -- in other words, you can't use the two-button EX commands to super cancel. The game just won't let it happen.
Many characters also has a special version of one special move each (marked as "SECRET") which borrows some property of the EX version of that special move and applies it to the meterless version. These special moves are only available if you have less than 1 meter stocked, and are generally more of a fun easter egg than an actual useful move that you need to care about.
A large number of characters in AVG2 have EX special moves or Supers that, given they're in the correct range, will hit instantly after superflash, similarly to Valle CCs in Alpha 2 or 0F Supers in Garou MOTW. This means that if you were not blocking before the superflash, you won't be able to block the attack once superflash ends. You can, however, input reversals during superflash (with one exception). 0F unblockables are fairly important to the game, as they provide significant utility on both defense and offense, so learning to play around them is equally important. The following is a list of characters who have instant supers:
Ayako: EX Mach Spin
Chiho: EX Hiengeki
Elirin: EX Elirin Mach Punch
Kaori: EX Ressenshuu, Retsuzando
Kyoko: EX Ominaeshi
Material: EX Thunder Spear
Reimi: EX Hurricane Rose
Saki: EX Shoku
Satomi: EX Kaenzan
Tamao: EX Souryuugeki, Lightning Crash
Yuka: EX Souryuugeki, Kyuukyoku Kikoudan
Jun, Manami and Miranda do not have 0F unblockables. Well, Jun still has her command grab super, but that's technically a different thing.
Characters' defense in this game can be classified within six distinct tiers, with higher tiers taking less damage. All characters within a tier take the same damage.
Tier 1 (highest): Miranda
Tier 2: Jun, Kyoko, Material, Saki
Tier 3: Kaori, Reimi, Satomi
Tier 4: Ayako, Yuka
Tier 5: Chiho, Elirin, Tamao
Tier 6 (lowest): Manami
Characters get back on their feet at their own speed.
12f: Tamao, Yuka, Satomi, Manami, Elirin
14f: Kaori, Reimi
16f: Chiho, Saki, Jun, Material
- Normal Chains
Every character is capable of chaining their normals together. This is usually a bit more limited than your typical Magic Series, and chain routes tend to vary between characters, but as a general rule, every character is capable of chaining light normals (both on the ground and in the air) into heavy normals. Individual chain routes will be noted on character pages.
- Launchers and Air Combos
A number of characters have command normals that launch the opponent for a combo. Unlike similar moves in other games, these normals cannot be jump-cancelled, so follow-ups usually involve either manually timing a jump or super-jump, or simply juggling with grounded attacks.
- Super Cancels
Special moves can be canceled into EX Specials, which then can be canceled into another EX or a Super.
- OTG Hits
Characters can be hit off the ground by any attack while knocked down, so long as the attack has an appropriately low hitbox. After being hit OTG, the opponent will be floated a small distance into the air, where they can be hit with attacks until they hit the ground again. Attacks that land on an opponent in this situation will cause a knockdown rather than an air reset.
- OTG and Throw Combo Damage Scaling
OTGs and throws scale damage by 50%.