MvC2 unranked topic!
I may be insane, but that's something I'm proud of.
The way I'm working this topic is similar to the Tales series. I'll list series of moves that naturally cancel into each other and ignore stuff that just happens to combo together well (like infinite combos). As for speed on the battlefield, I'll just list their speed compared to other characters, and how well I think they can move (like a character with an air dash or double jump gets a boost to their speed). I will also ignore the team aspect of the game (assists) in order to simplify things.
If I ever get around to it, I'll post damages for 'no-holds barred' which will be pretty much what characters would do on their own in an actual match.
Every character has 143 HP, but take varying amounts of damage depending on their defense modifier. Some characters have super armor as well, which allows them to take one attack before flinching, and they can block to stop a combo from starting. In general, the more hits a combo has, the more it ignores defense, while the less hits a combo has, the more it is affected by it. So Cammy's Killer Bee Assault combo would be heavily influenced by Sentinel's massive defense, while Tron's Lunch Rush combo would not be.
Attack abbreviations:
s. (x) = standing
c. (x) = crouching
j. (x) = jumping
(assume s. (x) for ground chains, j. (x) for aerial chains, exceptions will be noted)
lp = light punch
lk = light kick
mp = medium punch
mk = medium kick
hp = heavy punch
hk = heavy kick
knockdown = enemy is set slamming into the ground and must get up
launcher = move that sets up for an aerial combo
(x) = either or
(ex: lp (lk), means either lp or lk works)
I will not list special move damage by themselves yet, as 1.) that's WAYYY too much work, and 2.) most won't connect by themselves ingame anyway (exceptions will be noted). Likewise, the damage on each individual move won't be listed, and only the final combo damage.
Moves that have extraordinary properties I will list. (ex. hp is actually a projectile, invulnerability frames)
As a note, due to MvC2's system, you cannot throw out a mp or mk by themselves, you must cancel it from a light attack.
Every character has a series of moves known as a 'magic series' in the air, which is lp, lk, mp, mk, hp, (hk), that will cancel into themselves. On the ground, the natural series of combos varies, and will be listed with characters. For simplicity, for the longer chains, I will take the most damaging shorter one and extend it into the longer ones. I will also not include jump ins to start combos. Also for simplicity, moves that do not actually combo, despite canceling into each other, will not be listed in combos. Combos that only work in the corner will also be noted. Some moves can be rolled out of to avoid additional hits, and will also be mentioned. Finally, for all air chains, I will list the best launcher to start it up, and all moves after the intial will be in the air.
Chip damage is an utter pain to deal with, and will eventually be added in, but not now.
Due to the way the combo system works in MvC2, in some cases, I will skip moves for max damage, as the higher the combo meter is, the less damage each additional move does (this matters for characters who have their highest damage at the end of a combo).
Mashable moves will be mashed as well as I can on a keyboard. These moves will be noted, and nonmashed, and mashed damages will be shown.
Some characters can fly, and will be listed. Fly chains are different from normal aerial chains.
You start out each match with 1 super meter. Every attack done, connected with, and received will regain meter. 2 combos by your own character and 1 combo by your opponent is usually enough to gain another meter. Note that during the 2nd combo of your own character, you won't have an entire meter until the end, which is where the super will be.
For best damage, I will list no meter first, then meter.
Sentinel
Speed- Fast
Defense- 71% damage taken
Can fly
Has Super Armor
Notable moves/features:
s. hp, c. hp: Laser that cuts across the screen. 2 hits, 10 damage each, 2nd hit is unblockable unless first hit was blocked
All of his moves deal chip damage.
Ground chains->
s.lp, s.mk, Rocket Punch (4 hits, 38 damage)
s.lk, s.mk, Rocket Punch (3 hits, 35 damage)
s.lp, s.mk, Rocket Punch, Hyper Sentinel Force (8 hits, 65 damage, requires 1 meter)
s.lp, s.mk, Rocket Punch, Plasma Storm (12 hits, 76 damage unmashed, 15 hits, 83 damage mashed, knocks enemy away, requires one meter)
s.hp (c.hp) Rocket Punch (3 hits, 45 damage, close range only)
s.hp (c.hp) Rocket Punch, Plasma Storm (10 hits, 77 damage unmashed, 12 hits 84 damage mashed, knocks enemy away, close range only, requires one meter)
Fly chains->
lp (lk), hk (2 hits, 20 damage)
lp (lk), hk, Rocket Punch (3 hits, 45 damage)
lp (lk), hk, Plasma Storm (12 hits, 55 damage)
Air chains->
s. hk (launcher), lp, lk, mp, mk, hp (56 damage, 6 hits, knockdown)
s. hk (launcher), lp, lk, mp, mk, hp, hk (65 damage, 7 hits, corner only, knockdown)
s. hk (launcher), lp, lk, mp, mk, Rocket Punch (62 damage, 6 hits, knockdown)
s. hk (launcher), lp, lk, mp, mk, Plasma Storm (65 damage, 14 hits, requires 1 meter)
Best damage:
Aerial chain-> Rocket Punch (62 damage, 6 hits)
s.lp, s.mk, Rocket Punch, Plasma Storm (12 hits, 76 damage unmashed, 15 hits, 83 damage mashed, knocks enemy away, requires one meter)
Storm
Speed- Fast
Damage- 106% taken
Can Fly
Notable moves/features:
Can hold up to reduce falling speed by a lot.
Ground chains->
lp, lk, mp, mk (c. mk, knockdown), (4 hits, 21 damage)
hp, hk (2 hits, 26 damage, corner only)
lp, lk, mp (mk), hp (hk) (c. hk), (3 hits, 24 damage, hp knocks enemy away, both hk's launch)
lp, lk, mp, c. mk, Typhoon (7 hits, 34 damage, rollable)
lp (lk), mp, mk Lightning Attack (5 hits, 33 damage, rollable)
lp (lk), mk, Lightning Attack, Lightning Storm (~21 hits, ~70 damage, requires one meter, rollable, knockdown)
Typhoon, Hailstorm (20-26 hits, 50-56 damage unmashed, 26-31 hits, 56-63 damage mashed, requires one meter)
Fly chains->
lp, lk, mp, mk, hp, hk, lightning attack (7 hits, 46 damage)
Air chain
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, hp (hk) (9 hits 45 damage)
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, Lightning Attack (9 hits, 43 damage)
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, Lightning Attack, Lightning Storm (~18 hits, 62 damage, requires one meter, knockdown)
hp, hk, lp, lk, mp, mk, hp (hk) (7 hits, 52 damage, corner only)
hp, hk, lp, lk, mp, mk, Lightning Attack (7 hits, 48 damage, corner only)
hp, hk, lp, lk, mp, mk, Lightning Attack, Lightning Storm (~17 hits, ~73 damage, corner only, requires one meter, knockdown)
Best damage:
Aerial chain-> hp (hk), (9 hits 45 damage)
Aerial chain-> Lightning Storm (~18 hits, 62 damage, requires one meter, knockdown)
Magneto
Speed- Very fast
Damage- 106% damage taken
Can fly
Ground chains->
All do 17 damage (2 hits)
End with c.hk, knockdown
End with c.hp, launch
End with s.hk, launch (3 hits)
End with Magnetic Shockwave (only from c.hp), 71 damage (12 hits, requires 1 meter, knocks enemy away)
Fly chains->
30 damage (3 hits)
lp, hp, hk
lk, hp, hk
31 damage (3 hits)
lp (lk), hp (hk), pink typhoon thingy
Air chains->
44 damage (7 hits)
Ground chain (end with launcher), lp, lk, mp, mk, hp (knockdown)
48 damage (7 hits)
Ground chain (end with launcher), lp, lk, mp, mk, EM Disrupter
84 damage (~35 hits)
Ground chain (end with launcher), lp, lk, mp, mk, Hyper Grav, Magentic Tempest (requires one meter)
Best damage:
Aerial chain-> EM Disrupter (7 hits, 48 damage)
Aerial chain-> Magnetic Tempest (~35 hits, 84 damage)
Comments:
Cable
Speed- Average
Damage- 100% damage taken (average)
Notable moves/features:
All of his hp's are actually gunshots and thus, projectiles.
Ground Chains->
lp (lk), c. lp (lk), hpx4 (7 hits, 41 damage)
lp (lk), c. lp (lk), hpx4, Viper Beam (15 hits, 49 damage)
lp (lk), c. lp (lk), hpx4, Crackdown (8 hits, 51 damage)
lp (lk), c. lp (lk), hpx4, Viper Beam, Hyper Viper Beam (~26 hits, 65 damage unmashed, ~39 hits, 78 damage mashed, requires one meter)
lp (lk), c. lp (lk), hpx4, Psimitar, Hyper Viper Beam (~38 hits, 79 damage unmashed, ~40 hits, 82 damage mashed, requires one meter)
Note: This version of Hyper Viper Beam is done in the air, and is much less laggy than the ground version
Air chains->
lp, s. lp (launcher), lp (lk) mp, mk, hp (6 hits, 31 damage, knockdown)
Best damage:
Ground chain->Crackdown (8 hits, 51 damage)
Ground chain-> Psimitar, Hyper Viper Beam (~38 hits, 79 damage unmashed, ~40 hits, 82 damage mashed, requires one meter)
Still much much more to be done.