Gambit plays pretty much the same as he did in MVC1 with the exception that he
appears to have lost his infinite. He has some new chains & strings but has
also lost a few previous ones.
Kinetic Card

+P
[air]
Gambit
pulls out a card, charges it and then throws it at his opponent. On a direct hit
the opponent is frozen in place & will fall downwards if they are at all
airborne. Fierce causes it to hold them long enough for you to chain just about
anything you want. Jab comes out quicker, but paralyzes less. For a normal
projectile, it does a fairly large amount of chip damage as well. A neat thing
to know about this move is the fact that it is impossible to roll after being
knocked down by this move. The air version goes diagonally downward and slows
Gambit's fall, letting him throw several of them in a row before he has to land.
It's a little known fact that you can actually chain ANY of Gambit's moves after
a fierce card, with the exception of the Cajun strike/escape. This includes both
his supers, his Cajun slashes, and even another kinetic card (jab only).
Trick
Card 

+P
Very
similar to the Kinetic Card except that it goes diagonally upward. It's use as
anti-air has been increased somewhat, and on a successful hit you can throw
anything you want at your stunned and falling opponent, including a Cajun
Explosion, which looks very stylish. ;)
Cajun Slash 

+P
This is a quick staff attack that is one of Gambit's primary up close weapons.
They are very strong & unless your opponent blocks or evades it & ends
up right next to you, they can't counter it. It is also easily worked into a
ground combo.
Jab version: Gambit takes a short dash
forward & swipes his staff once, good general counter.
Fierce version: This is a 3 hit combo
that starts with a small hop & a downward slash, followed by 2 more slashes.
A good surprise move if you anticipate a sweep from your opponent since Gambit
will hop over their leg & smack them in the head. It OTG's as well.
LK+FP version: Originally the FP version from MVC1, it's a 3 hit combo that crosses the screen very quickly & is a good general counter. It also OTG's very well, & it's still easy to combo.
Cajun Strike 
+P
or K
Gambit
goes loopy & jumps up to a wall, then back down with a foot (K) or his staff
(P). If you press the opposite direction when he hits the first wall, he will
bounce to the opposite wall before coming down. You can guide his fall after
this. Whether you press P or K determines the attack he does on the way down.
These are both highly underrated moves because, although neither are comboable,
they are great confusion tactics & Gambit, while combo friendly, relies more
heavily on confusion & strategic play than some of the other characters like
say Strider and such. With the kick version it's not recommended to bounce off
the second wall since it's much quicker & more confusing than the P version
& can catch people off guard. With the punch version however, it is better
to bounce again since it has more free fall time anyway & can cross people
up. Plus people tend to underestimate it's priority. This move will out prioritize
pretty much anything save for a vertical super of some sort. It'll
even beat or trade hits with a dragon punch about 50% of the time.
Supermove Commands
Royal Flush 

+2P(Level One)
Gambit
starts by throwing his staff up in the air and unloading an entire deck of
explosively charged cards into his opponent. He then catches his staff, snaps
his fingers and says "See ya Mon Cheri". It acts a lot like a beam
super in that it goes in a constant barrage immediately across the screen. It's
got fast startup and only minimal recovery delay now that they have shortened
his taunt. It's fairly safe to throw out unless the opponent is right next to
you or has a quick beam super. It does pretty good chip since each hit does it's
own share of block damage and is very difficult to push without getting hit.
It's also very difficult to jump over since his staff is flying above him and
will knock you back down into the cards. It's a good delayed hyper combo super
and can actually be chained off of many moves that most people don't know about.
It can be chained off of his launcher if you cancel quickly, as well as either
kinetic card, the trick card, off of a sweep OTG, and it even OTG's after any of
his Cajun Slashes if you cancel right.
Cajun Explosion 

+2K
or 

+2K(Level One)
Gambit
leaps to a wall as if he was doing his Cajun Strike, but instead he throws
several highly charged cards at the ground which create huge shockwaves all the
way across the screen. It is almost impossible to predict or prevent, it crosses
up well, & the only way to avoid it is to be almost directly above Gambit
when he throws the cards. It also has almost zero recovery & does pretty
good chip. This can be chained off of either of his Kinetic Cards as well as his
Trick Card.
Assist Type Attacks
| Assist Type | Assist Attack | Variable Counter | Team Super |
| Alpha Type | Kinetic Card | Kinetic Card | Royal Flush |
| Beta Type | LP Cajun Slash | LP Cajun Slash | Royal Flush |
| Gamma Type | C.FP | C.FP | Royal Flush |
Alpha Type is a good all around assist. The card is a good projectile to use, it holds them in place long enough for you to do pretty much whatever you want, it's easy to cover Gambit while he's doing it, & if blocked the explosion leaves them stunned long enough for you to get in without being countered. This is my favorite, and definitely the one I'd recommend. Beta Type is good if you intend to do close combat for most of the match. If blocked it will knock the opponent back, and if it connects it will send them flying & prone to your choice of attack. It's also very quick and hard to read. My second choice. Gamma Type is probably the least useful of his assists, simply because it's a normal move with limited range & use. It can be useful if you have a character with limited anti-air abilities & no other option on your team, but overall, pick one of the other 2. Though if you learn to utilize it properly I've seen some pretty nice juggles. His team super is always the same, so that isn't really relevant. I will however note that it is an excellent & versatile super that can combo into & out of pretty much any super, including some vertical ones due to his staff
This page was written by Remy Lebeau with help from Gambit (both from Fighters.net) and edited by Migs Rustia
� 2000 Migs Rustia: [email protected]
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