MARVEL VS CAPCOM - CLASH OF SUPERHEROES STRATEGY GUIDE (Ver. 2.1) Updates: Ver 2.1(07/19/98) - Wow, been awhile. Time passes by too fast. I hadn't really planned on updating since I kinda got bored of the game but I was recently playing MvC and I found out some cool combos that involved air comboing into OTGing. Namely for Hulk, Chun Li, MegaMan, and Jin. Gambit has one but it's really ugly so I didn't put it in(Gambit is my favorite character after all and it's all about style with him). Not to mention combos that I've wanted to add for awhile. And I've reread my FAQ and changed a lot about character specifics that I think is more or less wrong. Added some things from the e-mail that's slow come in. Why 2.1? So people will hopefully notice there's been an update. I still don't really plan on finishing the strategy sections though. Anyway, enjoy the new combos! Ver 1.3(03/30/98) - Updated some info. Thanks to the guys who helped me out by sending stuff in! Added more combos and a CapCom and Wolverine strategy. Ver 1.2(03/14/98) - Fixed Shadow Lady's code. Added strategies for Zangief and Spiderman. Added/corrected some other combos/information. Uppdated the Onslaught section so check it out if you can't beat him. Ver 1.1(03/07/98) - Finally finished move descriptions. Added secret playable characters! Corrected/added a lot of combos and information. Ver 1.0(02/27/98) - I'm so dumb! I misspelled Rogue's name almost every time in my last versions and she's my favorite character! Well I fixed that serious flaw! Anyway, finished up most move descriptions and added some more combos! Added Zangief's Level 3 super and Lariat Super. Added "How to get your Helper" section. Added Secrets/Codes section. Did some major reorganization. Of course, added/corrected some more small bits of information. Ver 0.9(02/19/98) - Added Morrigan's other air dashes. Finally, put in some combos and some general strategies for Cap A. and Gambit. Corrected/added some information. Ver 0.8(02/17/98) - Updated Captain Commando's move descriptions. Put in Cap. A's Cartwheel move, added some Magic Series, and added launcher sections. Added/corrected some other info. Ver 0.7(02/14/98) - Updated Chun Li's move descriptions. Put in Morrigans level 3 super. Corrected a lot of wrong information. Ver 0.6(02/13/98) - Updated Morrigan's move descriptions. Added a AC finisher section for each character. As usual, corrected a lot of what I said before throughout the guide(e.g. Double Attack mode) and updated many other things, especially in the characters section. So feel free to quickly reread the guide. Ver 0.5(02/11/98) - Updated Hulk's move descriptions. Confirmed Ryu's Shin Shoryuken is in game. Corrected some helper info. Added description/opinion of the double attack mode in Miscellaneous Info. Added most team super moves and character variable counter moves. Put in known magic series. Basically, did some updates/corrections all over the guide but mostly on the characters part. Ver 0.4(02/09/98) - Updated Megaman's move descriptions and did dome minor corrections/additions to a few others. Also did some grammar corrections. I try to sneak in some useful comments while describing the moves and stuff. But no real concrete strategies yet. Ver 0.3(02/08/98) - Updated Gambit's move descriptions and did more refinement. Ver 0.2(02/07/98) - Written about 10 minutes after finishing Ver. 0.1 Added some abilities to Captain America, Chun Li, and Strider. Also did some small spell checking and refining. Written by: Edward T. Ma using Microsoft Word Ver. 7.0a Copyright 1998 Copyright Information: Two most important things to keep in mind: 1) Don't use this guide for commercial use, period 2) Give credit where credit is due Basically, if you quote or take information from this guide, just say so. I'm not too picky about this copyright stuff but don't be pasting and copying a section from here without saying so. Otherwise, you suck. 'Nuff said. If there are any questions, mail me at my e-mail address at the bottom of this guide. The Reason I First Wrote This: Why am I writing this you ask? Well, for one, I really like the vs series Capcom has put out (well, I like all the fighting games they've made) and even though Xmen vs Street Fighter was my favorite, I figured why not do one for the newest vs fighting game out now? Besides, it's raining llike crazy outside (El Nin baby!) and I've got time on my hand as it is 1 in the morning and I'm wide awake! As this is my first foray into strategy guide writing, I'll try to keep it short and to the point. I think it's going to be for people who don't really know how to play this type of game. I'll admit it's probably not going to be very organized but follow along. Hopefully, you've actually seen a fighting game in the arcades before so you'll semi-understand what I'm talking about. I'll try to explain the rest. I will try not to put in anything I am not completely 110% sure on. CONTENTS: I. Basic Controls II. Helpers III. Super Moves IV. Magic Series V. Double Attack Mode VI. Miscellaneous Information VII. The Fighters! VIII. Onslaught IX. Secrets/Codes X. Thank You Section And now, LET'S GET CRAZY!!! (Man, I hate the game announcer's voice!!!!) ----------------------------------------------------------------------------- -- ------------------------------------------------- I. BASIC CONTROLS: (OR what smashing all those buttons and twirling that stick actually does!) Some abbreviations first: (Hopefully this doesn't get too confusing) JP - jab punch SP - strong punch FP - fierce punch SK - short kick FK - forward kick RK - roundhouse kick PP - means press any two punch buttons KK - means press any two kick buttons F - forward B - back U - up D - down QCF - Quarter circle forward meaning roll the stick from D to DF(down forward) to F QCB - Quarter circle back meaning roll the stick from D to DB(down back) to B HCF - Half circle forward meaning roll stick B, DB, D, DF, F HCB - Half circle back meaning roll stick F, DF, D, DB, B SPD - quick 270 degree motion with stick. I find the easiest way to do this motion is F, DF, D, DB, B, UB(up back). FTD - Front to down means do what it says BTD - Back to down means B, DB, D DP - Means F, D, DF CDU - means hold D/DB/DF for a bit(time varies) and then go U CBF - means hold B/DB/UB for a bit(time varies) and then go F Are you guys figuring out this abbreviation thing yet? Stick movements: A Pic of the Stick(I wish I knew more ASCII values!) Assuming you are facing right: Up Back Up Up Forward __ -----------(This is the controller in case you can't tell!) / \ Back \__/ Forward || || Down Back Down Down Forward Forward - Walk Forward Back -Walk Backward/Block high if opponent is attacking Up - Jump Up Down - Crouch Down Up Forward - Jump Forward Up Back - Jump Backward Down Back - Crouch/Block low if opponent is attacking Down Forward - Crouch/Offensive crouch Tap Forward Twice - Dash Forward Tap Back Twice - Dash Backward Down, Up(quickly) - Super Jump All 3 punch buttons with stick forward - Dash Forward All 3 punch buttons with stick backward - Dash Backward All 3 kick buttons - Super Jump All 3 punch buttons while blocking a hit - Advancing Guard, pushes opponent away, and lessens chipping damage from certain Supers. Be careful you don't start pushing the buttons before you get hit or you'll stop blocking and get nailed. FP + RK - Switch fighter (assuming you have two fighters left still) * You partner will come in attacking with his jumping roundhouse. However, after landing, he does his taunt pose and is vulnerable to attack(which means a super probably!) so be careful when doing this. Variable Counter: BTD + FP and RK - If done while blocking a hit, will switch characters and have the other character do his variable counter move. A good way to safely switch characters in general. Takes one level of super meter. SP + FK - Call Helper Character to attack Speaking of which: ----------------------------------------------------------------------------- -- ------------------------------------------------- II. HELPER CHARACTERS: There are 20 helper characters with 2 secret helper characters that I know of but there are probably more. Just push a button during the helper select screen and you get whichever helper the random selector was on. There is a limited amount of times you can use each helper which is dependent on how useful they are. Helpers are very useful in creating distractions among other things. You can easily connect many supers after a helper connects too. It is important to note that all helpers can be knocked away if hit. All attacks from helpers take chipping damage. (I copied and pasted most of this part from Mig's Page listed down at the bottom). Unknown Soldier - Forgotten World He shoots out some beams at your opponent covering most of the bottom half of the screen. Tia - Capcom Mascot She makes a whole bunch of dice rain down as far behind your character as possible. The worst helper in my opinion. Anita - Darkstalkers Her disembodied doll heads float around her as she walks forward, making a shield of sorts. Eventually, she will release her doll heads forward. Lou - Chariot He's an elf that shoots several arrows and flame at your opponent. Michelle Heart - Wings of Ales She appears on the same level as the opponent and shoots beams in three directions. King Arthur - Ghouls n Goblins He throws lances at your opponent. The fun part is that if he gets hit, he loses his armor! Saki - Nigiirochou no Kiseki She shoots a laser at your opponents. Ton-Fu - Strider She does a long range kick in the middle of the screen Devilot - Cyberbots She comes in on a mech which self-destructs after a LONG time. It's unblockable though so use her in cornering! Psylocke - X-Men She does a Psi-Thrust super on your opponent. Iceman - X-Men Makes a whole bunch of ice blocks fall onto the screen. Cyclops - X-Men Optic blasts his opponent. Uses his low(jab) optic blast. Thor - Marvel Comics Shoot lightning at his opponent. Storm - X-Men She throws out a vertical typhoon a bit in front of you. Jubilee - X-Men Shoots out several firecrackers at different angles that slightly track the opponent, pops her gum and leaves! Juggernaut - X-Men Comes barreling toward the opponent, doing a weak version of his Juggernaut Headcrush. Fills the entire screen. Rogue - X-Men She does her rushing punch special from XSF. Starts from the middle of the screen and moves diagonally upward. Colossus - X-Men Shoulder charges the opponent. I hate this guy. I really wish Capcom has left him out. 5 frigging uses! Magneto - X-Men Throws out an EM disrupter. US Agent - MSH vs SF Does a Charging Star across the screen. Secret Helpers: To get the secret helpers push start and the corresponding buttons before the helper select screen pops up. Shadow - MSH vs SF (push JP + FK + FP) Does his Somersault Super move(the one where he does three flash kicks). Good anti-air. Sentinel – XCOTA (SP + FK + FP) Flies across the screen and physically attacks the opponent. Mostly fills the entire screen. How To Get Your Helper: The Helper Select grid is labeled from 1 to 20 from left to right, top to bottom. Shadow and Sentinel are 21 and 22, respectively. For instance, say you want Ton-Pooh. Since she is the first square on the 2nd row, her number is 5. To select her, before the Helper Select gird appears. Simply hold down FP and JP, since 4 + 1 = 5. Below is the compilation of what buttons to use for selecting the character. JP = 1 SP = 2 FP = 4SK = 8 FK= 16 RK = 32? 01 Unknown Soldier: JP + START 02 Lou: SP + START 03 Arthur: JP + SP + START 04 Saki: FP + START 05 Ton-Pooh: JP + FP + START 06 Devilot: SP + FP + START 07 Anita: JP + SP + FP + START 08 Pure and Fur: SK + START 09 Michelle Hart: SK + JP + START 10 Thor: SP + SK + START 11 Cyclops: JP + SP + SK + START 12 Magneto: SK + FP + START 13 Storm: JP + FP + SK + START 14 Jubilee: SP + FP + SK + START 15 Rogue: JP + SP + FP + LK + START 16 Psylocke: FK + START 17 Juggernaut: JP + FK + START 18 Iceman: SP + FK + START 19 Colossus: JP + SP + FK + START 20 U.S. Agent: FP + FK + START 21 Shadow: JP + FK + FP + START 22 Sentinel: SP + FK + FP + START ----------------------------------------------------------------------------- -- ------------------------------------------------- III. SUPER MOVES: Supers are one of the things that make MvC really fun to play and can be quick tide turners if you connect with one. They are also quite flashy sometimes. At the bottom of the screen is your super meter which you can fill up to 3 levels. You do so by attacking, comboing, doing special moves, getting hit, etc. Basically, everything except walking and jumping fills it up. Some moves do it faster then others such as a JP fills it much slower then a FP. Doing a super involves a certain motion and certain buttons. You automatically start each fight with one level of super filled. Most individual supers only take one level to do and involve pressing two punch or kick buttons. However, it is usually safer to press all three punches or kicks to insure that the super comes out. Team Supers: QCF + FP + RK You need: 1) 2 levels of super meter filled and 2) both your fighters left to be able to do the team super. Then, your current character will do his team super move while your resting character will jump in and do his/her team super move. Usually, a very safe way to change characters if you've got 2 super meter levels that you don't need otherwise. ----------------------------------------------------------------------------- -- ------------------------------------------------- IV. MAGIC SERIES: One of the things that makes MvC stand out (good or bad) from other fighting games is the so called "Magic Series" of each fighter. This is the ability of each fighter to link their attack buttons together while attacking. To do the series though, you have to connect with the first hit. It doesn't matter if the opponent is blocking or not. Each fighter has a ground, jumping, and super jumping magic series. For example: Strider's ground magic series is the Hunter series. This means that on the ground, he can link all six buttons (or any other combination) together while attacking his opponent. So if he was on the ground and hitting Ryu, he could hit JP, SK, SP, FK, FP, RK. Or he could skip a few and do JP, FK, FP, RK. However, he can not cycle backwards through the buttons such as JP, FK, SP. He can only, on the ground, go from punch to kick and only by increasing strength. I really hope this is understandable as this is essential to being a good player at this game. Here are the Magic Series I know of although I'm not sure if they are all in MvC: 1) Hunter Series: defined above 2) Weakest to Strongest: Basically, you can link a weak(JP or SK) to medium(SP or FK) to strong(FP or RK) Remember, you can also just do JP – RK or FK - FP. You don't have to do all the buttons. 3) Weakest to Any: Able to link a weak(JP or SK) to one button of stronger strength. 4) Punch to Kick: Shuma Gorath had this ground series in MSHSF. You can only do, one punch of any strength to one kick of any strength. Venom has this ground magic series. 5) Kick to Punch: I think Blackheart had this in MSHSF (but I don't play him AT ALL). Other then that, I haven't seen anybody else with this series. 6) None: Characters, like Dan in MSH, have no ground magic series. You can't link any buttons together. ----------------------------------------------------------------------------- -- ------------------------------------------------- (These next couple of sections I mostly just copied from Mig's page. He explains it better then I do anyway. Thanks for letting me Migs!) V. LAUNCHERS: Launchers are without a doubt, some of the most important normal moves in the game! They are essential for setting up air combos and if you don't know your characters launcher, then you are going to have a lot of trouble with your offensive game! I've included the specific launcher for all the characters in their individual sections. The definition of a launcher is a move that is done on the ground that knocks your opponent upwards and unable to block! All launchers can be canceled into super jumps by simply pressing up immediately after contact is made! Get to know the properties of your characters launcher because some of them knock the opponent up in strange angles and heights! Normal Launchers This is the generic version and every character has one. They knock the opponent up at a good height and can be used both as ground offense and air defense! Roundhouse and Fierce are often the most used buttons for launchers, therefore they have quite a bit of recovery time! Learn how to chain moves before these so that if you know that an opponent will block, you can do a move that will give you relative safety instead of attempting the launch! The Regular Launcher Aside from the normal kind, there are certain other kinds of launchers that have special requirements! Small launchers cannot be followed by a super jump because they only knock the opponent slightly upwards! However, these are extremely quick and if they connect, your opponents are unable to block while they are knocked upwards! These are often used in cooperation with Air launchers because they set them up perfectly! Examples of small launchers are Spiderman's C.Forward and Wolverine's C.Strong! Air Launchers - (The type I will list in my character sections (me, as in Ed, not Migs!)) The final kind of launcher is the Air Launcher! Air Launchers often have more combo possibilities than regular launchers because of the height that they knock the opponent up! They can be used as air defense or chained after a small launcher! However, if done while the opponent is firmly on the ground, they will not be launched! You can still super jump right afterwards, but the opponent will remain on the ground! Examples of air launchers are Spiderman's S. Roundhouse and Hulk's S. Roundhouse! AC Finishers AC Finisher is an abbreviation for air combo finisher and quite simply put, it is a move that will finish an air combo! These can be normal moves, special moves and even super moves! The idea is that after one of these moves are done in an air combo, the opponent will be knocked across the screen and you will be unable to attack him any longer! This is a phenomena known as the Flying Screen. Knowing which moves are AC Finishers is a valuable part of being a combo master! AC Finishers are valuable because they prevent the opponent from counter attacking you, they do the most damage and they are visually impressive! Not doing an AC Finisher makes you look like a loser and your opponent even has the opportunity to attack or air throw your sorry ass if you mess up an air combo! I have listed down all the possible AC Finishers that the characters can possibly do in their individual combo sections! I have also made the possibilities very flexible because instead of writing specific moves, I usually just put "AC Finisher" as the last move in and Air Combo! It's up to you to pick which to do, depending on your skill level! Examples of AC Finishers are Ryu's strong throw, Wolverine's Drill Claw and Hulk's SJ.Fierce! ----------------------------------------------------------------------------- ------------------------------------------------- (Okay, back to my writing. Thanks again Migs!) VI. DOUBLE ATTACK MODE: DTB SP+FK This is a completely new feature in Capcom's fighting games. It takes up 2/3 levels of supers and it calls in your other character (jump kicking in) to attack with you. You control both of them as well! The trade off for using up your levels of supers is the ability to have unlimited supers for about 7 seconds or so. This isn't as cheap as it may, at first, seem to be. For the most part, anyone I've seen using this move (including myself) has pretty much starting doing continuous Super motions and hitting the buttons. Obviously, awesome ticking damage if done right but you can block everything (I haven't tried special grab moves but you CAN throw during the double super). However, I did the following situation once and had it happen to me once as well (I'm pretty sure). The guy I was playing did the double move and about half way through his time meter I decided I would do the double move too! So here we are nailing each other with supers and stuff having fun not really knowing what is going on. His time meter runs out and then I pull off some more supers. When his time meter ran out, he paused for a second to taunt or something and got nailed! This also happened to me once as well! So there are apparent weakness to this thing but I need to experiment more. One cool thing is that you can double launch and do an air combo with both your fighters. I did it once with Cap A. and Strider by getting on opposite sides of the other guy and crouching FP which is both of their launchers. I'm not sure if both your characters have to have the same launcher but at least I know it's possible! So my overall opinion of this feature is at the moment: low to loathing. In fact, I think it's really stupid. It promotes button mashing and doesn't seem to have any real strategy (other then the obvious) involved. I'm going to have to give a arcade-playing thumbs down on this feature but I will do further research on the matter. Luckily, most scru. err players seem to have no idea how to do it. They can't seen to read the instructions on the machine or something. ----------------------------------------------------------------------------- -- ------------------------------------------------- VII. MISCELLANEOUS INFORMATION: (This stuff is important in knowing to get better so read it!) Recovering Energy: Your fighter who is resting will regain energy up to the red part on the lifebar so switch out every once in a while to regain energy. I think the more energy you can recover is dependent on how you lose it. A long combo will allow more recoverable energy. So if you were to choose losing the same amount of energy from three separate FP's or a combo done on you, you would choose the combo. Throws: Throwing is simple. Every character can do it in the air or on the ground. Just get right next to opponent and push F or B and SP/FP or FK/RK. In the air, it requires more timing and most characters can only throw with either a punch or kick button. Tech hitting is a way to get out of a throw or lessen the damage of a throw. I'm pretty sure you just push forward and your character's throw button just as you get thrown. To lessen the damage, do the same just as you hit the ground. It may be different in MvC although it doesn't seem so. Throws have returned to their former XSF glory where you can, with many characters, OTG someone right after you throw them unless they roll! I always like that feature even though I don't throw much so I'm happy it's back! OTG's: OTG means "on the ground". In the game, OTGing someone means hitting them while they are laying on the ground say, after a roundhouse trip or AC Finisher or a super. Only certain moves can OTG a downed opponent before they get back up. Rolls: Rolling is very important when playing against advanced players. It keep you from being OTG'd into longer and more damaging combos. Even better, you can often counter attack someone who has tried to OTG you. To do it, as you hit ground after begin knocked down in some way, do the following motion: QCF + any punch The punch used determines the distance rolled where JP is a short distance and FP is all the way across the screen. This is how I always do it although there probably other ways to do it. It requires some practice but once you got it down, it becomes almost automatic. Canceling: In MvC, you can cancel ANY of your normal moves at ANY point in the animation of the normal move with a special move regardless of whether or not you actually hit the opponent with the normal move. All you have to do is do your normal move and immediately do the special move. You can also cancel normal moves with supers, character switches, helper characters, and even taunts! For example: If you were Ryu, you could do a FP(standing, crouching, or jumping) and while the FP animation is going do a fireball and he will cancel his FP into a fireball. Same goes for this being essential to being a good player. And let's not forget: THE TAUNT: This move is useless. Wait, no I believe Chun Li's and probably Morrigan's taunts count as strikes. But otherwise they are useless. Or are they? They leave you totally open for a sec to attacks so why use them you may wonder? Well, for one, they're really fun to use when you want to rub your opponent's face in his total defeat. And two, they also make your opponent want to attack you much of the time. You ever see Dan taunt a guy in MSHSF? I did cause I used to do it all the time when I played Dan. With him, you could taunt in the air, on the ground, while rolling; he even had a Super Taunt move! Boy, did this make the other guy want to attack me. This can make your opponent predictable and you can exploit that. Don't taunt if you don't really know when you can or you will be eating it! Oh and lest I forget, to do a taunt push start while on the ground. ----------------------------------------------------------------------------- -- ------------------------------------------------- I know I've forgotten things but I think that's about it for now so on with the fighters!!!!! I'm also going to have a special section for what powers Rogue could have stolen from each character had she been(is hopefully!?!?!?) in this game. Rogue was in XSF and was one of my, if not the, favorite characters. So if you Capcom guys ever stumble upon this, PUT ROGUE BACK IN A FIGHTING GAME! A word on my combo rating system: Each combo section will have three skill levels: Easy, Intermediate, and Hard. Easy combos: Combos that require barely any stick movement and need no real timing. Practice these if you are beginners! Intermediate combos: Combos that require stick movement and need some timing to pull off. Hard combos: Just like intermediate combos but require skills such as dashing and OTGing and knowledge of your fighter's abilities. For short: j. will mean a jump in c. will mean crouch sj. will mean super jump I've basically come up with these combos on my own although some I've picked up from other people or sites or have seen. Some of them may not be true combos in the sense that your opponent can block some of the hits but the combos may catch them off guard for extra hit(s). And remember, some combos will only work on certain sized characters like Hulk or Zangief. If a combo doesn't seem to work against someone like Megaman, either it just won't work or you can try taking out some hits in your combo. If you know of a combo that you believe WORKS for sure, please send it in and I'll go test it. NOTE: One thing I decided not to do is put in throw combos in which you throw someone and then OTG them into more combos before they get up. However, a lot of the fighters can OTG after some of their throws! Just off the top of my head, some people who can are Gambit, Wolverine, Strider, and War Machine. VII. THE FIGHTERS! Marvel Characters: Captain America: Even though I've never played Marvel Super Heroes (which was his first fighting game appearance) this guy was THE MAN in MSHSF. Well, at least in my opinion. With that big ass shield of his and his Final Justice among other things, he (in the right hand, namely mine) dominated everybody else. Here's the moves: Launchers: SP (If opponent is hit out of air) c. FP Magic Series: Ground Magic Series: Weakest to Strongest Jump Magic Series: Weakest to Strongest Super Jump Magic Series: Hunter Series AC Finishers: FP, RK, Shield Slash Shield Slash (ground, air): QCF + punch Jab version - Throws shield along ground at opponent. Can OTG. In air, throws forward diagonally down Strong version - Throws forward at Cap's head level In air, throws straight ahead Fierce version - Throws forward and a bit diagonally up Also throws up diagonally in air * Cap can lose his shield if he throws it and then moves before it comes back to him. To pick it up, simply walk over it. Eventually, if he doesn't pick it up, it will drop on him from the top of the screen. Stars And Strips (ground): DP + punch Button used determines height jumped up. This is Cap's dragon punch and comes out more horizontally then Ryu's dragon punch. A good anti-air move as it has good recovery time (or at least the JP version does) and comes out very quickly. Good damage too. Charging Star (ground): HCF + kick Cap charges at his opponent with his shield in front of him. Button used determines distance traveled with SK being the shortest and RK being the farthest and fastest. Since Cap has gotten back his speed from MSH this move is a bit more effective now. It combos well but still, don't use this move too much because even though it cancels fireballs, after hitting the fireball Cap slows down a bit and he has HORRIBLE recovery time from it. Just as bad as Hulk's after hitting a blocking opponent with his Gamma Charge! However, if you are close and you know your opponent is going to throw a fireball, do it with the RK. Cartwheel (ground): HCB + punch Cap does a cartwheel forward. The distance gone is the same for each button. While he doing the cartwheel, Cap is invincible to fireball attacks but not to anything else anymore! This includes throws (not sure about special grabs like Morrigan's Vector Drain) as well. He can still go through opponents though. A good surprise move if done every once in a while. Opponents will see Cap do this move and often think A) either he's going to appear on the other side of me so I better block the other way or B) I should try to attack. But they won't be able to make up their mind in time and so will often end up just not blocking as Cap ends the Cartwheel animation. Guess what to do next? Learn the distance Cap goes so you can decide if you want to end up in front of your opponent or behind. Do this especially if you've got your opponent on the run. Just remember, don't get too obvious with this by doing it a lot. SUPERS: Final Justice (ground): QCF + PP Cap pauses for a sec and then charges at his opponent yelling FINAL JUSTICE! If it connects, he throws his opponent up and the catches him while their falling and proceeds to beat the crap out of them. After about 7 or 8 hits he tosses them up again and jumps up, catches them, and suplexes them to the ground. An awesome finisher to a round. His flashiest and funniest Super to connect. Unfortunately, it can be hard to connect with this one. It didn't combo in MSHSF. It DOES combo in MvC if you are close enough to your opponent. Still, once you get the timing down pat, you can punish almost any mistake your opponent makes with it. It will not go thorough fireballs and he is not invincible during it but it has great recovery time so if your opponent blocks it, start quietly jamming on Fierce to smack him when he tries to walk up and throw you or hit you. Hyper Stars & Stripes (ground): DP + PP His fastest and most easily comboable super but also his worst recovery time super. Basically, he rushes across the screen doing in order, his JP then SP then FP versions of his Stars & Stripes ala Ken's Shoryu Reppa. This super will OTG an opponent. Hyper Charging Star (ground): QCF + KK Basically, a super version of his Charging Start. It is a GREAT chipping Super. He is invincible to all Beam Supers (even Gamma Waves I think) during this but he has a slow start time, so try to do it when you know the opponent has no choice but to block or be hit or if you're going to combo it. It also has virtually no recovery time as well so only the best (or luckiest) players will hit you after it. Team Super: If Cap is your current character then he will do Hyper Stars & Stripes. If he is the resting character, he will jump in and do his Hyper Charging Star. Variable Counter Move: Cap will jump in doing his SK Charging Star * He has double jump ability COMBOS: Easy Combos: 1) JP, FP, cancel JP Shield Slash Intermediate Combos: 1) j. FP, c. SK, c. FK, c. RK, JP Shield Slash (OTG) 2) j. FP, c. SK, c. FK, cancel Hyper Stars & Stripes 3) j. FP, c. JP, c. SP, c. FP, sj. JP, sj. SK, sj. SP, sj, FK, AC Finisher Hard Combos: 1) j. JP, j. SP, dash, c. SK, FK, FK, cancel Hyper Stars & Stripes The FK will hit twice if you push the button twice. 2) Cartwheel, c. SK, c. FK, cancel Hyper Stars & Stripes Try Cartwheeling through fireballs up close or through your opponent to cross them up. 3) Final Justice, c. SK, c. FK, cancel Hyper Stars & Stripes If your opponent blocks the Final Justice, he will often try to walk up and throw you. But since the FJ has such great recovery time, turn the tables on them by pulling off another combo! You'd be surprised how often this works! Or you could use the Hyper Charging Star in place of the Final Justice for better chipping damage! 4) SK, FK, RK, cancel Final Justice/Hyper Charging Star Yes, this combo works again! Awesome! You just have to make sure you are very close when you hit them with the RK and then cancel fast. The full combo only seems to work on large opponents though. 5) j. JP, j. SP, dash, c. JP, c. SP, c. FP, sj. JP, sj. JP, sj. JP, double jump, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP, sj. JP (OTG), c. SK, c. SP, c. FP This combo is just so damn awesome. But it's really hard to get the OTG part to work. I forgot the timing on it and I can't even do it anymore. But I know it works. In any case, experiment. 6) j. JP, j. SP, dash, JP, SP, FP, cancel Final Justice/Hyper Charging Star Done without the shield. If you don't want to dash always, just do JP, FP to make sure it connects. If you end the combo with a HCS and with your opponent completely in the corner, you can follow it up with ac. SK (OTG), c. SP, c. FP. STRATEGIES: Cap is one of the better characters to have on your side. He's a great combination of speed, range, and power. When you are on the ground, the FP cancel JP Shield Slash should be a constant in your arsenal as it will leave you safe from counter attack and will take chip damage. Always be on the look out to connect Intermediate Combo #2(minus the j. FP) for some quick damage. Cap's SP is good anti-air and will launch into combos. Use it against opponents who end up a bit in front of you as they are jumping in. In the air, rely on Cap's FP when leading into attacks or keeping away your opponent because the shield has such great range. In air battles, if the FP connects but they block, cancel into a JP Shield Slash for chipping damage. Don't forget about his RK in the air however. A regular air RK makes Cap kick straight forward with good range but if you push D RK, Cap will kick almost straight down with one foot. Use the D RK if you are coming in right above your opponent as it has better priority and range then his FP. Use that double jump ability to it's fullest! Use it to get close to and to get away. Use it to trick an opponent into doing an long delay anti-air move and miss. Use it to get behind people when they try to catch you with a long lasting super as you fall! These are the basics of Cap so learn them. Rogue section: Could take Cap's ability to use his shield. So if Cap dropped his shield, Rogue could pick it up and use it but only throw it at one height. That'd be awesome! ----------------------------------------------------------------------------- -- ------------------------------------------------- Gambit: I always thought this guy was about style and really quick fingers. You be the judge of that. Along with Rogue, these two formed my XSF team. They were an awesome combo I thought. Besides, they are in love with each other. Or are they still? I don't really know anymore. Why does he look so dumb on the character select screen? Someone get him some Aspirin! Anyway, here are the moves: Launchers: c. FP Magic Series: Ground Magic Series: Hunter Series Jump Magic Series: Hunter Series Super Jump Magic Series: Hunter Series AC Finisher: FP, RK Kinetic Card (ground, air): QCF + punch Basically, Gambit pulls out a few cards and charges them with kinetic energy (changing the cards potential energy to kinetic energy, thank you very much physics class!) and then he tosses them at his opponent. A very unique "fireball". JP comes out faster then SP which comes out faster then FP. The reason for this is that it Gambit takes more time to charge up more energy using FP then he does using JP. When released, it's invisible and practically travels across to the other side of the screen in an instance. Because of the invisibility factor, it often catches your opponent napping. So wake them up with it. Other fireballs will cancel with it but it is the fastest projectile move (not including moves like War Machine's Shoulder Cannon which is a beam move) and is hard to counter. If it hits, the opponent is stunned for a bit as the cards appear on them and then they fall to the ground as the cards explode. Depending on which button you use, JP leaves you a split sec. more to hit your opponent while FP leaves you a full second to do whatever you want. However, FP rarely connects as it takes too long to actually come out so stick with the JP version. The down side is that even the JP version takes a split sec to actually be released so you can't combo it unless you are RIGHT NEXT to your opponents. Whatever normal move you want to cancel the JP Kinetic Card with (usually the standing RK) you really have to be touching your opponent when you hit them with the normal move and then you have to cancel very quickly. Otherwise, if you try and do the standard Ryu DFK (Crouching Forward Kick) cancel into fireball, the opponent has a small window of time to jump over the cards and nail you. In the air, the cards will go down at about a 45 degree angle. Trick Card (ground): QCB + punch His anti-air move. Only use this move when you become very good at Gambit. It's kinda like Cyclops's FP optic blast. It goes up and forward at an angle but takes a long time to come out! Even the JP version. The FP version? Don't even think about it. However, it comes out much faster then it's XvSF Counterpart (i.e. The FP version in the game is about as fast coming out as the JP version in XvSF) so if you do happen to hit them in the air with this, you have all the time in the world to do whatever you want as not only are they stunned, but they have to fall to the ground too. You just have to be quick in recognizing that you did, indeed, hit them! It can also hit really tall standing opponents (like Venom) who are standing right next to you. This does happen sometimes because you will do this move on the ground and it will take them a split sec. to realize that you did it and then not block as they try and walk up to hit you. Guess what happens when they come out of their blocking stance? However, don't rely on this move very much unless you know exactly how to use it(i.e. they are Super Jumping and you can time it so they land on the Trick Card as they come down). Use the standing RK for more effective anti-air. Cajun Slash (ground): DP + punch Gambit attacks forward with his staff. Different punches do different things. His JP version is, if you want to be an effective Gambit player, gonna be one of your primary weapons. It's got great range (almost half the screen!), has little recovery time (but more then XvSF damn it), and comes out extremely FAST! We are talking about the ultimate counter here. Basically, Gambit swings his staff forward in an arc extremely fast. It also moves him forward a bit. Opponents safe combos aren't so safe anymore with this move! His SP and FP version are both three staff-slashing moves. The difference between the two is that the, the SP version makes him do a hopping downward attack first which will OTG while the FP's second hit will OTG the opponent. The FP version is better to put into combos, while the SP should be used after knocking down an opponent. Cajun Strike (ground): CDU + punch or kick An often overlooked move. Best used in moderation though. Pushing UB makes him jump to wall behind him while pushing UF makes him jump to the opposite wall. If you then push in the opposite direction after touching the wall, he will jump to the other wall. Depending on which kick button was used, pushing a kick makes him quickly jump kick to a certain area of the screen. Pushing a punch will give you control over him after touching the last wall. You can move him around much like you would Bison after his Head Stomp move. Pushing punch again while he is rolling down in the air will make him slash downward. So move him around to confuse your opponent and then at the last second hit punch when you are next to/above your opponent. This is also a great escape move and has almost no recovery time. SUPERS: Royal Flush (ground): QCF + PP His super from XSF. He tosses his staff straight up nearly to the top of the screen and starts throwing a whole deck of charged cards straight at you. Ram on the buttons for more hits. Try to time it so the opponents body is at the same level as Gambit or else you won't get that much damage. For instance, if Ryu does a FP Dragon Punch (Shoryuken) and while he's hanging up there in the air, you can immediately do the super. Of course Ryu will only be hit about 7 or 8 times for pathetic damage as only his legs will be hit by this move. Learn the timing! Pluses: It still OTG's and does great damage! The staff also can still be used as anti air if an opponent is right above Gambit's head and will knock the opponent down usually into the oncoming cards. Minuses: Can we say delay time? After doing the move, Gambit turns and says something and looks all cool and everything. Of course if he has not hit his opponent, he won't be looking so cool after he eats a super while standing there. The delay time has been toned down since XSF but still, it's there. Go ahead and do it on guys with no fast long range capability (i.e. Zangief, no super levels), if your opponent has like two or three pixels of life left, or if you know you will hit. Do not ran domly do this against guys with beam supers or you will suffer! Cajun Explosion (ground): QCF + KK (Right of Screen) QCB + KK (Left of Screen) I'm happy that Gambit got a new super and even happier he got such a useful one! He jumps to the corresponding wall and then releases several HUGE charged cards which hit the grround and explode! This acts much like Hulk's Gamma Wave or Venom's Death Bite in that it will carry the opponent across the ground like a wave. Unlike the other two however, the cards reach up to almost the top of the whole screen so opponents usually can't super jump over it! It's a semi-useful super in crossing up the opponent. It also has great recovery time so don't expect to hit him after he jumps down off the wall. Try using this Super during Double Attack Mode to cross up your opponent. Team Super: He does his Royal Flush. Obviously a good damaging super to have! Variable Counter Move: Does his JP Cajun Strike. COMBOS: Easy Combos: 1) c. SK, c. RK, cancel Royal Flush (OTG) Don't do this against people who roll! 2) SK, FK, RK, cancel JP Cajun Slash Intermediate Combos: 1) j. FP, j. RK, c. SK, c. FK, cancel FP Cajun Strike 2) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher 3) JP Kinetic Card, JP Cajun Slash The JP Kinetic Card gives you just enough time to nail them with a Cajun Slash. Hard Combos: 1) Trick Card, Kinetic Card, Royal Flush I've never actually done this whole combo but it should work. The Trick Card will hit them out of the air and then time the Kinetic Card to hit them as they fall to the ground and then nail them with a Royal Flush! The hard part is hitting them with the Trick Card and them timing the Kinetic Card. 2) j. FP, j. RK, dash, c. SK, c. FP, cancel Royal Flush The tricky part is getting close enough for the c. FP so that when you do the Royal Flush, the rising staff will knock your opponent back down into the Royal Flush. Not much damage but very stylish. 3) j. FP, j. RK, dash, SK, RK, cancel JP Kinetic Card, FP Cajun Slash You have to be REAL close to hit them with the JP Kinetic Card. I mean, REALLY, REALLY close. If you are too far away after the Kinetic Card, just hit them with the JP Cajun Slash. 4) Cornering Strategy: JP Kinetic Card, JP Cajun Slash, JP Cajun Slash, repeat Many, many times. Your opponent will block the Kinetic Card and stop blocking for a sec. Nail them with the JP Cajun Slash. If they block that, try another one! This works a lot! Once you get good at this, alternate the timing of the moves meaning wait a sec before doing the first or second Cajun Slash. 5) j. FP, j. RK, dash, c. JP, c. SK, c. SP, c. FP, Trick Card, Kinectic Card, Royal Flush This is basically a way to connect Hard Combo #1. After the c. FP which launches them a lot of people will come down attacking and get nailed by the Trick Card. If you want to for example, connect the FP Trick Card you would have to cancel almost immediately after you launch them. There are a lot of variations on this move and I've even gotten two Kinetic Cards to connect before the Royal Flush so experiment with it. You could even launch them again. STRATEGIES: Gambit is a tricky character to play. He doesn't really overwhelm you like say Cap. A can but he can defeat you with quick attacks and combos. His major offensive weapons are his JP Kinetic Card, JP Cajun Slash, and jumping/crouching FP. His major defensive weapons are his air JP Kinetic Card, RK, and crouching FP. I can't stress how important I think his JP Cajun Slash is to Gambit. Make sure you learn how to quickly pull of the motion to hit an open opponent. It has great priority too against physical attacks. You can even stop supers like Spiderman's Crawler Assault! Learn to do his j. FP, j. RK to lead into jump attacks. Many people will be surprised that he can chain the two before he hits the ground. If you want to keep away an opponent, mix JP Cajun Slashes with jumping JP Kinetic Cards. The jumping JP Kinetic Cards are confusing to dodge because they are invisible. Then let them through and nail them with the standing RK. The c. FP can be use as well but only if the opponent is close to you. However, as anti-air, it's got great priority. Gambit's air combos have tricky timing. I find it easiest to connect all the hits if I attack as early as possible on the way up. It seems strange because his launcher knocks them so high up but I find that's the only way to do it. His j. SK is one of my personal favorite ways to keep away characters who like tto meet you in the air because his foot sticks out so far and for so long and will stop opponents more often then not. It also annoys the hell out of people who play that way :) Rogue section: Well, in XSF she got the kinetic card move so I guess that's what she gets here too. But where does she pull out the cards from. ----------------------------------------------------------------------------- -- ------------------------------------------------- Hulk: In the comics Onslaught took over this guy and severely messed with him and tried to make him kill Cable. So, in the game, sometimes you have to fight a much faster version of him in secret matches. At least that's my theory. Some people say it's the Thing but that sounds too lamee even for Capcom to do Let me just say one thing that can sum up Hulk's game plan for you. I watched someone BEAT (albeit barely) the first version of Onslaught by standing there trading hits with Onslaught using Hulk's S. Fierce. He is a POWER character. Keep that in mind. Here's his moves: Launchers: c. FP (second hit) RK AC Finisher: SP, FP, RK Magic Series: Ground Magic Series: Weakest to Any Jump Magic Series: Weakest to Any Super Jump Magic Series: Weakest to Strongest Ground Wave (ground): QCF + punch button Very high damage/priority fireballish type move. Hulk will do his animation for his crouching FP and literally rip up the ground, sending it in a ground wave across the screen. The fact that he does a crouching FP, added with the Ground Wave itself, keeps him relatively safe from people who try to jump over and attack. In fact, try doing this move sometimes as someone jumps at you. Always try to cancel his long delay normal moves (especially his FP's) with this move. The JP Ground Wave only goes 1/3 of the way across the screen while the FP goes all the way across. Gamma Tornado (ground): HCB + punch button To me, this is just an insult move! Ranks right up there with Dan's Super Taunt. Hulk will extend his arm forward and reach for the head of his opponent and if he connects he will start twirling his opponent around and around BY HIS HEAD! He will then toss him away like so much garbage. Besides the obvious visual hilarity of this move, there are several other reasons I call this an insult move. Hulk's opponent can block this or in some cases simply duck it! Also, if Hulk misses, he is totally open to any sort of counter attack. Plus, it really doesn't do too much damage. If I were going for hard damage I definitely would rather do a FP or some other combo. There ARE some interesting combo possibilities such as C. FP (one hit) cancel into JP Gamma Tornado. Or at least this combo was possible in MSHSF. You can also try and catch jumpers with his but don't count on it working very much! The JP version comes out quicker then the other two (although still not quick enough to avoid counter attacks) and it does less damage. The FP version spin your opponent around several times more then his JP version but it comes out sllllloooowwww. Anyway, in general, don't use this move if you are trying to win unless you are really good at Hulk and know how to connect with it! Gamma Charge (ground): CDU + kick button CBF + kick button This is a high risk, but useful move. Hulk, if you do the CBF motion, will quickly charge across the ground using an energy barrier to protect his frontal area. If you connect with your opponent or you do the extra motion early enough, you can push in any upward direction with a kick and redirect Hulk in that direction still doing his Gamma Charge! Same thing goes for his CDU motion except that the first charge will go up and any additional redirection can go from up to forward. Sounds good right? Now here is the BIG minus: If he misses or especially if the opponent blocks, he will be counter attacked in a hurry. If he does it upward and misses he can still redirect but as he falls back down he will not be able to block. And Hulk is a HUGE target. Let me clear it up even more: When he does the ground version against a blocking opponent, he is basically putting himself as close as possible to the opponent as one can be. There is no distance between the two fighters. Let me clear it up EVEN more: if you do the ground version against a blocking opponent, you will be hurt (unless your opponent sucks hard!) So why do this move? Well, following Hulk standards, this move hurts like hell. It also negates Fireball moves, just like Cap's Charging Star. But it works better then Cap's so you can do it through a fireball and still hit most of the time. Of course, timing is important. Also, you can escape most things if you miss in the air and immediately change direction to charge forward so that when you fall, your opponent will hopefully be to far away to hit you(well, not including super moves). SUPERS: Gamma Wave (ground): QCF + PP His most damaging super if used correctly. And this is saying a lot! Basically, he does a Ground Wave that will, if it hits, carry the opponent all the way to the other side of the screen (people who like to go whomping on the beach will know the feeling!). However, it only goes a certain distance now and if you are in the corner and do it, the Gamma Wave will only go most of the way so maybe it isn't his most damaging super. Don't even try jumping over the Wave and attacking Hulk! I don't believe that it can be done without being hurt! So try doing this when a opponent is about to land in front of you from a super jump and likes to attack a lot. They will be chewing on tons of dirt! Gamma Crush (ground): QCB + PP Awesome anti-air super! Hulk Gamma Charges up at the opponent, out of the screen, and comes down holding a huge rock smashing the opponent. Hulk smash! Some important things to know: when Hulk initially jumps up, he will automatically try to hit the opponent. If the opponent is on the ground, Hulk can still hit him if he is close enough. If he does hit the opponent, they will automatically be knocked over while Hulk soars up and grabs the rock(where the heck does he get it?) and then will automatically come down crushing the downed opponent. On the way down however, you can control him. So even if you don't hit opponent on the way up you can try to land on the other side of them and cross them up. If you don't touch the stick, Hulk will automatically try to hit behind the opponent on the way down. So try to move him into the opponent. This super has semi-long recovery time but for some reason you don't often get hit after doing this and missing. Always try to hit the opponent on the way down because after you hit them (blocking or not) you will jump away where as if you land away from them, you will bounce right next to your opponent. Gamma Quake (ground): QCF + KK This works almost exactly like Iceman's helper move. I'm not sure why they gave Hulk this one. He slams on the ground and many rocks and rocklike things fall to the ground from above. I guess that since smart players can super jump above the Gamma Wave, Capcom wanted to give Hulk some definite hit type of super. However, the range on this thing kinda sucks as it doesn't even reach to the other side of the screen. I'm guessing this does better chipping damage then either of the other two. His slamming on the ground will also hit opponents so I believe this super combos. It probably OTG's as well. I guess you can tell I haven't experimented much with this super. Team Super: Does his Gamma Wave. Variable Counter Move: Does his Gamma Charge along the ground. You can also redirect it (just like you always would and should after connecting the first Charge)! * It is important to note that Hulk has Super Armor meaning that he can take two weak hits without reeling. He can actually take a hit from a fireball without stopping! However, jumping FP and RK will automatically make him reel back and sweeps will automatically knock him down. This is one instance where the magic series and canceling and combos becomes important because you cannot beat a good Hulk player by jump FP/RK or sweeping him all day! COMBOS: Easy Combos: 1) FP, cancel JP Gamma Wave Ok, this isn't much of a combo but that FP takes off so much and if your opponent blocks, just cancel into Gamma Wave. 2) JP, FP Simple but painful! 3) c. FP, cancel Gamma Crush Make sure you maneuver Hulk onto the knocked over opponent cause sometimes he'll miss. Intermediate Combos: 1) c. SK, c. FK, cancel RK Gamma Charge, redirect U RK. A high damaging combo that every Hulk player should learn. This hurts like hell! 2) j. RK, c. FP (one hit), cancel Super Gamma Wave The first hit of the FP does not launch so make sure you cancel before the second hit comes out. 3) j. RK, c. SK, c. FP, sj. JP, sj. FK, AC Finisher Ouch, ouch, and ouch! 4) j. SK, j. FK, c. FP, sj. JP, sj. SP, sj. RK (OTG), c. FP This is a real simple but showy offy combo. It doesn't even take much timing. You can also add on more hits in the middle but I haven't really tried. You just have to do it in the corner. 5) j. RK, c. FP, cancel U RK Gamma Charge, redirect U RK The second Gamma Charge hit can be hard to connect sometimes. Don't do it too early or you will miss. Hard Combos: 1) j. SK, j. MK, c. FP (one hit), cancel JP Gamma Tornado, FP (OTG), cancel JP Gamma Tornado. This only works if Hulk is in the corner. He will toss the opponent into the corner where he can then OTG them. Very hard timing to get used too. Only seen it done a few times myself. 2) j. punch throw, j. RK (OTG), c. FP, cancel Gamma Crush This is another show off combo. However, the Gamma Crush will only hit on the way up and not on the way down. Beats me why. Must be some rule. Try doing a Gamma Quake or Wave. Or air combo them. But this one just looks cool even though you kinda screw yourself. STRATEGIES: Rogue section: She could get Super Armor or if that's too much, she could just get the Gamma Wave. ----------------------------------------------------------------------------- -- ------------------------------------------------- Spiderman: The first comic book I remember reading was about the Xmen (back in the days when they had those nasty blue/yellow costumes) confusing Spiderman with some ultra evil Spider guy or something and they fought it out. Ever since then Spiderman was one of my favorite comics (alongside X-books). Like most of the returning old characters, he doesn't seem to have changed much with the exception of a new super. He's still his quick, dominating self! Here are his moves: Launchers: SP RK (if opponent is hit out of air) AC Finisher: FP, RK, Web Swing, Web Ball Magic Series: Ground Magic Series: Weakest to Strongest Jump Magic Series: Hunter Series Super Jump Magic Series: Hunter Series Web Ball (ground, air): QCF + punch Spiderman's "fireball". He shoots out a blob of sticky webbing that will, if it connects, completely encase his opponent in webbing and make them unable to do anything (hint: including blocking). The time it takes for them to break out of the webbing depends on which punch button you use. JP gives you no time to hit them while FP gives you all the time you need to do a combo/super/throw/taunt/etc. Just don't do another Web Ball! The downside is that the FP practically never connects because it takes forever just to come out so you may want to just use the JP and SP. However, as an example: since sometimes it can be hard to hit Ryu after a missed Dragon Punch with a Maximum Spider, try using the FP Web Ball to set him up for you. In the air, it comes down at about a 45 degree angle and the same button-time rules go. You can only fire off one in the air though so don't think you can stay up their forever firing off Web Balls you keep away players! Web Swing (ground, air): QCB + kick Spidey uses his web to quickly swing forward feet first. This move OTG's. It also goes through opponents. Other then that, I can't find a great use for this move. The bad part is that if you miss, you are totally left open and if you do it in the air, you can't block on the way down. And since this move almost always moves you toward your opponent, you'd better make sure you hit with this move most of the time. It used to be useful in swinging over beam supers while in the air but now that he has an air dash, I don't use this move much. The kick button used determines the distance he goes. Spider Sting (ground): DP + punch Spidey's really awkward looking altered Dragon Punch. Effective though. It is a two hit uppercut but only if you hit the punch button twice. The first hit knocks them up and the second hit sends them into the ground. If you hit them out of the air but don't hit the button a second time, they go flying way up just like they would if you hit them with a air launcher. If you forget to hit them the second time, just wait for them while they come down and try different things. For instance, try hitting them with the Web Throw. Web Throw (ground): HCB + punch I think that Capcom has this Insult Move department somewhere where all the people do is come up with really insulting moves for their characters to use. The Web Throw must be a product of this dept. Spidey shoots out a single line of webbing. The direction he shoots it out depends on which punch is used (JP forward, SP 45 degrees up, FP straight up). If the webbing connects, he starts swinging his opponent around and around over his head and then throws him away. Spidey then follows it up with a taunt motion! Does good damage too. However, if your opponent is too far away (all the way across the screen), it just hits him for less damage. Hard to connect because it takes a bit longer then his Web Ball to come out but it leaves him relatively safe afterwards as long as he hits the opponent (whether or not they block) so play around with this move to learn the timing. The SP may combo in certain launching situations but I'm not sure. Try using the JP against people who like to dash in and attack (i.e. Wolverine and Strider). They'll get a face full of webbing! SUPERS: Maximum Spider (ground, air): QCF + PP Still a cool move! Spidey will jump back against the wall and then launch himself forward. If he connects, the opponent gets hit up while Spidey bounces all over the walls punching and kicking them. You have partial control of Spidey so in the beginning you have to direct him toward his opponent. If you don't move the stick up or down he'll just fly straight forward. After the first hit, try and move him toward the opponent so they won't fall on the ground. You can OTG them once if they do hit the ground but only once. But as long as you try and hit your opponent, the computer seems to do most of the redirection work for you. However, the jumping on the wall is a really OBVIOUS indicator of this super so don't expect to pull this off randomly and hit with it. Also, if you miss or they block, Spidey will bounce away and give your opponent a long damn time to hit you with almost any super. That's why you don't do this move randomly. You will be punished if you do! Nail them with this if they make a long recovery time mistake. You can try and surprise them while they fall from a super jump and so can't see you on the way down. This used to go through beam supers but since beam supers seemed to have gained a lot of priority, I don't know anymore. For instance this doesn't go through Ryu's Shinku Hadoken. Crawler Assault (ground): QCF + KK Spidey's chipping super. He rushes across the ground quickly doing a bunch of his normal moves. OTG's easily so do you can do it after a RK sweep. Leaves him relatively safe after if they block. Sorry, not much else to say about this super. Ultimate Web Throw (ground): QCB + PP This has some interesting possibilities. Spidey jumps up quickly and releases a large cobweb. If he connects with it, Spidey goes to the center of the screen and starts spinning in place while holding on to his opponent via the web line. After many rotations, he lets go of the web line sending his opponent flying. The good thing about this is that it's pretty fast and even if it misses, Spidey has little recovery time from it. Also, it seems to go through beam supers! I did Megaman's Hyper Megaman on the computer Spiderman who quickly pulled off this super. Just as my beam and rockets and other stuff started to connect with him he fired out the webbing and he got me! However, the range on this thing sucks! It doesn't cover much of the screen area. Team Super: Spiderman will do his Crawler Assault. Variable Counter Move: I believe he does his jab version Spider Sting. I'm not sure if you can do the second hit or if it is done automatically. Haven't played Spiderman in MvC much! *Has Air Dash (Tap F twice or all punch buttons, remember?) and can jump off walls COMBOS: Easy Combos: 1) c. SK, c. RK, cancel Crawler Assault For some reason, this seems hard to roll out of so use it a lot if you want to. Intermediate Combos: 1) j. JP, j. SP, j. FP, c. SK, c. FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher You know it, I know it. Use it all the damn time! Personally, I think the best AC Finisher is the JP Web Ball or the FP/RK as it sets you up to come down pressure attacking them as they recover! Hard Combos: 1) meet opponent in air, j. JP, j. SP, jump, j. JP, j. SK, j. SP, j. FK, AC Finisher The timing on this is tricky but if you are able to catch someone in the air while you are falling during a normal jump, you can hit them a few times, land, then jump straight up and quickly do an air combo! Sounds impossible but that's how fast Spiderman is! I wouldn't be surprised if Strider or Wolverine could do this too! STRATEGIES: Capcom kept Spiderman true to his comic character. To be an effective Spiderman is to be an annoying Spiderman. Jump around all over the place. Dash back and forth (if only just to piss off your opponent from constantly hearing Spiderman's dashing sound). Taunt like crazy. Toss out Web Throws all over the place. And then, after making your opponent angry at you, jump in and attack them while they're careless. Spiderman is quick so you have to be quick too with your fingers to effectively pull of his combos. Out of all the fighters, he's probably got the fastest attacks. He can even do a jumping three hit attack on Wolverine! Learn Intermediate Combo #2 and it's variants as that will be one of your big combos that you will want to pull off all the time. His jumping and standing RK both have awesome priority so use them as much as possible. Spiderman is one of the few that rule the air because he can jump so high, can jump off walls, and now has an air dash. So constantly stay in the air with him! Don't rely on his supers very much because, for the most part, they are extremely hard to connect with. Learn how to cross up your opponent with Spiderman. One of the most effective ways to cross up an opponent is to jump attack them and hit them a few times, then land on the other side of your opponent attacking. Spiderman's so fast that it can be confusing just to figure where he is, not to mention how hard it is to block all his attacks. Remember, he's not a power character of any sort. You have to learn how to combo quickly with him by pressure attacking like crazy. Rogue section: Hmm, this is a little tough. How about increased speed? That's something Rogue lacks. ----------------------------------------------------------------------------- -- ------------------------------------------------- Venom: A combination of Eddie Brock and some alien symbiote from outer space. They both hated Spiderman (although not anymore I think). Thus was born Venom. He always kicked Spiderman's ass in the comics whenever they fought. It was kinda pathetic but Spiderman miraculously always figured out away to beat Venom just like he does for everyone of his enemies. Sometimes it got a little too far-fetched. Anyway, here are the new guys moves: Launchers: SP Magic Series: Ground Magic Series: Punch to Kick Jump Magic Series: Punch to Kick Super Jump Magic Series: Hunter Series AC Finisher: FP, RK, Venom Fang Venom Fang (ground, air): QCF + punch Venom's most useful move because of it's speed and quick recovery time. He will turn into a large black blob with a head and quickly jump forward a certain distance in a low arc. The distance he goes is dependent on the punch button used. This is very useful against fireball guys because the Venom Fang will go over all types of fireballs. And because of the extremely quick recovery time, you don't have to worry much if they are able to block. Just don't try and land on top of them with this move because if they block, they will be able to hit you afterwards. Instead try and hit their front. Use this in the air as well for quick surprise attacks like for instance if you are jumping backward, use this to suddenly spring forward. This move also OTG's. Venom Rush (ground): QCF + kick This move works much like Omega Red's crouching RK's. Venom will send his symbiote through the ground which will then rise up and attack and then retract toward Venom. The distance it goes depends on the kick button used. The SK, which appears right in front of Venom, is good anti-air if done fast enough and can combo well but the other two versions (especially the RK) just seem to leave him way too open to attack. The RK, if missed, just gives the opponent an eternity to counter attack while Venom is retracting his symbiote. Quick opponents can even see the RK version coming toward them and super jump or dash forward. I stick with the SK for the most part. Web Throw (ground): HCB + punch Basically the same as Spiderman's Web Throw move. But since he's taller, Venom shoots out the webbing at different heights. If it connects, Venom slams his opponent on the ground a couple of times and then throws them away. One thing I've noticed is that a lot more people will get hit by this move then Spiderman's because when playing Spiderman they think, "Oh no, I'm playing Spiderman so I better be more careful!", but when they play Venom they think, "Large, easy target! Dash in and attack!" so use this to your advantage by catching them with the JP Web Throw or other versions if they try to super jump in. SUPERS: Venom Web (ground): QCF + PP Venom flashes white quickly and then jumps to the middle of the screen and release a huge amount of webbing that covers almost the entire screen (possibly not the very edge though, not completely sure). If the opponent is not blocking he will be webbed up and then Venom will jump on him and auto- combo him with recycled animation ending with a Venom Fang. It seems I'm able to connect with this the most in crossing up the opponent when they are just a little bit in front of the middle of the screen. Two problems: the flashing white part is an OBVIOUS indicator of this move so don't pull this out of nowhere and expect to hit. The second problem is that if your opponent is remotely close enough to the middle of the screen, after blocking they can nail you as you fall to the ground. This happens to me a lot since I most often use this move in trying to cross up my opponent so you have to be careful about that. This is one of those super that you can try on those super jump happy people who like to come down and attack. Since they can't see you flashing white, they will be hit a lot as well. Death Bite(ground): QCF + KK See Hulk's Super's Gamma Wave. Ok, ok. I'm just getting lazy with descriptions. But that's basically what this super does. Venom will send wave upon wave of his symbiote to attack his opponent and if it connects will carry them all the across the screen. Unlike Hulk though, Venom will not trade hits with things like beam supers because if he is hit, the symbiote disappears whereas Hulk's Super Gamma Wave will keep moving forward and interrupt the opponent during their beam super. I probably should have stuck that fact in Hulk's section. Also, unlike Hulk, this super will go as far as possible so it's very effective if you are in the corner. Watch out though because it has semi-long recovery time. Example: you can hit Venom after doing his Death Bite from across the screen with your own Death Bite! The Death Bite will also OTG. Team Super: Does his Death Bite super. Variable Counter Move: Does his JP version of his Venom Fang move. *Also has Air Dash. Ground punch throw encases opponent in webbing for short time. COMBOS: Easy Combos: 1) c. JP, c. RK, cancel JP Venom Fang(OTG) 2) SP Throw, c. SP, c. FK, cancel Death Bite The SP Throw is not necessary but makes it easier to pull off. A bit cheesy though. Intermediate Combos: 1) j. RK, SP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher 2) j. FP, j. FK, dash, c. SP, c. RK, cancel Death Bite 3) j. FP, j. FK, SP, cancel SP Web Throw You can combo the Web Throw after the launcher anytime as long as you launch them off the ground. Hard Combos: 1) j. FP, j. SK, SP, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP/RK, cancel FP Venom Fang, Web Throw The added sj. FP or sj. RK is a bit hard to do but looks awesome! Try and get as many hits out of either one before canceling into the Venom Fang. If you end the air combo in the corner, try and grab them with the Web Throw as they fall down. 2) j. FP, j. SK, SP, sj. JP, sj. SK, sj. SP, sj. FK, SP Air Throw, Death Bite (OTG) This only works if you are in the corner. If you do the Death Bite JUST as you land you can OTG them. Or alternatively, you could do a team super. STRATEGIES: Rogue Section: Hmm, another tough one. I guess she could use the symbiote but that would be kinda far-fetched. I don't see anything else though. ----------------------------------------------------------------------------- -- ------------------------------------------------- War Machine: Who the hell is War Machine? Ok, I know who he (isn't he Rodney, Ironman's friend) is but why him and not just Ironman? I heard there was some copyright thing going on but doesn't Marvel own both Ironman and War Machine? There really shouldn't be much of a difference in giving permission I would think. Oh well, I know nothing about copyright stuff anyway. Here's his (or Ironman's) moves: Launchers: RK Magic Series: Ground Magic Series: Hunter Series Jump Magic Series: Weakest to Strongest Super Jump Magic Series: Hunter Series AC Finisher: D FP, RK, JP Shoulder Cannon Shoulder Cannon (ground, air): QCF + punch (or kick on ground) WM will shoot a beam from a shoulder mounted gun. On the ground, punch will shoot the beam out at shoulder level while kick will shoot the beam out at about knee level. The strength of the button used determines how long the beam lasts and how many hits it does. The JP/SK versions come out faster then the FP/RK ones which last longer. Great chipping damage so try and end all ground combos with this move. Be careful as it has bad recovery time so if you miss entirely with the beam, you will probably be counter attacked and get hit. Many characters can duck the punch beams so use the kick beams against them. Be careful though because they may predict what you are doing and jump over the beam and attack you. Mix the two up. Repulsor Blast (ground): HCB + punch This move is a "better hit or be punished" type of move. War Machine will send out four beams in different directions above his head, one after thee other. Good anti-air if the attack as virtually nothing gets through it. However if they block, you're in trouble because the recovery time on this is HORRIBLE. The FP will send out longer Repulsor Blasts then the other two but also has the worst recovery time. Even if you hit, the opponent can sometimes roll when he hits the ground and recover before you do! Stick witht he JP. If you want to use this move for maximum damage, try doing it just as they are above your head so you can hit them with as many of the 4 beams as possible. Never, ever, ever, do this when your opponent is on the ground! I don't know, maybe it combos? Smart Bomb (ground, air): SP + SK Another keep away move. War Machine unloads two bombs from his shoulder packs that travel downward in a curve. They seem to come out fairly slow but they can actually combo on the ground I think. Use this move a lot during flight to keep away jumpers. Flight (ground, air): HCB + kick to start and end flight War Machine will launch himself into the air using boot jets. He can then fly around for a long time before a) you stop him or b) stops by himself after a certain amount of time. The good thing is that he is very fast and maneuverable during this mode so it can be hard to hit him. The bad thing is, he can't block at all. Still, to me the good outweighs the bad as you can quickly get out of this flight or you can surprise them with the Knee Dive. Knee Dive (air): D + FK WM comes down at a steep angle knees first. Not as annoyi.. um, useful as Wolverine's Head Stomp move. Still, you can chain a FP or RK after it and then lead into a combo. An unlike Wolverine's you don't have to super jump to add the extra hit. During flight mode, try using this move to come down quickly on them when they least expect it. SUPERS: Proton Cannon (ground): QCF + PP War Machine garbles something and then a big ass Proton Cannon appears out of nowhere and lands on his shoulder. He then proceeds to fire a big ass proton (I'm guessing) laser that will hit even ducking opponents. The Cannon itself takes a sec to materialize. In that time, War Machine can be knocked out of the super. But the Cannon formation can also knock opponents, especially ones that are jumping at you, into the beam so it's a bit risky to attack him. It can be effective anti-air because of this fact if you time it right. If you notice fast enough that WM is doing the super and are close enough, dash in and attack. But don't jump at him! Semi-long recovery time afterwards so be careful. Try and catch them at long distance or in the air with this so by the time they land and dash up to you, you will have recovered. Star Destroyer (ground): QCF + KK I ended a match with this move and Venom's Death Bite and I got Death Star as my finishing move! Wait, no that was Cap A and Venom. That was pretty funny. Anyway, this works a lot like Ken's Shinryuken. War Machine will face you and a large pack of missiles and such appear on his back. A huge beam then erupts upward with missiles rocketing up. They then come down. They track your opponent when coming down but fast characters can avoid them by dashing forward and can even counter attack you after dodging the missiles! Semi-long recovery time here too so only use this move when appropriate, like when they are high above you. Team Super: Proton Cannon of course Variable Counter Move: Does his Repulsor Blast. * Can control air FP direction with controller (UF, F, DF). Can chain two standing JP's. Has Air Dash while flying. COMBOS: Easy Combos: 1) SK, RK, cancel Star Destroyer Intermediate Combos: 1) SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, sj. U FP, cancel JP Shoulder Cannon Make sure you a up FP or you won't get them with the S. Cannon. Hard Combos: 1) Knee Dive, j. D FP, SK, RK, sj. JP, sj. SK, Flight, JP, SP, U FP, cancel JP Shoulder Cannon I think you can add on more hits after the Flight mode too! STRATEGIES: Rogue Section: Can't do it. She has to physically touch him in order to take any powers. Actually, with Venom, she'd be touching the symbiote and taking it's powers so maybe that wouldn't be to far fetched! ----------------------------------------------------------------------------- -- Wolverine: I never played this guy in any vs game and I still don't. But to all you button mashers out there, enjoy! Actually, he is one of the better developed comic book characters, not to mention one of the more popular ones as well. Everybody always complained that he was to cheap but I don't think so really. He's just so easy to play as almost all his normal and special moves have awesome priority and recovery time. Here are his chea... um, moves: Launchers: RK Magic Series: Ground Magic Series: Hunter Series Jump Magic Series: Hunter Series Super Jump Magic Series: Hunter Series AC Finisher: FP, RK, Drill Claw Berserker Barrage (ground): QCF + punch Wolverine runs forward slashing like crazy as if there's something jammed up his butt. The punch used determines how far he goes, how many hits he does, and how long his recovery is. The JP has virtually NO recovery time. I mean, practically zero, zip, nada, none. Use this version a lot in your combos for good chipping damage and your opponent will never be able to retaliate. Tornado Claw (ground): DP + punch He jumps into the air twirling around with one claw extended. Basically his version of an uppercut. This is the move that seems to come out the most if you spaz on the controllers. Pretty good anti-air and multi-hitting as well. Standard uppercutting rules apply. How many of you Wolverine players out there actually realize he has this move? Drill Claw (ground, air): Hold a direction + SP + SK In whichever direction you hold, Wolverine will fly in that direction with one claw extended straight out. It's a pretty good surprise move and his best AC finisher but it's got bad recovery time as he will bounce off his opponent afterwards and not be able to block much like Spiderman does if he does his Maximum Spider on a blocking opponent. Still, a useful move. For instance, if you want to get away from an opponent who is expecting you to land in front of them, Drill Claw away in the opposite direction. Berserker Slash (ground): QCB + punch Of course, they give Wolverine a new move but not anybody else! When done, Wolverine just sort of quickly rushes forward a certain distance and does one big FP slash. The distance he goes is determined by the button used. This move will go through almost everything including your opponent. The actual slash is what touches the opponent. Recovery time is decent but try to judge what distance he needs to go to hit his opponent or you may end up on the other side and be counter attacked easily. Useful against fireballers, as a surprise attack, covering distance, getting out of corners, etc. Geez, as if he needed another advantage. One thing I will say is, please, try and use this move you Wolverine players. Maybe you'll learn some other cheesy tactic with it. And at least I'll see some variety. Head Stomp (air): D + RK God, I hate this move. IMO it's even better then his XSF version. Wolverine will come straight down with his foot extended and then bounce away after hitting you. You can counter attack him then if you're really fast. But if he super jumps above you and comes down with this move, he can add on another Attack (I think another RK right you dumb Wolverweenie players out there!) and not bounce away and then proceed to combo you as he touches the ground. I mean, that defies his magic series! He does two RK's in a row! What is that?! This is so hard to counter against especially, if you are in the corner unless you character switch or super or something like that. So I guess I have to say that this is an EXCELLENT cornering/comboing strategy move. Just don't get too obvious with this move by always jumping way up above your opponents head and coming down because you will eat super! SUPERS: Berserker Barrage X (ground): QCF + PP Wolverine runs forward slashing like crazy as if something was stuck..(oh wait, already said that). slashing about oh, a million times. Combos practically off anything as it comes out extremely fast. It has a large amount of recovery time though so be careful with it. The last slash ends them flying away and you can OTG them as they hit the ground as they can't roll. Weapon X (ground): DP + PP Pretty impressive super. Wolverine pauses for a sec and unsheathes his claws. Then he runs forward as if somet. wait, he runs forward like a bat out of hell and if he connects, will auto-combo his opponent. He will not go through fireballs and the like anymore so use that to your advantage and fireball away! It still has good recovery time so don't worry too much about being counter attacked if they block. Fatal Claw (ground, air): DP + KK If anybody can point out to me one instance in the comics when Wolverine could do this, please do so! Wolverine jumps forward into the air and suddenly releases all this energy in the shape of a large X. He can easily cross up an opponent with this since the energy "blades" goes all around him. He can't block afterwards as he falls to the ground so watch out for that. You're probably only going to want to do this in a ground combo. Berserker Rage (ground): QCB + PP Wolverine does a big slash (which hits) and becomes about twice as fast and loses almost all recovery time (as if he ever had any) for some time. The initial slash will also hit. Not sure if you can pull off the pseudo infinity he had in MSHSF using this super but go ahead and try. I've heard the most he can get now is just 3 FP's before the opponent is knocked too far away. Many possibilities open up with this super so try different things. Team Super: As usual, he does his Berserker Barrage X. Variable Counter Move: Does his Berserker Barrage * Can jump off walls. Can chain two standing/jumping SP's together. COMBOS: Easy Combos: 1) Get near opponent, spaz like crazy Ok, this sounds like I'm kidding but, sadly, I'm not. I can't really tell you what will happen cause it's just random stuff that always seems to come out at the most inappropriate times. 2) JP, SP, FP, cancel FP Berserker Slash Intermediate Combos: 1) j. JP, j. FK, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj. SP, sj. FK, AC Finisher 2) Super jump, Head Stomp, sj. RK, c. JP, c. SK, c. FK, c. FP, c. RK, cancel Fatal Claw I don't even know why I'm putting this combo in the intermediate section, it's so damn easy. 3) j. JP, j. FK, c. JP, SP, SP, cancel Berserker Barrage X, SP, SP You can add on the extra SP's or something else if you are in the corner. Hard Combos: 1) j. JP, j. SP, dash, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj. SP, sj. FK, Head Stomp, sj. RK, c. SK (OTG), FK, RK, jump forward, SP Air Throw The tricky part here is making sure you are high an close enough after the sj. FK to do do the Head Stomp, sj. RK. Then you will fall to the floor faster then your opponent allowing you to OTG. After the RK, wait a split sec and then jump and air throw them as they fall! Absolutely evil! At least this combo involves skill. 2) Cornering Strategy: Any ground combo that ends with c. RK, cancel JP Berserker Barrage Wait a sec before canceling into the JP Berserker Barrage. This is so evil because it's so hard to counter attack if they block the Berserker Barrage! Just figure out how to cycle back into this strategy after the first time cause I'm not telling! STRATEGIES: Wolverine is simply the absolute best fighter, no questions. The combos listed above don't even come close to the amount he has in his arsenal. He's the fastest fighter, extremely small, got great priority/recovery/range on so many of his moves, awesome throw range and priority, etc... Just go all out offense when you play Wolverine and you can often just overwhelm an unprepared opponent. He can easily match and beat anybody in an air or ground battle because of his high jumping ability and his quick speed. Try and dash in with a c. SK to start your combos because it has such great priority and is so hard to counter. Learn how to quickly super jump over your opponent and pull off Intermediate Combo #2. It will so easily lead you to victory you won't believe it! If you ever need to do some easy damage, just look to connect a JP which can easily chain into a very high damaging super combo. Rogue Section: The Berserker Barrage was really useful to her so that's what she should get in this game as well! ----------------------------------------------------------------------------- -- ------------------------------------------------- Capcom Characters: Captain Commando: This guy I think was supposed to be one of Capcom's mascot (Captain Commando). For some reason, no one ever remembers the recent action arcade game that starred Cap C. and his 3 friends. I do. It was a good game I thought but now he's on his own (sorta). His three friends will help him out in certain moves and grabs. He can be both an effective keep away character or an offensive one. Here are his moves. Launchers: c. SP RK AC Finisher: FP, RK, Captain Fire Magic Series: Ground Magic Series: Hunter Series Jump Magic Series: Weakest to Strongest Super Jump Magic Series: Hunter Series Captain Fire (ground, air): QCF + punch Cap lets loose a burst of flame from some secret opening in his arm. The flame comes out fast and goes all the way across the screen no matter what button pushed. Very useful in keeping away enemies unless they decide to super jump. The recovery time isn't great so don't do this move much if the opponent is very close to you! Captain Corridor (ground): QCB + punch If your opponent decides to super jump at you, try doing the Captain Corridor. Cap pounds the ground causing a pillar of energy to rise up almost to the very top of the screen so it can even nail super jumpers. JP makes the energy pillar appear closer to Cap then the FP version does. The difference is slight, but noticeable. Use JP when they are right above you. Do not do this move much when your opponent is on the ground because Cap has large recovery time after doing this move. Will OTG as well so try comboing it after a RK sweep. Captain Kick (ground): QCB + kick Cap does a very Dan Gale Kick like move. He quickly flies across the screen kicking several times with his feet on fire. The button used determines the distance gone forward and the height gone up. The RK will go above even the tallest opponents unless they are close so stick to the SK or FK in combos. Not nearly as safe or useful as Dan's Gale Kick (there's a first!) because of the recovery time and the poor hit accuracy. It's may be good as anti-air though. Plus it's also useful if you want to get away from your opponent. Commando Strike (ground): QCF + kick Cool move! Cap pauses while he signals for his teammates to help him out. The SK calls Ginzu(?), the ninja who appears slightly above and in front of Cap. Ginzu will then fall forward to the ground striking at anything in his path with his sword. Good move to use in cornering opponents. FK calls Mack (that zombie with knifes) to fly above Cap from one side of the screen to the other with knifes spinning like a helicopter. It is supposed to be anti-air but is hard to connect unless you correctly guess that your opponent is going to jump at you. The RK call the baby in his mech to come down and shoot a big slow missile straight forward. This missile takes way to long to come out so it is a somewhat useless move. Just use the Captain Fire if you want a long distance move. Your teammates can even act like shields for you as if they get hit, they fly away. One of thhe problems is that Cap pause during this move giving quick opponents time to hit him with a Super so make sure you try to use each individual teammate when the correct situation arises. SUPERS: Captain Sword (ground): QCF + PP Cap and his teammates brace themselves as they use some sort of gun that releases a huge laser directly up. They then swing the laser down 90 degrees. Good anti-air and can combo off his RK launcher. Decent recovery time but really quick opponents can nail you with certain moves/supers afterwards. Do this against opponents who like to super jump directly above you and then come down attacking. Captain Storm (ground): QCF + KK Cap's auto-combo super. It's visually awesome! Cap will rush across the screen and sort of do a small uppercut at the other side of the screen. If he connects, his opponent will fly into the air and him and his teammates will each have a turn at smacking them. Then while the opponent falls, Cap nails them with a Captain Corridor and then his 3 teammates appear behind him while the opponent falls to the ground. Now if Cap misses or the opponent blocks. well, just don't do this move out of the blue because he has horrible recovery time. The little uppercut at the end can hit opponents who try to jump up or over you as well. Also, as Cap rushes across the screen in the beginning, he will duck under fireballs! That ability makes this super extremely useful! Think of it as the new Weapon X! He can al so OTG the opponent afterwards if he is close enough! Note: This doesn't work against Roll! Hehehehe. try it! Team Super: He does his Captain Sword. Variable Counter Move: Does his Captain Corridor COMBOS: Easy Combos: 1) c. SK, c. FK, cancel FP Captain Corridor You can stick in a c. RK after the FK but they may roll so watch out! Intermediate Combos: 1) j. FP, c. JP, c. FK, c. FP, cancel JP Commando Strike/Captain Fire Hard Combos: 1) j. SK, j. FP, dash, JP, SK, RK, cancel Captain Sword, c. SK (OTG), RK, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher Awesome combo! To OTG after the Captain Sword, you have to be mostly in the corner. 2) j. SK, j. FP, dash, c. SK, c. FP, cancel Captain Storm, c. SK (OTG), RK, cancel Captain Sword, c. SK (OTG), RK, cancel Captain Sword, c. SK (OTG), RK, sj. JP, sj. SK, sj, SP, sj. FK, AC Finisher Can we say OUCHIE? Have never completed this full combo as the second Captain Sword always seen to screw up. So maybe it doesn't work. 3) j. FP, dash, c. SK, c. FP, cancel Captain Storm, OTG and keep going. All I can say is that I wish it was this easy to connect with the Final Justice! Just make sure you cancel fast and are close when hitting with the c. FP. STRATEGIES: Captain Commando is definitely one of the best characters. I'd say he's around the 5th or 6th position. The reason is because he's got good speed, has high damaging easy combos, 3 other helpers, and basically is a very versatile fighter. CapCom can be a very effective cornering/offensive player. When you jump in, if you want to be safe, always use the FP which has great range and priority to lead into combos. Always look to try and connect Easy Combo #1 and it's variants. Use his helpers in a variety of ways to keep the opponent cornered. For instance, after doing a ground combo that ends with a Captain Fire, do a SK/FK Captain Strike and repeat. Throw in your helper too to keep them guessing. If they jump at you, do a Captain Storm or a c. SP to push them back into the corner. The same tatics can be used to be a great defensive player as well. If you want to keep them all the way across the screen from you, keep mixing up Captain Fire's, FK/RK Captain Strike's, and Captain Corridor's to play a very annoying keep away. CapCom also has great air throw reach. Often, you'll find yourself accidentally air throwing them went you want to just hit them. Rogue Section: Well, Cap. C's powers seem to come from his suit only so what would Rogue take? I guess the Captain Fire. Whoever said fighting games made sense anyway? ----------------------------------------------------------------------------- -- ------------------------------------------------- Chun Li: The queen of street fighting is back in her like 10,000th fighting game appearance. Well, okay more like around 7 or 8 appearances. Whoever said age slows down a person! She's aging like a fine wine (or something)! She is easily a favorite among players because of her speed and abilities and the fact that she's one of the few classy female fighters out there. Here are her moves: Launchers: RK Magic Series: Ground Magic Series: Hunter Series Jump Magic Series: Hunter Series Super Jump Magic Series: Hunter Series AC Finisher: FP, RK, Lightning Legs Kikoken(ground): HCF + punch Chun Li's Fireball that they gave to her way back in SSFII. Probably the worst fireball. For one, it's really small. It can't be done in the air. It's a HCF instead of a QCF motion. It's comboable but good Chun Li players really shouldn't use or rely on her fireball very much. Use her kicks instead. Mini-Kikosho(ground): CBF + punch This is a quick charge motion. Chun Li will release a bubble of energy in front of her. It seems like it's good anti-air to use if the opponent is jumping in and is going to land a bit in front of you. One advantage is that it has better recovery time then the Rising Bird Kick. Lightning Legs(ground, air): - her signature move! push any kick rapidly Do I have to explain this move? She kicks like crazy covering her whole frontal area. If you want, you can keep ramming the kick buttons and she will keep kicking practically forever. You might want to try doing that in the air to psyche out an opponent. It will also OTG so a standard combo for her is to sweep (D RK) and cancel into this move. Even if they roll or push block before the Lightning Legs come out, you can simply stop pushing the buttons and you will be safe. Stomp Kick(air): D + FK This is her other signature move and, along with the Lightning Legs and the wall jump, is her only original move left from SFII. Ah, them good ol' days when I was just starting to play the game. I remember seeing SFII when it first came out tucked away in a corner of my arcade. Anyway, this move has incredible priority. Use it when ever you are right above your opponent or even if you are slightly to the left or right. If it hits, do it again and keep pushing the FK to chain into Lightning Legs. If you want to be an annoying Chun Li player, use the following method: jump on opponent, Stomp Kick, Double Jump up, Stomp Kick, Triple Jump, air dash, repeat. This can really piss off an opponent but watch for those anti-air moves/supers! Rising Bird Kick (ground): DP + kick Her kicking version of a Dragon Punch. She jumps up and slightly forward feet first, kicking multiple times. This is great anti-air. But only use it as that as doing it on grounded people will more often then not leave her open to attack, even with the SK version. Axe Kick (ground): HCB + kick Chun Li will flip forward and kick. Her foot acts somewhat like a downward chopping ax (thus the name!). Awesome anti-turtle move as it can only be blocked standing. The SK makes her jump up the highest and go forward the least while the RK makes her barely jump off the floor and makes her go forward quite a bit. A good strategy is to keep doing the crouching FK to make them block low, and suddenly do the RK Axe Kick. Neck Breaker (ground): OC (offensive crouch-remember that?) + kick This move was used a lot back in SFII but in the vs series it's been pretty much forgotten. Chun Li will jump way up, flip over, and come down kicking. It will knockdown the opponent. It's good to do every once in awhile as it can frustrate the opponent by making them want to attack you with an anti-air move without giving them much time to pull off the motion. Back off after doing it a couple of times as opponents can quickly figure out how to get around it (i.e. quick Dragon Punch, partner switch, throw, etc.) SUPERS: Kikosho (ground): QCF + PP She releases a huge dome of energy that basically makes her invincible to all attacks as it completely surrounds her. This has become a great chipper of damage so use this when your opponent has 7 or 8 pixels of energy left. It OTG's as well. It combos off a FP but be careful as it will leave her open for a LONG time if the opponent blocks. Try using it on those Wolverine and War Machine players who like to jump way up and then come down with their stomping moves. Senretsu Kyaku (ground) - super version of Lightning Legs QCF + KK Chun Li will rush across the screen doing her Lightning Legs move. This move combos off a FP also and it is still a good chipping super. It will leave her very open if the opponent blocks or she misses though. Hazan Tenshou Kyaku (ground) DP + KK She will do a super version of her Rising Bird Kicck hitting multiple times. All hits will combo off her RK launcher if you cancel quickly. I'm pretty sure that you can OTG after the opponent hits the ground. Yet again, if missed, she will be left very open to attack so be careful with this super. Shichi Sei Sen Kuu Kyaku (air): QCF + KK Loosely translated, Seven Star Air Kick. I can't express how awesome I think this move is!!!! It even works as an AC finisher if you cancel fast and time it right! She will pause, and then quickly shoot across the screen. This is my best description of what she does if it connects: Remember how Wolverine's Weapon X ends with a slow motion thing? If you connect with Chun Li's, she does a slow motion move that looks like she kicked right through the opponent while the background turns black (you can still see Chun Li and her opponent) and big Chinese(?) characters appear on the screen around her. Then the whole background starts going crazy, looking like a million fireworks have gone off in the background. That's about my best description. You just have to see it for yourself I guess. Even if you miss or they block, you will almost always be safe because of her quick recovery. Team Super: She does her Kikosho if she is the active fighter. If she is the resting character, she will do her Senretsu Kyaku (Super Lightning Legs). Variable Counter Move: I'm almost sure she does a Kikoken as that is what she did in MSHSF and XSF. * She has triple jump ability, an air dash, and can jump off the wall COMBOS: Easy Combos: 1) c. FK, c. RK, cancel Lightning Legs (OTG) 2) c. FK, c. RK, cancel Senretsu Kyaku The super should hit them before they can roll. Intermediate Combos: 1) j. JP, j. SP, SK, RK, sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku This combo just hurts! Way too easy to do for the damage it does. 2) j. JP, j. SP, c. SK, c. FK, c. FP, cancel Senretsu Kyaku, Lightning Legs Do on the Lightning Legs afterwards so that when they get up they eat enormous tick damage! Hard Combos: 1) j. JP, j. SK, j. SP, dash, SK, RK, cancel Hazan Tenshou Kyaku, c. SK (OTG), RK, sj. JP, sj. SK, sj. SP, Stomp Kick, Stomp Kick, Lightning Legs You don't have to add on the extra Stomp Kick and can just go into the Lightning Legs. The timing is a bit tricky on this one. 2) j. JP, j. SK, j. FK, dash, JP, SK, RK, sj. JP, sj. SK, sj. SP, Stomp Kick, sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku After the Stomp Kick quickly hit the JP. This looks so damn cool! Yes, you CAN do an infinite instead but I HATE infinites so don't do them! 3) launch, sj. JP, sj. SK, sj. SP, sj. FK, sj. RK, sj. SK (OTG), SK, FK, RK You have to of course, do this combo in the corner. Wait literally, a split- sec in between the SP and FK so that the the second hit of the RK will hit them above you. This is a pretty cool combo. STRATEGIES: Rogue Section: In XSF she had the Kikoken but it wasn't really that useful. Maybe the mini- Kikosho? Or the Lightning Legs? That would look kinda absurd though. ----------------------------------------------------------------------------- -- ------------------------------------------------- Jin Saotome: Umm, I don't have much to say about this guy. The new Dan maybe? He's from Cyberbots, a game I played like once or twice in the arcades. He's kinda weird as many of his normal moves look and act like specials. They have really great priority and damage because fire will erupt from his hands and feet for his stronger attacks. The fire attacks take tick damage too! I've changed my mind about all his moves having bad lag time. They only just look like they do. Really, only his standing and crouching RK have bad recovery time. Well, here are his moves: Launchers: SP Magic Series: Ground Magic Series: Weakest to Any Jump Magic Series: Weakest to Any Super Jump Magic Series: Hunter Series AC Finisher: SP, FK, FP, RK Saotome Typhoon (ground): CBF + punch Jin will become a large typhoon and goes forward a certain distance depending on the punch button. You can still see his face in the middle of the typhoon! This move has horrible recovery time so if you don't hit, you're in trouble. Try using this in crossing up an opponent as they jump at you. Since it comes out fast, if your opponent is not expecting you to attack you'll probably hit them. Saotome Dynamite (ground): CDU + punch Jin basically ignites himself and blows his clothes off causing many explosions to take place around him. Excellent anti-attack move and it seems to have pretty good range. Not much willl touch Jin when he doe this move as the explosions around him have total priority. It OTG's too. However, yet again this move has horrible, horrible, recovery time. I don't know why they gave him such bad recovery time on his moves! Try doing a c. RK (which has horrible recovery time) and then cancel into this move. It's all about mind games then as your opponent will eventually learn that you will do the Saotome Dynamite to keep him from counter attacking you and then wait for you to do the move and block it and then work you! I don't do throws much but you could try doing the c. RK and then throw them as they expect you to do the Saotome Dynamite. Saotome Crush (ground): HCB + kick This acts a lot like Sean's Tackle move except it sucks like ten times worse! If he actually connects (which practically never happens), he'll grab his opponent and fly along the border of the screen while driving them into the ground/wall/ceiling for good damage. It's so slow in coming out and so obvious though. It also covers distance so slowly! That's why you'll almost never connect with this move except maybe against the computer. I believe (hope) it has to be blocked low though. Plus, it has good recovery time. Tornado Kick (air): D + RK Jin turns his legs into a tornado and comes down at about a 35 degree angle. It has good priority on it too just like most of his moves. However, it comes down slowly so don't do it when super jumping. It is most effective when quickly doing it just as you jump up. Saotome Fire (ground): Taunt, push punches quickly Okay, this move even more confirms that Jin is supposed to be the new Dan. His taunt is humiliating enough but if you start pushing punches, Jin will rub his towel on his neck faster and faster and get redder and redder and then he'll catch on fire! The fire will also hit jumping in opponents! His face looks really weird then too! Use this move at your own discretion! SUPERS: Brodia Punch (ground): QCF + PP Jin will do his standing FP motion and be backed up by the big ol' fist of his robot. Works a lot like a beam super. It comes out fairly fast and OTG's as well. Combos off many of his moves. Brodia Vulcan (ground): QCB + PP Jin snaps his fingers and a part of his robot pal appears behind him and begins firing away. Jin then jumps into Blodia and if you haven't blocked, a control panel appears at the bottom of the screen with Jin's hands on the firing buttons ramming away on the buttons. The bullets start firing fast enough that you can actually catch opponent jumping in if you activate it fast enough. You can super jump above the bullets though. The recovery time is long enough though that Jin can be nailed by quick Beam Supers after jumping out of his robot. Saotome Cyclone (ground): QCF + KK I can't recall how many times the computer has crossed me up with this super when I'm super jumping over his head. Jin becomes a huge ass tornado that reaches to the very top of the super jump screen. He will move forward a bit automatically as well to try and catch opponents who aren't paying attention. But, like I said, it seems most effective in catching opponents who are way above you. Can also combo off his launcher. Has no recovery time either. Team Super: He definitely does his Brodia Punch Variable Counter Move: Does his Saotome Dynamite * Jin automatically begins glowing after he reaches a certain low level of health and is the last character. It causes damage from his attacks to double and acts like super armor. COMBOS: Easy Combos: 1) SP, cancel Saotome Cyclone You have to be really close when launching them with the SP. 2) c. RK, cancel Saotome Dynamite 3) SK, cancel Blodia Fist Intermediate Combos: 1) j. FP, c. JP, c. FP, cancel Blodia Fist/Blodia Vulcan I don't believe they can roll out of this if you do it early enough as you hit them before they touch the ground! The Blodia Vulcan only seems to connect if you start the combo in the corner. 2) j. SK, j. RK, c. JP, c. SP, cancel Blodia Fist, c. RK The c. RK will hit if you are in the corner. Hard Combos: 1) launch, sj. JP, sj. SK, sj. SP, sj. RK The hard part here is to actually launch them since air combos aren't really in Jin's game. Wait a split-sec between the JP and SK and then quickly hit the rest of the buttons. It is also possible to OTG after if you are in the corner but I've only done it once with a SK before I hit the ground so I'm not really sure the best way of doing it. STRATEGIES: Rogue Section: Well, I guess I would have to say the tornado move as the dynamite move would make her blow off her clothes for a sec (which isn't necessarily a bad thing though)! Actually, the Saotome Crush would be more Rogue-like. ----------------------------------------------------------------------------- -- ------------------------------------------------- Megaman: Another of Capcom's cornerstone characters. Except for the fact that they didn't seem to give him enough powers to call upon, Megaman is, I think, the most interesting new character. He's also my favorite even though he sound really annoying when he talks. You should see his taunt though! He sticks he tongue out and goes, "bleh, bleh, bleh, bleh, bleh" or something to that effect. Since he's a short character, he can be hard to hit with certain moves too. He's a good character to use if you like a defensive character with occasional spurts of offense. Here are his moves: Launchers: RK Magic Series: Ground Magic Series: Weakest to Strongest Jump Magic Series: Weakest to Strongest Super Jump Magic Series: Hunter Series AC Finisher: RK, FP (Mega Buster), Leaf Shield Mega Buster (ground, air): push and hold FP - Can charge infinitely. Let go to fire. As you hold the button, MegaMan starts to glow bright red. You can charge the Mega Buster anytime! Even as you are getting hit or are falling to the ground! Get used to automatically pushing and holding the button down after letting go of the previous shot so that you will constantly have at least a 2 or 3 shot fireball at ready. I'm still figuring out the ratio of seconds held to number of hits the Mega Buster will do but I believe it's around 2 to 3 seconds for every extra hit. It is as fast as Ryu's FP Fireball and since it is only a one button move, you will probably be winning all fireball wars (unless Ryu does his Super Fireball!). The charged up Mega Buster will even OTG! Mega Upper (ground): DP + punch Why did they give him an uppercut? Well, it's your standard uppercut although I don't believe he is invincible while doing it. I guess it's kinda satisfying to nail Ryu with an uppercut after he does one but other then that I barely ever use this move. It doesn't come out very fast and even the JP has semi-poor recovery time too. I would rather do a standing Roundhouse to launch them into a combo. Item/Weapon Change (ground): QCB + kick This move is great! Doing it calls FlipTop down. FlipTop will then walk toward MegaMan and pop out an item which MegaMan has to walk over to pick up. The type of item depends on the kick button used. SK gives him the RockBall, FK gives him the Tornado Hold, and RK gives him the Leaf Shield. I'll explain them in the next section. Item/Weapon Use(ground): QCF + punch (The Leaf shield can be fired off in the air) RockBall - I'm still trying to figure out the usefulness of this move. He shoots out a little rock-soccer ball in at his feet. Then you have to crouch kick it and it will rebound around the screen until either it hits the opponent or it bounces off the 4 walls. It's probably good against large characters and in backing up jump in attacks but the other two items seem to be more useful. Tornado Hold - This is what MegaMan starts each fight with by default. It's a bit like Storms vertical typhoons. When used, he will shoot out a small cell of some sort on the ground at certain distances depending on which punch used. The cell will then release a vertical whirlwind that is about as tall as the normal screen. JP shoots it out right in front of him while FP shoots it out on the other side of the screen. This will also OTG so you can Roundhouse and cancel into a JP Whirlwind Shot. Leaf Shield - Awesome! This will create a shield of revolving leafs around MegaMan that will protect him from one unblocked hit. Kinda like temporary armor. He can also shoot it out and it will hit for about 7 hits. If not used within a certain amount of time (I believe about 7 sec) it will disappear so try use it in a combo. Try to create the shield when you know you won't be hit as it takes a sec to recover from creating it. SUPERS: All 3 supers are very good at chipping away damage Hyper Megaman (ground, air): QCF + PP Behold, Optic Blast! Whoops, wrong guy. But that's basically what it is. It takes up the entire screen and is about as good at doing damage. MegaMan transforms into Hyper Megaman and shoots out a huge beam of death while he sends out all sorts of mechanical animals to attack. Also, an important difference is that it takes a second to comes out so you can be hit out of it. However, the attacker is taking a risk because the actual transformation will hit him/her up and into the super beam. So if you want to be gutsy, a fast fireball of some sort is probably the safest way to interrupt the super before it starts. Rush Drill (ground): QCF + KK This is so cool and funny. MegaMan jumps into his dog, Rush, who transforms in to a big ass drill with wheels. He moves along the ground at his opponent slashing away at their legs. If you push up, they will jump too! The more buttons you push, the more he drills into the opponent. The only problem with this super is that there is a large amount of recovery time and as yet I haven't figured out how to combo this so you will probably be hit after this doing this move if they block. Still, fun to do and a good damage chipper! It also OTG's! Beat Plane (ground, air): HCB + KK Beat (his bird) transforms into a small plane. Then MegaMan jumps into him. This is where the fun begins! You can control them as they fly around the screen and pushing punch buttons will shoot out missiles straight ahead while pushing kick buttons drops bombs almost straight down. Good recovery time virtually ensures that you won't be counter attacked unless you are close to your opponent afterwards so do this or Hyper MegaMan a lot if you want. A good tactic is to do this after quickly jumping over a fireball and you are close to your opponent. Or do it if you are far from some one who has missed a move with semi-large lag time because this super comes out faster then the Hyper MegaMan. Really ram on those buttons to increase damage. Team Super: Does his Hyper Megaman Variable Counter Move: Arrgh again! I'm not sure even though I have used this move several times. Oh well, I'll just say the Mega Upper. Ok, he does his Mega Upper! * Can jump off the wall COMBOS: Easy Combos: 1) N/A at this time. Intermediate Combos: 1) j. SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG) 2) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan It's kinda weird how this combos but Ryu's Shinku Hadoken doesn't. Hard Combos: 1) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, SK, FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, Mega Buster, Hyper MegaMan/Beat Plane Whew, long combo. You have to charge the Mega Buster for a while (about 7 sec or more) to give you enough time to pull off the supers. Also, make sure you time it so the Mega Buster will hit your opponent with all hits. 2) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, c. SK, c. FK, c. RK, Mega Buster, Rush Drill, c. SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher I actually haven't done this yet but I have OTG'd after a Rush Drill so this should work. Charge up the Mega Buster for at least 7 seconds to give you enough time to connect the Rush Drill. 3) j. SK, j. FK, dash, SK, FK, RK, sj. JP, sj. SK, sj. FK, Mega Buster, c. SK (OTG), FK, RK, jump punch throw, c. SK, FK, RK, air combo! Wait a bit between the JP and SK. Only works in the corner. This may be an pseudo-infinite but I always mess up the second AC and they can roll or tech hit out of the throw. Still this is really cool looking. STRATEGIES: Rogue Section: The Mega Buster all the way! She could even charge it infinitely! Hey, hey, would did I say about fighting games making sense? ----------------------------------------------------------------------------- -- ------------------------------------------------- Morrigan: Ported over from Dark Stalkers and, much like the Street Fighter gang was, she's been given more comboing ability and supers and stuff. I never played any Dark Stalker games so I don't know much about her history. But basically she seems to be a Shoto-clone. Like we really needed another one. However, she does have some differences. Here are her moves: Launchers: c. FP Magic Series: Ground Magic Series: Hunter Series Jump Magic Series: Hunter Series Super Jump Magic Series: Hunter Series AC Finisher: FP, RK, Soul Fist, Shadow Blade Soul Fist (ground, air): QCF + punch Your basic Fireball. In the air, it acts like Ken's and Akuma's but it goes down at a slightly steeper angle. However, firing off the fireball pushes her up a bit so, with correct timing, I believe that you can do Soul Fists forever in the air. The punch determines the speed of the Soul Fist: JP – slow, FP – fast. Shadow Blade (ground, air): DP + punch Your basic Dragon Punch move. Notable things are that it comes out very fast and non-JP versions hit multiple times. Like all uppercuts, the JP version will only make her go up a short distance while the FP gives her opponent eons of time to hit her if she misses. Vector Drain (ground): HCB + punch This is funny move! Funny because if she misses, she goes into a really weird looking stance and makes some funny face looking like she's about to fall over. This is a better "taunt" then her actual taunt I think! Anyway, this is a grab move. I'm not sure about the range but it seems like it's about the range of Shuma Gorath's Devitalizer move. She grabs her opponent, lifts them up into the air slowly, then drives them into the ground head first. This grab can be tech-hitted out of but is not blockable. Shell Kick (air): D + RK A good surprise move. She will come straight down with her legs(or wings turned into spikes, I'm not sure) and hit the opponent. She will bounce off the opponent afterwards whether or not they block. Quick opponents can nail you if they block so don't get predictable with this move. However, as you bounce away you can fireball or do another special move that will keep you relatively safe. Do this on opponents who try to walk underneath you and cross you up when you jump. Surprise, surprise! Drill Kick (air): D + FK When done, her legs and wings form a drill that points straight forward while she slowly floats down in the path that she was going. The drill seems to have good priority and is hard to counter because it totally throws off your opponents timing. Be careful with this move though as it can leave her very open as she can't do anything else until she lands or hits her opponent. Flip Kick (ground): F + RK I'm running out of names here. Could someone send in a list of move names that I've gotten wrong? Anyway, another awkward move that makes Morrigan flip forward while kicking hitting multiple times. I thought it was her overhead move(she is a Shoto-clone after all) but I'm not sure. It seems kinda useless other then the fact that it's hard to counter against because no one has seen it before, but who knows? SUPERS: Soul Razor (ground): QCF + PP Well, not much to say about this except for the fact that it's a typical beam super. Her bats circle around her and suddenly form a big ass laser gun with orbiting satellites which she prooceeds to fire at the opponent. Bigger then Ryu's but I think she also has worse recovery time then Ryu's. Silhouette Blade (ground): DP + PP This is your standard rushing uppercut supers. Well, actually there is a big difference. Instead of doing a lot of Shadow Blades at the opponent herself, she sends a lot of silhouettes of Lilith to do her dirty work. They rise up out of the ground one after the other forward and go about as high as Morrigan would if she did her FP Shadow Blade. It's a lot safer to do then Ken's/Akuma's/Cap. A (did I forget anyone?) but it does less damage, especially in the corner. Darkness Illusion (ground, air): QCF + KK Fly's almost completely across the screen and if she connects, another image of her appears on the other side of the opponent and they proceed to auto- combo the crap out their opponent. It comes out really slow though so if you are able to get this to connect in the air, well, good job! Also, it OTG's (but only for one lousy hit)! Eternal Slumber (ground): JP, FK, B, SP, RK (Level Three Super) When doing this move, she reels back for a quick sec and then her and Lilith shoot out a little heart that floats slowly across the screen. If it touches the opponent, pink curtains cover up the screen and Morrigan proceeds to have a little romp with her opponent. No wonder they call it Eternal Slumber! This has got to be seen! Fireballs will cancel the heart though and it is pretty easy to avoid but still, a very good crowd pleaser! Team Super: She does her Soul Razor Variable Counter Move: Don't remember again. At least I don't put stuff up here as fact unless I think I know for sure! You got to give me credit for that! It's probably going to be her JP Shadow Blade. * Has 3 air dashes. F, F makes her go straight forward and then down. UF, UF makes her fly up and then down. UD, UD makes her fly down then up. C. JP will automatically chain twice. COMBOS: Easy Combos: 1) TDB Later. Intermediate Combos: 1) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher Hard Combos: 1) Kill off first character, Eternal Slumber This is kinda cheap but as far as I can tell, the incoming fighter can't dodge tthe heart if you time it right unless they have an air move of some sort. 2) j. SK, j. SP, j. FP, dash, c. JP, c. FK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, Shadow Blade, Vector Drain Works if you finish the air combo in the corner. Then, as they fall, grab em with the Vector Drain just as they hit the ground. You throwers out there know all about this strategy! 3) j. SK, j. SP, j. FP, dash, c. JP, c. FK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP, sj. RK, c. SK(OTG), FK, RK The part after the sj. FP will only work in the corner. The timing on this is really hard. During the air combo, you have to wait a bit between each hit to land just as they hit the ground. I've only been able to do this 5 or 6 times myself but at least I know it works. STRATEGIES: Rogue Section: Well, since taking any of Morrigan's move would already be taking any of ARK moves, I would have to go for the Vector Drain move. But that's kinda boring. Maybe Morrigan has some secret move or normal move that is useable? If you push F and FK in the air, she does this strange floating kick. Maybe Rogue could take that? Or, hehe, how about the Eternal Slumber! ----------------------------------------------------------------------------- -- ------------------------------------------------- Ryu (Ken/Akuma): What the...? Ryu, Ken, and Akuma have been combined? Now how is Ryu gonna have that final showdown with Akuma? Beat the crap out of himself? Well, anyway, good'ol Hadoken-Shoryuken himself is back for ever more loving ass kicking. Here are his moves (as if you didn't already know them!): Launchers: c. FP Magic Series: Ground Magic Series: Weakest to Strongest Jump Magic Series: Weakest to Strongest Super Jump Magic Series: Hunter Series AC Finisher: FK, FP, RK, Ryu's Hadoken, Ken's Shoryuken, Ryu's Tatsumaki-Senpuukyaku Hadoken (ground, air): - THE Fireball QCF + punch On the ground, both Ryu and Akuma release a large fireball from their hands that goes all the way across the screen. Ken's fireball only goes about half way across the screen. In the air, Ryu's fireball still goes straight and across the screen while both Ken's and Akuma's go down at a 45 degree angle. However, Akuma's becomes much smaller while Ken's still only goes half way across the screen. The speed the fireballs goes depends in the punch button used. Shoryuken (ground): - THE Dragon Punch DP + punch (can be done in air as Ken) Not much to say about this move other then that it is your ordinary uppercut. Well, except for the fact that he's INVINCIBLE during the rising motion. What's that you say? He's INVINCIBLE?! That's right. If you didn't know that by now, all three are invincible during the rising part of their uppercut motion. Ken's uppercuts are on fire, are multi-hitting, and can be done in the air. Akuma surrounds his fist with some type of purple energy while doing it and are also mulit-hitting. Remember Dragon Punching through fireballs way back in SFII? Anyway, use that fact to your advantage. Smack Wolverine away while he is coming down with his Head Stomp. Destroy MegaMan during his Beat Plane super. Squash Spidey out of his Maximum Spider. You can even DP through a Cajun Explosion to avoid damage! It's still got the disadvantage of delay time so stick with the JP version for the most part unless you want to nail those people who super jump and fireball downward like crazy. Remember, you are invincible! Tatsumaki-Senpuukyaku (ground, air): - THE Hurricane Kick QCB + kick All three will spin forward with one leg extended straight forward. The distance gone depends on the kick used. On the ground, Ryu and Akuma go straight forward but Ryu knocks down in one hit. Akuma's foot has electricity surrounding it and will hit multiple times. Try OTGing them right as you land if you hit with Akuma's Hurricane Kick on the ground. Ken's Hurricane Kick will also hit multiple times, but arcs up. Akuma has practically no recovery time while Ryu has some and Ken has bad recovery time now that he arcs up and has to drop a certain distance. In the air, they all travel the same path as the jump arc. Do not do this move as and air combo finisher in the corner unless you are Ryu, as your opponent will be able to attack you as you land. Hop Kick (ground): F + FK Only Ryu and Akuma have this move. They will do a little hop kick forward that has good priority and comes out fast. Use this to get close to an opponent and to pressure them by comboing afterward. Overhead (ground): Each Shoto character has their own overhead move which will hit crouching opponents. Ryu's and Akuma's are both F SP while Ken's is F FK. If your opponent is turtling like crazy use the Hop Kick to get close and then use this move to punish them. Try using this move as they are getting up as they will often think that you will try to hit them low. SPECIAL AKUMA MOVES: Teleportation (ground): DP + PPP/KKK to go forward RDP + PPP/KKK to go backward Akuma will teleport leaving trails of himself behind him. If he uses punches he will go all the way across the screen and if uses kicks he go almost half way across the screen. He is invincible to everything during the actual teleportation but can be attacked at the end of the move. Use it to get close to people when they are vulnerable or to get out of the corner or to get behind people who have done a super. Experiment with it as it is a very useful move. Just be careful not to do a super by accident! Diving Kick (air): QCF + kick Very useful move. Akuma will dive down at about a 35 degree angle with one foot extended. Hard to counter unless you know it's coming. If timed right, you can attack as you hit the ground. Mix in air fireballs with this move during Akuma mode. Be careful about Dive Kicking in too deep at your opponent because they can counter attack if they block. SUPERS: Shotokan Switch (ground): QCB + punch JP = RYU, SP = KEN, FP = AKUMA Simply enough, Ryu can "become" any of the above three and use all their moves, normal and otherwise. He turns his back to the screen very briefly and his skin/clothes become the color of whichever fighter he has turned into. His head still looks like Ryu's though. RYU: Shinku Hadoken (ground, air): QCF + PP Ryu releases a large beam from his hands that goes straight across the screen. The chip damage on this has increased like crazy much like all the supers. I believe that this beam super comes out and recovers the fastest too. Too bad it covers the least area of all the beam supers. However, he's one of the only two who can do his in the air which is a valuable asset. You can often catch your opponent by jumping backward and doing this just before he hits the ground. Try doing this if the two of you are about a screen apart. Shinkuu Tatsumaki-Senpukyaku (ground): QCB + KK Ryu does a really long version of his regular Hurricane Kick. He stays in place but the effective range is pretty large as it draws in people from about a 1/3 of the screen away. The damage from this super just hurts like you wouldn't believe and the recovery time is instantaneous! Plus, since you can OTG with it, it's pretty easy to nail your opponent with it. Shin Shoryuken (ground): DP + PP Ryu's uppercut super from SFIII. Feared by everybody in that game. Ignored by everybody in this one. Sucky range, sucky damage, just plain sucky. If he connects with the initial hit, he'll add on a couple of more hits ending with a modified looking Dragon Punch. If he doesn't, he'll just do a FP Dragon Punch that hits multiple times for pathetic damage. Doesn't even combo off his launcher anymore (I think)! It's a stylish ending to a match though. Treat it like you would if you were trying to hit someone with a regular uppercut. KEN: Shoryu Reppa (ground): QCF + PP The original rushing uppercut super. Ryu rushes across the screen doing the three different versions of his uppercut. Comes out extremely fast and combos off many moves. That flaw with the heavier characters in MSHSF doesn't exist anymore so don't worry about that. And of course, the recovery time sucks. But since it comes out so fast, you can often catch an opponent off guard. Shinryuken (ground): QCF + KK Ryu erupts into a tower of flame while rushing straight up doing multiple, twisting uppercuts. Has almost no horizontal range so use it when your opponent is jumping in or way above you. Recovery time sucks, too. Shippu Jinrai Kyaku (ground): QCB + KK Ken's new super from SFIII. Pretty fun to watch. Ryu will rush across the screen doing multiple RK's with his foot on fire. If he connects, he will eventually end up doing a Hurricane Kick taking his opponent up with him and then finish them off by knocking them into the ground. If he doesn't connect or the opponent blocks, he just won't do his Hurricane Kick and be stunned for a sec leaving him vulnerable. AKUMA: Messatsu Gou Shoryuken (ground): QCF + PP Works exactly like Ken's Shoryu Reppa. Tenma Gou Zankyu (air): QCF + PP Ryu will quickly do the motion for a air Hadoken and then release many, many fireballs downward. He will fall slightly while doing this and it will leave him very open if the opponent completely dodges the fireballs. Messatsu Gou Hadoken (ground): QCB + PP Works exactly like Ryu's Shinku Hadoken except that you can't do it in the air and it doesn't last as long. Shun Goku Satsu AKA The Raging Demon (ground): JP, JP, F, SK, FP (Level Three Super) Still one of my favorite supers even though it's level three now! Akuma glides forward and if he touches his opponent, he will grab them while the screen turns black and you can hear Akuma beat the crap out of his opponent. When everything reappears, Akuma will be standing over his opponent with his back to you. You can then OTG them before they get up! The only problem is that it's hard to connect so if you miss, say goodbye to 3 levels of wasted super! You can also be hit or thrown(!) out of this but most people just jump away. Best to do this in a combo, right after the Diving Kick if it connects, or if your opponent leaves himself wide open. It's an awesome finisher though if you manage to grab 'em. Team Super: As RYU: Shinku Hadoken KEN: Shoryu Reppa AKUMA: Messatsu Gou Hado Team Counter Move: As RYU: Hadoken KEN: JP Shoryuken AKUMA: Tatsumaki-Senpuukyaku COMBOS: Easy Combos: Universal Combos (can be done in any mode): 1) c. SK, c. FK, cancel FP Fireball Intermediate Combos: 1) N/A TBD Hard Combos: 1) N/A TBD STRATEGIES: Rogue Section: EASY! Ryu - Fireball, Ken - Dragon Punch, Akuma - Air Fireball and keep that RAGING DEMON! ----------------------------------------------------------------------------- -- ------------------------------------------------- Strider: Remember this awesome game from the arcades? Well, he's baaaaaack! Easily, the next combo freak in this game. But unlike Wolvie, he requires a bit more skill to play in my opinion. He's quick, got great range and is powerful. If you only play Spiderman and Wolverine, chances are you'll pick up Strider next. Very easy character to learn to play for anybody. So here are his many, many moves: Launchers: c. FP Magic Series: Ground Magic Series: Hunter Series Jump Magic Series: Hunter Series Super Jump Magic Series: Hunter Series AC Finisher: FP, RK, Body Slash (if enough hits connect), Ghram Bomb Drop (ground): CBF + kick Strider will call one of his eagles to come by and drop a bomb. The location it is dropped depends on the kick used. The bomb takes a while to hit the ground and explode and Strider is fairly vulnerable during it. However, it has a few effective uses. One is keep away. Just do the SK version and if your opponent tries to come in and combo you, during the combo they'll probably be nailed by the bomb which does high damage. Another is leading into attacks. Call the bomb to drop wherever you think your opponent will be when it comes and then rush up and attack. Another is cross up. Try calling it land on one side of your opponent and then at the last second, teleport to the other side of them! Basically, this move is about timing so try different things. Satellite Orbit (ground): To make CBF + punch To shoot CBF + punch also. However he can shoot them off in the air. Strider creates a satellite that revolves around him. He can shoot it off just and it acts just like a regular fireball. Honestly, I think they give him this move just to screw up his combos every once in a while. I mean, I always come out of a blocking position and try to attack with a punch, but accidentally do this move instead! Still, you should try and constantly have a satellite orbiting you so you have some quick long distance move available. Ame No Murakamo (ground): QCF + punch Strider will rush forward and take a big slash at his opponent. The distance gone depends on which punch used. This move has horrible recovery time and can be seen coming fairly easily so try not to use it too much. However, it OTG's. Body Slash (air): QCF + punch/kick This move makes you fly forward quickly at a certain angle depending on what button used. Punch buttons will make you go up while kicks will make you go down. The weak buttons will make you go almost completely vertical while the FP/RK will make you go practically in a straight line. Bad recovery time if you don't hit but the JP version is an awesome looking AC Finisher (don't do against good rollers though!). Good surprise move in jumping and quickly pulling off either the JK or FK version. Ghram (ground, air): DP + punch (or kick in air) Strider will, after a quick sec, take a huge slash forward that covers almost the entire width of the screen! The punch version goes above waist level while the kick version strikes below waist level. The kick version also need to be blocked low! Treat it like you would a shorter range Cap Com's Captain Fire in that you have some recovery time from it and it can be jumped over. Vagula (ground): QCF + kick Strider points forward while calling a mechanical tiger to rush along the Groun d and attack. Works fairly well as a "fireball" except that it is just a lower one. Wall Cling (ground): QCB + punch B, F quickly to switch walls F or kick to get off wall Strider jumps on to wall and clings to it with some sort of grappling device. He can move up and down while on the wall. He can also attack with his Cypher sword using a punch or jump kick off using a kick. The kick button used determines where he jump kicks down at. Pushing forward just makes him drop straight down. However, he can't block while doing this. Formation A (ground): QCB + kick Strider disappears and then reappears in four images. The real Strider will kick down. The location Strider kicks down is determined by the kick used. Just another one of Strider's unnecessary moves. It's got it's uses though. Good surprise attack and if you hit the opponent (blocking or not), you don't have to worry much about counter attack. If an opponent jumps in on you, try anticipating it and do this move to disappear just as they attack you and then reappear kicking them in the head! Basically a show off move. Teleport (ground): RDP (reverse of DP) + any button Strider disappears and then reappears. Magic! The button used determines where he reappears. Just imagine placing the buttons on the screen and you'll know where he'll reappear for which button (yeah I know, bad explanation). Don't do this move randomly as it has recovery time, but use it as a cross up move or as an escape move. Sliding Kick (ground): OC + RK Good quick surprise move. Strider slides along the floor foot first and will knock down his opponent. Use it when you are about ½ of the screen away as it has recovery time. SUPERS: Uroburos (ground): QCF + PP One of the most useful frigging supers in the whole game. Strider forms two satellites that revolve around him. The satellites will pull in opponents and you can't launch them or knock them away so keep doing chain after chain of hits and specials on them! When Strider attacks, the satellites will also shoot out rings of energy but the satellites themselves are the only ones that will do chipping damage. The satellites will stop or trade hits with everything except for beam-type supers! For example, I walked next to a downed Ryu while this super was activated. He did the Shin-Shoryuken as he got up and hit me once but the Uroburos stopped him from pulling off the rest of the hits! Another Strider tried to do his Legion move on me while it was activated and the tigers and animals just bounced off! This stopped Ryu in mid Shoryu Reppa! My best advice is that if you don't have a beam super, just super jump and keep away while he's got this super activated! If your opponent doesn't super jump and just sits there and blocks, try teleporting right behind them to cross them up. If you connect, try timing it so that when the Uroburos disappear, you've called a helper character that can keep hitting them while you call another Uroburos or another super! Or, you could just simply do another super while this is activated! Frigging incredible! Hulk's the only one who can get through because he's got super armor so be careful around him. Legion (ground): QCF + KK Strider points and many, many mechanical tigers and eagles rush forward filling up the entire screen. The eagles can even slightly track the opponent if they super jump straight up. Basically, it's his chipping super although if timed right, you can cross up an opponent with this by calling this just as they are jumping behind you. Comes out a bit slow though so don't expect to hit many people with this. Ragnarok (ground): DP + PP His auto-combo super. Looks awesome but is hard as hell to connect. Strider will pose and then run forward and try to grab his opponent. If he connects, then he flies straight up while holding them and then proceeds to quickly disappear and reappear in different places while doing many Body Slashes on his unlucky foe. Fun to watch but to hard to connect since it comes out slowly. Team Super: He does the Legion super Variable Counter Move: He does his JP Ame No Murakamo * He has double jump ability and can jump off wall COMBOS: Easy Combos: 1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG) Intermediate Combos: 1) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram Way too much damage done here! 2) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher Hard Combos: 1) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram Even more damage done here! 2) j. SK, j. FP, dash, JP, SK, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, sj. JP, double jump, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher After the first sj. FK, wait a split second and then add on the JP and then quickly double jump and keep going! It can be hard to get the double jump to work after the extra JP though. Try different variations of the combo. 3) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion Depending on how early you hit them with the Uroburos, hit them with as many attacks as possible before doing another super at the very end of the Uroburos! Or, if you have a helper like Colossus or Psylocke, call them just as the Uroburos ends and then while your helper is hitting your opponent, call another Uroburos and repeat! If that helper part actually works (seems plausible). Super death combo! STRATEGIES: Rogue Section: Hmm, she's got so many moves to choose from. But since she has no sword thing so, from what I've seen, I think the Body Slash would be the best one (even though she can basically already do it herself if she wanted). She could use her fist in place of the Cypher. Either that or the Teleport move. ----------------------------------------------------------------------------- -- ------------------------------------------------- Zangief: Ever since SF2 came out, I've been trying to master the SPD motion. Well, I FINALLY can do it! Chalk that up to playing him a ton lately. He is the one and only SPD guy(remember T. Hawk? HA!). Alex is just a pale reflection of Zangief! Hugo is a freak(just look at the guy)! This bear wrestler is the original! I'm going to perfect this guy one day! I'm no Zangief expert so if you have any suggestions on him, please send them in! Here are his moves which have been greatly increased since the original SF2: Launchers: c. SP Magic Series: Ground Magic Series: None Jump Magic Series: None Super Jump Magic Series: Weakest to Strongest AC Finisher: FP, RK, Spinning Lariat, SPD Spinning Clothesline (ground, air): PPP Zangief will twirl around with his arms outstretched. Good anti-air as his arms are invincible while doing this. You can also move him a bit while he is doing this move. Watch out for short opponents who can just dash up and duck under your flailing arms! Here's something strange. The computer War Machine did the Proton Cannon on me one day. I was very close to him and blocked the very initial hits and started to push block. Instead, I did the Clothesline and knocked WM out of the Proton Cannon! That was weird. Spinning Lariat (ground, air): KKK Pretty much the same thing as his S. Clothesline except that I think it's faster and knocks the opponent straight up. His best AC Finisher because of the fact that it will knock them straight up and then they fall straight down into your waiting arms! Banisher (ground): DP + punch Zangief spins around with a glowing hand outstretched. This move is useful in several ways: to cancel out fireballs, move him forward, and set up a SPD. Air Grab (ground): DP + kick Zangief leaps forward into air attempting to grab something. If your opponent happens to be in the place where Zangief is grabbing at, he will be tossed down onto the ground. A very useful move in getting next to your opponent as you don't have to worry about getting counter attacked because you can block before you hit the ground. Not very good anti-air but if you can anticipate your opponent jumping, try it! This one guy does it to me all the time! THE Spinning Piledriver (ground, air): SPD + punch Zangief attempts to grab his opponent and SPD them up and into the ground. I'm sure you've all seen it before but it takes a lot of practice to pull out when you want to so don't get frustrated if you can't do it on the first hundred or so tries. The range has increased on this move but the damage has gone down. I guess if you're a good Zangief player, you would rather have the range. The button used determines the damage done and the recovery time from missing. Running Bear Grab (ground): HCF + kick Zangief runs forward and attempts to grab his opponent. If the opponent is close, Zangief will do two grabs while if the opponent is beyond a certain distance, he'll just toss him once. Since this move is easier to do then the SPD and Zangief covers a certain amount of distance, you may want to use this more if you are just learning Zangief. Also, he has super armor during this move. Siberian Blizzard (ground): - Only done in Iron Body mode QCF + punch Mega-Zangief's long distance move. He spits out a blue yoga flame that covers most of the screens distance. Use it in order to keep those beam supers from frying your ass! Be careful, as short characters can duck underneath the flame. SUPERS: Final Atomic Buster (ground): SPD + PP (In this case, use two punches so you don't accidentally do the Clothesline) One of the most feared supers has been toned down again but the damage, not to mention the basic intimidation factor, this move does is still good! Treat this just like you would a RBG except that Zangief has Super Armor just like Hulk during this move! Iron Body Mode (ground): RDP + kick Great super! Zangief growls and turns into the secret character of Mega- Zangief from MSHSF! He can't block and is slow as hell but he also can't be launched or be tripped! Great to use against guys like Wolverine and Spiderman and people who don't have very good long range capability! He also gains/loses a few new moves in this mode! Recommended for Zangief experts only though! Lariat Super (ground): SPD + KK - Only done in Iron Body mode Mega-Zangief flies straight up doing multiple lariats. Not sure why they gave him this move as it doesn't seem to be of much use as it doesn't really suck a guy in like Ryu's Super Hurricane Kick. But like I said, I'm no good at Zangief so what do I know? Ultimate Final Atomic Buster (ground): SPD + KK (Level Three Super) - Can't be done in Iron Body Mode For a level 3 super, this doesn't look like it hurts that much. Nor is it that impressive looking. Zangief just grabs you a few times and does a finishing SPD. I mean, he should throw you against the wall a few times or spin you around or something! Anyway, when done, Zangief will just try to grab his opponent exactly like he does for his regular SPD. Not the greatest range here so try not to miss! I'd rather just do 3 FAB's. Team Super: This is very unique. In case you never saw his Double Final Atomic Buster in MSHSF, here's the description. If Zangief is your active player and you do the motion, your partner will jump in on the other side of the opponent and both of you will walk toward the opponent and if you connect, say goodbye opponent! Hehehe, I love doing this super. If Zangief is the resting character, he will do a very long version of his Spinning Clothesline (or is it Lariat?) that goes forward. Variable Counter Move: I always get thrown by this move. Zangief jumps in and does a Running Bear Grab! * Has no backward dash. Forward dash will automatically grab opponent. Also has a variety of air moves involving pressing down/up plus a button. COMBOS: Easy Combos: 1) FP, cancel Banisher A good solid two hitter that even more importantly moves you next to your opponent. 2) RK, cancel RK Air Grab If it's in the corner, you may have to do the SK version. Intermediate Combos: 1) j. D FP, RK, cancel RBG/FAB/DFAB The end grab will basically grab them just as they land from the RK! Hard to time though but the damage is awesome! The canceling is a bit tricky here as you can't do it right away I think. 2) j. D FP, cancel SPD This works on almost everybody (except like MegaMan) but especially on the bigger guys. This won't always work as a)they can jump out of it or b)you just simply miss them. Still a good tatci to try sometimes. 3) j./sj. D SP, FAB This works well especially on those anti-air guys because the elbow drop (D SP) really messes up their anti-air timing and you hit them. Then as you both get up, do a FAB or SPD or whatever and you will usually get them as long as they don't jump away as you have priority. Hard Combos: 1) j. D FP, c. SP, sj. JP, sj. FK, cancel Spinning Lariat, RK, cancel RBG/FAB/D FAB A more complicated version of I. Combo #1. The Spinning Lariat will knock them into position for the RK. 2) Air Grab, j. D FP, c. SK, cancel, SK Air Grab, j. D FP This is mainly a confusion strategy that works surprisingly well or at least on the people I've tried it on. The second Air Grab always confuses their blocking because you cross them up with the j. D FP and then you can launch them or whatever. This probably only works as well as it does because not many people have seen it so use it sparingly. STRATEGIES: Zangief is not a spaz character. You have to be methodical and have good timing to win with him. I've FINALLY learned how to do the SPD motion fairly well. That motion is required if you want to become one of the few Zangief elite. That's the motion for his SPD, FAB, UFAB, and Lariat Super. You have to master it and figure out it's varying ranges. To get the SPD's and such though, you have to get next to your opponent who, if they're smart, will be playing keep away. Because Zangief is so slow, it can be hard to get close to those Spider-man's and such. The most effective ways too do this are super jumpingthe Banisher, the Air Grab, and calling out the helper to pin them in place. Honestly, I think the Air Grab is the best way because when people see Zangief flying at them they always try to spaz attack but he can block before he touches the ground so they will never get him and will have set themselves up for a grab. If your opponent starts super jumping all over the place, time the Air Grab to set them in their place, namely, on the ground! If you can't do the SPD motion, for now just practice the RBG which can cancel off a crouching attack. If they block the crouching attack, you'll often nail them with the RBG! Another thing I've noticed is that I can most often get the SPD in off someone who jump attacks me. I just block the hit and start doing circles and hitting a punch button like crazy(yeah, I know, I spaz here) and 9 times out of 10 I'll grab them! Try this on the computer Jin. It works wonders! However, this only works against single attack jumping attacks. The Clothesline and Lariat have huge priority and are perfect against people who jump at you all the time. If they super jump, try super jumping up at them and doing one or the other. As for Mega-Zangief, well I suck at him so I'm not going to give any strategies on him for now. Rogue Section: Oh man, how obvious was this? The SPD but only easier to do! What else could I ask for? This move was so fun to do in XSF and since I can't do SPD motion worth jack, I loved it! ----------------------------------------------------------------------------- -- ----------------------------------- VIII. THE LAST BOSS: ONSLAUGHT After the Onslaught business in comics, which basically revamped all the Avengers, the FF (FantasticFour), the Hulk and pretty much influenced in some way or another every Marvel character out in existence., I stopped reading comics. More appropriately, my brother stopped collecting them. Anyway, the story of Onslaught goes something like this (this is from memory by the way so don't nail me on inaccuracies): Onslaught is the formation of Magneto's psyche being somehow absorbed by Professor Charles Xavier who gets pissed at Magneto for having ripped out Wolverines adamantium up in asteroid M which is a whole nother story in it's own (but I guess that's how comics work huh?). Professor X "turns off" Magneto's brain but in the process absorbs his psyche. So Magneto's psyche is festering inside Professor X while the Xmen and women and factor and excalibur are going through some pretty rough times. Eventually Chuck, gets really pissed and Onslaught is the manifestation of his pissiness. Onslaught eventually becomes a being of pure psychic energy and it takes almost all the main marvel universe to stop him. It was an interesting story and that pretty much sums it up in a nutshell although I'm leaving out a lot! Like the return of Joseph and the Sentinels and other stuff. So anyway, in the game Onslaught takes on two forms and you have to fight both of them without recharging your energy bar. Needless to say, he is the toughest and cheapest boss Capcom has ever created but still he's very beatable! The good thing is, he's anti-scrub so you actually have to learn how to play in order to beat him which is something commendable on Capcom's part! How to Beat Onslaught: #1 Rule: Ramming on the controls will just get you killed! Unlike the previous matches against the computer, you can't spaz like crazy and then pull off a super if your low on health and expect to win. You have to be patient and learn his weaknesses and what each fighter has that is useful in beating him. For now, I'll list what each fighter has and doesn't have going for him against both forms of Onslaught and stick in a general strategy to use. First Form: General Strategy: For the most part, you're going to have to take some tick damage so just sit and block him while he does his Headcrush and other moves. If you want to play the defensive game effectively, just sit in the corner blocking all his attacks until he starts doing his huge beam move right next to you. I think all the characters can duck underneath that if they are close enough. Then just attack him constantly while crouching. Never ever jump at him and attack unless you have a character fast enough and/or who can end it with a move that leaves him safely behind Onslaught. Just stay on the ground. If Onslaught calls someone to help him attack you, finish them off as quickly as possible so that he can't get any of his energy back. Watch out though because they have unlimited supers! However, if you are in some major need of recovering energy, just play keep away with one of your fighters while the other one rests. Don't use supers that much against him because they aren't very effective and just leave you open to attack while he teleports out of the super and behind you. Make sure you keep away from those Hyper Grav balls of his by super jumping or switching at the last second or fireballing them or whatever! Captain America: The Cartwheel is very useful in getting behind him. Try to predict where he will reappear after a teleport and then Cartwheel. Attack him while he's throwing everything in the wrong direction. Then when he's done, just Cartwheel to the other side of him and repeat! Double jumping is also an effective way to get behind him so make sure you double jump to escape those death beams and hyper grav's. Gambit: I haven't found anything in particular that gives him an edge against Onslaught. Just follow the general strategy to beat him. I suppose the SP/FP Cajun Slash can act as a means to get behind Onslaught. Hulk: Block, then hit. Repeat. Hulk's so strong, he can take Onslaught down in a few hits. Use JP, FP, cancel Ground Wave. Spiderman: The Web Swing is very useful in getting behind Onslaught. End all your combos with it. Spiderman is one of the few who can successfully take to the air against Onslaught because he attacks so fast and can do a Web Swing at the end to leave him safe. Venom: Just keep doing the FP Venom Fang. You'll literally get rid of him in under 10 seconds if you time the Venom Fang's right. War Machine: I haven't really found much that is extremely useful in beating Onslaught. End your combos with the FP/RK Shoulder Cannon. Stay on the ground with WM. Wolverine: Just keep comboing his ass with JP, SK, SP, FK, FK, FP, RK, ending with anything. After a couple of hits, Onslaught will start reeling so you don't have to worry too much about him counter-attacking. Use the OC FP to get close to him during his beam attack. Captain Commando: Just follow the general strategy. Again, stay on the ground. The Captain Kick may be useful in getting behind Onslaught. A great combo is to pull off all 6 hits on the ground and cancel into a FK Captain Strike and then repeat. Chun Li: Another fast combo character who can take it to Onslaught. End your combos with the Lightning Legs if you feel brave. Jin: Not a very good character to use against Onslaught. Don't use his special moves as they have too much delay time to be helpful. Stick with ground combos and the general strategy. MegaMan: Constantly have the Mega Buster charged so that you can all combos with it. But stay on the ground. Morrigan: Another fast combo character who can use all six buttons in comboing Onslaught. Still, stay on the ground with her. Ryu: See general strategy. Strider: The epitome of fast combo characters here. I took down the first form with Strider once without losing any energy! The easiest way to beat him is to wait for an opening and then either ground combo him continually or jump and combo him and end it with a FK Body Slash and then just keep doing it. The Uroburos is helpful but not really necessary on the first form. Use the Sliding Kick to get close to him during the beam attack. Zangief: Basically, just follow the general strategy. Don't forget that his Banisher can cancel the Hyper Grav's! Second Form: General Strategy: The second form is the one you really have to watch out for. One of his Eye Beams can take off like over 1/2 of your energy. If he ever, every gets you with a knockdown move, ALWAYS roll to prevent him from getting you with another Eye Beam or whatever. Again, keep away from those Hyper Grav's. If your feeling brave, go ahead and jump attack his head, which is the only safe place to attack him, but watch out for those Eye Beams! When he's way up in the air, there's not much you can do unless you have a fighter who can jump high enough to get to him. The easiest time to attack him is when he charges at you with his arm. Make sure you listen because you can hear him grunt and also see him go off screen before he charges. Super jump to avoid the arm. He'll reappear and not do anything for a second or two. That's when he's vulnerable so attack him! He doesn't call helpers to attack you in this form so don't worry about that. His arm attacks also don't take off that much damage and neither do the bombing attacks(unless he sends out like 10+ of them to attack). You can also get rid of the bombers by hitting them. Unlike the first form, do not let him corner you! So overall, just watch for his multiple eye beams and charging arms and hyper grav's. Never underestimate him because he can take you out in an instant. Captain America: Use the double jump to get close to his head. Gambit: Follow general strategy. Hulk: Jump and SK, FP. You'll beat him soon enough. Supers can be helpful but really aren't needed. Spiderman: One of the few who can jump high enough to get to Onslaught when he's at the top of the screen. Venom: Follow general strategy. War Machine: The Star Destroyer takes off an enormous amount of damage. Just make sure you position WM underneath Onslaught's head. If you want to be brave, go ahead and do Flight mode. Wolverine: Follow general strategy. Try using Berserker Rage to make it easier. Captain Commando: The Captain Sword takes off squat so just follow the general strategy. Chun Li: When you attack his head, end the combo with the Lightning Legs. Usually it's very effective but watch for those Eye Beams! Jin: None of his supers take off much so just follow the general strategy. MegaMan: Both the Hyper MegaMan and Beat Plane are useful supers in taking down Onlsaught. Morrigan: Morrigan can jump fairly high as well but for the most part just follow the general strategy. Ryu: The air Shinku Hadoken is very effective. Just aim and fire away. Strider: Activate the Uroburos and attack. Strider is anti-Onslaught! Zangief: Well, um, don't turn into Mega-Zangief. And follow the general strategy. ----------------------------------------------------------------------------- -- ------------------------------------------------- XI. SECRETS/CODES: Secret Matches Requirements: There are 6 secret matches that I've heard of. I've only seen 4 of them. I will list the requirements I believe that you need to get each one and if I don't at least partially know for sure, I won't list it. Sorry about that but just go to the site listed in the Thanks To section if you want to see the other ones. For all secret matches, you can't lose either fighter in any match prior to the secret match which is the 7th one. Orange Hulk/Wolverine: End at least 4(?) matches with any type of super move(single, double). Red Hulk has no super armor but is a lot faster! But without the super armor, since the computer plays him just like he did have it, he's fairly easy to beat. Gold War Machine/Captain America End at least 4(?) matches in any way during Double Attack Mode. Lilith/Chun Li Same as Orange Hulk except you need to use your helper 4 times a match. It isn't necessary to kill your opponent with the helper. Roll/Mega Man Finish off at least 3 opponents with two on ones and use all helper stocks for at least 4 rounds. Shadow Lady (aka Shadow Chun Li)/Jin The same as Red Venom but you need to completely use all your helper stocks for 4 rounds. Red Venom/? You need to get the first attack on each round and to finish off your opponents with at least 4 two on ones duo team attack whatever you want to call them. Switch Starting Characters: If you want to switch your starting character for the next match, push and hold all 3 punches or all 3 kicks during the screen which shows all four fighters. Secret Playable Characters(!): Yes! Some working codes are finally out! Thanks to whoever sent these codes in to GPOW's page! Do the controller motions quickly to get these codes to work. I don't think that you can choose a secret character after choosing a regular fighter but you can have two secret characters on one team! Gold War Machine: Go to Zangief's box Move L, L, D, D, R, R, D, D, L, L, U, U, U, U, R, R, L, L, D, D, D, D, R, R, U, U, L, L, D, D, R, R, U, U, U, U, U The last up will move you to his box above Zangief's. His moves: Note: Gold War Machine cannot block but also cannot be launched and doesn't reel from attacks/combo supers exactly like Mega-Zangief. Moves a lot slower and jumps lower. His Shoulder Cannon has become a missile attack much like normal War Machine's c. FP. His c. FP has become a short range beam. His Proton Cannon now shoots lots of Proton missiles instead of that big beam. Lost his Flight move. Other then that, he's the same. Lilith Controlled Morrigan: Go to Zangief's box Move L, L, D, D, R, R, U, U, D, D, D, D, L, L, U, U, U, U, R, L, D, D, D, D, R, R, U, U, U, U, L, L, D, D, D, D, R, D The last down will move you to her box underneath War Machine Her moves: Heart Shot (ground, air): QCF + punch Same as Morrigan's except it's a heart instead of a bat and it doesn't go very far Shadow Blade (ground): DP + punch Same except you can't do it in the air Vector Drain (ground): HCB + punch Same SUPERS: Darkness Illusion (ground, air): QCF + KK Same Brilliant Shower (ground): QCF + PP Her beam super. She shoots out lots and lots of hearts. However, it takes too long to come out and the hearts need time to get to the other side of the screen and it doesn't last very long. ? (ground): DP + PP I forget what this was called. Illuminous Happiness or something like that. But she forms a statue of Lilith in her arms and rises up slowly like an uppercut using Lilith's wings to hit. I think that she is invincible right at activation so it may be good anti-air but it really comes out too slow. No level 3 super, sorry! I guess Lilith isn't into that kinda kinky stuff. Red Hulk: Go to Chun Li's box. Move R, R, D, D, L, L, R, R, D, D, L, L, U, U, U, U, D, D, R, R, U, U, D, D, D, D, U, U, U, U, L, U The last up will move you the R. Hulk's box above Ryu. He's much, much faster! For instance, he can chain two c. SK's! But no super armor (else he'd be invincible!). His attacks do less damage too. Other then that, he's the same as regular Hulk. Red Venom: Go to Chun Li's box. Move R, D, D, D, D, L, U, U, U, U, R, R, D, D, L, L, D, D, R, R, U, U, U, U, L, L, U The last up will move you to R Venom's box above Chun Li's. R. Venom's moves (I made up these names): Note: Damn this guy takes damage like a bitch! You'll see what I mean when you play him! But he has all hunter series and is only a little bit slower then Wolverine in Berserker Rage mode. Fun guy to play but hard to win with if you make any mistake! Several of his normal moves have been changed too. Venom Bite (ground): QCF + punch Basically he rushes forward doing normal Venom's standing FP animation. Has incredible reach! But I can't believe this move has some recovery time! He should have no recovery time at all on ANY of his moves to make up for the damage he takes! Venom Rush (ground): QCF + kick Does normal Venom's standing RK very quickly. If you keep hitting a kick button, he does more Venom Rushes that will combo. Venom Claw (air): QCF + punch Quickly comes down at an angle doing normal Venom's (notice a trend here?) air FP. Treat it like you would a better version of Ryu's Diving Kick. Web Throw (ground): Same as normal SUPERS: Same as normal Venom Roll: Go to Zangief's box. Move L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R The last right will move you to Roll's box at the right of Megaman's. Roll's moves: Note: Roll is small! She's like half the size of MegaMan! Because of this, lot's of things won't hit or affect her. For instance, she can slide under Ryu's Hadoken! The Captain Storm is not effective on her! She can WALK under Onslaught's beam attack! However, she has pathetic range and zippo power on her normal moves. Still, she's fun (and funny) to play! Fireball (ground, air): QCF + punch Nope, you can't charge! Plus this has the longest recovery time of any fireball move. Flower Bomb Toss (ground, air): HCB(QCB?) + punch This move's too funny! Item Change (ground): QCB + kick Still the same as Megaman's Item Use (ground): QCF + kick Same as Megaman's, just kick instead of punch. SUPERS: Hyper Roll (ground, air): QCF + PP Just like the Hyper MegaMan, except it's the Hyper Roll! Plus, you won't hit your opponent much with this super unless you nail them during activation because the missiles and bombs and stuff come out way too slow. The only thing that's instantaneous is a laser that shoots out from her head but it comes out too high to be of much use. Also, it seems to come out slower as I couldn't get it to combo in the air. Rush Drill (ground): QCF + KK Same Beat Plane (ground, air): HCB + KK Same, except it seems to come out slower Shadow Lady: Go to Morrigan's box. Move U, R, R, D, D, D, D, L, L, U, U, U, U, R, R, L, L, D, D, R, R, D, D, L, L, U, U, R, R, U, U, L, L, D, D, D, D, D The last down will move you to her box underneath Gambit's. Her moves: Drill (ground): QCF + punch She does her Kikoken motion but instead, a drill appears in her hands while she rushes forward in her Kikoken stance. Much better then her Kikoken, I think. Use this to chip away at damage! Electric Field (ground): DP + punch Shadow L. surrounds herself with electricity. Great anti-air (Finally! I think I found the perfect counter to Wolverine's damn Head Stomp!) and good recovery time. The punch used determines the number of hits and the duration of the electricity. Pathetic range though so be careful about that. Missile Track (ground): HCF + kick (I think) She slowly lets out a couple of missiles from her butt that just as slowly track the opponent. I guess, it's a surprise anti-air type of move. Lightning Legs (ground, air): Push any kick rapidly. Same except legs are a different color Axe Kick (ground): HCB + kick Same She still has her Stomp Kick and her Neck Breaker. SUPERS: Big Bang Laser (ground): What a dumb name. Anyway, Shadow L. does that eye ching and then releases a huge laser from her hands that looks a lot like War Machine's Proton Cannon. Doesn't combo though. Has about the same amount of recovery time as Chun Li does after the Kikosho. Galaxy Missile (ground): She does that eye ching again and then lets out a ton of missiles from her butt that hunt down her opponent. No way that it combos as it comes out so slow but cool to watch. Final Mission (ground): Charge Back, F, B, F + KKK This is a level 3 super that acts almost exactly like Shadow's Final Mission. Shadow Lady will slowly rush forward and then do a RK launching her opponent into the air. She follows them up and kicks the crap out of them while the screen turns white. When the screen reappears, she lands and taunts while her opponent hits the ground in an explosion. Too bad it's blockable. ----------------------------------------------------------------------------- -- ------------------------------------------------- COMING UP IN FUTURE VERSIONS: Better development of characters including strategies (definitely!), hopefully more SECRET CHARACTERS!, Onslaught info, taunt descriptions, etc. Also, just better organization and refinement of this thing. I really hope you guys could read this. Hope you enjoyed this guide and please e-mail me with your thoughts and suggestions on it. Remember: Don't take everything in this guide as definite fact. Go and try out your own ideas too! You'll be surprised what you can find out! ----------------------------------------------------------------------------- -- ------------------------------------------------- X. THANKS TO: Of course, first and foremost, Marvel for creating (or buying anyway) their respective characters and Capcom for creating this awesome game. (duh) Also, I'd like to thank Migs for his page and all the regulars/non-regulars on there for making it such a great source of information and conversation. Here's his also awesome MvC page: http://www.geocities.com/Area51/Vault/5027/index.html Future versions of my guide can probably be found there as well as at http://www.gamefaqs.com The Madman's MvC Guide, James Chen XSF guide, and everybody else's guides I've read for providing me with ideas on how I should format my guide. The Yellow Brick Road Arcade at University Towne Centre in San Diego, CA for getting the game (especially as early as they did)! The people at UCSD who I play all the time! John and Jung for making me learn Wolverine so I could beat them with their own cheesy fighter! Doug and the original Jon for reminding me I spelled Rogue's name wrong! God, I'm so dumb! The person who figured out the system of choosing your helper character! Whoever you are I gotta to say, Good Job! I think this is the website of the person who figured it out but I'm not sure: http://www.geocities.com/Tokyo/Ginza/7141/ The people who read this and find it useful and provide me with suggestions and info: Sam Olmo: Hulk's Magic Series and reminder that Cap. A's Hyper Charging Star/Final Justice can combo! Thanks Sam! Dre627 (Dre627@aol.com): Thanks for some of CapCom's/War Machine's combos and ideas! This guy loves playing War Machine among others so ask him questions if you got em! Michael Basus for giving me the real name of Morrigan's Silhouette Blade. XdarkLichX (XDarkLichX@aol.com) for combos and other info on War Machine and Wolverine. Knows what he's talking about so ask him questions (well, if I can't answer them first!). Leon Chang for correction on Gambit's Cajun Explosion. The guy who did that crazy Strider combo (Hard Combo #2) to me! Trevor for telling me how to switch walls during Strider's Wall Cling. Thanks for finally solving the mystery for me! Driz for posting Cap. A's Hard Combo#5! Where did you get this? Foreigner for fixing Shadow's code and for telling me the specifications for the secret matches. ¤~*AzN pRyDe*~¤ and a lot of other people for translating Chun Li's air super foor me. I'm Chinese and don't even know it. Yeesh. Me!, for writing this. Doing this took much longer and was harder then I thought and I'd like to congratulate myself. Hope I haven't forgotten anyone but if I have, please tell me so I can give you credit!! Suggestions, complaints, strategies, questions, corrections and otherwise are VERY WELCOME. Please send away to Edmaedmaedma@juno.com or amsoulde@aol.com. I will respond to as much e-mail as I get. Thanks mucho.