Date: Tue, 09 Sep 1997 17:19:27 +0800

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MARVEL·SUPER·HEROES·VS.·STREET·FIGHTER
HIDDEN·CHARACTER/CHALLENGER·CODES·v1.9
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BY OKA <[email protected]>, COPYRIGHT 1997
http://www.geocities.com/TimesSquare/Castle/3009
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Apparently these codes work for BOTH the U.S. and Japanese versions of the
game so no more griping about how Japanese versions always get extra stuff.
You can select up to TWO hidden characters for your team, and insofar as I
know you cannot have two identical hidden characters on your team. It's my
opinion that the only hidden characters worth using are Mega Zangief, Evil
Sakura, and Shadow Charlie. The rest of them don't make the cut.

======================
HIDDEN·CHARACTER·CODES
======================

____SHADOW CHARLIE (McCLEOD, APPARENTLY)___________________________________
hold Start, go to Dhalsim, hold up for 5 seconds, press Jab+Fierce or
Short+Roundhouse

DESC: A much darker version of Charlie (hence the name), so do not expect
     to see too many details in his clothing and whatnot, since it's all
     obscured by a monotone color scheme. Only his glasses are untouched.
     His potrait is a solid black silhouette shaped like Charlie, though
     at the selection grid when you first select him, you'll see Bison's
     solid black silhouette. Subtle hint, eh? I prefer the variant color
     Shadow (Short+Roundhouse), with the dark red shading.

Sonic Boom          charge B,F+P
Flash Kick          charge D,U+K
Blade Slice         U,UF,F+K (air only)

SHADOW BREAK        QCF+PP
SHADOW JUSTICE      QCB+KK
CROSS SHADOW BLITZ  QCF+KK
FINAL MISSION       charge B,F,B,F+PP (level 3 only, blockable)

There's a slower initiation for all his supers but his normal and special
attacks are still fast. Much harder to combo into his supers now. Get rid
of that 'shining eye' effect before each super and the initiation lagtime
won't be so terrible. Blame Capcom.

The Final Mission super sees Shadow Charlie rushing forward about 1/3 the
screen's length and attempting a launch. If he succeeds in making contact,
your opponent will be knocked into the air, with Shadow following closely
behind. He will grab the opponent soon after (in mid-air), and the screen
will turn white, and 'hit' marks will appear everywhere, ala Raging Demon.
When the playing screen returns, you'll see Shadow standing on the ground
next to his fallen opponent, who will then proceed to explode in one last
major-damage hit. Nice to watch, hard to pull off.

____MEGA ZANGIEF (WOOHOO!)_________________________________________________
hold Start, go to Blackheart, hold left for 5 seconds, press Jab+Fierce or
Short+Roundhouse

DESC: This guy looks as if he just rose from his grave or something - his
     skin is pale, and he has blood-red eyes and teeth. The second color
     MZ is even worse, with a dark blue complexion and matching underoos.

Yoga Flame           HCF+P
Lariat               3P
Short Lariat         3K
Ariel Rave           DP+K
Run And Grab         HCF+K (far)
Siberian Suplex      HCF+K (close)
Spinning Piledriver  360+P (air)

FINAL ATOMIC BUSTER  360+PP
SIBERIAN BLIZZARD    360+KK

Mega Zangief CANNOT BLOCK at all. He does, however, have Mega Armor which
is basically a much better version of Hulk's regular super armor. This MZ
can actually interrupt his opponent's combos (even super combos) with his
SPD/FAB. If you cannot perform 360s consistently, you can still interrupt
attacks with the Run And Grab or Yoga Flame. Or anything else, in fact. A
favourite of mine right now is to take MZ/Zangief and Double Final Atomic
Buster (Double Super) my opponent when he tries to combo me.

Opponents who execute supers near Mega Zangief are really asking for shit
because you can practically walk right up to them and throw 'em. His jump
is pretty low and slow though and his Super Jump isn't as maneuverable as
regular Zangief's. His Run And Grab crawls across the screen and it lasts
for a very long time, so if you miss your target, pray hard.

The Yoga Flame is a one-hit attack, and it does not really do much except
interrupt regular combos quickly. The new super, Siberian Blizzard (which
is just a rising lariat), is not an anti-air super despite the look of it.
It does okayish damage, but the horizontal range on this super could have
been a lot better. Basically, this super is not worthy of the super level
it took. Save the bar(s) for an FAB or the Double Super.

Omega Red's Coils can't grab Mega Zangief.  :)

____EVIL SAKURA (YUCK)_____________________________________________________
hold Start, go to Hulk, hold right for 5 seconds, press Jab+Fierce or
Short+Roundhouse

DESC: A slightly more tan version of Sakura. Just think of Evil Ryu when
     compared to regular Ryu, and you'll get the picture.

Hadoken          QCF+P (air)
Dragon Punch     DP+P (air)
Hurricane Kick   QCB+K (air)
Teleport         DP+PPP/KKK

SHINKUU HADOKEN  QCF+PP (like Ryu's Super Fireball)
HARU-ICHIBAN     QCB+KK
MIDARE ZAKURA    QCF+KK
SHUN-GOKU-SATSU  Jab,Jab,F,Short,Fierce (level 3 only, unblockable)

I do not know how this version compares to the regular Sakura, since I do
not use either one much. Her new, horizontal fireball (and super fireball)
is better, but her DP is not preceeded by an energy barrier anymore; I do
not know if it can still absorb other fireballs. BTW, taunting will raise
her Super Level Meter, just like Dan.

____MEPHISTO (BLACKHEART'S PAPPY)__________________________________________
hold Start, go to Omega Red, hold down for 5 seconds, press Jab+Fierce or
Short+Roundhouse

DESC: Only a pallete swap of Blackheart, but still one funky red daemon.

Dark Lightning     QCF+P
Dark Inferno       HCB+P

JUDGMENT DAY       QCB+PP (air)
ARMAGEDDON         QCF+PP
HEART OF DARKNESS  QCF+KK

His normal attacks set his opponents on fire; apparently this tiny little
change goes a long way in helping you finish off those rather long combos
that usually wouldn't work with Blackheart. Something psychological about
it "since people tend to think about blocking when they are on fire" this
gives him "a longer window of time to complete a typical Blackheart combo
and unlike Blackheart they will not mysteriously miss hits. It is hard to
explain unless you take the time to play them both..." Quoted from MSHvSF
FAQ v2.0 (appendix 1) by Charles Washington. I have no idea what he means.

____U.S.AGENT (ULTRA RIGHT-WINGER)_________________________________________
hold Start, go to M.Bison, hold up for 5 seconds, press Jab+Fierce or
Short+Roundhouse

DESC: Just like Cap with the blue replaced by gray. U.S.Agent had his own
     costume and shield in the comics, but I guess someone's too lazy to
     design a new character. I mean, look at Mephisto.

Shield Slash             QCF+P (air)
Stars 'n' Stripes        DP+P
Charging Star            HCF+K
Cartwheel                HCB+P

HYPER CHARGING STAR      QCF+KK
HYPER STARS 'N' STRIPES  DP+PP
FINAL JUSTICE            QCF+PP

U.S.Agent is faster than Captain America and can of execute larger/longer
combos plus he may also do more damage. Something like the old MSH Cap, I
remember someone saying.

____SPIDER-MAN IN SPIDER ARMOR (SPAM!)_____________________________________
hold Start, go to Ryu, hold down (now on Spider-Man), wait for 5 seconds,
press Jab+Fierce or Short+Roundhouse

DESC: Same costume with the red/blue replaced by a white/dark gray scheme.
     Looks like Spidey before the invention of color TV.

Web Ball         QCF+P (air)
Spider Sting     DP+P, P
Web Swing        QCB+K (air)
Web Throw        HCB+P

MAXIMUM SPIDER   QCF+PP (air)
CRAWLER ASSAULT  QCF+KK

Spider-Man in Spider-Armor has limited super armor, like The Hulk/Zangief,
meaning he can shirk off jabs and some strongs, but not the launchers. He
also takes less damage from his opponent's normal and super attacks. Only
downside is that his own supers also dish out less damage. I've tried him
and his supers really suck for damage.

==================
HIDDEN·CHALLENGERS
==================

Here's how you get to fight a hidden team at the sixth stage:

1. no continues
2. your partner cannot be defeated
3. dependent on the number of VCF (Variable Combo Finishes) and SCF (Super
  Combo Finishes) after the first five stages have passed.
4. only works on the Japanese version of MSHvSF

The challenger teams that appear are:

5 VCF 0 SCF -> Evil Sakura/Akuma
2 VCF 3 SCF -> Mega Zangief/M.Bison
3 VCF 2 SCF -> Mega Zangief/M.Bison
6 VCF 0 SCF -> Shadow Charlie/M.Bison (1 VCF comes from a vs. human game)

=======
CREDITS
=======

Darklancer <[email protected]>
- for the methods to unmasking Shadow Charlie, Mega Zangief, Evil Sakura,
 Mephisto, and U.S.Agent; and also the conditions for meeting the hidden
 challengers on the Japanese version of MSHvSF.

Shadow Banshee <[email protected]>
- for posting the method to unmasking Spider-Man in Spider-Armor; telling
 me the difference between Cap and U.S.Agent and that you could have two
 hidden characters in one team, plus several corrections.

Dr.michael monroe <[email protected]>
- for posting the moves for Shadow Charlie, Mega Zangief, and Evil Sakura.

Charles Washington <[email protected]>
- for detailing the (vague) difference between Blackheart and Mephisto.

Luis Ramirez <[email protected]>
- for giving me the name of Shadow Charlie's Level 3 Super.

Chris Curzon <[email protected]>
- for giving me the names for the other Shadow Charlie supers.

Rodrigo Ishizaka Ciarlini <[email protected]>
- for giving the name for Sakura's Midare Zakura super.

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· END OF DOCUMENT · 9 SEPTEMBER 1997 ·



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