MARVEL SUPER HEROES v.  STREET FIGHTER     FAQ v. 2.0
by Charles Washington

Changes from 0.5
       Added a small combo section for each character, added endings for
most characters. Expanded the move descriptions for the characters in .5
pts one and two. Inserted the proper name for most moves, corrected the
obvious mistakes and added a few minor moves I forgot the first time.
       Added the origin of Shuma Gorath. I never saw it published anywhere
on the net, so I thought it would be a cool piece of trivia to have.
     I am very pissed, because I sat in the arcade, and wrote down the
names of every move on the draft of this FAQ, then someone swiped the draft
while I was playing.

Contents :
(1)  Arcade Locations - or, where in Atlanta to find me if you want to play
(2)  General information for those who have not seen the game
(3)  The move KEY, what all my little symbols mean
(4)  The characters, in alphabetical order (my new invention)
    Sections for characters are as follows:
 i. NORMAL MOVES
ii. SPECIAL MOVES
iii. SUPER MOVES
iv. TEAM MOVES / TEAM SUPERS
 v. COMBO SECTION
vi. ENDINGS
(5)  Comments on the overall game
(6)  Thank You's


(1)
New Arcade Location :

Stone Mountain, GA      Arcade : Gamewarp @ Hairston Place
        Great controls, good owners and a large 50" screen. Stays open
until 2 or 3 AM on weekends, if you are a marathon gamer or doing a FAQ.

Atlanta, GA     Arcade : Challenges @ North Dekalb Mall
        Everything is shitty but the women are pretty, so I go. The
attendants are all pretty cool as well and it has a very nice AMC movie
theater.

(2)
Graphics: Still on CPS2, the hardware that spawned Alpha, and its
         descendants. The old girl keeps on going, but this should be her
         last hurrah.

Sound : The speakers (as well as most of the crouch positions on the
       joysticks) are blown. They fixed the 1p side, at Challenges,
       however, since controls break there constantly it is broke again.
       Excellent controls at Gamewarp.

Players : No Norimaru. Just a box with a logo

   MSH : Blackheart, Captain America, Cyclops, The Hulk, Omega Red,
         Shuma-Gorath, Spider-Man, Wolverine

     SF: Akuma, Chun-Li, Dan, Dhalsim, Ken Masters, Ryu (AKA Deux),
         Sakura, Vega (M, Bison), Zangief (AKA Beef)

Gameplay Options : EASY or NORMAL
         EASY supposedly will finish combos in the air for you and
auto-block. I played one guy who turned this on. He lost so much block
damage to Spidey/Shuma's team super it was ridiculous.


(3)

KEY:
JP = jab punch     MP = strong punch     FP = Fierce punch
SK = short kick    MK = forward kick     RK = Roundhouse kick

b = back         d = down         u = up         f = forward
j = while jumping   s = while standing   c = while crouching

QCF = quarter circle forward (d,df,f)   QCB = quarter circle back (d,db,b)
HCF = half circle forward (b,db,d,df,f) HCB = half circle back (f,df,d,db,b)

AC  = Alpha Counter motion or QCF motion starting at back, ending at down
     (b ,db ,d)
270 = Spinning Piledriver motion
     Note: All 270s start at BACK and circle to UP
DP  = Dragon punch motion (f,d,df)
2n1 = Cancelling a normal move with a special move

New moves (major changes to old moves) for all characters.

Switch Out (Press FP+RK)
Description : You tag out with your teammates
Comment: Unlike X-Men v. SF the teammates do not always jump in at the
        same level, instead they jump in at whatever angle is needed to
        hit opponent. (Ex. Use your launcher then switch out, teammate
        will hit the launched opponent)

Push off ( while blocking press 3 punches)
You will push your opponent away and not suffer block damage from supers.
Depending on the super, you must repeatedly press the punches or you will
be hit. Some supers are also not worth your while to push as well.

Team Counter (while blocking do AC + FP+RK )
Description: Your teammate comes in and hits opponent (1 level of energy)
            Afterwards the members switch out
Comments: These are very screwed up now. If you try and counter a beam
         super expect both of your guys to get trashed.  Only characters
         who counter with a DP should use this. They work fine against
         normal moves.

Team Attack (press MP+MK)
Description: The character you are using signals to his teammate, the
            teammate comes in for a hit then leaves.
Comments: You can also hit the character while your opponent is hitting
         them, unfortunately, the opponent can torch you teammate (and
         sometimes you) if they block. Your combination on characters
         determines the attack's effectiveness.

Team Super (QCF + FP+RK), recommend using (HCF + FP + RK)
DESC: Both characters do a super (Takes 2 levels of energy bar to use)

Taunt : Press Start
Description : The polite way to say "LOSER!" really loud so everyone in
             the arcade can hear or see you.

             Spidey has 4 different taunts phrases. Wolverine can 2n1
             from his taunt (hard).

Other : Say goodbye to throw combos, comboing supers at the end of normal
       moves, and hello to a very "slow" game.  For the most part, these
       techniques are gone except for the more popular characters (Ryu,
       Wolvie, DP supers) DO NOT PICK NORMAL SPEED, IT IS SLOWER THAN
       'FIGHTING STREET'.

Also, all the SUPER moves labeled with 2 punches can also be done with 3
punches, sometimes it works better to do the move with three punches,
especially in the air. The exception is Zangief's Super.

END KEY, but check out the metal idol from Viz.


(4) Character information  :  In alphabetical order.


***  AKUMA  ***             *****  GOUKI  *****         *** AKUMA ***

- "Evil is what I am.  Death is what I bring."  -x-men/sf
 Before anybody asks, I am 75% sure that Cyber Akuma (THE BOSS of all time
making his first appearance here) is not playable since NONE of the bosses
in the previous X-series games has been selectable.  That said, Akuma is
still Akuma, he takes and loses a lot of life with every hit. Till they
give him back the moves he had in X-Men, (His double air fireball, his
counter, and his neck throw [Cammy has the last two in X-Men v. SF]) he
will not be complete.  Still, very formidable in a master's hands. Also,
the proper name for all of Akuma's moves is "Hmmph."


Normal Moves :

F + MP : Overhead punch
F + MK : A sometimes comboable, sometimes an overhead hop kick
Standing FP : Hitting an opponent with this for all Ryu type characters
             enables one to chain a super fireball (Messatsu Hadoken)

Special Moves :

Messatsu : (QCF + punch) [air]   I feel no need to elaborate

Gou Retsuken : (DP + punch)  Akuma's dragon punch, will actually chain with
  many of his move fairly easily. Love the black flames.

Teleport : (DP or RDP (b,d,db) with 3 punches or kicks) [Ground Only]
  Akuma moves swiftly across the screen, during this time he is invincible
  after he is finished, however, he is vulnerable.

  DP + punches   Slides forward across half the screen
  DP + kicks     Slides forward a full screen's distance
  RDP + punches  Slides back half the screen
  RDP + kicks    Slides back full screen

Demon Blade Kick : (QCF + kick) [air only]
  Akuma flies down at a 60 degree angle, hitting multiple times. If all
the hits connect you can, if timed correctly, start a ground combo.
  Probably his best overall move, cancel out of air fireballs with this
and most opponents will not block all six hits if you catch them standing
on the ground.

Gou Tatsumaki Senpyuken : (QCB + kick) [air]
  Akuma twirls his legs in the air surrounded by electricity. Simply one
  of the highest priority moves in the game. It combos well, juggles
  excellently, and beats almost every other special move. The SK version
  does excellent damage, while the RK version has excellent range.


Supers :
Shun-goku-satsu  AKA the Raging Demon  { LEVEL 3 } [unblockable attack]
        (jab, jab, f, short, fierce) ~ (jp,jp,f,sk,fp)
 The definitive Akuma move he ripped off from Morrigan Aenslad. Akuma
glides forward, grabs you, and hits you fifteen times. Though it takes
half of the opponent's life, it is still ridiculously easy to avoid unless
you combo it. However, if you play Akuma, you will use it. Learn to combo
it, it is not as hard as it seems.

Messatsu Hadoken : (QCB + 2 punches) {Ground Only}   {1 level)
  Akuma's astoundingly short lasting super fireball. It takes no damage
and never goes above 20 hits. Still, is useful like every other super
fireball.

Tenma Gou Zankyu : (QCF + 2 punches) [air only] {1 level}
  Akuma powers up and then releases 20 air fireballs. Useful against Ryu,
and generally a good super. Occasionally juggles opponents on floor.

Messatsu Gou Shorryuu
    (QCF + 2 punches) [ground only]
 Akuma rushes forward with three dragon punches. Like Ken's it combos off
of the MK, so in tight battles a good move to use. Very low damage.


TEAM MOVES:
Team Attack  : Messatsu
Team Counter : Dragon punch
Team Super : A very delayed Messatsu Hadoken



COMBOS :   All these combos will work for Ryu as well
[1]    ( j. MK, j.FK, c. jab, s. MP, s. FP, 2n1 Messatsu Hadoken)
[2]    (while dashing c. sk, c. FP, j. jab, j. SK, j. MP, j. MK,
       hold up and press j. MK, 2n1 Messatsu, Demon Blade Kick)
    Demon Blade kick does not combo, but most opponents will not expect it
[3]    (j. MP, c. jab, s. jab, 2n1 Raging Demon)
        This is the only combo I've done so far where the opponent could
    not escape the demon. Very useful.

ENDING : Pic 1 : A total black screen
                               VOICE :  Don't boast just yet, Akuma.
        Pic 2 : Dan, in the CYBER ARMOR, surrounded by electricity
                               DAN : Apocalypse transformed me as well!
Animated Pic 3:  Akuma, dragon punching Dan as Dan's armor flies everywhere
                               DAN :  Ouch, that hurt.



Blackheart AKA Mephisto's boy
      "My father and I will enjoy your soul."  --- Midnight Sons
 Blackheart and Shuma both got the same treatment from Capcom. Here were
two characters who were odd and in MSH lost an average amount of life. Thus,
both were pretty good. In MSH v. SF, both are still pretty good but lose
more life than just about any character in the game. That said, they both
have many good tactics, but require time and patience to learn.
  In particular, the new Blackheart is a normal move character only. In
normal moves he has not only excellent priority, but they do adequate
damage. His special moves, however, get him killed. The Inferno should only
be used against airborne opponents due to its tremendous delay time and
most of the Street Fighters, save BEEF and SLIM, can walk under his MP
lightning blast. A very difficult character to play.

Normal Moves:
 FP - All Blackheart's fierce punch moves release little RED demons into
the air that go out 1/3 the screens distance then come back to him.
They hit the opponent going both ways and if they connect Blackheart's hits
do extra damage for 2 seconds.

 RK - All Blackheart's roundhouse kick attacks release little GREEN demons
that surround and capture you for three seconds. During this time the
opponent is at Blackheart's mercy. But unless all six of the demons hit,
this move is ridiculously easy to shake out of, and it is now very hard to
combo a Heart of Darkness behind this.

 MP - On the ground, this is his launcher. In the air I have watched this
move knock Ryu out of his Dragon fairly consistently (50%) with utter
amazement at what I was seeing, why it was happening to me, and plenty of
"how in the hell did I do it, oh yeah, I'm from hell." statements. His best
attack, even the crouching MP is good air defense.


Special Moves :

Lightning Stream : (QCF + punch)
  jab = lightning from his hands travels along the ground
  strong = lightning from his hands travels horizontally across screen
  fierce = lightning from his hands travels 45 degrees up into the air

Blackheart's fireball is hard to hit since the lightning emanating from
his hands can tag you no matter where you are in the air. Still a cautious
Blackheart player will guess where you are going and force you to air block
accordingly. Notice, most SF characters can walk under the STRONG Lightning
Stream.

Inferno : (HCB + punch)
  jab = close to Blackheart
  fierce = far away

A pentagram opens in the ground and erupts a geyser of hellfire to the top
of the screen.

This move is now best used against jumping opponents since it no longer
lingers around. Thus, if blocked, the opponent can walk through it and hit
Blackheart. If the opponent does not block it the old linger around effect
from MSH is still there. The best setup for a Heart of Darkness since the
opponent cannot block while falling down.


Supers:

Judgment Day: (QCB+ 2 punches) [air] {1 level}
 Blackheart powers up then releases about 25 demons across the screen.
Kind of like the Magnetic Tempest, but not quite as good at chipping life.
Still, an air super is something he needed, so I'm glad he got it.


Armaggedon :(QCF + 2 punches) [ground only]
 Blackheart lifts his hands into the air and fire and brimstone rains
from the sky. This move is easily pushed away, but can combo off his
standing MP.

Heart of Darkness : (QCF + kicks) [ground only]
 Blackheart floats into the air as a pentagram appears beneath opponent.
Demons then begin to spiral up from the pentagram carrying opponent to the
top of the screen. At the top, Blackheart chuckles to himself and then the
pentagram erupts with a geyser of Hellfire as Blackheart falls to the
ground. In the corner Blackheart can hit the opponent as they land.


TEAM MOVES :
Team Counter : Lightning Stream along the ground  (very slow)
Team Attack : Lightning Stream along the ground (extremely slow)
Team Super : Armageddon


Combos : Seriously, all his good combos in MSH involved special moves, and
        since his special moves are f*cked, so is he.
[1](j, MP, c.jab, c.jab, s. SK, s. MP, j. jab, j. SK, j. MK, j. MP, j. FK)
     This is not a real combo, but is quite effective due to the returning
     demons
[2](Air Dash, j. MK, j. FP, c. SK, c. SK, (red demons return to hit
    opponent) s. MP,  2n1 Armageddon)


ENDING : Pic 1 : Blackheart looking at his electrified fist
                         BLACKHEART : Father, I have done as you bid.
     Pic 2 : Blackheart, hands outstretched, looking at a wall of hellfire
             Behind him lays the bodies of Cap, Ryu, Ken, Cyclops
                         BLACKHEART : These mortals were no match for me.
                                      I bring you yet another offering to
                                      your greatness, father.


*** CAPTAIN AMERICA  *****     ***  CAP  ***     ***** CAPTAIN AMERICA ***

  "When Captain America throws his mighty shield,
   all those who chose to oppose his shield must yield
   With a left and a right the evil flew
   When the red, and the white and the blue come through.
   When Captain America throws his mighty shield."
                                      ---Cap's cartoon, from the 1960's

Captain America  AKA the fountain of corny phrases and poses

     I can honestly say that if the real Cap from MSH was in any game he
would kill almost every projectile character Capcom has (Iceman is tough,
the original Sagat was worse.) However this is MSH v SF where...
     Cap is the slowest super hero ever. You will swear he is in covered
in pixelated molasses since the game (which is pretty slow moving on Turbo)
seems to be moving at the speed of Street Fighter ONE when he plays. If you
played the old Captain America like myself, expect to relearn almost
everything, because when you initially play him he feels wrong.
     HOWEVER you will soon discover that Capcom has given him power. After
Hulk and Zangief, Cap is easily the next strongest character in the game.
His jumping FP, standing FP combo takes ridiculous damage. In fact, any
normal move/combo he does involving the shield inhales life. Add to that
the fact that he can do some of his old combos, and his priority on moves
is high as hell, you will find that this prioritized power makes him a
match for anybody. MSH Cap is still better, but not by much.

MOVES:

Shield Slash : (QCF + punch) [air]
   Cap throws the shield at opponent depending on which button is used.
As long as the opponent is hit or blocks the shield, it will bounce back
to Cap. If Cap totally whiffs, he must retrieve the shield by touching it
with any part of his body. The delay time on this has increased and now
both Cap and the shield light up for a second before he throws it.
           JP = skims shield across the ground
           MP = throws shield across screen at shoulder height [air]
           FP = throws the shield up at 40 degree angle [air]
          [air JP] = throws the shield down at 40 degree angle


Stars n' Stripes :  (DP + punch)
    Cap's dragon punch. Regretfully, he no longer has the 8 hit Tiger
effect when he does this without the shield. Also, without the shield it
is pretty easy to kick CAP out of this uppercut.


Charging Star : (HCF + kick)
     Cap dashes at the opponent. If he has his shield, this goes through
all projectiles but Spider-Man's webs. This move was not that hot in MSH,
now it has a small startup delay and a massive lag time after it's finished.
It's still comboable, but hardly worth the risk since Cap's normal standing
FP does more damage than this in a combo.
     As a team attack however, this is very useful.  Not only does the
Charging Star beat most moves, but if the opponent jumps behind you it will
cross them up.

Cartwheel : (HCB + punch)
      Cap does a cartwheel through an opponents attack, during this time
he cannot be hit by normal attacks. Surprisingly, he can now be thrown
during his cartwheels, which was not the case in MSH. Still, this is move
has many uses and should be utilized.


Supers :

Hyper Charging Star : (QCF + 2 kicks)      {1 level}
    Cap does his old Power gem variant of the Charging Star. It is now
a super with a larger hit area as he runs the full length of the screen.
It hits 10 times and is great for chipping energy. Has delay after it is
completed, however, so use it wisely.


Hyper Stars n' Stripes : (DP + 2 punches)   {1 level)
    Another Power gem variant, this time of the Stars n' Stripes. Cap does
three Dragon punches across the screen. Like most DP supers, it combos off
all normal attacks but surprising drains little life. Other than that, a
typical super DP and like all super DP's is an excellent team super starter.


Final Justice : (QCF + 2 punches)   {1 level}
     Cap charges at his opponent. He is invincible while charging so long
as he has the shield, if not everything hits him. Upon hitting the opponent,
Cap administers a 9 hit beat down, throws the opponent into the air, jumps
and catches the opponent and slams him/her to the ground.
     Unfortunately, if this move still combos, I do not know how and the
old ways (off FK or a throw w/kicks) do not work, so now I combo it off the
team attack. No it is not a true combo, but since most people try to hit the
vulnerable teammate, it catches them.

TEAM MOVES :

NOTE : Cap is a real team player, and actually will vary the team attack
      and team super he does based upon whether he is on the screen at the
      time or off screen at time of move.

Team Counter : Stars n' Stripes
Team Attack  : Stars n' Stripes / Charging Star
Team Super   : Hyper Stars n' Stripes / Hyper Charging Star


COMBOS : I will say this once, after all of Cap's combos throw the shield.
        People are mad after the red, white and blue boy finishes with
        them so teach them to keep their player blocking.
[1]  (j. FP, s. jab, c. SK, s. MK, s. MK, s. FP)
  This combo does not seem like much, but it takes about a third of a bar
  of life.
[2]  (c. SK, c. FP, j. jab, j. SK, j. MP, j. MK., j. FK, j. FP)
  The FP does not hit constantly, but if it does, there goes another third
  of life.
[3]  (j. SK, j. MK, j. FK, s. jab, c. SK, c. MK, 2n1 Hyper Stars n' Stripes)
  A wonderful end to an opponents life with a team super.
[4]  (c. SK, c. MK, c. FK, 2n1  jab Shield Slash)
  A basic fundamental CAP combo.


ENDING :
 Pic 1 : A nice shot of Cap shaking Ryu's hand, not as cheesy as the
             Cyclops / Ryu handshake in X v. SF
       CAP : Thank you, Ryu. Your help was invaluable. Maybe you should
             consider joining us [the Avengers]. We could show each other
             a thing or two.
       RYU : Thanks, but no. I still have much more training ahead of me.
       CAP : Well maybe, when you finish, you can come back again.
 Pic 2 : Ryu, in the background, walking away, as Cap watches him
       RYU : Yeah... maybe... someday.
       CAP : Until that day...


****   Chun  Li   **** *****   Chun Li Dohrai  *****  ****  Chun Li   ****

   Since playing Street Fighter 2 she one of my favorite characters.
However Capcom is constantly changing her moves. I liked her the way she
was in SF Alpha 2, with the option to make her a charge move character.
   Overall, Capcom has severely weakened her in this series IF you liked
her as an aggressively comboing attack character. However, if you liked to
play the classic "Let Me Embrace My Inner Bitch" style of  hit and run away
and she is very good. Specifically, her power is now higher than it was
before and her priority is, as always, very high. In addition, she does not
lose as much life as she used to when she is hit. Don't get me wrong, she's
not cock-diesel like Ryu, but it is a noticeable and welcome change. Anyway,
here are the new moves and how the old ones have changed.

NORMAL MOVES:
She can still triple jump in the air (just jump again) and air dash (tap
f, f). The Head Stomp (d + MK)[air only] still combos with the Lightning
Legs and these are the moves you will be using most with her, since the
best strategy is to hop, air dash, and Head Stomp people to death.
    The Neck Breaker (df + FK) [ground only]  has very high priority, and
is a genuinely useful, often forgotten move.
    Standing FK : Chun's impenetrable anti air defense move, combo starter

SPECIAL MOVES:

Vertical Spinning Bird Kick : (DP + kick)
    This used to be a charge move, now it is not. Decent priority, but
since Chun Li never had a Dragon Punch this really ticks me off. Still
has very high recovery.

Mini- Kikosho : (charge back, forward + punch)
    The title says it all. It only hits once but has the hit range of the
Kikosho in Alpha. Primarily she has this move to enable her to have yet
another low risk defensive air move. Comes out very fast and has good
priority.

Kikoken : (HCF + punch) Chun's full screen fireball. Faster than it was in
    SF v. X-Men, with a little less delay when released.

Axe Kick : (HCB + kick) [Overhead - must be blocked standing]
    The same as it was in X-Men v SF but seems faster since the game is
slower overall. Can be comboed off of a low sweep.

Lightning Leg Kicks : [Tap kick rapidly] [air]
    THE ONLY SPECIAL MOVE SHE'S KEPT SINCE THE ORIGINAL STREET FIGHTER 2.
Works very well as an air combo finisher, risky on the ground.

SUPER MOVES:
Thunder n' Lightning Leg Kicks: (QCF + 2 kicks)
  Chun-Li runs across the screen with the Lightning Leg Kicks.
This move now has a delay BEFORE it comes out and the same delay after
it finishes, only this time she is NOT INVINCIBLE once the super is over.
It is also, like many supers, is harder to combo.

Kikosho : (QCF + 2 punches)   A gigantic vacuum of energy
 This move still sucks enemies into it, but now, once it is finished it
will usually push the opponent to the other side of the screen. They also
cut her delay time on this super in half and as always, she is invincible
when it is on since it blocks or repels all supers. Overall, dramatically
improved.

Hazan Tengyo Zyaku / Super Vertical Spinning Bird Kick : (DP + 2 kicks)
 Same as it was before.  Chun spins into the air hitting opponent 8 times.
Massively damaging even to the strongest characters, this move should be
used whenever a clean hit is available.

TEAM MOVES :
Team Counter: Kikoken
Team Attack : Axe Kick
Team Super : Kikosho

COMBOS :
[1]  (air dash  j. SK, j. MK, j. FK, c. SK, c. MP, c. FP, 2n1 Thunder n'
     Lightning Legs)
     Oh yes, this combo does do a lot of damage.
[2]  (j. MP, j. FP, s. jab, s. SK, c. MP, c. MK, c. FK, 2n1 Axe Kick)
[3]  (while sliding c. SK, s. MP, s. FK, j, jab, j. SK, j. MP, j.MK, hold
     down j. MK, 2n1 Lightning  Legs)
[4]  (s. jab, s. MP, s. FP, 2n1 Kikosho)
     You can tack a lot of stuff on before this combo. s. FP is the only
     Kikosho linker.

ENDING :
Pic 1 : Chun Li standing in a hallway saluting an elderly gentleman
in a blue suit, glasses, red tie, and black shoes.
        Chun : I have completed my mission sir.
       Chief : Good. Good. Were there did you encounter any problems.
        Chun : Not with the mission sir...
PIC  2 : On the right side of screen, an extreme closeup of Chun-Li's face.
        Behind her on the right, Ken, Ryu, Zangief, Spider-Man, the Hulk,
and Wolvie are making funny faces and sounds.
        CHUN : But I haven't quite figured out what to do with these guys
               yet.
       Chief : Oh dear!


***  Cyclops  ***    ****   Scott Summers      ****    ***   Cyclops   ***

"Know why I won? Because I kept my eye on you." --- X-Men v SF

The hands down cheapest character in X-Men v. SF is slower now.
     His normal attacks still have high priority and supers take massive
block damage. A few moves have been changed, but overall he is still one of
the better characters. A perfect teammate for everybody, and will make you
wish Iceman were back in the game so you could kick his ass.
       In addition, Cyclops is now THE number one shit-talker in the game.
Unlike most characters, for team action he says a phrase. Check the chart.

Team Attack : "Do It!"
Switch Out  : "Your turn."
Switch In   : "My turn. Yes."
Super Move  : "BEHOLD! Optic Blast!"
Taunt       : "Ahhh YES!"
Beginning of Round : "Let's GO."??
Victory Screen     : "Dreams don=92t die."

Normal Moves : Cyke has a number of variants on moves
   d + FP [air only] A two fisted downward strike, beats most ducking
                      uppercuts.
   d + FK [air only] A double footed downward kick... Amazing priority.
   FP [ground only]  A mini fireball. Combos with all of his beams.


SPECIAL MOVES :
Holyfield ! (Cyke's rushing punches): (charge B, F + punch  tap punch)
    A 6 hit combo that end in Cyke's normal fierce punch.
    Yet again they have changed up the combos you can do after this move.
It no longer combos off of any of his ducking moves because the optic blast
will ALWAYS come out, there really is no way around it. While standing, the
best linker is now MK (it was JP) and with the additional ranges comes
additional power, this move will now take a BLOCK and a half (out of 9
blocks) of damage.

Bulldog slam :  (charge B, F + kick ) [unblockable running throw]
     They took away most of the combo possibilities after this move since
it no longer jacks the opponent into orbit and Cyke now has some delay after
connecting with it. Still, an excellent move, it is the one most likely to
have your opponents calling Cyke a cheap bastard.

Optic Blast : (QCF + punch) [air] Now has more delay time after it connects
but it pushes your opponent pretty far back and hits opponents multiple
times like the blast in X-Men COTA. Shorter delay time when you 2n1 it with
the FP but the beam still disappears when your opponent does a super.

Optic Sweep : (HCB + punch)
Cyke lays on ground and bounces an optic blast onto the ground. If it hits
the opponent is tripped and falls to the ground. Massive delay time and is
generally a screw up move.

Gene Splice : (DP + punch, tap punch)
   Cyke punches the opponent into the air multiple times, he ends the
attack with a vertical Optic Burst (like his ground FP). It is harder to
hit Cyke now after he connects since even if  you block the move you are
pushed very far away (note this is the same for all dragon punchers.)
   Unlike most DPs, the Splice has specific ranges depending on where the
opponent is on the screen. If you mess up, stop pressing buttons, this will
cause Cyke to just fire the Optic Burst.
   If an opponent super jumps, it is wise to do a quick Gene Splice. The
fat beam will usually tag the opponent.


Super Kick :  (QCB + kick)  Cyke hits you with a standing kick followed by
a low sweep. This is the best ender for all of Cyke's ground combos and
though it leave him open, opponent will rarely be able to retaliate with
a super.


SUPER MOVES:

Mega Optic Blast : (QCF + 2 punches) rapidly hit all buttons for more hits
  The ultimate super. Can hit up to 40 + times. Does a ton of block damage,
it cannot be pushed. And stops everything except the Maximum Spider and
rushing Dragon Punch supers. Super jumping is the only escape. No longer
combos with standing RK, but still hits any low swept opponents.

Super Optic Blast : (QCB + 2 punches) [air] Aim with joystick
   This move has been improved in two ways. First, if you are hit with any
part of it, you can no longer block. Second, whatever way you are holding
after the Super Move pause is the way you will shoot.  NO more waiting
until Cyke turns his head around. However, it will no longer combo in the
air.

TEAM MOVES:
Team Counter: Optic Blast
Team Attack : Gene Splice - Easily one of the best team attacks in the game.
Team Super  : Mega Optic Blast


COMBOS : They took away Cyke's multi-hit air to ground combos, but even with
        that loss, he still has more combos than anybody. As a default, I
        will use the super kick as an ender, but his other special moves
        will combo just as easily.
[1]  (j. jab, j. MP, s. jab, s.jab, s. SK, c. MP, s. MK, s.FK, s. FK,
     2n1 optic blast)
     I usually omit the c.MP, since it will not always connect.
[2]  (while sliding in, c. SK, c. MK, s. MP, j, jab, j. SK, j. MP, hold up
     j. MK, 2n1 Super Optic Blast)
     This combo is now a bitch to complete, 2n1 ing the S.O.B. requires
     perfect timing.
[3]  (j. SK, j. MK, d + j. FK, s. jab, s. SK, s. MK, 2n1 Holyfield press
     button 3 times 2n1 fierce Gene Splice)
     Another very hard combo to do. I've only completed it twice mainly
because the Holyfield does not like to 2n1 or lead into 2n1's.
[4]  (d + FP, s. SK, s. MK, s. FK, 2n1 Super Kick)
     Finally, something easy.
[5]  (c. SK, c. SK., c. SK, c. FK, 2n1 Super Kick)
     And something cheesy.

Ending : Pic 1 : Ryu shaking Cyclops' hand. Behind them is a giant face
                resembling Cyber Akuma.
         Cyke : Thanks again for your help Ryu, we couldn't have done it
                  without you.
          Ryu : Your welcome Cyclops, anytime. Watch Out!
        Pic 2 : A giant Cyber Akuma getting Optic blasted by Cyke. In the
                background, Ryu is Hurricane Kicking the robot's head.


***  DAN  ***         *****  DAN  *****         *** DAN ***

"Wa-hoo! Wa-huey! Crack hoe!!!" --- Dan from Super Puzzle Fighter 2 Turbo

I have developed a new type of respect for Dan. Yes, he is still not the
ideal choice for beginners, but keep in mind he is a master's character.
His most redeeming quality is that he is very strong. His normal moves take
good damage and his special moves hurt. Plus, his throw range, especially
in the air, is high. Unfortunately, he has built in screw up moves, so
flailing players beware, and any time he is hit by a special or super move,
he loses life like the bitch he is.

Point of interest : In SF Alpha, when you fight as Ryu against Sagat, Sagat
throws Dan off the screen. In MSH v. SF, when you pick him, Dan finally
lands in a big explosion. This is just further proof of Dan's scrubnicity.


Moves:

Gadoken:  QCF + punch    [This is a really pathetic fireball]
       In general, you only want to use this in combos off the Medium or FP
attacks. It is a pretty powerful fireball, but it is very small. Frankly,
it looks like a gigantic sperm surfing through the air. (I am not trying to
be nasty, it really does look like a sperm)

Dan kicks :   QCB + kick    [Hah, Yah, Hee-aahh]
       Dan flies across the screen struggling to do a Hurricane Kick
These are your best friend. The SK version is almost worthless, but medium
and fierce both do high damage. It is a decent 2n1 move plus, this move is
very hard to retaliate against if blocked. Dan with a good move, 'jinky
Scooby'.

Kouryuken :  DP + punch    [DIRECTLY ported from Alpha also]
       Dan's very undraconic, dragon punch. This deserves some explanation.
Normally, a true Dragon Punching character is invincible as he goes up.
Thus if a beam of energy hits him, he will not get hit until he is falling.
In the case of Alpha Dan, no part of him was invincible, thus, he traded
hits with most normal moves. MSH v. SF Dan's Koureppa is different because
now his fist is invincible going up.  A dramatic improvement, for Dan. Plus,
when Dan turns white he is totally invincible, this however, is very random.

Dan's autograph : [Really, you don't want to know this]  (HCF + punch)
       Dan removes a picture and pen from his gi, signs the picture, holds
it up, and then throws it at his opponent. It takes a pixel of energy, but
stops most normal attacks.

Dan's quick autograph : HCF + kick
       Dan holds up a picture from his gi and throws it at the opponent.
Both versions of this move stop normal attacks when he holds the picture in
his hand, but overall, this move really just sets him up for attack.

Taunt: This is an essential part of playing with Dan for the simple reason
that it charges his super meter and of course, it is DAN. Besides, it almost
always makes your opponent want to attack you senselessly. Mess with their
heads until they start doing this and then hit them with his Kouryuu Gadoken.

Press Start [air] Only Dan can do this in the air,
Rolling Taunt : [QCF or QCB + Start]
       Goes under some fireballs.

Remember, no one else can charge a super meter with taunts.

SUPER MOVES:

Super Taunt : QCF + QCF + start   (STILL doesn't hit)  {Level 1}
             [But if you win, you can almost do the whole thing]
The number one crowd pleasing super. The ultimate insult since you are
basically begging your opponent to hit you and if they don't all the
laughter around the machine will embarrass them too much to actually win
(unless of course, they were waiting there with a team super to hit you
with.)

Kouryuu Gadoken: QCF +  any 2 punches  {Level 1}
                [Even more pathetic because it took a level]
This is hands down the most powerful fireball super in the game. Yes, it
goes nowhere, but if you connect it takes a staggering 50% of a lifebar.
Unfortunately, it only connects off a deep jumping attack.

Kouryuu Reppa  : QCF + any two kicks {level 1}
Dan's two hit Dragon punch. This move has almost no range, but comes out
pretty fast and with PERFECT timing juggles jumping in opponents sort of
Okayishly.

DEPENDING UPON NO ONE BUT MYSELF PUNCH
aka Hissho Murai Ken and it has a new name in MSH v SF:  QCB + 2 kicks
     Dan's super flurry, straight from Alpha but it combos with MK much
better than it used too. The chip damage on this move is pretty good an
unlike Alpha, it has a suction effect so if you touch it, you are hit by
the rest of the combo. Another good reason to play with Dan.

TEAM MOVES :
Team Attack  : Hadoken  (Don't bother)
Team Counter : Kouryuken
Team Super   : It is his super fireball. Do not use this unless you start
              with Dan.


Combos : Remember this is DAN, his BEST combos are everybody else's worst.
  Jumping FP,  Kouryuu Hadoken (Takes about half a ground opponents life.)
[1]  (j. MK, c. SK, s. FP   2n1   Kouryuken)
    [2]  (j. FK, s. MK, 2n1 Dan kicks {fierce})
    [3]  (j. FP, c. MK, 2n1 Hissho Murai Ken)
    [4]  (c. FP, j. SK, j. MP, j. MK, j. FK, j. FK)
        DAN can 2n1 the Fierce Kouryuken off of most of his normal attacks
        DAN can finish off air combos with two fierce kicks, but he sucks
        at air combos.

ENDING :
 Pic 1 : Dan eyes bulging, holding Akuma by the throat, fist upraised and
         shaking.
        DAN : I've finally beaten you Akuma. I'll endure no more teasing.
              No longer will I be your punching bag. THIS IS THE END!
       GIRL : Brother, wait !!
 Pic 2 :  Dan turning his head to the left to see his sister (dressed in a
          school uniform like Sakura) crying on the right.
       GIRL : You can't kill him.  He's our... our...
 Pic 3 : "END ?!" in bright letter on a black background.


*****   Dhalsim   *****      (AKA Slim)       *****   Dhalsim   ******

"I have halted the flow of Ki in his body and now he is experiencing the
terror of paralysis first-hand. As shall you." - Street Fighter II Victory

The master of Hadou returns again to teach the beasts a lesson. A keep away
character at heart, there is little one can do against a good Dhalsim
besides super jump and hope for an opening. Besides that, he seems faster
since the game is slower and has more priority. His keep away tactics are
harder to break since he can do the Yoga Inferno in the air. Cyclops is
still his ultimate nemesis as he is also the best menace to Cyke players.


NORMAL MOVES:
Air Drill : (D + kick) [air only]
Dhalsim spins in the air and glides feet first towards the opponent

Air Headbutt : (D + FP)  [air only]
Dhalsim spins in the air and glides head first towards the opponent.
Excellent priority against normal moves.

By holding back on the joystick, you will usually get Dhalsim's short range
attacks. However, the computer usually selects the appropriate Dhalsim
attack in these games so it is not that critical.

Holding DF + kicks on the ground will do Slim's slide, while holding DB
will keep him doing normal kicks.

SPECIAL MOVES :=20
Yoga Fire : (QCF + punch) [air]
 Dhalsim spits a ball of fire at his opponent. It travels the full distance
of the screen once again and now he can throw more than one at a time when
he super jumps.

Yoga Flame (horizontal): (HCB + punch)
 Dhalsim spits a large tendril of flame in front of him. It goes three
quarters of the screen and depending upon punch used hits 1-3 times.

Yoga Flame (Angled at 45 degrees up) : (HCB + kick)
 Dhalsim spits a said tendril of flame at said angle. This comes out faster
than the horizontal flame and the recovery time is faster. If your opponent
is on the ground, however, you are screwed.


Meditation : (QCB + 3 kicks) [air only]  (Do motion again to turn it off)
    Dhalsim harmonizes his chi with the earth and floats above the ground.
During this time SLIM can move freely around the screen and has increased
priority on his attacks. However, WHILE LEVITATING DHALSIM CANNOT BLOCK so
practice turning it off.


Yoga Teleport: (DP or RDP (b,d,db) with 3 punches or kicks)
 Dhalsim disappears and teleports to a different location on the screen.
The ground locations are a definite. The air locations are about 65%
accurate. As a rule, you do not want to do a lot of teleports with Slim
since his return location is dependent upon your opponents location and
orientation instead of a definitive area on the screen.

Ground Teleports
DP + punches  Directly in front of opponent
DP + kicks    Behind the opponent
RDP + punches Teleports back half the screen
RDP + kicks   Teleports back full screen

Air Teleports
DP + punches  In front of opponent at the height of a normal jump
DP + kicks    Behind the opponent at the height of a normal jump
RDP + punches Teleports back half the screen higher than where he started
RDP + kicks   Teleports back full screen lower than where he started.


Supers :
Yoga Inferno :  (QCF + 2 punches) [AIR]  {1 level}
  Dhalsim spits a gout of flame from his mouth that hits 26 times. You can
aim this with the joystick by pressing up or down. Moving the joystick up
and down rapidly causes him to spew flame in a wavelike manner. This super
is fast, and combos off of his sweep still. Use it to retaliate against
other supers and to keep away airborne opponents. Still has delay though,
but is hard to push.

Yoga Throw : (QCF + 2 kicks)  {1 level}
 Dhalsim levitates into the air the distance of a normal jump. If opponent
touches him they are grabbed, cartwheeled into the air, and slammed on the
ground. This takes about one third of an energy bar but it trades hits with
too many moves to use more than once a match unless you manage to 2n1 it off
of Dhalsim's Air Launcher, which sets it up perfectly.

TEAM MOVES:
Team Counter : Yoga Flame {3 hit}
Team Attack  : Yoga Flame {1 hit}
Team Super   : Yoga Inferno

COMBOS : Dhalsim is not a character you pick for combos. All his combos
        are basically 2n1's. Not many people use this, but Slim's Air
        Drill (D + short kick) combos with his MK, RK, special/super. As
        far as air combos, three punches or kicks in a row combo, but the
        timing is so awkward it is better to concentrate on ground combos/
        2n1's.

[1]  Against airborne opponents (b + s. MP, 2n1 Yoga Throw)
[2]  ( d + j. SK, j. MK, j. FK,  s. MP, 2n1 Yoga Inferno)
[3]  (j. MP, j. FP, s. FP, 2n1 Yoga Flame)


ENDING:
Has one of the funniest endings in the game.  He eats dinner with
Shuma Gorath and they have a hilarious conversation.

PIC : Shuma is at a wooden table sitting like a huge pink blob holding a
     knife and fork. Dhalsim is sitting across from him, smiling
     congenially while his wife (who looks like the little girl from
     Street Fighter 2 Victory) serves them both.

Dhalsim : What do you think about reincarnation?
Shuma   : Shuma-Gorath is coming. Shuma-Gorath is coming. Shuma-Gorath is
         coming.
Dhalsim : Really, would you like some more tea?
Shuma   : I will devour your planet. Shuma.
Dhalsim : Oh, do you think the weather is going to change?


**** HULK ****    ***** The Incredible Hulk *****    **** HULK ****

"What do you want to hear? 'Hulk crash, Hulk bash, Hulk smash?' Well I'm
not that Hulk anymore. Eat Lead!"  ---  The comic

Taken from the excellent Peter David run comes the intelligent, cocky super
hero. The main complaint about Hulk from MSH (the fact that he did not have
super armor while the Juggernaut [Hulk's frequently used punching bag did]
has been addressed but he lost the excellent pick up off the ground combos
from MSH. Most of his regular combos are still intact, however, due to the
sluggishness of the game and the fact that Capcom has dramatically slowed
down the Hulk, these combos are harder to accomplish (timing them is a
b*tch now) and most people will prefer his new super armored normal attacks.
Other than that, he is one of the better characters in the game.

Note: Hulk does NOT have super armor in the air.

NORMAL ATTACKS: All of Hulk's normal attacks take block damage and his
punches now push you far away. His FP takes its normal damage + 1.5 times
whatever you hit him with if it connects (The Dudley Cross-Counter Effect)

SPECIAL MOVES:
Ground Wave : (QCF + punch)  Hulk rips up concrete from the ground
  This is a combination of Hulk's Ground Rip (d, d +punch) and Ground toss
from MSH. Hulk rips up the ground with his ducking FP animation so jumping
in and attacking him is pretty much useless. This move also trades hits
with all the super fireballs too, if he does it first. Quick.

Gamma Throw : (HCB + punch)
Hulk extends his arm to reach for a throw, the throw is blockable
  Much slower than it was in MSH, Hulk now stands there for a second before
he grabs you. But since he's super armored, hitting him in this situation is
not a wise move for the opponent. Has a long delay after move so Hulk
players need to use it sparingly.

Gamma Charge : (charge b, f + kick, aim with joystick, press kick again)
           or (charge d, u + kick, aim with joystick, press kick again)
Hulk charges at opponent with super power armor (i.e. it takes three hits
to stop him instead of two.) Afterwards he can redirect by pressing kick.
 Massively damaging, however, if opponent blocks the first hit you are
eating a super. However, the reward is worth the risk. If someone super
jumps at you, Charge under them, then redirect Charge at the opponent. Like
in MSH, this crossup is hard to block even if you know it is coming.

Supers :
Gamma Wave - (QCF + 2 punches, press all buttons rapidly)  {1 level}
  Hulk does a ground wave that goes all the way across the screen. Hulk is
invincible when he does this super. DO NOT try to hit him with a jumping
attack since he has super armor and you do not. This move takes a staggering
45% of life when you trade hits with it. It beats all super fireballs
(Opponents will hit him with part of their super, all of his will connect.)
but can be pushed off. This super should be used frequently since it has
zero recovery time and pushes opponents far away.

Gamma Crush - (QCB + 2 punches, aim with joystick) Note:(Holding down makes
 him come back down on the spot he jumped from immediately.} {1 level}
 Hulk jumps into space, grabs a piece of Asteroid M, and brings it back on
opponents head. This is a great anti-air move, but delay time is huge if
you fail to connect with it.

TEAM MOVES:
Team Counter - Gamma Charge (RK distance plus redirect)
Team Attack  - Gamma Charge (SK distance, no redirect)
Team Super   - Gamma Wave  (Mash those buttons)

COMBOS : The super armor enhancement really has tampered with Hulk's combos,
        so these few are it until I can find some more.
[1] (j. SK, j. MK, c. FP, j. jab, j. SK, j. MK, hold up + j. FK, j. FK)
[2] (s. jab, s. SK, s. MK, 2n1 Gamma Charge, redirect)
[3] (j. FK, s. jab, s. FP) This combo just takes mad life.

ENDING : Hulk sits beside Blanka on a bench.
        Hulk : Yes, I can understand how you feel being bombarded by
               radiation
      Blanka : Gyaaargh!
        Hulk : Um-hmm... I experienced similar frustrations early in my
               life. Yeah, pretty damn stupid.


**** KEN ****    ****  Ken Masters (AKA Mel's dad.) ****    **** KEN ****

   Oh my god! WTF! and "This is bullsh*t" are the first responses when
anybody picks Ken in this game. Since, for the first time ever Capcom has
altered one of the big two significantly. See below.

NORMAL MOVES :
f + MK : Overhead Kick
s. FP  : Combos with the new super as well as the Shinkyuu Hadoken.

SPECIAL MOVES :

Hadoken: (QCF + punch)  [air]
Ken fires a large ball of ki that goes HALF the distance of the screen. It
comes out quickly but still has the same delay and though it is larger, the
dissipation factor simply makes the Ken players cry.

Shoryuken : (DP + punch) [air]
THE definitive Dragon Punch. Now all Ken's DP's are flaming. The delay on
this dragon is very low. It links well with itself and consumes considerable
life while in the air it can easily interrupt an opponent's air combo. In
other words, it must be Ken's. BTW, other dragon punches simply cannot FUCK
with this move anymore, even if they do their dragon after his, he will
still hit them and do high damage..

Tatsumaki Senpyu Kyaku [air only]             (QCB + kick)
The original Hurricane kick in the air. Same arc and everything. Now combos
with the ground hurricane.

Tatsumaki Senpyu Kyaku EX [ground only]  (QCB + kick)
Ken's hurricane kick from Street Fighter EX. It arcs up at a 45 degree angle
for 2-4 kicks then ends with an axe kick to the ground. In EX, you had to do
the motion every time you wanted an extra kick, which was good since you
could stop it from going too high in the air. In MSH, however, you cannot
stop it and it is the ultimate screw up move. Redeeming Qualities: Combos
with air hurricane. Works like Guy's in terms of priority and suction range.


SUPER MOVES:

Shippu Jinrai Kyaku : (QCB+ 2 kicks)    {1 level}
  Ken's new Super from SF III. He rushes towards you with four kicks and
then takes you up in the air for a 10 hit vacuum hurricane kick. Looks a lot
better than in SF3 since now his legs are on fire during the move.

Shinryuken : (QCF + 2 kicks)    {1 level}
  The vertical column of flaming death. Still combos off his launcher.
Still takes mad life. The important thing to remember is not to get jump
happy against Ken.

Shorryu Reppa : (QCF + punch)   {1 level}
  Three rushing dragon punches. Still combos off MK and all around his most
useful super move. Great team super starter.

TEAM MOVES:
Team Counter:  Dragon Punch
Team Attack :  Shoryuken
Team Super  :  Shorryu Reppa. Shinkyuu Hadoken with Ryu only.

COMBOS :  Sorry, I have never been a big Ken fan.
[1] ( j. MK, j. FK, c. jab, s. MP, s. MK, 2n1 Shorryuu Reppa)
[2] (while dashing c. sk, c. FP, j. jab, j. SK, j. MP, j. MK, 2n1 a SPECIAL)
[3] air to air : (j. SK, j. MK, j. FK, 2n1 air Hurricane, 2n1 ground
   Hurricane Kick)

ENDING : It's not the exact dialogue, but be it cheddar or gouda, it's all
        cheese.
Pic 1 : Ken, snoozing under the big tree during his training days. He is
        being tapped on the knee by Ryu.
           RYU : Ken, wake up! The master is looking for you.
           KEN : Huh.. Oh .. What Ryu! You wouldn't believe this dream I
                 had about us. We were in another world and there was this
                 guy who could shoot beams from his eyes. And you could...
Pic 2 : Ken and Ryu running towards the dojo
           RYU : Forget the silly dream, we're going to be late for dinner.
           KEN : Oh no, let's go!

</pre><pre id="faqspan-2">
****  OMEGA RED  ****   ****  OMEGA RED  ****   ****  OMEGA RED  ****
Note : Throughout this section I will use Carbonadium Coils and tentacles
      interchangeably. The proper terminology is Carbonadium Coils

Probably the second best character in X-Men with his combination of speed,
power, and normal move priority, Omega comes to MSH v. SF with few changes
compared to everybody else. The major differences being the Omega Destroyer
does not chip the incredible amounts of block damage it once did, his
jumping FP (6 hit auto combo) now has a startup delay, and the delay on a
missed coils is immense. Besides that, he is the same Omega Red minus his
old infinite combos (not to say he does not have new ones, and upon further
review is a good team up with Bison to make the "almost ultimate bad guy
team up squad."


Normal Moves:
(1) Standing MK chains with the MK Omega Strike for an air Launcher
(2) Standing MP, when close is an air Launcher
(3) Crouching FK on ground (Omega stabs tentacles into ground and they
   break through the pavement) has three controllable ranges
db = Coils appear close to Omega
d  = Coils appear in the middle of the screen
df = Coils appear on the far edge of the screen
(4) Jumping FP is an auto air combo of six hits, it has a startup delay
   unless you put it in a combo
(5) AIR DASH : Omega can dash forward in the air by tapping forward twice
(6) Most moves involving the coils are immune to energy projectiles (but
   remember, the optic blast is a energized force beam)


Special Moves :

Carbonadium Coil : (QCF + punch) [in air Omega can use any button]
  Omega throws a tentacle to a specified location on the screen. However
long the button performing the move is held determines how far the tentacle
travels and Omega's delay time after the move's completion.
 JP : Omega throws the coil directly in front of him [air]
 MP : Omega throws the coil upwards at a 45 degree angle [air]
 FP : Omega throws the coil straight up into the air [air]
 SK : Omega throws the coil directly in front of him [air only]
 MK : Omega throws the coil down at a 45 degree angle [air only]
 RK : Omega throws the coil straight down to  the floor [air only]
After connecting with the Coil you can :
 Rapidly tap PUNCH, to drain life from opponent's life bar
 Rapidly tap KICK, to drain Chi from opponent's super meter bar
 Press b, d, f, d in order to slam opponent on the ground twice (very hard)
After finishing the moves above you can :
 Throw the opponent to whatever location on the screen you wish (including
 straight up) by holding the joystick in that direction.


Omega Strike :  (QCF + kick)
    Omega uses his coils to propel himself across the screen while kicking.
He will propel himself forward until he hits a boundary.
     SK : Omega kicks straight across the screen
     MK : Omega kicks upwards at a 45 degree angle (air launcher)
     FK : Omega kicks straight up

At any time this move can be interrupted two ways
(1) Tapping BACK + KICK on the joystick makes him pull himself back to
   where he originally planted the tentacles. While he is moving back
   pushing FORWARD will make him recall the tentacles from the ground,
   allowing him to attack immediately with a normal attack.

(2) Tapping DOWN + PUNCH on the joystick will cause Omega to recall the
   tentacles from the ground. While doing this Omega will float upwards,
   enabling him to finish off an air combo if he used the MK Omega Strike.
   (See normal moves)


SUPERS :

Omega Destroyer : (QCF + 2 punches)    [ground only]         {1 level}
    Omega lets loose and flails his Coils wildly across screen. One of the
few full screen supers left in the game. This no longer chips incredible
life, but is still a good chipping super, especially against airborne
opponents. It's normal damage is variable depending on where you caught the
opponent with it, but I have seen it take a third of a bar, which is not
shabby in MSH v. SF.
    BTW, this is the highest priority move in the game and once it is out
nothing will penetrate it.


Carbonadium Smash :  (QCF + 2 punches) [air only]    {1 level}
    Omega dashes at his opponent, if he connects he does a twelve hit air
combo ending with his FP, grabs the opponent with a coil as they are falling
then whips the opponent over his head and slams them back onto the ground
with a gigantic explosion.
    Think of this as the airborne Weapon X, it has immense priority and
only select supers (Final Justice, Weapon X, Maximum Spider, and Ryu magic)
go through it. Omega can use this at a level barely above the ground and
that usually catches opponents off guard. Also, even if you miss, it has no
recovery time, so it is worth using once for every two Omega Destroyers.

TEAM MOVES:
Team Counter : Omega Strike
Team Attack : Standing FP
Team Super : Omega Destroyer

COMBOS :
[1] (jump back, air dash forward hitting FP, s. jab, s. SK, s. MP, j.jab,
    j. SK, j. MK, j. MP after which one can do :
 i. FP for another six hits
ii. 2n1 a Carbonadium Coil to suck some life
iii. 2n1  the Carbonadium Smash if your timing is perfect
[2] (j. SK, j. MK, j. FK, s. SK, s. MK,  after which one can :
 i. s. FK, 2n1 Omega Strike (SK version)
ii. down back crouching. FK, c. FP
iii. 2n1 Omega  Strike (MK) hold down, j. jab, j. MP, j. FP

Ending :
        Pic : Arkady on the right of the screen, looking over his shoulder
at Ken, who is holding the limp body of Ryu.
       KEN : Ryu... Ryu! Wake up. H- He's gone... You murderer, how many
             lives have you ended?
     OMEGA : Do you count the number of breaths you have taken?
       KEN : Damn you.  I going to kill you.
     OMEGA : Don't be foolish, boy...
       Pic :  A black screen.


****  RYU  ****     ****    RYU AKA Deux!    *****     ****   RYU  ****

 I can not wait until they take him out of the game and make him a boss.
However, like all adept at Street Fighter I can play him and play him well.
What can be said, in the hands of an above average player he is death. As
always, nothing major has changed and he is better than he was in SF vs.
X-Men for the simple reason that he has a new super and his old one combos
better.

NORMAL MOVES:

F+ MP - Overhead punch
F+ MK - Hop kick - A very fast move which occasionally is a overhead and
                  combos very well with the Shin Shoryuken

SPECIAL MOVES:

Hadoken:   ( QCF + punch )  [air]
The motion every fighting game has ripped off
    Ryu throws THE fireball as naturally as everybody else does a jab
punch. Quick and to the point, it defines his style. Delay time can be
cancelled by...

Shoryuken: (DP+ punch)
The other motion every fighting game has ripped off
    This move now pushes enemies far away, so even if they block it is
hard to retaliate against.

Tatsumaki Senpyu-Kyaku : (QCB + kick) [air]
    The hurricane kick is now easier to finish the SK version with a
dragon punch

SUPER MOVES :

Shin Shoryuken : (DP + 2 punches) The most popular super in THREE! makes
it's second appearance in MSH v. SF. It combos off of most normal moves and
now the air variation (the seven hit rising dragon) takes off almost as much
damage as the ground version (Which thankfully does not take half your
life.) Combos well off the Ducking FP launcher as well.

Vacuum Shinkuu Hadoken : (QCF + 2 punches) [air] {Press buttons rapidly}
This move is now extremely hard to hit.

The whole area around Ryu's head and feet will usually suck you into the
fireball if you try and hit it. It trades hits with the Maximum Spider,
Gamma Wave, and beats the Mega Optic Blast (if you are close.) It also
combos off the low sweep before you land as well as any single hit of an
air combo so even a novice Ryu player can hit you with it. This is very
hard to escape from and now it is only Team Countered by Dragon punches.

Shinkyuu Tatsumaki Senpyu-Kyaku AKA  Vacuum Hurricane : (QCB + 2 kicks)
The mysterious vacuum hurricane.

Trying to push it away is a risky proposition (usually you are hit) and
countering it is very useless.  If it is pushed off, Ryu is very vulnerable
to counter attacks but again, when Dirty Harry asked "Are you feeling lucky,
punk?" and the punk moved, what happened? The only dashing in type move that
will hit this cleanly is the Weapon X. Aim Maximum Spiders at his head,
don't try a Final Justice, Sakura Beat Down - no --, Double Final Atomic
Buster - hope you can live through the 30 hit combo Ryu will put on both
your teammates. In other words, use a beam.

TEAM MOVES:
Team Counter : Shoryuken
Team Attack  : Hadoken
Team Super   : Vacuum Shinkyuu Hadoken


Combos : This is the area where Ryu shines and will easily treat opponents
        like they were prostitutes. "Say what?"
[1]  while sliding in (c. SK, c. FP, j. jab, j. SK, j. MP, j. MK, up +
    j. MK 2n1 Shinkyuu Hadoken)
[2]  (j. MK, j. FK, s. jab, s. SK, s. FP 2n1 Shinkyuu Hadoken)
[3]  (f + MK, c. jab, c. SK, c. MK, c. FK, 2n1 Shinkyuu Hadoken)
[4]  (f + MK, 2n1 Shin Shoryuken)
[5]  (j. FP, s. MP, c. FK, 2n1 Vacuum Hurricane)

Ending :
     Pic 1 : A large close up shot of Ryu=92s face, drawn in the style of
SF3 and I believe it may have been a rejected screenshot from that game. He
looks like he is 35 - 40 yrs old.
     Pic 2 : The standard shot of Ryu's back, bag slung over shoulder, as
he searches for more competition. Is there any need to explain a Ryu ending?
He has beaten everybody and now goes onward to find another challenge.


****   SAKURA   ****    *** The queen of scream ***    **** SAKURA ***

Simply the most enjoyable personality on the game. Easily a fan favorite,
with all that crazy yelling, laughing, and shoe-flinging, her comic antics
are aided this time around by her classmate who now runs on the screen with
her and then waits in the background holding her backpack nervously.(In one
of Sakura's victory poses she runs back in carrying the pack, trips, and
lands face down on the ground, a must see.)
    As far as fighting goes, Sakura's flashiness initially attracts many
to play with her and after awhile, you find she can really kick ass. Her DP
combos with every normal move and you looks pretty painful and of course her
throws are always there to save you. Probably the biggest change from Alpha
is the fact that now all her special moves can be performed in the air, and
her DP goes through fireballs. Her best combos and supers are strictly on
the ground based, however, which fits the First Disciple of Ryu perfectly.

Moves :
Hadoken: (QCB + punch) [air]
    Sakura's fireball. The jab version of these fireballs travels the
length of her arm while the fierce goes the length of the screen. Arguably
her best move, since they are bigger than Ken's NEW fireball and she can
throw them repeatedly like him as well. The FP version in the air is very
good against ground based opponents since it travels the full screen's
length.
      On ground : throws a fireball diagonally up into the air
         In air : throws a fireball diagonally down

Dragon Charge (Shoryuken)    :  (QCF + punch) [air]
    Sakura charges at you wrapped in a field of energy that destroys all
ENERGY projectiles (no eyeballs, no webs, no optic blasts.) If she connects
she hits you 6 times with a dragon punch, and unlike Alpha, she does miss a
hit now. The FP has a startup delay, and therefore will not combo often,
however the MP version not only combos but has better recovery time than the
other two. The Jab version 2n1's with everything and works the best in air
combos.

Senpyuu Kyaku : Hurry-Cane Kick : (QCB + kick) [air]
Same weird kick from Alpha but now the FK version goes very high and across
screen at the arc of a regular jumping Hurricane Kick. It also has very good
priority in the air and serves well to finish your combos in lieu of a
Dragon.

Supers:

Haru-Ichiban: (QCB + 2 kicks)
    Sakura goes straight up into the air with a hurricane kick. After
helicoptering her way to the top she proceeds to pummel the opponent with a
3 hit punch combo followed by a palm thrust that sends the unworthy foe
hurtling to the ground.

Midare Zakura : The Sakura Beat Down : (QCF + 2 punches)
    Sakura slowly runs at the target. If she connects she will hit him/her
15 times, takes their lunch money, and finishes the move off with a dragon
punch. Nice!

Shinkyuu Hadoken : The Sakura super fireball : (QCB + 2 punches)
Sakura throws 10 big long range fireballs into the air and across the
screen. This is an excellent super to place in a combo even though it takes
very low damage for a super, it is a wonderful Team Super starter.


TEAM MOVES:
Team Counter : Dragon Charge (Very useful, it actually works and is fast)
Team Attack  :  Senpyuu Kyaku (FK version)
Team Super   : Midare Hadoken (use with Omega Red or Blackheart)


COMBOS: Sakura has the full six button "Hunter" chain on the ground and in
       the air, meaning that if you push (jp,sk,mp,mk,fp,rk) in this order
       they will connect even if you skip a button or three. The problem is
       that she is the shortest Capcom character in height and thus her
       range is limited and her air launcher has very little range, so when
       you are close you must immediately commit to either an air or ground
       combo.

       "BE MORE SPECIFIC." --ok

[1] j. MK, j. RK, s. jab, c. SK, c.  MK, s. FK, 2n1  Dragon Charge (MP only)
   You must be very deep to hit this,
[2] while sliding c. FP, j. jab, j. SK, j. MP, j. MK, 2n1 Dragon Charge
   (jab or MP)
[3] The Midare Zakura chains only off the standing FP
[4] The Shinkyuu Hadoken chains off of all attacks.

       Basically, range is everything in her combos.


ENDING :
Pic : A young boy looking through some photo in a kitchen. On the table
     is an old shoebox and pair of sneakers. Behind him, a woman is doing
     the dishes in a well furnished kitchen.
   BOY : Man, you had a lot of stuff.  Hey mom, who's that girl in this
         picture?
 Woman : Oh, just a picture of your mother in her younger days.
Pic : Sakura, arm upraised with the wind blowing her skirt and top, yelling.
     She is standing on a mound of heroes which includes Cap, Ryu, Ken,
     Dan, the Hulk, Cyclops, and others.


Spider-Man and Shuma (my original MSH MFs )


***   Shuma - Gorath   ***    (or simply Shuma)

 "That is where we differ Strange, you are merely a part of this dimension
whereas I AM my dimension."  ---Shuma

    If you go by the comic books, Shuma-Gorath would be the strongest
character in this game. Let me explain, Shuma is an enemy of Dr. Strange,
in his dimension, he was the Sorceror Supreme as Strange is the Sorceror
Supreme of the Marvel Universe. At first he was good, but eventually events
transpired to make him hate his people, he got mad and went on a hunt for
power like Thanos did with the Infinity Gauntlet. Unlike Thanos he succeeded
and destroyed every living person, planet, star, galaxy, and even the fabric
of space itself in his dimension until he was that dimension's entire
universe. His lust for power was not satiated, so he traveled to other
dimensions destroying their universes as well. Until he came to Earth and
went against Dr. Strange who, after Shuma pulled him into the 'Chaos
Dimension' used the Eye of Armaggaddo (it contains the mystical power of
every known dimension) to seal Shuma in his own dimension as he escaped.
    Sorry, I worked at a comic shop for 6 years and collected for 12.
Anyway, in MSH v. SF Shuma has been weakened dramatically, he now loses a
ton of life for every hit and his special moves take no energy. His strength
is chipping block damage with his moves, combos, and his Level 3 super. Like
Omega Red his six hit auto combo (standing RK) has a startup delay, however
overall, he is pretty close to the speed he was in MSH.
    And by the way, Shuma is like Zangief, to win he must throw. If you
cannot or prefer not to throw, do not attempt to play him, because you have
already committed yourself to not use three of his best moves. An expert's
character.


Moves :

Regeneration : When close, throw with the kicks, press kick rapidly [air]
    Shuma glows yellow and drains life from his opponent into his life bar
People wonder why I consider this a special move, I do because as far as
throw ranges go, it is large like the Spinning Piledriver and it combos
easily.

Stone Drop : (D + MK) "Get a piece of the rock, LOSER." -Scott [air only]
    Shuma turns to stone and drops straight down
This move is incredibly useful since it drops incredibly fast. In addition,
since he turns into a block of stone, this beats all normal moves. He
recovers quicker than he did in MSH as well.

Tentacle Slam  AKA Devitalization :  (HCB + kick) [unblockable throw]
Shuma morphs into a pink blob with small tentacles on the end. These have a
pretty short range but if they touch the opponent he grabs you with two
tentacles, lifts you into the air and slams you on the mat like dominos.
Afterwards, he faces the screen and says "Whose the beessst?" This combos
well.

Shuma-Ball : charge b, f + kick [air]
    Shuma turns into a spiked eyeball and rolls across the screen leaving
a trail of Shadow images behind him. Low damage. This has very high delay
time so refrain from using it on ground based opponents. And like in MSH,
it has ridiculously low priority for a special move, so unless you use the
right trajectory, Shuma is usually hit out of it cleanly by normal moves.
The shadow images also hit the opponent as they fly across, and against
jumping opponents it is good strategy to do the SK version beneath them and
let them land on the shadows.

Mystic Stare: charge b, f + punch
Shuma fires six eyeballs at his opponent [Hard to jump, high recovery time]
    When the Mystic Stare hits you the eyeballs now will stick to the
opponent. While stuck you cannot use another Mystic Stare. After a few
seconds the will blink fast and turn brown just before the eyes blow up and
do more damage as they knock off your opponents block. Timing your attacks
to correspond with the eyes exploding is a key Shumaism. If Shuma is hit
while the eyes are on opponent the eyes will vanish.

Supers :
The Spawning : (QCF + 2 kicks) {1 level}
   Shuma splits into two Shumas both of which are really him. THE SECOND
SHUMA CANNOT THROW PROJECTILES and will last for either 20 ticks of the
round clock, until one of them is hit, or you exceed a 10 hit combo. It will
perform whatever move you did last. However due to either design or RAM
space, his attack speed is reduced and comboing is difficult.

Chaos Dimension :  HCF + 2 punches  {LEVEL 3 SUPER}
    Shuma powers up for ten seconds. Unlike MSH, Shuma is not invincible
when he turns the Chaos Dimension on. During this time all his punches are
throws. If you grab the opponent he will lose 50% of a life bar, guaranteed.
You can no longer combo after this move. Also, Capcom left in a lot of
glitches on this move so you will find your tentacle going through people
quite often. Best example (Shuma will not grab anybody if the opponent does
a team attack.)



TEAM MOVES :
Team Counter : Shuma Ball (very weak)
Team attack  : Shuma Ball (works well)
Team super   : Mystic Bash (This is the super's real name)
              - Shuma pauses and then releases 15-20 ball size Shumas that
                fly across the screen. When coupled with certain supers
                this is impossible to push-off and for a super projectile
                has very quick startup time.


COMBOS

Shuma's bread and butter has always been air combos, his ground combos have
been slowed down like many of the characters in the game and do not work as
well. These are some of his best combos.

[1]  (c. jab, s. short, c. medium, 2n1 c. forward, 2n1 Mystic Stare (FP)
[2]  (s. jab, s. medium, c. forward, s. fierce,  {in corner} s. roundhouse)
[3]  Air to air or in air combo (j. jab, j. medium, j.forward, 2n1 Shuma
    Ball [FK])
[4]  Best COMBO :
        (j.  medium, j. forward, s. jab or s. short, s. medium, s.forward,
         j. jab, j. short, j. medium, j. forward, hold up w/ j. fierce,
         2n1 Regeneration)

This part only works in MSH :

{2n1 Shuma Ball (MK), c. jab,  2n1 Chaos Dimension, grab with Chaos
Dimension , j. short, s. forward, j. jab, j. medium, j. MK, 2n1 Shuma Ball,
s. RK}


ENDING : In MSH, Shuma ate the Marvel Universe with the aid of the Infinity
        Gems. In MSH v. SF he simply settles for a small snack, the Earth.
        Total death and destruction is the only answer.

Picture : Shuma begins the spawning and about 25 nation size Shuma's begin
         to cover every portion of the Earth.


***  Spider-Man  ***   [Spider-Man, spiderman, raYdioACTive spiderman]

"This fight won't even make the Society page."

Of all the Marvel Super Heroes, I believe Spider-Man is the only one to
truly capture the feeling of playing a super hero against a bunch of normal
humans. He is fast, powerful and hard to hit, in addition he rules the air
without staying up there forever (like Chun-Li.) As far as this game goes,
he is one of the few characters who was not dramatically slowed down or
changed. He retained all of his combos from MSH, got some new combos just
for the SF, and a new super to go along with a dramatic improvement to the
Maximum Spider. Overall, this is a rebirth similar to what Cyclops
experienced from COTA to X-Men v SF.


Moves :

Web Swing : QCB + kick  [air]
    Spidey cast a web line into the background and swings across screen
An excellent air to air combat move, at all times this takes a large amount
of damage and has excellent priority. Like a dragon punch, the opponent will
AT BEST only trade hits if they try and knock Spidey out of it. As he is
landing, there is some recovery time, but not as severe as it was in MSH.

Web Throw : HCB + punch
           (jp =3D straight /mp=3D45 angle up / fp =3D straight up)
   Spider-Man casts a webline across the screen at an angle. If it connects
he swings you over his head three times and then throws opponent away like
a two dollar hoe. He finishes by taunting the opponent. At close range this
is a throw, at long range a projectile. Another high damaging special move
that works best if used in moderation.

Web Ball :  QCF + punch [air]
       Spider-Man shoots some webbing at his opponent.
This is not your typical Capcom projectile. On the ground, it usually will
not dissolve other projectiles, but instead goes through them. When it
connects, it will ensnare the victim. How long it lasts depends on whether
the opponent shakes out of it or not as well as what you hit them with
before the move connected. Also the jab version will not hold the victim as
long, but recovers quicker than the fierce, which holds the opponent the
longest.

Spider Sting : DP + punch, punch
       Spidey's Dragon punch that Sean copied after he saw it in a daydream
before he ran into the third (or was it fourth) fireball Ryu threw at him.
In this version, you must continue hitting the second punch until it comes
out.


Supers :

Maximum Spider : QCF +  2 punch [air] then aim joystick at opponent
    Spider-Man flies back towards the wall very fast. He then dives at the
opponent. If he connects, he then flies across the screen until he hits the
opponent five times. If he misses...
    At all times you control where Spidey is going so remember to aim.
Aiming nothing will make him fly straight across the screen.

Crawler Assault : QCF + 2 kicks
 He runs across screen doing a crazy looking combo, reminiscent of Guy's
super. This super is pretty hard to air block and push since Spidey's style
is so awkward that it knocks people out of the air. But has a significant
lag time which leaves him open for quick supers and attacks.


TEAM MOVES:
Team Attack  : Web Swing (Horrible recovery time)
Team Counter : Spider Sting (A very good counter, best range for a DP)
Team Super   : Crawler Assault


COMBOS:

The air combos Spidey can do are now dependent on the launcher you use.
Following a standing MP you can do (jp,sp,fp), (sk,mk,rk), or (jp,mp,mk,rk
or special move.). Usually, it is best to just start your air combos with
the Medium strength attacks after this launcher.

Using his other launcher (d + MK followed by standing RK) lets you do the
full (jp,sk,mp,mk, Web Ball (FP), let opponent land then do either super).

Unlike most characters, Spidey can also use his air combos without super
jumping, thus, you can do a (jp,mp,fp) as a regular jumping attack against
ground based opponents, you can also 2n1 a web ball or web swing while
still airborne.

On the ground, use his sweep (d + RK) can be followed with 2n1 Web-Swing or
a super, specifically a crawler assault.

COMBOS:
[1]  The brackets {} indicate you must be fast to add this extra hit, the
    hit is not necessary to the combo, however.
(j. jab, j. medium, j. fierce, {j. short},  s. jab, s. short, c. forward,
 s. roundhouse, j. jab, j. short. j. medium, j. forward, 2n1 Web Ball(FP),
 land on ground, team super)

[2] (s. jab, s. jab, s. SK, s. MK, c. FK, 2n1 Crawler Assault)


Ending :
    Peter Parker finishes another day of saving the world from destruction
and returns home to Mary Jane
  Pic : Peter, with mask off in windowsill on the right. MJ on the left
        turning as he comes in "How was your day, Tiger?"
  Pic : Peter and MJ embracing in a hug. Yep, just like his ending in MSH.


***  Wolverine ***  ***  Wolvie  ***  ***   Logan  ***  *** Weapon X  ***

"Either you tell what I need to know, bub, or get a new windpipe."

  Keeping with Capcom's desire not to redraw any old characters, Wolverine
still has admantium. BUT NOW HE IS LIKE THE WOLVIE FROM X-MEN. For those who
did not play X-Men, let me elaborate. He has unbelievable priority, the
original SF2 Zangief throw range, and combos out the as*. Also, if you do
enough moves in a row, he will lose delay time. As usual, Wolvie can combo
everything. His only flaw is that if you actually think when you play with
him, you tend to lose his effectiveness.

NORMAL MOVES :
Jab punch - this is without a doubt Wolverine's best friend. This button
defeats supers, most special moves, and 80% of the normal moves in the game.
Use it liberally, since all his chains start and reboot with this button.

Head Stomp: D + FK  [air only] Wolvie stomps on your head and then bounces
into the air. If timed correctly you can link some normal moves after this
causing Wolvie to land on the ground and start a really long combo.


SPECIAL MOVES:

Drill Claw : (Press MP + SK while aiming with joystick)  [air]
 Wolverine dives towards the opponent with claws extended. After hitting he
bounces off the opponent. If blocked, you are screwed. Very useful at ending
air or ground combos. If you end an air combo with a drill claw going
straight up you can hit your opponent with a combo as they fall. Opponents
can block this, but they usually will not.
 Also, if you Drill Claw into a wall, you can bounce off of it with another
Drill Claw.

Berserker Barrage : (QCF + punch)
Wolvie charges opponent slashing wildly 4 to 9 times
 A very decent move that ends most Wolvie ground combos and chips away
large amounts of life if the opponent is blocking. This will leave you
open to attack, however, if timed correctly chains with a Tornado Claw
and most of his normal moves, especially s. MK.

Tornado Claw : (DP + punch) Wolvie jumps into the air while spinning
              his arms around himself.
 Perhaps the hardest dragon punch to air block since it can cross you up
by itself. This move chains with many things it should not fairly
inconsistently, making it all the more aggravating for turtling opponents.


Supers:

Fatal Claw :  (DP + 2 kicks) [air]  {1 level}
  Wolverine floats into the air releasing energy from his body in the
pattern of a X. Anything within range gets sucked in.
  The usefulness of this move has yet to be realized, but it has very
little delay time and takes decent damage. I believe it air combos
(Seriously, I messed up my timing, and almost got my opponent anyway.)

Berzerker Rage : (QCB + 2 punches) { 1 level }
   Wolverine's original level one from X-Men.  He slashes once in the air
and then shadow images of himself appear behind them adding hits and making
him ridiculously fast for 10 real time seconds.
 I am serious people, he is as fast as Cyber-Akuma (this game's boss) and
has infinitesimal delay time after specials.

Berserker Barrage X : (QCF + 2 punches) (1 level}
  Wolverine charges at you slashing rapidly for 18 hits.
The ultimate combo super is one of the few that still combos with every
normal move in the game and most specials.  If you know you have messed up
and think you are going to be hit, do this and you will usually be saved.

Weapon X : (DP + 2 punches) { 1 level }
 Wolverine dashes at the opponent, during the dash he is invincible. After
connecting he does a 13 hit combo and finishes with a X-slash. In corner,
do any ground combo ending in down-forward + RK and you can 2n1 a Weapon X.
This makes you look like a gaming God.

Combos : Wolverine is a combo, so every conceivable link will work.
        D+MP, RK is the best way to start his air combo.

(All moves are standing unless otherwise noted)
These are not the best Wolvie Comboes, just a small appetizer of death.

[1] Ground : jab, jab, short, c. (crouch) forward, c. strong, roundhouse
            (launch) j.  jab, j. short, j. strong, j. strong, j. forward,
            2n1 Fatal Claw OR DRILL CLAW up, {The rest is pure cheapness,
            it can be blocked, but if they block you can catch them with
            the throw} j. JP, j. JP, j. MP, j. FP

       As they are falling throw them on or just above the ground Berzerker
       Barrage X. Follow by doing a diagonally up or straight up drill claw
       or standing RK. Sometimes you will catch them sleeping.

[2] (j. jab, j. MP, j. MP, j. MK, j. FP, s. jab, c. jab, s. MP, s. MK,
    s. MK, c. FP, 2n1 Berserker Barrage or Berserker Barrage X)
[3] (Turn on the Berserker Rage, press a lot of buttons while doing circles)
    13 hits minimum

Team Counter : Tornado Claw
Team Attack  : Berserker Barrage
Team Super   : Berserker Barrage X

Ending :
   Pic : A wary Wolverine standing to the side of a Shaolin temple looking
         to the left at the moon as it bathes light over a wicked looking
         Akuma. A must see.
     "Why are you following me Akuma. Tell me now or I end this here."
Akuma actually speaks back to him. "You are not ready to know this Logan,
but soon I shall reveal everything to you."


***  VEGA aka M. Bison  ***  aka  ***  The Big Bad Capcom Truck Driver  ***

    Vega is pretty much the same guy he was in X-Men v SF. His teleport has
been Galfordized (or Hanzoided) and is much better. Besides that, nothing is
new about him and like almost everyone else he is slower and lost some
combos. Since Ken got most of his moves from SF EX + Alpha I assumed Bison
would have his Super fireball, but of course he did not, thanks Capcom. Vega
still has more moves and move variants than every other character and using
all of them to CONFUSE your opponent is a necessity. Overall, Bison is still
a good character, but without Magneto and the whole ultimate bad boss guy
combination, he seems to be missing something.

Normal Moves : All of Bison's punches have PSCHYO POWER

MOVES :

Teleportation : (DP + any button)  [air]
    Vega disappears with a crackle of black energy, then SIX images of him
appear on the screen. Three are in the air while the other 3 are on the
ground. The images then disappear leaving the true Bison somewhere on the
screen. THIS MOVE IS A MUST. The delay time is low and as a confusion tactic
there is none that are better.
 JP : Vega reappears in the air, upper left corner
 MP : Vega reappears in the air, middle of the screen
 FP : Vega reappears in the air, upper right corner
 SK : Bison reappears on the ground on the left side of the screen
 MK : Bison reappears on the ground in the middle of the screen
 RK : Bison reappears on the ground on the right side of the screen

Psycho Shot : (QCF + punch)
  They left in this crazed variant of Bison's fireball. It has delay time
before its release but very little after. Useful to an extent, but you are
losing every fireball war you enter.

JP = Bison throws the Shot at up into the air, then halfway across the
    screen it arcs parabolicly towards the floor. Good against jumping
    opponents
MP = A normal, straight across the screen, Shot
FP = Bison throws the Shot at down at the floor, then halfway across the
    screen it arcs up and goes off the top of the screen. The circumstances
    for connecting with this are few, but its still there.


Levitation : (QCB + 3 kicks) [air only]  (Do motion again to turn it off)
    Vega defies gravity and floats.  During this time Vega can move freely
around the screen and has increased priority on his attacks. However, WHILE
LEVITATING VEGA CANNOT BLOCK so practice turning it off.


Psycho Explosion : (QCB + punch)
  Vega charges up a large ball of psycho energy that travels across the
screen a certain distance and then explodes. If the opponent is caught in
the explosion, they can be hit with a combo or super. Vega's delay during
this move is horrible. Punch strength determines where ball explodes.


Scissors Kick : (HCF + kick) [air]  {2 hits}
   Bison glides at opponent, kicking them in the head and feet.
His signature move, the delay time is variable depending on the angle you
hit the person at.


Psycho Palm :  (charge d, up + punch.  Press punch [optional])  [air]
  VEGA jumps into the air, during this time he is extremely maneuverable
and can crossup opponents without confusing himself. If you push punch he
will dive at opponent with both hands. Excellent priority and good damage.


Head Stomp : (charge d, up + kick.  Press punch [optional])  [air]
    Bison jumps into the air, lands on the opponents head, jumps off the
opponent into the air, and (if you pushed punch) dives at opponent with both
hands. Incredibly high priority and damage factor.

Controlling the head stomp :
  When initiating this move, the kick used to start it is very important.
The computer does control the position where Bison will land, but will only
make him hit the opponent if you tell it where the opponent is.

  RK : Meant to hit jumping opponents or if super jumping anybody whose
       position is above Vega's. If the target is on the ground it will
       almost always miss them unless they are cornered
  MK : Hits anybody dashing away from you on ground. If the target is
       stationary will go length of screen at a high arc
  SK : Meant to hit anybody within a half screen's distance. If the target
       is stationary will go length of screen at low arc. This is the best
       kick to use in the air if the opponent is anywhere directly below
       you since it goes straight down.

After the initial stomp, you bounce in the air. Holding up and any direction
makes you float longer while down and a direction makes you fall faster. If
you choose to punch, the later you press punch, the less delay you will have
on the ground. If you do not punch, you still have delay time on the ground,
but can move further away in the air. I recommend a good mix between the two
and utilizing the Psycho Palm to further confuse your opponents.


SUPERS :
Psycho Crusher : (QCF + 2 punches) [air] {1 level}
                [press all buttons rapidly for more hits]
Bison charges at opponent with Psycho energy. You know this move, it has not
changed much be it a super or normal move.


Scissors-Kick Nightmare : (QCF + 2 kicks)
   Vega teleports into the air, and then proceeds to kick you 18 times with
the heel of his boots. This move is still very hard to push off.
   One major change is that unlike X-Men v SF, when he teleports you cannot
hit him out of the move. He is simply not there and you will be hit by the
entirety of this super, enjoy.

TEAM MOVES:
Team Counter : Scissors Kick
Team Attack  : Psycho Shot
Team Super   : Scissors-Kick Nightmare


COMBOS :
 [1]  (j. MK, j. FK, s. FK, 2n1 Scissors Kick)
 [2]  (c. MK, s. FP, j. jab, j. MP, j. MK, 2n1 Psycho crusher, j. FP)
      The FP connects about half of the time, besides that, a great combo.
 [3]  (j. MK, j. FK, s. SK, s. MK. S. FK 2n1 Psycho Crusher)


Ending : Picture of a robotic soldier that looks like Charlie. Behind him
        Vega is laughing maniacly. The story tells us how upon defeating
        Cyber Akuma, Bison uses his technology in order to create an army
        of super soldiers who take over the Earth.


****  BEEF ****   AKA   ****  Grief  ****   and   ****  Zangief  ****

    From Russia with love comes the king of the Bear Hug Zangief. A master
of grappling techniques, he comes to the world of MSH and incredibly is
almost as strong as the Hulk. That said, in a chain combo game, it is hard
for Zangief to get close enough to opponents to really do some damage, but
then again, it was never really that easy. Chun Li is without a doubt the
hardest person for him to fight due to her mastery of "Dipology - the art
of running away." However, in the power department Grief has been made
stronger by the addition of a wonderful team super. Capcom took away his
ability to grab opponents with the Final Atomic Crusher after killing their
teammate, now if you try it the incoming opponent's kick will knock you down
like a sweep, still, even though this bit of technique is gone, Beef is a
force to be reckoned with if only for the simple reason the Spinning
Piledriver takes more life than most supers (if the damage is set low).


Normal Moves : Many do not know this, but when he dashes at an opponent he
              will automatically grab them with the original suplex move
              from SF2. It is easy to see his dash coming, however.

Chestnuts AKA Siberian Splash: D + FP [air only]  A very high priority move.
          Essential for his air to ground to air back to ground combos.

Moves :
Air Grief : (DP + kick)
   Beef flies into the air. If the opponent is airborne they are grabbed
This is one of Grief's best moves. He can block before the top of his jump
even though he will be moving forward or he can do a normal or a special
move as he is floating down. A great forward advance move that should be
utilized.


The Green Hand : (DP + punch)
   Zangief swings around with a hand full of energy.  This will neutralize
some fireballs, but for the most part is just a quick forward advance move.
Can combo with the Spinning Piledriver if opponent is close.


Spinning Lariat : ( Push all three punches  AKA  JP + MP + FP ) [air]
 A very quirky form of air defense, since his arms are the only invincible
part of the move. Still does not go through fireballs.

Short Spinning Lariat : ( Push all three kicks  AKA  SK + MK + RK ) [air]
 Not as vulnerable to sweeps as the regular Lariat, you can use this as a
forward advancing move and usually block before being tripped. In general
it comes out faster and last less time than the regular version. Better in
air combos.

Spinning Piledriver : 270 + punch [air]  [unblockable grab]
       The grand terrorist of throw's twister of trauma is not quite as
devastating as it was in X-Men v. SF. The move does not miss as much now,
but takes off less damage than it did before, however only a VERY little
bit. In the air, this move has always been tricky, since its suction range
is down and in front of him. Thus in air combos it is NOT the move of choice
however it does still grab those people who like to super jump everywhere,
so do not abandon it totally.

Siberian Suplex : HCF + kick (Super Armor) [unblockable grab]
  Far : Zangief takes his opponent up into the air and slams them on the
        ground
 Near : Beef suplexes opponent to the ground, before he takes his opponent
        up into the air and slams them on the ground

The super armor on this move is just not what it used to be. However,
overall it works the same way and still combos off the SK well for double
slam.


Supers :
Final Atomic Crusher : 270 + 2 punches [unblockable grab]  [super armor]
    The ultimate answer to people who like to switch out a lot. Though
not as damaging as it was in X-Men v. SF

Double Final Atomic Buster : THE BEST TEAM SUPER IN THE GAME (super armor)
    You must be playing as Zangief. Do the motion for the team super when
you are in grab range (QCF + FP+RK). You and your partner both walk towards
the opponent, grab them, and then do a double spinning piledriver off the
screen. IT TAKES 50% of a life bar EVERY TIME. More if you are teamed up
with a power character.


TEAM MOVES:
Team Attack  : Spinning Lariat
Team Counter : Siberian Slam
Team Super   : See above


COMBOS:
 [1] (j. FK, s. MK, 2n1 Siberian Slam, as they get up {corner} spinning
     piledriver)
 [2] (j. Mk, s. jab, 2n1 Green Hand, 2n1 Spinning Piledriver)

 [3] Beef's Super Combo
     (It's the same as in X-Men v SF, but I must mention it)

Chestnuts (d + FP)in air, followed by crouching MP (launcher) JP,MP,MK,
2n1 Spinning Lariat (kicks). Land on ground and do a standing RK, to knock
opponent back into the air. Then walk or jump forward - As they are landing
do whatever special grab or super throw you like.


ENDING:
Pic : Zangief sitting at a table with a bowl in front of him. He is smiling
     while holding up a spoon and fork. Around the table is a Big Russian
     bear, a baby bear, a mama bear, Zangief's mother, a Russian monk, some
     little human kids (one is blond with golden locks of hair) and
     assorted food is on the table.

    "We are so happy that you are home brother."
    "Yes, they have not been feeding you right."
    "Will you play with us tonight brother?"
    "Yes I will, children."

And other corny phrases abound throughout the ending.



***  Special Cyber Akuma section  ***

Here it is, a description of Cyber Akuma's beefed up moves.

Cyber Akuma, is the game's boss.  F*ck Gill, he is the hardest boss Capcom
has ever made. It is fair to fight him, since you do have two life bars to
his one and can regenerate while he cannot. He takes energy like the Hulk
and loses it like Ryu, however, so be careful. Energy management is the key
to defeating him. Do not be afraid to switch out since he will usually not
hit you with a super when you come back in. But overall, he is the real
deal, Archangel wings, sensor eye, cybernetic arm and all.


Fireball : [ground only]  At his discretion, he can fire one or two ground
          fireballs, with the option of having the last one a red fireball.
Extremely fast and bigger than Ken's, this move can be followed with...

The Hard Knuckle: Mega Man fans rejoice. Cyber-Akuma has the Hard Knuckle.
Like in Mega Man, it sort of homes in on you then glides up the wall, unlike
Mega Man, this is faster than Sean's Hado Burst.

Air Fireball : [air only] Cyber-Akuma sends two fireballs on a mission.
They move like rockets. However if you get hit by the first you can
sometimes block the second.

Dragon Punch : (DP + punch) Love the black flames, the wings make it better,
however. The jab version of this has no delay. Attack him afterwards only if
you want to eat his super.

Teleport : (DP or RDP (b,d,db) with 3 punches or kicks) [Ground Only]
Cyber-Akuma literally jets across the screen and spreads his wings in order
to stop himself. During this time he is invincible and after he is finished,
he may let you sweep you, assuming he gives you time to turn around, which
he usually does not. Save yourself from being comboed and jump.

  DP + punches   Slides forward across half the screen
  DP + kicks     Slides forward a full screen's distance
  RDP + punches  Slides back half the screen
  RDP + kicks    Slides back full screen

Note : I just cut n' pasted this. These are the places he will appear but
      there are no motions for this move. Plus, the computer can stop
      anywhere.


Demon Blade Kick : (QCF + kick) [air only]
  Cyber-Akuma power boosts downward at a 60 degree angle, hitting multiple
times with a flaming electric blade kick. If all the hits connect you and
you stay on the ground pray your man has some life for he will be comboed.

Hyper Electric Hurricane Kick : (QCB + kick) [air]
  Cyber Akuma twirls his legs in the air surrounded by electricity as he
uses his boosters to propel him across the screen. This move is very fast,
hits around four to eight times, and he can combo afterwards.


Supers :
Instant Hell Murder AKA the Raging Demon  { LEVEL 1 } [unblockable attack]
      (jab, jab, f, short, fierce) ~ (jp,jp,f,sk,fp)
 I made a few mistakes on this the first time, number one, Cyber-Akuma
can do this move as a level one super NOT as a level three, be aware out he
will use this at any time and that you cannot hit Cyber-Akuma out of this
move, unless you are using a well-timed long range attack.
 In addition, this move will not kill you, it only takes 80 percent of your
life and unlike other supers you cannot recover the damage from this... In
other words, no matter how much life you have, your man is dead, period.
 Expect to see two of these a match and jump both times since it's not
worth messing around with.

Messatsu Gou Shorryuu : (QCB + 2 punches) {Ground Only}   {1 level)
  Cyber Akuma's astoundingly long lasting super fireball. It will take
between 45 - 60% of your life and hits 35-45 times. In addition it is a
flaming red beam of death and takes good block damage. It is so powerful
Akuma spreads his wings to brace himself.

Tenma Gou Zankyu : (QCF + 2 punches) [air only] {1 level}
  Cyber-Akuma powers up, spreads his wings, and then releases about 42
red air fireballs. This takes immense block damage and excellent life if
it hits.

Messatsu Gou Punch (this is what Cyber-Akuma calls his)
                  (QCF + 2 punches) [ground only]
 Akuma rushes forward with three dragon punches. It combos off of every
move in his arsenal and takes 65% of your life, unless he decides to make
it take more energy. It sort of magically glides across the screen so be
wary.

Team Attack  : Fu*k a team.
Team Counter :
Team Super   :



Charles' Personal Part :

IF you need all the parts to this FAQ, e-mail me, I WILL send them out as I
receive requests. Or if you want a MS Word version, e-mail me as well.

Never believe my dating system. It was a long time in coming but yes,
version 2.0 is done and ready for post. Special thanks go out to everyone
in Atlanta who helped me make this document.

Kamau H : Well, he hates this game since neither Charlie, Gambit, or Guile
         are in it, most of the Hulk stuff belongs to him and Steve,
         however.
Scott B : For the general smartass comments, making me play when mad and
         all the information on Omega Red.
Young   : A shitload of Omega Red techniques as well as a load of other
         combos.
Franco C: For the Wolverine combo tips and proper use of the Team Attack
Steve   : For playing Cap before I got to him, Hulk tactics, and Combos for
         both.
Rashad  : The man of many names [email protected] for the many Ryu
         combos going back a ways.
Johanthon S : For the Hulk and Bison ending, and all the "Oh no!!!" quotes

The rest of the best posse - Larry D, Matt O, Ant, etc. They'll have more
input next game. And thanks to the fine bitches at North Dekalb who give me
a reason to go to that busted arcade.

Thanks to the people who wrote me on the net as well
[email protected]     for the Omega Red Faq

[email protected]
[email protected]         for actually beating me J
[email protected]
[email protected]          for more Wolvie stuff than I ever wanted to know
[email protected]      for Chris Benson=92s address and number
[email protected]      for posting my original FAQ at his website
                          http://www.geocities.com/TimesSquare/Arcade/9929/
[email protected]       who honored me by posting my FAQ at
                          http://www.gamefaqs.com
[email protected]    for letting me know the real.

And all the rest who understand how tired 10 fingers can get.

Well that ends FAQ version 2.0
      I appreciate any comments, question, or additions you wish to make
to this FAQ and you can mail me at [email protected] if you wish. (Expect no
replies on the weekends.) Also, this FAQ is again, not copywritten but I
still request you e-mail me with the details of when and how it was used.

FUTURE PLANS : I have none for this FAQ, I will update it when I feel like
it unless popular demand makes me do it sooner. Then I will probably just
chill for a while until my next major impulse to write a document hits me.


Appendix #1
Secret Character FAQ and Codes Update

Contents

---Charles' Introduction
---Miscellaneous Codes and Credit to those who posted them
---Secret Character Endings
---The Stupidity of Dan
---The secret characters, in alphabetical order
       Sections for characters are as follows
i.  CODE TO OBTAIN CHARACTER
ii.  CODE TO FIGHT CHARACTER (AMERICAN VERSION)
iii.  COMMENTS AND/OR THE CHARACTER'S ORIGIN
iv.  NORMAL MOVES
v.  SPECIAL MOVES
vi.  SUPER MOVES
vii.  TEAM MOVES / TEAM SUPERS
viii.  COMBO SECTION
---The Massive Thank You Section
---Goodbye


CHARLES' INTRODUCTION

"FUTURE PLANS : I have none for this FAQ, I will update it when I feel
like it unless popular demand makes me do it sooner.  Then I will probably
just chill for a while until my next major impulse to write a document
hits me.
                                                      Thanks for reading,
                                                        --me AKA Charles</pre><pre id="faqspan-3">
                                                       [email protected]"

That is how I ended my last FAQ.  Well, now there are secret characters,
and before I go offline I feel the need to complete the FAQ and update it
by adding the secret characters.  Do not worry, I will not upload the MSH
v. SF v.2.0 FAQ on the newsgroups again.  Instead, the sites where it is
located are going to be at the end of the document.  With the upcoming
release of Pocket Fighter, Street Fighter 3, 2nd Impact Giant Attack,
Vampire Savior 2, and the return of a ton of long lost characters in
Street Fighter Alpha 3, I imagine this will be in the archives very soon.
Plus, with Final Fantasy at home IN ENGLISH after nearly two and a half
years of publicity as well as GoldenEye, and Madden '98, there is little
chance of anyone seriously going to the arcade for the entire month of
September.


MISCELLANEOUS CODES
AND CREDIT TO THOSE WHO POSTED THEM

That said, here are the new discoveries I have read.  Credit is given to
the people I first received the information from.  Sorry if I have
slighted anybody.
"
HERE'S HOW YOU GET TO FIGHT A HIDDEN TEAM AT THE SIXTH STAGE:
From: Yow Hong Chieh <[email protected]>

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
[For the American version codes, see the individual character sections]

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)
"
"
From:         " Cyber Banshee" <[email protected]>
I found it!

in order to change which character starts the match, hold all three
punches in the VS screen. The order will not change back until you do
itagain.
"
"
Subject:        MSF Secret Character Codes/ Dan Suicide
From:   "Dr.micheal monroe" <[email protected]
[More detail below]
"



ENDINGS:
The endings for all the secret characters are the same:

Pic 1 :   Your secret character standing in front of a blue burst of light
       "Congratulations.  You have beaten the game with a secret
character"    Please Capcom, relax, your hardly working.  Wouldn't want
you to do something creative for a game you know will fill the arcades.


THE STUPIDITY OF DAN:
There are few statements that can be made with utter confidence.  The fact
that Dan is an idiot is one of them.  With that said, Dan has a Level 3
super, called the
Otoko Michi:  Dan's Suicide Move               {Level 3 super}
(FP, SK, B, jab, jab)        This is the inverse of the raging demon
command

       Dan glides forward, and grabs the opponent, he then fills himself
with chi energy, glows, and explodes.
       This move takes about a block of life from the opponent, and
leaves Dan with 1 pixel or 1% of a bar of life.  That said, I have caught
three people with it, and it embarrassed them all, once I explained what
it did and they saw my life.
       The easiest way to connect with this move is to either jump at the
opponent with the FP and finish the motion on the ground or perform it
incredibly fast and not let the SK connect after the FP on ground.


THE SECRET CHARACTERS

*****   DARK SAKURA    *****
CODE:  Hold Start, move to Hulk, hold right for 5 seconds, hit "jab +
fierce punch" or "short + roundhouse kick" (alternate color)
TO FIGHT ME, beat the game with five team super finish moves.  Don't let
any real people play against you though, I'm still a kind of shy.

Following the path of Ryu has never been easy, and now Sakura has followed
him to his angry, crack-user years and become one of Akuma's disciples.  A
sad day indeed, for another has been lost to the dark side.
That said, she is pretty good.  Dark Sakura possesses the best air throw
in the game with her kick throws.  If you are near her, you are grabbed
with no question even if you are the Hulk.  I have yet to see anybody Tech
Hit out of this throw and sincerely doubt I will, it is simply that good.
On the ground she is just as throw happy, I can consistently throw Shuma
out of the Chaos Dimension and only Wolverine has a better land based throw.
But throws aside, the addition of an improved super fireball and a weak,
but effective Raging Demon adds a lot of spice to Capcom's sauciest
character, while keeping her relatively the good girl.  I am sorry Capcom,
no matter how many black shadows you place on Sakura, she still looks like
the girl next door who annoyed me as a kid and I wanted to show a
different burning column to as an adult, Shinryuken dis and swallow.

Moves :
Hadoken: (QCF + punch) [air]
       The jab version of Dark Sakura's fireball travels a half screen's
length while the fierce goes the length of the screen.
       On ground : throws a Hadoken STRAIGHT across the screen
       In air : throws a fireball diagonally down
  Arguably her best air move, since they are bigger than Ken's NEW
fireball and she can throw them repeatedly like him as well.  The FP
version in the air is very good against ground based opponents since it
travels the full screen's length.
 On the ground, having a straight fireball give Sakura a safe ender for
all her combos, whether they hit or miss.

Shoryuken    :  (DP + punch) [air]
       In the air, Dark Sakura, like Sakura,  charges at you wrapped in a
field of energy that destroys all ENERGY projectiles (no eyeballs, no
webs, no optic blasts.)   If she connects she hits you 6 - 8 times with a
dragon punch, and unlike Alpha, she does miss a hit now
On the ground, however, she does not have the energy field, just her
regular dashing uppercut, with dramatically increased range.  The fierce
version goes about three quarters of the screen she bounces off the
opponent if they block it while she is on the ground.  The jab DP looks
just like her old fierce from Alpha but always hits six times, whether it
is blocked or not.  Unlike normal Sakura, Dark Sakura, hit or miss, is
going into the air at some point with that punch.
Like Sakura, Dark Sakura's The FP has a startup delay, and therefore will
not combo often, however the MP version not only combos but has better
recovery time than the other two.
The Jab version 2n1's with everything and works the best in air combos.

Teleport : (DP or RDP (b,d,db) with 3 punches or kicks) [Ground Only]
 Akuma's disciple moves swiftly across the screen, during this time she
is invincible after she is finished, however, he is vulnerable.  Teleports
are becoming a dime a dozen nowadays and are all pretty crappy, except in
EX, Dark Sakura's looks funny however, in her Akuma pose.

  DP + punches   Slides forward across half the screen
  DP + kicks     Slides forward a full screen''s distance
  RDP + punches  Slides back half the screen
  RDP + kicks    Slides back full screen

Senpyuu Kyaku : Hurry-Cane Kick : (QCB + kick) [air]
Same weird kick from Alpha but now the RK version goes very high and
across screen at the arc of a regular jumping Hurricane Kick  It also has
very good priority in the air and serves well to finish your combos in
lieu of a Dragon.

Supers:

Shinkyuu Hadoken : The Sakura super fireball :
(QCF + 2 punches)

A fireball beam across the ground, on your chest, and through your body
Dark Sakura is now, like her mentor before her, a Jedi.  Sorry, she now
has the liquid death that is Ryu's super fireball but it comes out as fast
as the Midare Hadoken (of normal Sakura.)
This makes it an excellent super to place in a combo like the Midare
Hadoken, but now, it not only is a wonderful Team Super starter, but takes
good damage as well.

Shin Goku Satsu AKA the Raging Demon:
jab,jab, forward, SK, FP  [ Level 3 ]

Sakura steals lunch money from the opponent, but puts the money between
her breasts during the white screen so nobody knows it.

Unlike the other level 3 supers, this only drains about a third of your
life when it connects.  It is useful, however, since it has a the normal
grab range of her FP throw.  Enabling it to combo better and opponents
have a tougher time jumping out of it, since it has that Zangief type of
grab quickness.

Haru - Ichiban: Sakura can vacuum!       (QCB + 2 kicks)
 Dark Sakura goes straight up into the air with a hurricane kick.  After
helicoptering her way to  the top she proceeds to pummel the opponent
with a 3 hit punch combo followed by a palm thrust that sends the unworthy
foe hurtling to the ground.
  I do not recommend trying to 2n1 this move, it allows people to fall
out of it too often and when that happens you can kiss Dark Sakura
goodbye, she loses more life than most people.  Contrary to popular
belief, it is fairly difficult to 2n1 this off her launcher.  The opponent
will get hit, but fall out of the move.

Midare Zakura : The Sakura Beat Down : (QCF + 2 punches)
     Dark Sakura slowly runs at the target.  If she connects she will hit
him/her 15 times, takes their bus pass,  and finishes the move off  with a
dragon punch.  Nice!
       Recovery time on this move is not great, but it beats every normal
attack and some specials.  Worth th risk up close


TEAM MOVES:
Team Counter : Shoryuken  (Not as useful as Sakura's, but it's fast)
Team Attack :  Senpyuu Kyaku (RK version)
Team Super : Shinkyuu Hadoken (I like my mentor, make stars in space  [SF
II V vol 5])


COMBOS:
Dark Sakura has the same type of combos as Sakura, but with a fireball
they all seem to work better.  Add to that the fact that the horizontal
Shinkyuu Hadoken chains off of almost everything, and you have a real
threat on your hands.
       Use variety, Dark Sakura's fireball, Hurricane Kick, air
Shoryuken, and Shinkyuu Hadoken all will chain off of the same attacks.

[1]   j. MK, j. RK, s. jab, c. SK, c.  MK, s. RK, 2n1  Shinkyuu Hadoken,
laugh at opponent maliciously.
       You must be a real asshole to get this last hit, but it feels so
good.

[2]   while sliding  c. FP, j. jab, j. SK, j. MP, j. MK, 2n1 Shoryuken
(jab or MP)  Her slide has low priority, but this is still a good air to
air attack.

[3]   (j. FP, s. jab, c. SK, s. FP, 2n1 Midare Zakura or Shoryuken)

[4]   Shinkyuu Hadoken chains off of all medium and fierce attacks
including the fierce sweep, if you 2n1 it very quickly.

[5]   (j. RK, c. jab, c. jab, press forward, s. SK, s. FP, Shoryuken)
The last punch will be replaced by the Raging Demon if  you have a level 3
super, if not, the dragon or fireball works just as well.


*****   MEGA ZANGIEF   *****
CODE:  Hold Start, move to Blackheart, hold left for 5 seconds, hit "jab +
fierce punch" or "short + roundhouse kick" (alternate color)
PUNY YOU FIGHT ME, beat the game with six team super finish moves.  Don't
let any humans play against you though, I like my meat fresh before I eat
it.

Okay, the Bison super soldier experiment has been completed and with
samples of Zangief's DNA a clone has been made, of sorts.
At least, this is my best hypothesis for the generation of this character.
 A large, hulking behemoth, unlike every Capcom character ever made
MEGA ZANGIEF CANNOT BLOCK, MEGA ZANGIEF CAN'T BLOCK
He does however, have the Mega armor on at all times.  This prevents him
from falling down or being stopped by anything, even a super move.
So, I made a little strategy guide after his Team MOVES list.

Normal Moves :
Many now know this, but when he dashes at an opponent he will
automatically grab them with the original suplex move from SF2.  It is
easy to see his dash coming, however, since M. Zangief is very slow

Chestnuts AKA Siberian Splash:     D + FP [air only]  A very high priority
move.
          Essential for his air to ground to air back to ground combos.

MOVES:

Siberian Winter : (HCF + punch)
       Mega Zangief stands, opens his mouth and spouts a short blue yoga
flame like gout from his mouth.
       Unlike the vast majority, I think this move was supposed to be an
ice gout that would freeze opponents, which Mega Zangief could really use.
However, this it is not and thus you have a projectile which is pretty
good if an opponent jumps at you since it arcs over his head.  However, up
close, it is pretty worthless since it can be ducked and besides, you have
to use those special throws sometime.

Air Grief :          ( DP + kick )
Beef flies into the air.  If the opponent is airborne they are grabbed
Unlike Beef, Mega Zangief's range for this move is the same as it was in
Alpha 2, approximately half a screen, and in general he travels higher
vertically and move slower.  Still, however, it is one of his best and
fastest forward advancing move.


Spinning Lariat :       ( Push all three punches, JP + MP + FP )   [air]

Mega Zangief does a pirouette, spinning his arms around him.

For Mega Zangief, this is the preferred way of walking forward since
unlike his dashes and normal walk it move pretty fast.  Besides, you
cannot block anyway, so what harm is there to leaving yourself open.

Short Spinning Lariat :     ( Push all three kicks, SK + MK + RK )
 [air]

       As an alternative forward advancing move this works well for Mega
Zangief.  In general it comes out faster and last less time than the
regular version.  Better in air combos.

Spinning Piledriver  :   reverse 270 + punch [air]  [unblockable grab]

Mega Beef does a spinning piledriver.  {Sometimes, you just have to assume
people have played Street Fighter once in their lifetime}
For Mega Zangief; this move should be done in a 270 from forward to up
since the Siberian Winter will almost always come out for any type of Yoga
Flame motion.
In the air, this move has always been tricky, since its suction range is
down and in front of him.  Thus in air combos it is NOT the move of
choice, however it does still grab those people who like to super jump
everywhere, so do not abandon it totally.

Siberian Suplex :  HCF + kick   [unblockable grab]
 Far : Zangief takes his opponent up into the air and slams them on the
ground
 Near : Beef suplexes opponent to the ground, before he takes his
opponent up into the air and slams them on the ground
For all intents and purposes only use SK for this move, which goes about
halfway across the screen at a ridiculously slow speed.  The RK version
last way too long. How long is long?  I jumped behind an opponent when he
started the move, then hit him with Captain A's  Hyper Charging Star
followed by the Hyper Stars n' Stripes



Supers :
Final Atomic Crusher : 270 + 2 punches [unblockable grab]
       Mega Beef rumbles forward to grab the opponent.  Upon grabbing
them, he proceeds to make big hurts to the opponent.
     The ultimate answer to people who like to switch out a lot.  Though
not as damaging as it was in X-Men v. SF, Mega Zangief can do the old
Zangief cheese to incoming opponents and grab them with this.  Like the
other 270 moves for Mega Beef, one should start the circle at forward and
end at up.

Siberian Blizzard : (270 + 2 kicks)
       Mega Beef does a spinning Lariat that rises into the air juggling
opponent.
       Personally, I find this move weird since most of the time I use it
the opponent simply gets hit a few times and then falls straight through
it.   There are a few uses for the move, but overall, too difficult to do
for the lack of damage it does.

Double Final Atomic Buster :
STILL  THE BEST TEAM SUPER IN THE GAME
    You must be playing as Mega Zangief.  Do the motion for the team
super when you are in grab range (QCF + FP+RK).  You and your partner both
walk towards the opponent, grab them, and then do a double spinning
piledriver off the screen.  IT TAKES 50% of a life bar EVERY TIME.  More
if you are teamed up with a power character.

TEAM MOVES:
Team Attack : Spinning Lariat
Team Counter : Siberian Slam
Team Super : See above

The Ten Crack Commandments:
1.  Mega Zangief always must fight first.  Never second
2.  All Spinning Piledriver motions must be done in reverse.
3.  Do not use the FK version of the Siberian Suplex
4.  Do not get hit by a close Omega Destroyer.  If the Red player sees you
switch in and turns it on.  Mega Beef loses 75% of life at times.
5.  When given a chance, use a throw (special or normal)   DUH!
6.  Use your fierce RK to knock them down!      DUH again Chuck
7.  Berserker Barrage X will paralyze you until it is over.  Avoid it.
8.  Supers like the Midare Zakura and Max Spider will keep hitting you,
but others like the Final Justice or Mission won't work.
9.  Seeing Blackheart or Mephisto come in and your Mega Zangief switch out
should become a familiar site.  M. Beef cannot catch him.
10.  If you kill an opponent, grab their incoming teammate with the Double
Final Atomic Buster or Crusher.  They cannot stop you.


COMBOS:
       Mega Zangief is very slow.  Most of his combos are similar to
Zangief's but can be blocked.
 [1] (j. RK, s. MK, 2n1 Siberian Slam, as they get up {corner} spinning
piledriver)
 [2]  (j. FP, s. RK, 2n1 Siberian Blizzard)   2n1 between hits of the RK
 [3]  (Air Grief, 2n1 Spinning Piledriver [air]   Gets' em everytime.)
 [4]  (j. RK, 2n1 Double Buster or the Final Atomic Crusher)
A very simple combo that takes half an opponents life and more.
Surprisingly, I see few Zangief players use it, it will catch though

 [5]  Beef's Super Combo
(It''s the same as in X-Men v SF, but I must mention it)

Chestnuts ( d + FP)in air, followed by crouching MP (launcher)
 JP,MP,MK, 2n1 Spinning Lariat (kicks)
   Land on ground and do a standing RK,  to knock opponent back into the
air,  Then walk or jump forward
     As they are landing do whatever special grab or super throw you like
and even a Siberian Blizzard will sometimes connect if 2n1 immediately off
the standing RK.


*****   MEPHISTO   *****
CODE:  Hold Start, move to Omega Red, hold down for 5 seconds, hit "jab +
fierce punch" or "short + roundhouse kick" (alternate color)

At first glance, Mephisto seems to be nothing more than a palette swap of
Blackheart that looks nothing like the Marvel Comics Mephisto.  This is
true, but considering the lack of NEW animation for this game, only to be
expected.
Upon further review, that assessment still stands, with one major
difference, the FLAME is on.  All of Mephisto's normal attacks set the
opponent ablaze and, since people tend to think about blocking when they
are on fire, this means he has 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, they are
still the same player but this small change goes a long way in improving
him.

Normal Moves:
FP - All Mephisto's fierce punch moves release little RED demons into
the air that go out 1/3 the screens distance then come back to him.  They
hit the opponent going both ways and if they connect Mephisto's hits do
extra damage for 2 seconds.
RK - All Mephisto's roundhouse kick attacks release little GREEN
demons that surround and capture you for three seconds.  During  this time
the opponent is at Mephisto's mercy.  But unless all six of the demons
hit, this move is ridiculously easy to shake out of.  It is now very hard
to combo any special move after this except for the Inferno.
MK - In the air I have watched this move knock Ryu out of his Dragon
fairly consistently (50%) with utter amazement at what I was seeing, why
it was happening to me, and plenty of "how in the hell did I do it, oh
yeah, I'm from hell." Statements.  His best attack, even the crouching MK
is good air defense.

Special Moves :
Dark Thunder : (QCF + punch)
jab = lightning from his hands travels along the ground
strong = lightning from his hands travels horizontally across screen
fierce = lightning from his hands travels 45 degrees up into the air
Mephisto's fireball is hard to hit since the lightning emanating from
his hands can tag you no matter where you are in the air.  Still a
cautious Mephisto player will guess where you are going and force you to
air block accordingly.  Notice, most SF characters can walk under the
STRONG Lightning Stream

Inferno : (HCB + punch)
jab = close to Mephisto  fierce = far away
A pentagram opens in the ground and erupts a geyser of hellfire to the top
of the screen.
This move is now best used against jumping opponents since it no longer
lingers around.  Thus, if blocked, the opponent can walk through it and
hit Mephisto.  If the opponent does not block it the old linger around
effect from MSH is still there.  The best setup for a Heart of Darkness
since the opponent cannot block while falling down.

Supers:
Judgment Day: (QCB+ 2 punches) [air] {1 level}
Mephisto powers up then releases about 25 demons across the screen.
Kind of like the Magnetic Tempest, but not quite as good at chipping life.
Still, an air super is something he needed, so I'm glad he got it.

Armageddon :(QCF + 2 punches) [ground only]
AKA : Super [Captain] Crunchberries
Mephisto lifts his hands into the air and fire and brimstone rains
from the sky.  This move is easily pushed away, but can combo off his
standing MP.
Heart of Darkness : (QCF + kicks) [ground only]
Mephisto floats into the air as a pentagram appears beneath opponent.
Demons then begin to spiral up from the pentagram carrying opponent to the
top of the screen.  At the top, Mephisto chuckles to himself and then
the pentagram erupts with a geyser of Hellfire as Mephisto falls to the
ground.  In the corner Mephisto can hit the opponent as they land.

TEAM MOVES :
Team Counter : Lightning Stream along the ground  (very slow)
Team Attack : Lightning Stream along the ground (extremely slow)
Team Super : Armageddon

COMBOS:
Seriously, I was on no-doz the last time I wrote Blackheart's combos
down.  Here are some that will work for both Mephisto and his son.
[1]       (j. MK, c.jab, c.jab, s. SK, s. MP, j. jab, j. SK, j. MK,  j.
RK, 2n1 Inferno or the air version of the Judgment Day)
This is a pretty hard combo to achieve since you must time the j. RK to
release the demons while the "FLYING SCREEN" effect tries to scroll down
to the opponent landing from an air combo.  It is, however, risk free and
should always be tried since the reward (Cries of your opponent yelling
"Aw man, that's cheap") is well worth it.

[2]      (Air Dash, j. MK, s. FP, j. MP/MK,
repeat the preceding as necessary until it connects then follow with
c. SK, c. SK,  [red demons return to hit opponent] s. MP,  2n1 Armageddon)
This is not a real combo, but is quite effective due to the returning
demons and the annoyingly high priority of Mephisto's MK.  Jumping at them
with MK all day works just as well, but people like me will rightfully
call you a scrub in a family arcade or a bitch elsewhere.

[3]    (j. MP, c. RK, 2n1 Heart of Darkness, air dash, 2n1 Judgment Day)
       This combo has a ton of conditions.  First, the MP must be
performed right before you land, and since Maphisto is the tallest person
in the game most opponents must be standing.  Afterwards the c. RK will
connect but the 2n1 into the Heart of Darkness must be fast otherwise the
opponent will be able to block.  To top it off, the air dash must be
perfectly timed and interrupted at the proper angle to hit the fallen
opponent with the Judgment Day which is hard even if you practice it.
That said, it is a 40+ hit combo, and it pays to at least try the super
move chaining parts of it.

[4]  (While super jumping up j. RK, air dash, j. MK, c. jab, c. SK, c. MK,
     s. MP, 2n1 Armageddon)
You can always 2n1 Armageddon from a  standing MP, the tricky part of this
combo is everything before it, which depends heavily screen position.
[5]  This combo works on any opponent in the air, and on opponents caught
in the air by the green demons after they bounce on the ground.
(Inferno, quickly move forward if necessary, c. FP, Inferno, Heart of
Darkness) takes about 66% of an opponents lifebar. Very difficult to
connect.


*****   Metallic Armor Spider-Man   *****
*****   I AM NOT VENOM !!   *****

CODE:  Hold Start button on Ryu for a 2 seconds then tap and hold down on
the joystick for 5 seconds.  This will make you move from Ryu to
Spider-Man and you will be holding the joystick down on Spidey while you
hit "jab + fierce punch" or "short + roundhouse kick" (alternate color) to
select him.

WANNA FIGHT AGAINST ME AND VENOM, then do your job, pal.  Beat the first 9
computer controlled teams you see and we'll be there for you, along with
Sheng Long in the background.  HEY, don't fight any scrubs, I like my
candy clean.

"Who the hell thinks he looks like Venom?  That is the main costume and it
is black and white.  There is a toy from Marvel that looks just like this,
yeah, I think it was called [insert title there à] Metallic Armor
Spider-Man.
       Anyway, we all know Spidey.  He is pretty much unchanged except HE
HAS SUPER ARMOR PROTECTION against certain hits, mostly the weak attacks,
JP's and SK's, but on some of the other characters medium attack he has
protection as well.  However, all fierce hits and any launcher will work
on him just fine.  Another small change is that his web shooters hold
opponents longer, enabling you to restart combos or unleash a Maximum
Spider.
Besides that, I tried every super and taunt motion I knew from EX and the
Darkstalkers series to see if he had a level 3 attack.  NO SUCCESS.  No
Demon, Morrigan Missles, or giant spiked balls fell from over my head.
The inverse motions failed as well.  Still, one of the games best
characters.


Moves :
Web Swing : QCB + kick  [air]
Spidey cast a web line into the background and swings across screen
An excellent air to air combat move, at all times this takes a large
amount of damage and has excellent priority.  Like a dragon punch, the
opponent will AT BEST only trade hits if they try and knock Spidey out of
it.  As he is falls from the move, there is some recovery time, but not as
severe as it was in MSH, if he lands, he will usually block unless he
performed the move on the ground.

Web Throw : HCB + punch (jp = straight /mp=45 angle up / fp = straight up)
Spider-Man casts a webline across the screen at an angle.  If it connects
he swings you over his head three times and then throws opponent away like
an imported version of Final Fantasy VII.  He finishes by taunting the
opponent.
At close range this is a throw, at long range a projectile.  Another high
damaging special move that works best if used in moderation.  You are open
if you miss, but this move can be followed by a Spider Sting almost
immediately.
IF YOU HOLD THE BUTTON DOWN AND START DOING CIRCLES ON THE JOYSTICK AFTER
THE WEB BALL HITS, SPIDEY WILL SPIN THE OPPONENT MORE TIMES AND DO HIGHER
DAMAGE.

Web Ball :  QCF + punch [air]
Spider-Man shoots some webbing at his opponent.   [Itchy, Tasty
--ResEvil]
One of the more annoying air fireballs in the game, this (along  with s.
MP usually becomes the signature move of most "cheap" Spidey players.  On
the ground he has Ryu's fireball recovery time, making it hard to
retaliate against.
On occasion, the move will keep the opponent immobilized longer.  I
believe it correlates with attack type [i.e. jab WB holds fierce ATKS,
medium/medium, fierce/weak ATKS] but since I did not program the game, I
cannot confirm.  Works for me sporadically.

Spider Sting : DP + punch, punch
Spidey's Dragon punch that Sean copied after he saw it in a daydream
before he ran into the third (or was it fourth) fireball Ryu threw at him.
In this version, you must continue hitting the second punch until it comes
out, I usually perform a fireball motion while doing the second punch to
insure he hits twice.
Spidey is popular in Japan, so Capcom gave him Ken's DP priority.  The
spider sting, timed correctly, beats or passes through all supers,
including the Shinryuken and Ryu's weak DP.

Supers :
Maximum Spider  :  QCF +  2 punch [air] then aim joystick at opponent
Spider-Man flies back towards the wall very fast.  He then dives at the
opponent.  If he connects, he then flies across the screen until he hits
the opponent five times.  If he misses, well hope your playing against
Zangief, he is the only person who cannot hit you with a super.
At all times you control where Spidey is going so REMEMBER TO AIM.  Aiming
at nothing will make him fly straight across the screen.

Crawler Assault : QCF + 2 kicks
He runs across screen doing a crazy looking combo, reminiscent of Guy's
super move but definitely it is uniquely Spider-Man,  The opening punch
not only knocks people out of the air into the Assault, but will also pick
opponents up from the ground to be hit.
Due to all the windmilling punches. this super is also pretty hard to air
block and push off since Spidey's style is so awkward that it knocks
people out of the air.  But has a significant lag time which leaves him
open for quick supers and attacks after

TEAM MOVES:
Team Attack : Web Swing  (Horrible recovery time)
Team Counter: Spider Sting  (A very good counter, best range for a DP)
Team Super:   Crawler Assault

COMBOS:
The air combos Spidey can do are now dependent on the launcher you
use.  Following a standing MP you can do (jp,sp,fp), (sk,mk,rk), or
(jp, mp,mk,rk or special move.).  Usually, it is best to just start your
air combos with the Medium strength attacks after this launcher.
Using his other launcher (d + MK followed by standing RK) lets you do the
full (jp,sk,mp,mk, Web Ball (FP), let opponent land then do either super)
Unlike most characters, Spidey can also use his air combos without super
jumping, thus, you can do a (jp,mp,fp) as a regular jumping attack against
ground based opponents, you can also 2n1 a web ball or web swing while
still airborne.
On the ground, use  his sweep (d + RK) can be followed with 2n1 Web-Swing
or a super, specifically a crawler assault..

COMBOS:
[1]  The brackets {} indicate you must be fast to add this extra hit, the
hit is not necessary to the combo, however.
(j. jab, j. medium, j. fierce, {j. short},  s. jab, s. short, c. forward,
s. roundhouse, j. jab, j. short. j. medium, j. forward, 2n1 Web Ball (FP),
land on ground, team super)

[2]  (s. jab, s. jab, s. SK, s. MK, c. RK, 2n1 Crawler Assault or Web
Swing)
Yes, Spidey can easily hit people on the ground, but they roll away, pray.

[3]  (j, jab, j. SK, j. MP, j. MK, j. FP, j. RK)
Air to Air always, occasionally off the launcher will this combo work, but
now the RK must be timed perfectly.

[4]  (c. jab, c. MP, c. FP, 2n1 Fierce Spider Sting or  SK Web Swing)
A very risky ender for a simple combo, but both work.

[5]   (j.FP, s. jab, c. MK, s. RK, 2n1 Web Throw [MP version])
Web throw combos are for the flash and wow factor.  They work based on the
position of the character, and will not always work.

[6]  (While dashing, hit s. MP, j. JP, j. SK, j. MP, j. MK, 2n1 Web Swing)
This is delayed now.  Wait until the opponent is at the apex of the launch
before you start hitting them, otherwise, Spidey will only hit them with a
jab punch.


**  SHADOW CHARLIE   **  SHADOW NASH   **
CODE:  Hold Start, move to Dhalsim, hold up for 5 seconds, hit "jab +
fierce punch" or "short + roundhouse kick" (alternate color)
FIGHT ME, YOU?  Please, I beat more people before 8 am.  If your up to it
though, beat everybody in the game with a team super.  And don't let those
scrubs play,  I only deal with professionals.  Need to know your name
though, I like sending flowers to mothers in mourning.

If you like Charlie because he is Charlie crack you knuckles and write
Capcom.  The unveiling of SF Alpha 3 in Japan is coming, and Shadow Nash
versus Guile is a match everybody would like to see.  BUT FIRST, Capcom
needs to eliminate his delay time on supers.  Every super Charlie had is
now preceded with a "Ching" sound and spark before it  comes out. During
this time not only can Nash get hit, but it enables your opponent to block
all of the old super combos from X-men v. SF.  Arrrrrrgh.
       To add insult to injury, Charlie now loses more energy than, dare
I say it, Akuma.  The Gamma Wave can kill him, as can anybody who tags you
with a super and can skim there fingers across the buttons quick enough to
add extra hits (A feature, I wish Capcom would remove.)
But now, Charlie still can can kill an opponent easily.  And the corner
traps are still effective.  The boom and slice kicks are his only allies,
but has not the tandem of Nash and Guile kicked Ryu's ass with these two
moves for 10 years.  "Get on the plane boy, and fly around fighting others
cause I beat you in the bar so bad."--G  "And when you get captured by
Bison, we'll come and save your sorry ass."  --C


MOVES:

Psycho Sonic Boom :   (charge Back, move forward + punch)
       Charlie creates a vacuum of sonic energy and hurls it forward
Shadow's Sonic Boom, altered by the infusion of Psycho Power,  takes off
an ass of energy.  In addition, as with all Booms, it has the shortest
projectile recovery time, enabling him to walk or jump behind the boom and
combo from it as soon as it arrives.

Somersault (Slice) Kick :   (charge Down, move up + kick)
       By moving his foot at "Ludicrous Speed", Shadow Charlie creates a
vacuum of psycho powered sonic energy and hurls it into the air.
The simplest and most elegant move in the game, both Shadow's leg and the
projectile emanating from it can hit.  Use of the SK version of the move
is recommended, since it has low delay time and minimizes an air blocker's
retaliation.  The other versions work better in combos.

Shadow Slice Kick :  (QCF from up to forward + kick)  [Air Only]
       Shadow brings one foot from his shoulder to behind his other leg.
The Psycho Power Augmentation made this one of the more powerful air combo
enders in the game, since it takes off  a block of life.  However, outside
of that, this move is not that great, normal moves can go through it and
it has an annoying habit of going through people.  Rely on Nash's large
variety of high priority normal air attacks.

SUPERS:
In Capcom's continual effort to weaken Guile and Nash, the latest blow
dealt is the "CHING" effect.  Before every special, Charlie must now
"Ching" and strike a pose before the super move and background screen even
starts/appears.  During this time, not only can Charlie be hit, but if you
are hitting the opponent, they can block a chained super.  Therefore, no
super combo chaining or last minute super move miracles for Shadow, and a
bad sign for all future Guile incarnations.


Final Mission :   (charge Back, press forward, b, f +PP)
            (A blockable LEVEL 3 super.  Is that not some foul shit)

This move has many things against it.  To connect with it not only do you
have to suffer through the "CHING" effect, but also it has almost no range
and the first frame of it is a low priority air launcher which some
characters can duck.  That said, it has two good points
(1)  If timed correctly, you can pop people jumping in on you or landing
(2)  It is hands down the best looking super in the game:
       Charlie hit you with his Punch, launching the opponent into the
air.  He then flies into the air behind you and grabs you at the screen's
top.
The screen goes white, and many punches are heard, the scene changes, and
Nash stands there, his head angled down, he turns o the screen,
straightens his jacket, and utter "Hmmph!"
THEN BOOM, the opponent hits the ground in a gigantic explosion, 60% of
his life is gone so he's dead.  The screen is black, Final Mission
appears, the announcer screams "Super Combo FINish" and your opponent
trots away defeated.


Shadow Break:     (QCF + 2 punches)
Charlie throws 9 psycho sonic booms at the opponent, hitting the punches
(specifically FP) repeatedly will make him throw up to 15 booms.
Once the CHING ends, this move crosses the screen rapidly, and in addition
to being hard to jump over it juggles very well.  Nash can usually move
again before the super finishes.

Cross Shadow Blitz :  (QCF + 2 kicks)

       Charlie dashes at the opponent.  If he connects, does a 10 hit
combo, that engulfs the opponent in Psycho Power.   I use to think this
was the shit, but now it's simply phat.
       Question:  What do you do with the slowest super in the game.
Answer : Never use it.   Because it goes through both the "Ching" and the
Nash's regular Blitz delay, it never hits unless the opponent messes up.
Only use it to show off, since that is all it is now good for.

Shadow Justice :  AKA Super Slice Kicks        (QCB + 2 kicks)
       Shadow does three somersault kicks in a row.  If they connect, the
opponent is hurt by flames of (you guessed it) Psycho Power.
The only one of Charlie's supers with even one chain, it is also the only
move that is immediately invincible after the "Ching" effect.  These are
your friends, and there timely use should be foremost on your mind.

TEAM MOVES:
Team Counter : Somersault Kick, RK version.  I will hurt you.
Team Attack :  Psycho Sonic Boom.  I will hurt you, even off screen
Team Super : Shadow Justice.  My partner will hit you, but I'm gonna hurt
so bad your grandkids will have bruises.


COMBOS:
[1]   [j. MK, j. RK, c. jab, c. SK, c. MK, c. RK, 2n1 Shadow Justice]
       The only super chain he has, it is also pretty unreliable and the
2n1 to the Shadow Justice does not like to come out.

[2]   [j. FP, c. jab, c. SK, c. FP, j. jab, j. SK, j. MP, j. MK, j. RK,
       bounce off of wall, j. RK 2n1 Shadow Slice Kick (air SK version)]
      The last two hits are hard to time, but they work, the slice kick
barely hits at the end.  Very hard to pull off.

[3]   (dash in c. SK, c. MP, c.. FP, j. jab, j. SK, j. MP, j. MK, j. FP,
2n1 Shadow Slice Kick [air])
       Another hard 2n1, if you need a definitely high damage combo,
omitting the j. FP and just doing the Shadow Slice works better.

[4]  (j. MK, j. RK, c. jab, c. MP, start 2n1 as you do s. RK, Somersault)
       It works.  Does heavy damage as well.  Without a doubt a combo for
experts since there is no margin of error on the combo.

[5]  (Air throw, slice kick)   At certain heights, you can connect this.

[6]    The Pressure Cooker  :
If you play Guile or Charlie, you know the sonic boom drill, if you do
not, the following strings follow each other, "* strings" link with
themselves and can go anywhere.  It does not matter if they block, keep
doing it until an opening to insert one of the above combos arises, or
until they die.
· (c. SK, c. MK, c. RK, Psycho Sonic Boom)
*    (j. MK, j. RK, s. SK, s. MK, Psycho Sonic Boom)
       (Sonic Boom, j. MP, c. SK, c. FP, Sonic Boom, s. RK)
(s.  jab, s. MP, s. FP, Psycho Sonic Boom, c. MK, c. RK, Boom)
(Sonic Boom, Walk up and throw.  If they block too much)
       IMPORTANT  (At any time, if the opponent jumps, slice kick)


*****  US AGENT   *****

CODE:  Hold Start, move to Bison/ Vega-sama, hold up for 5 seconds, hit
"jab + fierce punch" or "short + roundhouse kick" (alternate color)

       Origin :  The storyline of US Agent is one of the more convoluted
and forgettable stories in the Marvel Universe.  It starts with a man
named John Doe (I cannot remember his last name, his first name was John)
who was selected in modern times for a modern version of the super soldier
experiment.  John was the lucky candidate and took a serum that attempted
to recreate the one Steve Rogers took forty years earlier.  It succeeded
in making him stronger by placing him in above peak physical condition
(able to lift 1000 pds instead of  the 800 pds Cap can heft)   John was
released into the world under the code name of the Super Patriot.
However, the serum he took had the side effect of propelling him into
irrational fits of rage.  He went berserk and was subdued by Captain
America.

Later on the government found a way to control these urges through regular
injection of a counter drug and released him into the world again, this
time under the name of US Agent.  As US Agent, he had a vibranium shield
(3rd strongest material in Marvel Universe then) a black costume with red
and white stripes, and an attitude.  Shortly after this time, Steve Rogers
decided to stop being Captain America and John Doe was ordered by the
government to stop being US Agent and become Captain America.  So John
became Captain America and with a new partner, D - Man, was fighting crime
until D - Man was killed, at which point John got violent and, machine gun
in tow, started killing people.

This prompted Steve Rogers to come out of retirement, but the government
(corrupted as it is in real life) would not give him his job back.  So
Steve went to Tony Stark, who in turn gave him the US Agent uniform and
shield (Stark Industries being the govt. contractor in charge of the
project.)   For a while, Steve Rogers fought as the US Agent until he and
John fought for the right to wear Cap's uniform (as well as whether or not
to kill an unconscious villian) which Steve won, therefore he is Cap while
US Agent is the John Doe guy (in the old continuity Cap #350 + time, I
think he is someone else now.)

Moves :  Oh, he's just like Cap.  No new revelations, so I'll simply print
combos.  (Maybe I should have done that for others, but what's done is
done.)


COMBOS :   I will say this once, after all of US AGENT's combos throw the
shield.  People are mad after the red, white and blue boy finishes with
them so teach them to keep their player blocking.
[1]    (j. FP, s. jab, c. SK, s. MK, s. MK, s. FP)
   This combo does not seem like much, but it takes a third of a bar of
life.

[2]    (c. SK, c. FP, j. jab, j. SK, j. MP, j. MK., j. FK, j. FP)
   The FP does not hit constantly, but if it does, there another third of
life.

[3]    (j. SK, j. MK, j. FK, s. jab, c. SK, c. MK, 2n1 Hyper Stars n'
Stripes)
    A wonderful end to an opponents life with a team super.

[4]  (c. jab, c. SK, c. MP, c. MK, c. FK, 2n1  jab Shield Slash
    A basic fundamental CAP/Agent combo.  Use often.

[5]  (j. JP, j. MP, any jab, any short, s. MP, j. jab, j. SK, j. MP, j.
MK, 2n1 Sheild Slash (MP), corner bounce, j. MK, j. FK    hard.

[6]  The Charging Star chains off the c. MP very well.

[7]  Start a Team Attack, Follow with a Final Justice.  (A trick that
works well when the opponent tries to hit your teammate, the Final Justice
will freeze them in that frame and hit them.

[8]  In corner, a combo ended with a s. FP will sometimes bounce opponent
at the angle to hit him with a Final Justice.  Unfortunately, you need to
do the Final Justice before you see how they bounce.  Good Luck.


THE MASSIVE THANK YOU SECTION

Rashad '[email protected]'  I miss you in Michigan buddy.  You were
my only real competition here.  Call (770) 623-1158.
Or write me to leave your number.

[email protected]    For letting me work at your excellent Darkstalkers site
Trent's site    http://www.geocities.com/Tokyo/Flats/5616/darkstal.html

Jeff Maru '[email protected]'  If I have time, more reviews
http://www.geocities.com/TimesSquare/Arcade/3014/reviewed.html

John Zachary [email protected]   Always need a Wolvie fan

DMAN      [email protected]     If you see me, hit me.  I would love
to actually recognize who you were.  Ask for me at North Dekalb one day,
over half of the employees know me.

Sean Gilley [email protected]    Sorry I missed you at the mall, try again?

Yoshi         [email protected]      Thanks for writing me.
Answering your questions gave me a lot of inspiration

For pressuring me to write this and a home for my FAQs
HOEK    ........   THE OFFICIAL UNOFFICIAL STREET FIGHTER WEBSITE
  ======:=:  http://www.geocities.com/TimesSquare/Arcade/9929/


[email protected] Thanks for writing a concise FAQ and the SF3 stuff. A
ton of SF3 faqs, move names and moves list for MSH v. SF

Jeff Vassey, AKA [email protected] who posts my FAQs at
http://www.gamefaqs.com

· Yow Hong Chieh · Oka · Man Of Many Sigs · who posts my FAQs at
The SF Marsh -> http://www.geocities.com/TimesSquare/Castle/3009

Thank yous on the local front

Kamau H : Mau!  Come out of Final Fantasy 7.  Please, your scaring us.
Johanthon S  : Wait a minute!  Don't kick all their asses at Shannon and
be too tired to play me.  Man, if you whisper "Bomberman" one more time I
will put that Tranzor Z Thunder Break on your ass..
Scott B : The only male in an all female fighting game.  Between this,
work, school, Wipeout XL, and Final, he's going to burn out soon.
Young : A shitload of Omega Red techniques as well as a load of other
combos, stories of 3 angry Asians clubbing, and the famous  "My name is
Young, not Yun.  I am not a Street Fighter 3 character."  Quote.
Franco C: For the Wolverine combo tips and proper use of the Team Attack.
Plus, I have so many female friends at the mall because of you, I cannot
express my gratitude.
Steve : For bringing the agony of studying for MCATs to the arcade
Larry D :  For showing me true bliss is killing somebody with the Colt 45
in Goldeneye for the 64
Matt O : For pre-purchasing KOF '97 for his Neo Geo cartridge system, plus
a ton of new Dan and Ken cheese techniques
Ant :  I could not play Akuma without him there to call out the Raging
Demon so the whole arcade knows I did it.  Plus, the women he pulls, man,
please use your powers and help a brother out.


Good Bye

That is it.
My Internet access will be gone next week, probably by September 13.
Write me before then, I will send copies of either FAQ to any who ask.
The copies are in both text and super nice word format.
And thanks for a wonderful summer Capcom and all the people who read,
used, and enjoyed my FAQ or after the FAQ discussions.

                                       Sincerely,
---Charles
[email protected]
and the crow everywhere else.

All characters are copywritten by Capcom and/or Marvel Entertainment
FAQ, both versions, is now © by Charles Washington
Please ask if you wish to use an portion of it.