Enigma Gamings
Marvel Super Heroes vs. Street Fighter
author-
[email protected]
Version 1.02
Whats New
-added easy explanation
-added super names
-added more moves + supers
Thanks goes to Capcom USA for supplying me with some hard to
find moves and info, especially Chris.
Review
=-=-=-=-=
My initial impression, the first 2 minutes or so, wasn't as bad as I
expected. It was at a half decent looking background (most are recycled
but there are a few new ones with characters like Rogue/Gambit/Charlie/
Blanka/Rose/etc lurking in the background) and the music was new and
seemed more interesting than the XSF noise. The voice effects are all
re-done and are higher quality and more diverse, for instance Cyclops
now shouts out the name of his new moves, like 'Optic Sweep', 'Cyclone
Kick', and the usual 'Optic Blast', and 'Jesus Christ'. Furthermore, the
announcer actually calls out the entire name of the Super Combo that you
used to kill your last enemy. This can be either cool or annoying;
'CHAOS DIMENSION!!' isn't nearly as grating as 'SHINKUU
TATSU-MAKI-SENPUU-KYAKU!!!' - Yes, he shouts out the entire thing,
unfortunately.
The most significant change is to the combo system. I tried EVERY
infinite combo that worked in XSF last night, and NONE of them worked.
All fierce/RH finishers in air combos produce a DOWNWARDS flying screen,
everytime. The trajectories of these finishers were all changed so
things like Cyke's fierce knock you way down so you can't double jump or
hit them again as you fall. Also, multiple jump attacks to standing
characters have been weakened even more severely. In XSF, Cyclops could
do a 3 or 4 hit air chain on a tall character like Zangief EASILY. Now,
it's nearly impossible to get even 2 hits. Spiderman, who could get 4
hitters in the air all the time in MSH, has to live with 2 almost every
time now. I'll get more into the individual combos a little bit later.
So in short, the combos in MSHvsSF so far, are crap. it's low short,
launcher, a little air chain into a special move or air throw if you
ever want to do damage. Additionally, hitting OTG and launching after
throws and specials has been taken out in most cases. This is usually by
changing the recovery and behaviour of moves, but not always, as it
seems you can't do many of the old juggles etc.
So is this good or bad? Well, it's both IMO. Bad in the sense that there
isn't much more experimenting possible for combos. So far
the odds are against an infinite being found due to the neutered combo
system, but I won't rule anything out, as there maybe some strange air
combo links and ground link combos that will take much time to discover.
It's GOOD in a way, because it means the game is for the meantime, not
centered around landing some stupid infinite combo (dizzies are still
there, so there's another thing not to rule out), but more the way the
designers meant MSH and XSF to play. These changes are welcome, but IMO
are too little, too late.
I almost forgot. The Variable Assist technique - you press
strong+forward at the same time, and you character starts to do a taunt.
This is actaully quite slow, and the taunt animations are often all new
drawings. The taunting character I recall at times WAS indeed
vulnerable, as was the incoming character. Anyways, here's an example:
Cyclops presses variable assist and calls Shuma Gorath. Cyke says 'do
it', and after taunting, Shuma rolls onto the screen in a Mystic Smash,
and after connecting with the enemy, rebounds way off the screen again.
Yes, it is pretty much impossible to punish the incoming character after
you've blocked it. However, these techniques are NOT instant, so you
can't really use them as counter-attacks. What they are useful for, is
offensive pressure, BECAUSE, your character recovers before the other
guy has finished his Assist. Just as the Shuma Mystic Smash is
connecting with the other guy, Cyke can dash in and start hitting the
guy. If the enemy was HIT by the Smash, the enemy actually flies to the
other side of the screen, so Cyke can't launch after the hit. However
this isn't always the case, I have been able to call an Assist, dash in,
and launch just as the Assist hits, and proceed to air combo. This is
the new 'important' feature, and is neccesary to keep the game
interesting, with the new lack of combo variety.
The old Variable Counters and Switches are still there, unchanged.
You can taunt as many times as you want.
Pressing Jab+Short together at the same makes a character do a launcher.
For Zan, he does his low strong, Cyke, his stand strong... You can still
do launchers normally, but this is an alternate method of doing them.
Don't ask me why this is important; I have no idea as of yet.
Oh yeah, after you've killed the enemy, after pressing start you can OTG
the enemy and now do superjumps and air combos. Just a small extra.
And although I didn't figure out exactly how, between games, you have
the ability to select which character comes out first before your match.
I had a 14 game streak with Shuma and Omega Red, and for some reason I
was getting Shuma to start the match half the time, and Omega the other
half or so.
Someone help out on this if you find the method.
Apoc. is the first boss, and he's REALLY easy now. I mean, you really
stunk if you can't beat him, becaus he takes way more damage this time
around.
Cyber Akuma is the last boss, and he's not a free win like Apoc. is. He
teleports around a lot and often sits there and waits for you to press
something and he fierce upperuts it with typical CPU cheating reflexes.
He tosses 2 big air fireballs down at you, and also tosses 2 ground FB's
after another, followed by a small robotic part of sorts, making 3
projectiles total. He also does a the Raging Demon a lot, but you can
get out of this.
It's quite funny actally when you beat him, mostly because of the silly
dialogue you get if you have a particularily stupid tandem of
characters. I can't remember exactly how they went but this is basically
what you get :
Captain America: "Good job, Shuma Gorath"
Shuma Gorath: "You weren't too bad yourself, Captain America"
Captain America: "Yep, we make a pretty good team"
And so on...
Yeah, all new endings for everyone. Shuma Gorath takes over the Earth,
Hulk sits down and talks to Blanka, talking about radiation and stuff.
Mostly they're pretty stupid.
KEY
=-=
qp mp fp
qk mk fk
B charge back
b tap back
F hold forward
f tap forward
hct half circle towards
hca half circle away
u up
d down
D dash
SJ super jump
air can be done in air
uc uppercut motion f,d,df
buc backwards uppercut motion b,d,db
2p any two punches at the same time
2k any two kicks at the same time
qp jab
mp strong
fp fierce
qk short
mk forward
fk fierce
qp+qk does your characters launcher
mp+mk your teammate jumps out and does a special move while you taunt
fp+fk tags your character in and out
qk+mk+fk or d,u super jumps
qp+mp+fp advancing block while blocking, or dash when idle
start taunts , can do as many times as you want
Counter hct fp+fk while blocking no longer interrupts supers
team up super hct fp+fk
Foreword
=-=-=-=-=
This game is a 180 from x-men vs sf, no longer can you do long air combos
into infinites. powerful characters like Cylops and zangief have
diminished, they no longer can kill you in two combos, moves that where
easy to execute and took a lot of energy have been slowed and toned
down(ie: cyke's running grab) some have been beefed up, like dhalshims
yoga throw super, and Zangief's in close team up super (gotta see this
one!). overall its a fresh game so people have to get used to the change
from super offensive strategy games like x-men vs sf to a slightly more
balanced defense offense type.
Easy mode
=-=-=-=-=
This is the flailers dream, just hit a button and you get a combo, super,
or special moves. By tapping fp,mp,mk,fk you get one of your characters
special moves depending on what button you press. hitting two buttons gets
you a super. the only downfall is you can't use your characters normal
launcher. thats where qp+qk comes in it launches your opponent then all
you have to do is push qp and you got an auto air combo. tapping qp on the
ground gets you a normal standing chain combo.
Universal Moves
=-=-=-=-=-=-=-=-=
Taunt: Start
Advancing Block: Block, 3P
Dash Forward: F,F or F + 3P
Dash Back: B,B
Super Jump: D,U or 3K
Variable Attack: fp + fk
Variable Counter: Block,hca + fp+fk (level 1)
Variable Combo: hct + fp+fk (level 2)
Marvel Super Heroes
=-=-=-=-=-=-=-=-=-=
Spider-Man
=-=-=-=-=-=
Alternate Colour: Same as in MSH.
Ok. He can't combo ANYTHING after a web ball in an air combo. And he can
NOT relaunch after any Spider Sting. And unless you launch with low
forward, stand RH, you can barely do ANY aircombos with him. But he's
still powerful. His ground web ball seems FASTER. His air web ball seems
to recoil a little more than before. He can't do as many hits in jumping
combos as before. His dash isn't as fast either thank goodness. Maximum
Spider is the same, he gets a new super, Crawler Assault, FB and KKK.
This super has him rush towards and do a bunch of attacks, and bounces
him away after being blocked, so there's no risk, it's 'for free', which
is pretty annoying. However if you do this supermove into the corner,
they get knocked up a bit, and if this game was MSH or XSF, you'd be
able to walk up and strong launch them, but it totally whiffs.
Web ball hct p air
Spider sting uc p
Web throw hca p
Web swing hca k air
Wall hold jump b,F
Supers
------
Rolling crawl hct 2k
Maximum spider hct 2p air
Captain America
=-=-=-=-=-=-=-=
New Colour: Horrible disgusting puke & snot, green with yellow trim.
Worst colour in the game by far, rivals pink Guile and Pink T.Hawk.
The Shield Slash has a new white halo around it and cames out a bit
slower. The other 3 moves of his are unchanged from MSH. He doens't do
insane damage as before either. Final Justice is the same. Has 2 new
supers, a super Charging Star, which dies alot of blocked damage but is
still punishable after if you're fast. And a super Star's and Stripes
which is the same as his power gem uppercut from MSH. HOW CHEAP. Has a
new winning anim where an eagle flies onto his arm and he says 'Good
work, Soldier.' Who he's talking to, I do not know.
Shield Slash hct p air
Stars and stripes uc p
Sommersault hca p
Charging stars hct k
Supers
------
Hyper charging stars hct 2k
Hyper stars and stripes uc 2p
Final justice hct 2p
Hulk
=-=-=
Alternate Colour: Same as MSH.
Hulk has been powered up and weakend at the same time. He is better
because 1.) He's the new Juggernaut, as he flashes when he gets hit,
allowing you to interrupt the 1st or second non-knockdown hit with any
move of your choice.
2.) His Gamma Ground Throw was also Juggernaut-isized. Instead of
picking up the ground and tossing it at you, the ground he picks up only
rises a little bit, but travels across the screen in a domino effect of
rising earth, not unlike Jug's Earthquake. It it totally safe if blocked
and does MASSIVE damage if it hits. The motion is FB and Punch, and he
has a super version, FB and PPP, which is IMO one of the best supers in
the game, it comes out fast, does 50% damage, goes all the way across
the screen, and is safe if blocked. It also has huge priority. He also
retains the old high priority, high damage, low jump arc moves from MSH.
He still has the dashing lng jump s well. His Gamma Crush SC is now QCB
and PPP, and is weaker on the way up it seems. He's a bit weaker in that
combos push you back farther, and air chains like his short-strong, are
hard to get unless you're against a large character. Also, like it was
neccesary, his Blocked Gamma Charge now has TWICE the recovery as in
MSH. You also can't do an upwards Gamma Charge into a backwards second
stage anymore, I'm pretty sure. But he seems to be able to overwhlem
some characters with poor air counters, by repatedly jumping at them
with his low height jump and massive range and priority. The Gamma Throw
is still there unchanged. Magic Series is weak start.
Gamma charge B,f k can be done twice
Ground rip hct p
Gamma throw hca p
Supers
------
Gamma wave hct 2p
Gamma crush uc 2p
Wolverine
=-=-=-=-=
Alternate Colour: Same as in XSF.
His air forward diving kick is now completely GONE. Air combo finishers
smack straight downwards, so no infinites worked when I tried them.
Otherwise it's standard-fare Wolverine, who once again is top-tier for
all the same reasons, minus infinites.
Berserker barrage hct p
Tornado claw uc p
Drill claw direction + qp+mk
Overhead boot d+kick in air
Supers
-------
Fatal Claw hct 2k
Berserker barrage X hct 2p
Weapon X uc 2p
Blackheart
=-=-=-=-=-=
New Colour: Grey.
Longer delay after pillars. Stupid. His strong launcher has a LAG to it,
making it much weaker than it was in MSH. Still keeps kick-punch Magic
Series. Has a new super, where he sends a bunch of demons at you
horizontally. Still has Armageddon and Heart of Darkness, unchanged.
Can't do an air throw and then OTG with a falling forward. He's
definitely weaker than he was in MSH, which puzzles me.
Thunder hct p
Infern0 (@aol.com) hca p
Upper bats hca p, p
Little green men FK
Little red bats FP
Supers
------
Heart of darkness hct 2k
Armageddon hct 2p
Bat upper hca 2p
Shuma Gorath
=-=-=-=-=-=-=
Alternate Colour: Purple from MSH. Green is now his normal colour.
Chaos Dimension is still there, it's a level 3 only super. And you can't
combo after it after you fall out. The enemy gets up after about 1/2 a
second, so you can play a guessing game, either Devitilization Grab them
(f,d/f,d,d/b + Kick) as they get up, block and counter, or try to combo
them.
It still does a massive chunk of damage and the activation still hits
like it did in MSH. Like Milo said you can't launch after the kick grab.
You also can't combo an air strong-upfierce chian after the air kick
throw either, which sucks. His new, most damaging aircombo in the corner
is this - launch, SJ strong,forward,upfierce, then air throw. If you add
a short in there, it does a bit less damage. Bu tthe upfierce doesn't
send them way up, so you can get an air throw after the fierce, which is
nice. He has ONE new super which only takes one level. It has a big lag
on the startup which foiled my attempts to do cool combos with it.
Basically the second Shuma mimics attacks a split second later, but I
failed to find anything actually useful. I always save my super for the
Chaos Dimension. His air forward has less range. His Devitilization Grab
is still his best move and still has awesome range. If you connect with
his Mystic Stare, these things attach themselves to the other guy, and
if they don't hit you back in about 9 seconds or so, they explode and
you get to combo them 'FOR FREE'. However, there is an easy way to avoid
this, you just do a variable assist as they are about to blow up, and
your teammate will effectively shield Shuma's attempt to combo you. And
if you switch off the screen, you're also safe. The Mystic Smash
rebounds back a little more, and in some cases, cannot be retaliated
against with some characters having really sluggish dashes or attacks
now. His magic series remains as punch to kick.
Sticky eyes B,f p
Urchin B,f k
Energy drain hca k
Stone drop d, mk air
Supers
------
Split hct 2p level 1
Chaos dimension hct 2p level 2 or 3
Cyclops
=-=-=-=-=
New Colour: Black and Yellow. Another excellent new colour.
Optic blast comes out a tiny bit slower and has a tiny bit more
recovery. Still pretty decent. His running grab is STILL there; the CPU
did it about 10 times and I did it about 10 times BY ACCIDENT.
He has a punishable delay now after his Mega Optic Blast. And he can't
launch after a trhow or running throw into the corner anymore. And of
course the new flying screen rules means his best air combos are now 3
or 4 hits into the guidable beam SC. Cyke is now totally honest, and
really not powered down at all.
Optic blast hct p
Ground blast hca p
Hurricane kick hca k
Gene splice uc p
Running tackle B,f fk or mk
Supers
------
Optic Blast hct 2p
Air blast hca 2p
Control shot hca 2p
Omega Red
=-=-=-=-=
New Colour: Purplish outfit with Gold Armour.
In my opinion, the most improved character. Biggest addition is a new
magic series. In COTA, it was punch-kick. Now it's 'stronger'. The Omega
Strike, particularily the short one, comes out faster. The coil grabs
are the same as in COTA, with a huge recovery if blocked. He still has
the Omega Destroyer, which starts up WAY faster than in COTA, but still
has death recovery. He has a new super that is AIR-ONLY. It's FB and
PPP, same as the Destroyer, it's like Rogue's running punches at the
beginning, and if he connects with it, he beats the crap out of you and
ends with a coil slam. I tried comboing this into air combos about 20-30
times, every single time, it was blocked, which is unfortunate, as it
would look extremely cool if it worked. I'll try again next time,
though. Anyways, Omega's new thing is the huge combos that he can do
now. Dashing jumping fierce (5-6 hits), land, dashing standing jab,
standing strong launch, SJ jab, short, strong, forward, fierce (5-6
hits) are just insane looking for how easy they are. I managed to tack a
forward coil grab after the ending fierce a couple times, but it rarely
works because of the flying screen rules. However, jab short strong,
forward, coil grab DOES work nicely, skipping the forward sometimes
being neccesary. Tap punch to drain some energy then a direction and
punch to slam them. They took OUT his taunt from COTA
(forward,jab,down,short,strong) and changed it to start. He can launch
into an air combo after he throws the enemy into the corner, the only
one I could find all day, probably because Omega wasn't in XSF and they
couldn't watch a Gamest tape to see what to take out (MORONS). Anyways I
teamed up Omega with Shuma and did extremely well. One hilarious thing I
was doing all day was when I killed a guy with Omega, I'd do a strong
coil grab EXACTLY as the next guy was starting to appear on screen - it
grabbed every single time, I don't think the other people could do
anything about it, we were all laughing every time I did it. You gotta
love it.
Omega strike hct 2k
Surprise tentacles d, FK
Carbonadium grab hct p or kick air
Energy drain and give tap p after grab
Drain and flip tap p,p,p then tap b,f
Flip b,f
Death factor tap k
Spike boot tap d,k after wall jump
Supers
------
Omega destroyer hct 2p
Carbonadium smash hca 2p in air
Street Fighters
=-=-=-=-=-=-=-=-=
Ryu
=-=-=
New Colour: Blue
His infnites are gone, his kick air throw-super FB is still there, which isn't
a surprise since they took out almost every other instance where you
could do this type of combo.
Hadoken hct 2p air
Shoryuken uc p
Hurricane kick hca k air
Supers
------
Vacuum fireball hct 2p
Super electric uppercut (the one from sf3 where he jacks you!) uc 2p
Hurricane kick hca 2k
Ken
=-=-=
New Colour: Yellow
He has a bigger fireball now, and his hurricane kicks travel at
different arcs depending on the strength. The RH HK travels upwards
diagonally, and ends with the animation of his overhead kick. Somewhat
interesting.
Fireball hct p air
Flaming dragon uc p
Hurricane kick hca k air
Roll hca p
Overhead Kick hct k
Supers
-------
Hurricane Kick into Upperkick into Knee Press hca k
Shoreppuya hct 2p
Flaming dragon hct 2k
Sakura
=-=-=-=
Alternate Colour: Lite blue skirt, slightly tanned skin.
In SFA2, Sakura was a stupid character. Stupid idea, but in the end she
was worth using because she had interesting design and was actually
competitive.
Now, she's not worth using period. She doesn't have a fireball or
dragonpunch. She still has the HK that can be done in the air too, but
her SC HK goes STRAIGHT UP and is of course, just about worthless.. Her
2 new moves are FB and P, which is a running punch move that hits
several times, and rebounds after it's blocked. She has a super version
of this which is very bad and very hard to combo. She can do this move
in the air; it travels horizontally like Rogue's running punches. Her
other move, is an energy ball, QCB and P, it's always aimed diagonally
upwards from the ground, and diagonally downwards from the air. You can
tap it up to 3x like her SFA2 FB to give it more size. You can do stupid
combos like jump RH, air FB for a 2 hitter. Her launcher is her low
fierce, and my GOD, it's worthless. It takes a YEAR to come out and has
ZERO range. You will be pulling your hair out trying to land the stupid
thing. You can combo it into her super FB where she aims diagonally
upwards and blasts a million fireballs into the air, or you can super
jump, air strong-forward-air FB for a lame 4 hits which is about the
best she can do. Sluggish dash, too. No combos after throws or anything.
Uppercut (now engulfes herself in a barrier and hits you hard) uc p
Fireball hct p air
Rising hurricane kick hca fk
Short hurricane kick tap FK,fk
Supers
------
Rising fireballs hct 2p
Sakura X hct 2k
Rising hurricane hca 2k
Dan
=-=-=
Alternate colour: Radioactive green
Oh my GOD. Why did they bother. Ok. He has all the usual SFA2 moves and
specials, and they're better than in SFA2 because they all hit low for
all the hits and the recovery is better. His supers are also about the
same. But his FB is now about 5 times smaller than it used to be and it
travels slower, but the same distance. His super FB is also super small
but hits about 9 times. He has a new special move, FB and kick, where he
takes out a photo of himself, autographs it, then holds it above his
head. This part there he holds it over his head, has insane anti-air
prioirity. Press kick again and he throws it at you like a FB, after
making some stupid facial expression.
He has NO air dpecial moves, so if you want any damage in and air combo,
do launch, SJ jab, strong, air throw. Otherwise don't bother, he's
worthless.
Autograph throw hct fk
Wannabe fireball hct p
Flurry kick hca k
Uppercut uc p
Supers
-------
Shinkuu Gaduken hct 2p
Koryuu Rekka hct 2k
Hisshou Burrai-ken hca 2k
Rolling taunt super hct,hct start
Akuma
=-=-=-=
New Colour: Dark brown/grey skin, dark green gi, pure WHITE hair (best
colour in the game by far)
His DP now has a whitish flare around his fist. Bigger FB I THINK,
that's about it. He's worth using now just because of the new colour.
Electric Uppercut uc p
Fireball hct p air
Flaming Fireball hca p
Hurricane kick hca k air
Ashura warp buc or uc 3p or 3k
Drop kick hct k air only
Ground Roll hct p
Air Roll Attack D,DF,F,UF + P,P or K
Supers
-------
Uppercuts hct 2p
Fireball hca 2p air
Raging demon qp,qp, F, qk, fp level 2 or 3
Chun Li
=-=-=-=
Alternate Colour: Forgot to pick it, only used her once.
Rejoice, those who care: she's now vulnerable in those recovery frames
of her blocked SC lightning kick thing. I think they took away her air
dash infinite as well. Other than that I didn't notice much. Her
flipkick seems to go farther now and is an effective fireball counter.
Thousand Burst Kick tap k
Fireball hct p
Rising kick D,u k
Split Kick hca k
Supers
-------
Power storm hct 2p
Rising kicks hca 2k
Thousand burst hct 2k
Zangief
=-=-=-=-=
New Colour: He is a black guy with yellow trunks. Looks very cool. Ranks
with Akuma's new colour as the best in the game.
He walks faster, and has about 1/3 more SPD range than before. His FAB
also has more 'instant grab' range. No new moves of supers. His Superman
is done with DP and kick, and the RH one goes all the way across the
screen, but this move still doens't grab until the end (fuck you
Capcom). You can't do his air kick lariet anymore so the infinite is
gone. That's about it, but I'm not the XSF Zangief expert - I may have
missed something.
Clothesline 2p or 2k air
SPD 360 p
Running grab f,f
Siberian Suplex hct k
Siberian Bear Crusher hct k
Banishing punch uc p
Air grab hca k
Supers
-------
Final atomic buster 360 2p
World slam hct fp+fk when on level 2 , takes you to the moon with his partner
Bison
=-=-=-=
Alternate Colour: Same as XSF. (WTF?!)
Same everything. Why did they bother then?
Knee press hct k air
Psycho explosion hca p
Psycho ball hct p
Demon press hca k tap p
Teleport uc or buc 3p or 3k air
Demon Stomp D, u + K,P
Demon Flight D, u + P,P
Supers
------
Super knee press hct 2k
Psycho crusher hct 2p
Dhalshim
=-=-=-=-=
New Colour: Lite grey skin, purple shorts.
Dhalsim has been raped. His Yoga Inferno now takes a year to come out so
you can't combo it with anything, but you can no do it in midair, which
still isn't much compensation, it also has about 3 times the recovery as
it did in XSF. His noogie smacks you all the way across the screen so
you can't combo dick afterwards. His drills have a big lag before they
come out, making them 100% worthless. You can still chain an air
forward-fierce after a short drill, but how are you going to connect
witha short drill now? He can still sort of win by using his FB, flame,
and normals, but it's not as fun. Oh yeah, he can FLY now - QCB and KKK.
He starts floating around in his meditation stance, but it's SLOW as
hell, and of course, worthless.
Yoga fire hct p
Yoga flame hca p
High yoga flame hca k
Drill d+ k
Floating headbutt d+p
Teleport uc or buc 3p or 3k air
Supers,BR>
------
Yoga burn hct 2p air
Yoga slam hct 2k
Odds and Ends
=-=-=-=-=-=-=
Tapping different kicks now gives you a crazy color, like an older akuma
with white hair
Appearences in the game- rose, beast, blanka, mega man, peter parker (he's
taking snapshots of you) electra, forge
Apocalypse is still the leader and still dumb, Cyber Akuma now dons wings,
a metal eye, metal arms (which he throws at you) he has his double
fireball from SSf2t, he plays like that too never stays still, 80% of the
round he's teleporting crazy.
Credits
=-=-=-=-=
Capcom game counselor chris for lots
People from the newsgroups for such good opinions
Me for being bored on sunday afternoon and writing this all from memory.
Please help me and lemme know typos
This right here sums up all marvel games
This game is the pits, the Marvel games always will be when some guy can
maximize a short or jab into anything from a 25%-damage combo to an
infinite, just by dialing a phone number on his touch-tone keypad.
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