-----    -----     ---     ------- ----      ---- ------  ---
    |]]]]]\  /[[[[[|   /[[[\   |[[[[[[[\\[[[\    /[[[/|[[[[[[||[[[|
    |]]]]]]\/[[[[[[|  /[[ [[\  |[[[  [[| \[[[\  /[[[/ |[[[|_  |[[[|
    |]]]]]]]]]]]]]]| /[[   [[\ |[[[  [/   \[[[\/[[[/  |[[[[[| |[[[|
    |]]]]]]]]]]]]]]|/[[[[[[[[[\|[[[[[[\    \[[[[[[/   |[[[[[| |[[[|
    |]]]]]\]]/[[[[[||[[[|-|[[[||[[| \[[\    \[[[[/    |[[[|__ |[[[|___
    |]]]]| \/ |[[[[||[[[| |[[[||[[|  \[[\    \[[/     |[[[[[[||[[[[[[[|
     ----      ----  ---   ---  --    --      --       ------  -------
                      ******___    ___ ____******
                 ***********\??\  /??//????/***********
             ****************\??\/??/ \??\*****************
      ************************\????/   \??|*_***********************
             ******************\??/  /????/|?|*************
                 ***************==   =====**=**********
     --------      ---      --------   --------   -----   ---      ---
    /;;;;;;;;\    /;;;\    |;;;;;;;;\ /;;;;;;;;\ /;;;;;\ |;;;\    /;;;|
   |;;;|-----    /;;;;;\   |;;;   ;;||;;;|----- |;;;;;;;||;;;;\  /;;;;|
   |;;;|        /;;| |;;\  |;;;;;;;/ |;;;|      |;;| |;;||;;;;;\/;;;;;|
   |;;;|       /;;;|_|;;;\ |;;|----  |;;;|      |;;| |;;||;;;;;;;;;;;;|
   |;;;|      |;;;;;;;;;;;||;;|      |;;;|      |;;| |;;||;;;;\;;/;;;;|
   |;;;|_____ |;;;;;;;;;;;||;;|      |;;;|_____ |;;;;;;;||;;;| \/ |;;;|
    \;;;;;;;;/|;;;;| |;;;;||;;|       \;;;;;;;;/ \;;;;;/ |;;;|    |;;;|
     --------  ----   ----  --         --------   -----   ---      ---

    ---C  L  A  S  H     O  F     S  U  P  E  R     H  E  R  O  E  S---


*****************************************************************************

Message Board: http://pub44.ezboard.com/bdingojellybean

If you have questions, post there and I will answer it when I can. Sorry
if you can't contact me on AIM anymore...if it weren't for people warning
me up to 70% at times AFTER HELPING THEM, then I wouldn't have to close off
AIM to those who need help with a certain game. Thank you.

*****************************************************************************


               Marvel vs Capcom Beginners FAQ by Dingo Jellybean
                     dingo_jellybean - @ - AsianAvenue.com
                            www.dingojellybean.com
                   Onslaught strats courtesy of Solid Snake.
                           [email protected]
                                Version 4.2

Arcade: Marvel vs. Capcom
Dreamcast: Marvel vs. Capcom
Playstation: Marvel vs. Capcom EX Edition

-------------------------------*********------------------------------------
-------------------------------*Credits*------------------------------------
-------------------------------*********------------------------------------

-- Capcom(www.capcom.com)
  For their excellent work on the arcade and Dreamcast machines.

-- GameFAQs(www.gamefaqs.com)
  Thanks to CJay for posting up this FAQ and for being an excellent
  editor of the famous site.

-- Migs Rustia(www.miggy.net/msf)
  I'm terribly sorry if I had put your name so misdiscretely, I can
  only ask for your apology. Your help on this FAQ was cataclysmically
  impacted on my work and you have helped me a great deal on this first
  FAQ that I have ever written. Half this FAQ goes to you ^_^

-- Ricardo A Lafaurie Jr.([email protected])
  Thanks to him for the quotes on this FAQ. I urge you to check out his
  FAQ, it has all the endings and quotes you will ever need!

-- Gouki(www.gpow.com)
  Thanks for the codes at his website. ^_^

-- Miko Jao([email protected])
  Thanks for his codes FAQ, I would have never figured it out if it wasn't
  for him! ^_^

-- Solid Snake([email protected])
  Not only for being a huge contributor to this FAQ, but for being a
  good friend, you have helped me alot about the combo system and also
  being the only person to ever reply back my email continously! ^_^

-- Dingo Jellybean([email protected])
  This being my first FAQ it gives me great sense of feeling that these
  people above have contributed so much. This FAQ would not be possible
  without the help of the people you see above, they are the definition
  hard work, tireless effort, and well deserving credit. I sincerely
  thank you guys for your help and dedication to this FAQ.

-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------

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This FAQ was solely intended for the public use on the www. It cannot be
reproduced, retransmitted, or re-written in any other form except by the notice
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This FAQ may not be used in a password protected area nor in a high security
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not only damages the person you had literally forged, but it also damages
yourself in terms of either guilt or in terms of law, whether the punishment be
civil or criminal law. To put it at best, DON'T DO ANYTHING WITH THIS OR
ANYTHING INVOLVING THIS FAQ WITHOUT MY PERMISSION!

The characters Captain America, Collosus, Cyclops, Gambit, Hulk, Iceman,
Jubilee, Juggernaut, Magneto, Psylocke, Rogue, Sentinel, Spider-Man, Storm,
Thor, U.S. Agent, Venom, War Machine, and Wolverine are all (C) of Marvel
Comics. And they are used with permission and are licensed to Capcom U.S.A.
Anita, Captain Commando, Chun-Li, Devilot, Jin, King Arthur, Lou, Megaman,
Michelle Heart, Morrigan, Pur & Fur, Roll, Ryu, Saki, Shadow, Ton-Pooh, Unknown
Soldier, and Zangief is (C) of CAPCOM CO.LTD 1998, (C) CAPCOM U.S.A., INC. 1998
ALL RIGHTS RESERVED.


This document is (C) Dingo Jellybean; 1999

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   -- 11/27/99: Completely updated the FAQ that should be worthy of the
                word update. I finally got my MvCEX game for the PSX and now
                I can update the FAQ with more combos and such along with
                the Dreamcast version codes and the Playstation version
                codes as well as a few off topic comments here and there.
                (4.2)

   -- 2/7/99: Tired of losing to every single Wolverine player? Well I
              decided to make a section dedicated entirely to beating this
              cheapo! It should be all the way at the bottom. Also some
              recommended games if you like MvC.

   -- 2/1/99: Added some new combos for Captain America(#'s 7&8 Easy,
              number 7 hard) and War MAchine (number 6 hard), plus tips
              against Onslaught in Ken and Akuma mode. And some new
              strategies for Hulk. RYU HAS AN INFINATE? CHECK NUMBER 6
              FOR RYU.(4.0)

   -- 1/14/99: Got some new combos for Ken and Shadow Lady and added final
               comments for each character.

   -- 11/30: I've finally revised this thing and some notes on Shadow
             Lady's Galaxy Missle.(3.7)

   -- 11/11: Well I've added one very important tip that might interest
             beginners near the end of this FAQ it's called "Ticking".
             Beware its very cheap and its known to start fist fights!!!
             (3.6)

   -- 10/1: I've added some brief endings as well.(3.5)

   -- 10/1: I've added more partner duos this time and some background
            info on the ever popular helper characters.(3.4)

   -- 10/1: I've added some tricks like how to do this and that to fight
            against secret characters and how to switch to your other
            partner before the battle starts.(3.3)

   -- 10/1: I've added the quotes!!! Yay! And adjusted some errors I have
            made.(3.1)

   -- 9/30: I've added background info on characters including special
            comments on techinues and strategies on how to beat certain
            characters.(3.0)

   -- 9/29: A huge update this time I've added combos and other secret
            characters along with combos. Grammatical errors have been
            corrected. I've thrown in some extra tips on beating Onslaught
            as well.(2.0)

   -- 9/7:  Just started this FAQ and will contain alot of stuff for
            beginners.


=============================================================================
=============================================================================


Intro: I'm like way off from the release date of this game, but who cares
      but you. Your here to achieve greatness on MvC and I'm hear to help.
      I've provided tons of info and constantly updating. To be honest I'm
      growing tired of this game and I came so close to Shadow Lady's
      ending. She's just not all that great against Onslaught. And who is
      that voice? You know when you put in the quarters, is that Megaman?
      Well this is the best fighting game I have ever played and will most
      likely make its way to the PSX console in September 99(hopefully).
      But on to the FAQ!!

========
Buttons:
========

 Use this lengend to get the knowledge of what I'm talking about when I
 say "HP" or "SK"

              ( )   JP(or WP)       ( )   MP(or SP)  ( )  FP(or HP)
              ( )   SK(or LK)       ( )   FK(or MK)  ( )  RK(or HK)

 Jab/Short-They both have good speed and have no recovery delay but are
           very weak.

 Strong/Forward-They both have good strength fair speed and have a average
                recovery delay.

 Fierce/Roundhouse-They both are very strong have good range, but poor
                   recovery time and slow speed.

 Don't always rely on the stronger punches to bail you out a victory
 because you will most likely get countered and often losing alot of damage.
 For beginners just jump in with the Fierce or Roundhouse punches and kicks
 but use jab or short to connect while your on the ground. Only Jin Saotome's
 and Hulk's normal attacks will do chipping damage while the others will do
 none.

Scale:
 (1-10) 10 being the best.   This is how I will rate the characters
  weakness and strong points.

====                   ========              =========             =====
Hero-------------------Strength--------------Durabilty-------------Speed
====              |    ========       |      =========      |      =====
                 |                   |                     |
Ryu               |       6           |         6           |       6
 Ken             |       5           |         5           |       7
 Akuma           |       7           |         4           |       7
Chun-Li           |       6           |         5           |       9
Zangief           |       9           |         7           |       3
 *Zombie         |      10           |        10           |       2
MegaMan           |       5           |         6           |       7
Captain C.        |       6           |         4           |       6
Strider Hiryuu    |       5           |         4           |       7
Morrigan          |       5           |         4           |       6
Jin               |       8           |         4           |       4
Power-up         |      10           |         7           |       4
Hulk              |       9           |        10           |       2
Captain A.        |       8           |         7           |       5
  W/O Shield     |       5           |         6           |       6
Venom             |       7           |         5           |       5
War Machine       |       7           |         7           |       5
Spider-Man        |       8           |         5           |      10
Wolverine         |       4           |         7           |       9
Gambit            |       6           |         4           |       8
                 |                   |                     |
=============================================================================

=================
Secret Characters
=================

=============================================================================
                 |                   |                     |
Shadow-Lady       |       7           |         4           |      10
Orange-Hulk       |       8           |         7           |       6
*Mega-War Machine |      10           |        10           |       4
Lilith            |       5           |         4           |       7
Hyper-Venom       |       5           |         2           |      10
Roll              |       3           |         4           |       8
                 |                   |                     |
=============================================================================

======
Bosses
======

=============================================================================
                 |                   |                     |
Onslaught         |                   |                     |
1st form:         |       9           |        10           |       1
2nd form:         |       1****       |         3           |       1
                 |                   |                     |
=============================================================================

 The chart is based on the middle character Ryu. It all counts into factor
 when Ryu attacks the opponent or when the opponent attacks Ryu, and then
 you can take a look at the red bar, depending on how red bar is depleted
 determines the scale in which the character's point scale.

 * This asterisk means that the player cannot block so becareful!!!
   Select Characters:

 ** This will result if Cap loses shield.

 *** This double asterisk means that beam supers will kill the character
     almost instantly although he might have high durability in normal
     attacks he is the weakest against beams.

 **** He doesn't rely on his hits because he'll mostly get his helpers to
      attack to and often use his special moves involving no physical
      attack. He mostly does alot of supers that are way to strong for even
      Mega War Machine to handle.


=============================================================================
=============================================================================

                                --------
                                Partners
                                --------

 Well in this section I like to put what I think can be key to partners to
 win. So here we go.

=============================================================================
Ryu/Chun-Li

        This duo is absoulutely dangerous in the hands of an expert
        because of Ryu's strength and durability and Chun-Li's speed and
        strength can make anybody eat pavement!!!


 So as you can see that Ryu and Chun-Li are pratically balanced out.

--------------
Special notes:
--------------
Ryu: His Shinku Hadoken can be done in the air making it the most versatile
    super in the game. For people who like to block low hit -> & MP this
    move is unblockable when ducking low but beware it has a start-up delay
    and will get tripped somtimes.

Chun-Li: Her Kikosho is the best chipper in the game simply because it
        brings you inside the giant bubble where the energy gets more
        intense. For beginners what you would like to do is use the
        lightning kicks alot because of its chipping potential just simply
        jump in with a RK and hit the kick button rapidly and watch the
        life chip away. Chun-Li has a triple jump so use this to jump in
        but when they are about to attack just hit up again and dive in
        for the lightning kicks!! She can also bounce off the walls, just
        simply jump towards a wall then immediately hit the opposite
        direction.


=============================================================================
=============================================================================

Ryu/Captain America

--------------
Special notes:
--------------
 Cap's Charing Star can absorb fireballs and still it the fireballer while
 still in fireball motion. Not to mention his hyper charging-star will
 absorb beam supers but will not hit and also takes no damage. He is very
 durable but when he loses his shield like during a shield-slash his
 defense comes down but his speed soars and you will be able to do more
 combos more easily!!!

Ryu:
 His Shinku Hadoken can be done in the air making it the most versatile
 super in the game. However it will not OTG a downed opponent so don't
 waste your time on it. For people who like to block low hit -> & MP
 this move is unblockable when ducking low but beware it has a start-up
 delay and will get tripped somtimes.


=============================================================================
=============================================================================


Strider/Cap A.

--------------
Special notes:
--------------
 Strider is an absoulutely an excellent combo character so even for
 beginners can still get up to 5-7 hits there first go around by hitting
 the buttons on EASY MODE. He is still affective on Normal Mode as well.
 Strider can also hang onto the walls which either confuses the opponent
 and gives you time to attack or it messes you up and gives the opponents
 time to attack. When Strider misses his jumping FP or RK he will get
 stuck in his slash pose, so becareful!!!

--------------
Special notes:
--------------
 Cap's Charing Star can absorb fireballs and still it the fireballer
 while still in fireball motion. Not to mention his hyper charging-star
 will absorb beam supers but will not hit and also takes no damage. He is
 very durable but when he loses his shield like during a shield-slash his
 defense comes down but his speed soars and you will be able to do more
 combos more easily!!!


=============================================================================
=============================================================================


Hulk/Zangief

      The power team!!! These 2 will tear anyone apart if they are not
      playing keep away.

--------------
Special notes:
--------------
 Hulk: Hulk has a super shield that will allow him to counter attack if
 someone trys to sweep him or launch him(you know when you see people
 boucning in the air, that's a launcher!!!) So becareful and play keep-away
 with characters like Gambit, Ryu, Captain Commando, or somebody that has
 a fast and wide projectile.

Zangief:
 Watch out!! This guy is just as dangerous as Hulk when not careful, so
 use keep-away characters.  Zangief as well has a super armor that allows
 him to take a few hits before starting to feel the effects of it. He has
 a Final Atomic Buster that is unblockable and does great damage so when
 you see shadows trail behind him just jump back or throw a projectile.
 When he turns into Zombie or Mechanized Zangief(as some would call it)
 use a beam super and ram the buttons while your in the middle of the beam
 super and watch about 65% of his life drain away!!! Supers like Final
 Justice, Captain Storm or Maximum Spider will not work so beware.


=============================================================================
=============================================================================

Ryu/Captain Commando

   These 2 are the one of the keep away characters in the game because
   of there good sized projectile and they both go screen distance.

Captain Commando-
 Although he doesn't take hit very well he has good range in his
 projectile and has a extremly useful Captain Corridor that's good for
 stoping incoming attacks from above. His Captain Sword is unescapable
 and will do major damage that won't even connect half the way!!!

Ryu-
 His Shinku Hadoken can be done in the air making it the most versatile
 super in the game. For people who like to block low hit -> & MP this move
 is unblockable when ducking low but beware it has a start-up delay and
 will get tripped somtimes.


=============================================================================
=============================================================================

Morrigan/Ryu

Morrigan-
 is very easy to use because she can be used exactly like Ken and has
 a good fireball that rivals Ryu's. However her supers are not the same
 as Ken but she has a beam super though.

Ryu-
 His Shinku Hadoken can be done in the air making it the most versatile
 super in the game. For people who like to block low hit -> & MP this move
 is unblockable when ducking low but beware it has a start-up delay and
 will get tripped somtimes.


=============================================================================
=============================================================================


Shadow Lady/Chun-Li

Shadow Lady-
 Those who have mastered Ryu and Chun-Li shouldn't have a problem with
 Shadow Lady. Her projectiles comes out extremely slow but will track down
 her opponent and will do incredible chip damage. Instead of a fireball
 she has a drill that will push opponents away doing good damage as well
 as great chip damage. She has the same air manuvers as Chun-Li and well
 as the Axe Kick and the Lightning Legs. She is also stronger and faster
 than Chun-Li but doesn't take hits as well.

Chun-Li-
 Her Kikosho is the best chipper in the game simply because it brings you
 inside the giant bubble where the energy gets more intense. For beginners
 what you would like to do is use the lightning kicks alot because of its
 chipping potential just simply jump in with a RK and hit the kick button
 rapidly and watch the life chip away. Chun-Li has a triple jump so use
 this to jump in but when they are about to attack just hit up again and
 dive in for the lightning kicks!! She can also bounce off the walls, just
 simply jump towards a wall then immediately hit the opposite direction.


=============================================================================
=============================================================================


Megaman/Roll

 This is one of the best duos in the hands of a master simply because
 there easy to master especially Megaman. Although Roll might be
 considered a weak character in the game, it just takes a little practice,
 and besides she plays almost like Megaman, if you take priority away.

Megaman-
 he is about 40% smaller than Ryu but can still get hit by supers like
 the Final Justice or Captain Storm. But when he's ducking he will avoid
 all standing attacks. Megaman will beat out anybody in the game with
 fireballs because there so easy to use. Mega can charge his Mega Buster
 for along period of time and will do damage infinately. So the longer Mega
 charges the stronger the buster. He also has one of the best supers in
 the game like the Rush Drill or the Hyper Megaman which can be done in
 the air. Both supers do tremendous chip damage as well as normal damage.
 Mega is invincible while in the Rush Drill and will beat anyone who uses
 a super against him.

Roll- she is about 70% smaller than Ryu and supers like Captain Storm,
     Final Justice, or the Ragnarok will just not work even when she is
     standing. She can even walk under the Proton Cannon!!  Her Hyper
     Roll will do heavy damage but if the opponent is blocking low he
     will not lose chip damage even though missiles still hit them. She
     has the same supers as Mega but she doesn't have a anti-air move
     that will keep the opponents away but most likely when they try to
     come in they'll miss her!!! So keep that in mind. She can use her
     Bouquet where she throws up the flowers forcing the opponet to block
     up even though it does poor damage, this will allow her to dash at
     the opponent and knock them down or just launch them. Mega is better
     but her size will give her a huge advantage.


=============================================================================
=============================================================================

Spider Man/Orange Hulk

Spider Man-
 can hang onto walls and can dash under some projectiles. However he
 doesn't take hits well so watch out. Also he is probably the most
 arguably the best combo in the game, since he is one of the best beginner
 characters and also his combos take off alot of damage and his supers take
 off tremendous damage.

Orange Hulk-
 has no super armor, so he can no longer absorb hits before feeling the
 affects of it so Jabs and Shorts do well against him. He takes hits like
 Ryu now which isn't bad but is bad compared to Hulk. His attacks have been
 weaken so he hits like a Ryu as well. Hulk's Supers do the same damage as
 regular Hulk. Orange Hulk's speed has been rosen drastically and he can
 do combos like a Spider Man now, so expierienced Spider Man users
 shouldn't have a hard time with this guy. Becareful not to start out
 combos with a S. Fierce or a S.Roundhouse because it'll send your
 opponent flying across the screen, but if blocked you can easily be
 countered. Beam supers like the Big Bang Laser or Shinkuu Hadoken do
 wonders on him so block often!


=============================================================================
=============================================================================

War Machine/Mega War Machine

War Machine-
 has a full arsenal at his disposal so doing his special moves shouldn't
 be too hard. His Proton Cannon will do huge damage but that comes with a
 huge start-up delay and huge recovery time. Often rely on his War
 Destroyer because after this missles are released from his backpack he
 can block while his opponent is blocking the missles. He has the ability
 to fly while unblocking in the air so use this to your advantage and
 keep dropping those smart bombs.

Mega War Machine-
 has a full arsenal as well but he cannot fly or block, but makes up in
 the strength and durability department. His supers are little different
 because he relies on missles instead of beams but still act the same way
 as regular War Machine. He also cannot be launched or knocked down and
 supers like Captain Storm or Maximum Spider won't work either. His
 artilery is different from War Machine because he doesn't have a
 Repulstor Blast that will keep people from juming in but that's what his
 launcher is for. His launcher, like War Machine's will send a missle
 flying up and knocking the opponent even on super jumping ones as well.


=============================================================================
=============================================================================

                               -----------
                               Basic moves
                               -----------

   -------------------------------
   Push Block:B+3P(while blocking)
   -------------------------------
 This move is primarily used to push the opponent back, this lets you
 escape most corner traps and push blocks some supers, its not a
 disadavtantage to use this all the time. Some supers and helpers cannot
 be push blocked especially dashing helpers and supers like the Thousand
 Burst Kick. Do this everytime so you won't get cheaped to death.

   ---------------
   Dash:F,F(or 3P)
   ---------------
 This is another basic move with high priority because it allows you to
 get close to your opponent quicker giving them less time to counter. There
 is a down side to this and that is that everybody has a recovery delay.
 But there is another upside and that is that every character can air dash.

   ----------------
   Switch-hit:FP+RK
   ----------------
 This is a great move to use when your opponent has just pummeled you, so
 use this and switch off when your low on life. However this becomes
 predictable when used often.The player that comes in will pose for a while
 leaving them open for attack. Here are good times to use this technique:

 A) When you have just launched your opponent just hit FP+RK and the
    opponent won't be able to do a thing because it strikes them giving
    you time to set up.

 B) When your opponent is super jumping.

 C) When your opponent has missed a super, E.G. Proton Cannon, Messatsu Gou
    Shoruyuu, etc.

   -------------------
   Helper Attack:SP+FK
   -------------------
 This will call upon your helper. Each helper has special attributes that
 can make them comboable or just plain suck. The computer will select a
 helper for you each helper can be used a certain amount of times though so
 don't waste them. Try to save them for the end when your opponent is low
 on life, because most helpers will just do brilliant chip damage.

   --------------------------------
   Team Counter Attack:D,DB,B+HK+HP
   --------------------------------
 This move is very useful in certain cicumstances like your being comboed
 and your low on life, just do this motion and your partner comes in to
 attack back. But for me its hard to do because the joystick often won't
 move the way I want it to. But avoid using this because it takes away one
 level of super for a normal attack.

   --------------------------------
   Team Super:D,DF,F+HK+HP(Level 2)
   --------------------------------
 Ah!!! The most intimadating of all combos!! Your partner will come in and
 do his/her super combo doing heavy chipping damage.

   ----------------------------------------------
   Duo Team Up Attack Mode: D,DB,B+HP+HK(Level 3)
   ----------------------------------------------
 This is by far the best thing added to the game. You can control both
 your partners and have unlimited supers for about 10 seconds, so chip
 away!! This does insane chip damage if you can pull of the motion enough
 times. Here's a tip:
 What you wanna do is go straight up to your opponent when doing this move
 and throw them!!! They can't do a thing but just block because your
 partner keeps throwing his super. The throw is unblockable as well!!! They
 should either get hit by the long beam super you pulled off or just get the
 throw damage. Do this often if you have Chun-Li,Ryu,or Shadow Lady because
 there supers come out extremely quick.
 Well if you don't want to try that then just jump over them!!! Just don't
 forget to perform your super.


=============================================================================
=============================================================================

                            -----------------
                            Beginners advance
                            -----------------

 Ah! The beginners section. You'll find some key ways to attack your
 opponent while taking as less damage as possible. First and most important
 lesson is:

 Block!!!! What I have found out on beginners is that they just don't block
 or forget to block. When your a beginner its best that you set your
 commands on EASY MODE. Yes it may sound corny and a little embarrassing at
 times, but that's how everybody starts out. This is a very bad disadvantage
 because this cause your chip damage intake to nearly double!!!And always
 set your speed at the opposite of your opponents. This causes some of
 their combos to misconnect do to your different speed variation. When
 playing against the computer use TURBO. You'll be able to move quicker
 with this mode and take less chipping damage!!!When players like to jump
 in alot just block high and then block low and then sweep them. Time is
 critical in this game as it is in all fighting games. When you have
 knocked your opponent on the ground its best that you kick while there on
 the ground!!! You'll get the extra hit without taking the extra damage.
 Another and last important note is to RAM THE BUTTONS!!! This way you'll
 get the most out of your super because this extends the time length of
 your super causing more damage as well as block damage.

The characters I would use as a beginner are as follows:
 Ryu
 Chun-Li
 Captain Commando
 Mega Man

 These characters are all very easy to use for beginners especially
 MegaMan which you can play him like you would on a NES or SNES!!! Just
 charge for the mega buster!!! His projectiles are easy to do just hit FP!!!

 Also you might want to play cheap with cheap, if your opponent tends to be
 cheap go right ahead and cheap the %$#* out of them. I would be cheap by
 doing these various things:

 A) Keep throwing out projectiles at your opponent, then when you have a
    beam super, then let em have it!

 B) Throw them, if they are expert Tech-Hit throwers then keep throwing
    them! They can't tech hit out of throws forever!

 C) If you have a helper like the Sentinel, Collosus, or Juggernaut you
    can wait until they jump in at you and then at the last moment call
    out your helper! It connects often and then blast them with your
    super once it connects!

=============================================================================
=============================================================================

                            ------------------
                            Helpers Characters
                            ------------------

 This section is based on your third uncontrollable character which comes
 out and helps you set up supers like the Proton-Cannon!!!! Ouch!! I'll
 give an in-depth report on each helper and what I think is the best. The
 computer will automatically choose your helper unless you hit Start before
 selecting your 2nd character and entering the code for each character
 based upon on which you want to use for the battle. What I saw in other
 FAQs is that they lack the background information of each helper so I
 decided to read a few comics bring out some old games and took a look at
 some websites and even expanded the imagination a little bit to get you
 all an understanding of why the helpers are here. Please email me and
 thank me!!!

=============================================================================

----------------
Unknown Soldier:
----------------

 On the Forgotten World turmoil plagues all around and justice has no
 meaning. While one soldier of fortune aids his world to help bring peace
 back it must be averted because of Onslaught's wrath will destroy the
 Forgotten World killing its only hope for peace.

 He will come out quick and fire a gun that hits multiple times and will
 help you set up some   beam supers. He does good chipping damage and
 cannot be pushed blocked.
 # of uses: 4
   Code: LP

=============================================================================

----
Lou:
----

 This little guy is very powerful in his world because he can control and
 play with fire as he pleases, but only to serve the good. He has always
 considered peace over brute force, but when all else fails he will do what
 must be done.

 This little guy will throw 3 flaming arrows that does great chipping
 damage and if the opponent is up close to the helper he will get hit by
 the flames for more damage. Becareful when using him though he takes a
 second to actually start shooting them, but there are gaps between arrows
 so most likely the opponent will get hit the second time.
 # of uses: 8
   Code: MP

=============================================================================

------------
King Arthur:
------------

 I've never played the game before, but its a sure bet he's from Gouls n'
 Goblins. He once had to rescue a princess from a wrath of some guy, but
 has stumbled upon a portal created by the magic wizard Merlin and learned
 that the future of his world rest in his hands. He has somehow lost his
 enchanted Gold Armor and his powerful Holy sword which we all know it
 as Excalibur in the process of coming two thousand years to the future.
 So instead he is equipped with a much cheaper Silver armor and thanks to
 one of his buddy's he now aquires Holy(I hope I'm not sying this word too
 much and if so, sorry) lances to aid him in the fight against Onslaught.

 His royalty will come out quick and throws the first lance out fast and
 did I mention about the gaps between them? He throws 3 fireball strength
 Lances that does great damage as well as chipping damage. If he gets hit
 he loses his armor, but don't worry you can use him again.
 # of uses: 8
   Code: LP+MP

=============================================================================

-----
Saki:
-----

 She came from Nigiirochou no Kisek and I have no idea what it means. I'm
 guessing she is on a hit cartoon(manga) series in Japan by Capcom. Sorry
 no background info on this one.

 She comes out with an electric gun that has great range and does good
 damage. She will leave the opponents stunned in the air leaving them open
 for a beam super. Fair block damage though.
 # of uses: 7
   Code: HP

=============================================================================

----------
Toon-Pooh:
----------

 She is a member of Strider Hiryuu's Earth defense team and she will use
 her skills of Tai Kwon Do do defeat the wrath of Onslaught. When all else
 fails Toon-Pooh and Strider will come along and stop any maniac and that
 means Onslaught as well.

 Is one of the best characters to waste on keeping people away. She comes
 out and takes a little while to kick in a wide V shape that does
 incredible damage and chips nicely as well. But she has fair range so
 use this when the opponent is half-screen distance away.
 # of uses: 9(!!!)
   Code: LP+HP

=============================================================================

--------
Devilot:
--------

 I think she's from the same world as Jin Saotome, but I'm not sure. She
 has found Onslught's wrath will plague her world pretty soon after he's
 done with Earth. She will do anything possible to stop this menace even
 taking her own life, and with Devilot that's no idle threat!

 A giant carousel(forgive the spelling) comes out and takes about 3 seconds
 to explode, and my opinion the worst helper. But its a great way to
 suprise jump-in players, but if you get hit, she'll just go away having
 you wasting a helper. The bright side to this is that its unblockable and
 does heavy damage. But I wouldn't pick her.
 # of uses: 5
   Code: MP+HP

=============================================================================

------
Anita:
------

 Basically from the same dimension as Morrigan. However she doesn't feed
 on souls but her black magic would prove helpful in the fight against
 Onslaught as well.

 Comes out with objects like dolls, drawers, and mirrors flying aroung her
 after waiting about 2 seconds they fly at the opponent doing alot of
 block and normal damage. Most people would use it as a shield to use to
 get out of corner traps, but after 2 secs they come flying at them with
 good speed. But becareful when people jump over it(they'll com in for a
 combo and you'll have wasted your helper), but when they do that just use
 an anti-air move like Stars & Stripes or Ryu's Dragon Punch.
 # of uses: 5
   Code: LP+MP+HP

=============================================================================

-----------
Pure & Fur:
-----------

 She and that little cat is currently the Capcom Mascot which she
 overrided Captain Commando as Capcom Mascot. She is willing to help
 against Onslaught in anyway possible even if it means dropping steel
 dices on the opponent(I wonder how she manages to avoid the dices while
 standing still?).

 She's not that bad at all compared to what other people have said. This
 works well against jump-in players or dashing players because it hits up
 to 5 times and does good damage and comes out rather fast. The chipping
 damage very heavy because I used her and the opponent got as much blocking
 damage as a Proton Cannon!. Basically use her as a defensive move.
 # of uses: 5
   Code: LK

=============================================================================

---------------
Michelle Heart:
---------------

 Well I don't know much about her so there won't be a background info,
 but she is from the Wings of Ales. So could she be an angle? But she's
 here to help against Onslaught.

 Comes out quickly, but waits about 3/4 of a second and then fires up,
 straight, and down. It goes practically screen distance and will follow
 the opponents in the air even if they super jump!!! So use this to catch
 people super jumping. It does poor chipping damage as well.
 # of uses: 6
   Code: LP+SK

=============================================================================

-----
Thor:
-----

 Thor, an extremely powerful Asgardian (and son of the ever powerful god,
 Odin) even stronger than Hulk is the God of Lightning. However on earth
 there is a Thor trainee of somewhat and the real Thor is unavailable. So
 this Thor trainee can actually shock and stun Onslaught. His powers are
 great but uncomparable compared to the actual Thor but still is
 incredibly powerful.

 Will basically come out gather lightning for a sec and fire the bolt high
 and will miss short players or ducking ones. The bright side to this is
 that it leaves the opponents stunned for about 1-2 secs so use this
 wisely!!! This does do fair chipping damage.
 #of uses: 8
   Code: SK+MP

=============================================================================

--------
Cyclops:
--------

 When Cyclops was little he was always picked on because he was cursed
 with an uncontrollable Optic Blast that would pierce Adamantium and was
 often called a "mutie". Now as a leader of the X-Men and commander of the
 blue team he takes his power to lead the fight against Onslaught.

 Comes out and shoots a low beam that can hit up to 4 times for good
 block damage as well. If he connects(which most likely will not) use a
 beam super.
 # of uses: 7
   Code: JP+SK+MP

=============================================================================

--------
Magneto:
--------

 Magneto, after being killed by Charles Xavier he is somewhat a part of
 him now giving him evil thoughts of destruction. His power of Magnetism
 will somewhat stun Onslaught, but how did he become a helper I thought he
 was dead remember?

 Floats in with an EM disrutor that will stun them. So use that beam
 super!!! Does low chip damage and comes out rather fast.
 # of uses: 7
   Code: SK+HP

=============================================================================

------
Storm:
------

 Storm, after seeing her parents die a slow death in the dark she later
 could not save a little girl so she literally ripped her heart out. She
 did not start to see her powers grow until she was thirteen. She has
 always let nature do her stuff never to interfere with the weather. Now
 as Co leader of the X-Men and commander of the gold team her elemental
 powers are a big help in the destruction of Onslaught.

 Is one of the worst helpers in the game, not only is she slow but has
 poor range and chips away about 2% of your life. Once they get sucked in
 they will get hit 13 times that does poor damage, but will be unable to
 block as they come down. Try avoiding using her to often. But this will
 connect with a beam super.
 # of uses: 6
   Code: LP+SK+HP

=============================================================================

--------
Jubilee:
--------

 Jubilee, once in the care of foster parents she now sides with X-Men.
 She now has the ability to control her powers thanks to Professor Xavier
 and she is willing to risk her life to stop the menacing Onslaught. Her
 powers act rather as a decoy then of help and will get the heroes to
 attack. Her powers are somewhat weak and are so weak that it won't even
 kill humans. So she has summed up all her bubble gum and firecracker power
 and now joins the fight of her life.

 She comes in and takes awhile to attack then lets loose her firecrackers
 going around through the screen hitting no more than 3 times, but most
 likely hitting twice. Then she blows a bubble from her gum and then
 leaves. Oh yeah the chip damage is poor.
 # of uses: 8
   Code: SK+MP+HP

=============================================================================

------
Rogue:
------

 Rogue, once lived a noraml life but recently she had absorbed her
 boyfriend Cody's strength leaving him unconcious for a while. She was then
 asked to help her mother Mystique a Shapeshifter to help bring down Ms.
 Marvel, the super hero who was sent to stop Mystique. Not knowing that
 she would gain the powers of Ms. Marvel pernamently she absorbed her
 powers and her deadly thoughts that would overcome her consious and make
 her go insane sometimes, but that battle is long over with the help of
 Psylocke, Jean Grey and Professor X and she now sides with the X-Men
 taking on the mighty Onslaught!

 Will come out quickly at an angle and hit up diagonally hitting multiple
 times doing good damage and block damage. Just like Toon-Pooh, just use
 as a keep away character.
 # of uses: 7
   Code: JP+MP+HP+SK

=============================================================================

---------
Psylocke:
---------

 Psylocke, once called Britain's most beautiful woman called it quits on
 the model carrer because she was telepath or in other words a mutant. She
 had her eyes clawed out but were replaced by mechanical eyes by the help
 of Mojo. She has had a major make over making her look more oriental than
 british because Mojo wanted her to fit in like an Asian to help acquire
 the rings from the Mandarin. She now joins sides with the X-Men along
 with the help of other heroes. Her help will be sorely needed in the fight
 against Onslaught because of her Ninja like abilities she aquired from
 Kwannon.

 Will do a weaker version of the Psi-Thrust super that goes the screen
 length and comes out rather fast and does good damage and will most likely
 combo a beam super. It does great chipping damage is good as well, but
 most likely people will tend to jump over it so don't use it too often
 unless you are sure it'll connect. But still is one of the best helpers
 in the game. She will nullify projectiles and still hit the opponent. She
 cannot be push blocked as well and will push the character away out of
 traps.
 # of uses: 5
   Code: MK

=============================================================================

---------
Collosus:
---------

 Collosus, with his trusted friend Zangief he too will help the fight
 against Onslaught. A long time ago the military released a deadly soldier
 called Omega Red which had the ability to give anyone the Omega Virus.
 After is narrow victory he has sided with the X-Men nad will take down
 Onslaught by hiimself if he has too because he poses a threat to his
 sister Illiana.

 He will come out extremely quick filling up the screen and tackel his
 opponent and will set up nicely for any beam super. He will nullify
 projectiles as well and push away the character out of corner traps. In
 my opinion the best helper.
 # of uses: 5
   Code: MK+MP+JP

=============================================================================

-------
Iceman:
-------

 Iceman, once partner to Spider Man and Firestar but has found his way to
 Professor X's school for the gifted and talented mutants. His ability to
 use the subzero department of water will be sorely needed against
 Onslaught.

 He will come out rather fast and drop icicles on top of you doing good
 normal and block damage. He plays well in the keep away catagory as well.
 Use him sparingly though cause most people block it.  He good if used
 against Onslaught though.
 # of uses: 4
   Code: MP+FK

=============================================================================

-----------
Juggernaut:
-----------

 Juggernaut, the half-brother of Charles Xavier is a mutant hater. The
 X-Men has once saved his life by restoring his power, and has not attack</pre><pre id="faqspan-2">
 the X-Men ever since. He pays back the X-Men by helping them defeat the
 wrath of Onslaught because Onslaught is a huge threat to him while messing
 with his head.

 He does a weaker version of the Juggernaut-Headbutt. He comes out quick
 and does good block and normal damage and is easy to combo with a beam
 super. One of the best helpers as well. He will also push your opponent
 away as well.
 # of uses: 3
   Code: JP+FK

=============================================================================

-----------
U.S. Agent:
-----------

 Steve Rogers a scrawny little runt who was no help to his country in
 WWII but he decided to be a Guinea Pig for a super soldier formula.
 This was also given to Spidey's partner the Black Cat. The formula has
 been upgraded somewhat and U.S. Agent has gained a strength stroner than
 Captain America and the speed of up to a hundred twenty miles per hour.
 He is now a current member of the Avengers West Coast and will do anything
 he can to help out. Its a shame he wan's a useable cahracter in this game
 cause I be the first one to pick him up.

 Well some of you know him from the comics and others from MSHSF. He is NOT
 quicker and NOT stronger than CAP A. in MSHSF, not only that but he was
 exactly like Captain America! But in this game he's a helper and does a
 charging star all the way across the screen. This move will push away
 opponents eat fireballs and hit multiple times and do heavy block damage.
 He fills up half the screen and most likely players will not be able to
 jump over him in time and did I mention he cannot be pushed blocked? By
 far the 3rd best helper in the game.
 # of uses: 5
   Code: FP+MK

=============================================================================

-------
Shadow:
-------

 A long time ago Guile and Charlie served in the military mission to stop
 Bison, but Charlie and Guile were captured but Guile and Charlie managed
 to escape. But Charlie soon later died in the jungles, leaving Guile
 with a trail of Vengence. Somehow M.Bison has made a Cyborg clone of
 Charlie(it also happened the same way with Shadow Lady) and is out now
 to do Bison's evil bidding. Although its only a cyborg Bison is rapidly
 losing control of it and Shadow has become, day by day a little more
 like Charlie.

 Charlie has been transformed to a shadow by the evil Bison and comes out
 doing a toned down version of the Shadow Justice Super from XSF. By far
 he is the strongest helper doing practically a half damage of most beam
 supers and hits multiple times. 9 hits is the max I think, but it'll
 rise them in the air and knock them down unable to block so use your
 beam super to do heavy damage. After that he poses then leaves. He has
 poor range though and does fair chip damage.
 # of uses: 3
   Code: JP+FK+HP

=============================================================================

---------
Sentinel:
---------

 The X-Men's prime enemy and Onslaught's smallest threat. These mutant
 hunting robots will seek out and destroy any living mutant, but now
 thanks to Henry Macoy they have been reprogramed to be used in battle
 but only manage to capture four of them, pretty cheesy huh? But how else
 would Gambit and Wolverine use them? They just won't willingly help them
 would they? Onslaught has also gained help from Master Mold and can use
 an unlimited amount of them.

 A 20-foot high moving wall comes at you doing heavy block damage while
 missiles fly at you as well. He moves a bit slower than Collosus but
 comes out just as fast. He pushes your opponent back and will sometimes
 take some damage of a beam super, pretty nifty huh? The 4th best helper
 in the game. I'm not saying he's that bad its just that you can't use him
 as much as Collosus or Psylocke.
 # of uses: 4
   Code: JP+MP+FK


=============================================================================
=============================================================================

                             ------
                             Combos
                             ------

=============================================================================
=============================================================================


NOTE: Most combos require you to dash after the first jumping hit, if you
     have trouble doing that(like me) just make your hits deep, at least
     that works for me. That way you don't lose any distance from your
     opponent as opposed to not dashing. Also give credit to James Chen
     and Migs Rustia for the combo system.

Combos: Legend

    Well basically people who have difficulty doing comboes might want to
    start here.  All you do is just follow the button patterns sorta like
    a 1,2,3 method.  Examples are shown at the bottom. This is called a
    magic series because it chains very easily almost like magic!

======
Zigzag - All six buttons can be chained into a single zigzag combo.
======       ex. Jab, Short, Strong, Forward, Fierce, Roundhouse

========
Stronger- Three hits can be chained from weak to strongest.
========     ex. Short, Forward, Roundhouse

==========
Weak Start- Only one weak punch/kick into a stronger punch/kick.
==========   ex. Jab, Fierce

====
None- No series. The biggest chain is a single hit into a special move.
====

   This chart down here indicates what I'm saying during combo notations.


, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing
F. stands for Flying
(OTG) means this will hit opponent "off the ground" hence the term "OTG."
AC - Air Combo
AC Finisher - A move that will end an air combo by initiating the FS


 All moves shown at the bottom are from the left side, if you are on the
 right side just switch the motion of the joystick.

 You can get more hit out of comboes by basically using the weaker
 punches/kicks but they do less damage then there stronger counterparts.

=============================================================================
=============================================================================

                     ------------------------------
                     Special EX Edition PSX Section
                     ------------------------------

 Welcome to the special EX Edition section for all you PSX MvC owners.
 First off I will go over how the game runs on the PSX, the game people
 thought was never possible on the PSX even with the limited switch out.

 -----
 Speed
 -----
   This game is furiously fast, just as fast as the last game, Marvel
   Super Heroes vs. Street Fighter. The game shows basically no slowdown
   at all! If you thought Marvel Super Heroes vs. Street Fighter was
   sweet wait until you see this game!

 ------
 Extras
 ------
   Well the game has a Gallery Mode, its exactly the same thing like in
   Marvel Super Heroes vs. Street Fighter. Nothing really new here,
   but training mode now takes place in Onslaught's stage instead of a
   blank black background like in Marvel Super Heroes vs. Street Fighter
   and Darkstalkers 3.

 ------------
 Dynamic Mode
 ------------
   This is a special mode in which everytime you perform an air combo
   the camera zooms in on your characters, making them 33% bigger than
   normal and also the super meter and everything else disappears at
   this time. However this can be turned off so if its distracting you
   can go back to normal. This is only an option.


 --------------------
 Gameplay Refinements
 --------------------
   As you can expect this game undergoes a few changes from the original
   arcade versions. First off in Versus mode you can use the Duo Team Up
   attack, even though its mainly a one on one match. Here are the new
   concepts to the PSX version:

   -- In Versus Mode after you select your first character you can select
      either a Special Partner or a Special Hero. That means that you can
      select any helper without the random select process. Also when you
      select a Special Partner(you know when you use a Team Super and
      Duo Team Up attack) you cannot select a Special Hero. I don't know
      why and its DEFINITELY NOT DUE TO MEMORY problems!

   -- While you do your Duo Team Up Attack mode you will have your
      Duo Team Up Attack partner as a the same character your friend
      picked. So if you picked Ryu and Captain Commando, and your friend
      picked Megaman and Thor(helper) when you start the Duo Team Up
      Attack you will be using Ryu and Megaman, it doesn't even matter
      who your second partner is! Even though Megaman picked Thor as
      a helper you can still use the Duo Team Up Attack, but you are
      on your own for this one, but you can use your special partner.

   -- Also when you pick a special helper, you can still counter but
      your helper will come out with his or her regular attack as a
      counter. Speaking of which you can use your helper unlimitedly
      in Versus Mode!

   -- In Crossover Mode you can pick Megaman and Venom and the second
      player plays as Venom and Megaman, its basically the exact same
      thing as in Marvel Super Heroes vs. Street Fighter. And each
      player picks any helper they want just like the arcade via the
      special helper selection code, but if not then the CPU will
      randomly select your helper character, just like in the arcades.

   -- The load times in this game are VERY GOOD! They are probably
      just as fast or faster than in Street Fighter Alpha 3! Also
      between load times there are pictures of the
      characters in the game just like in Street Fighter Alpha 3! The
      only time the character portraits don't show is when after you
      have selected characters.

   -- Also in Crossover Mode you can select handicaps and stages! Its
      exactly like the Original Versus Mode in X-Men vs. Street Fighter!
      So now instead of having to stick with the arcade defaults(like
      the high damage setting and random stage select) you can now
      decide on both accounts!

=============================================================================

                             -----------------
                             EX Edition Combos
                             -----------------

   Well in this game as you can expect there are EX Cancels. EX Cancels
   as seen in X-Men vs. Street Fighter and Marvel Super Heroes vs. Street
   Fighter are special cancels that allow you to chain in a special move
   into a super, a super into another super, or a super into a team super
   just as long as you have enough for it. First when you do a super you
   get a regular blue swirling background exactly like the arcades, after
   you cancel into another super the background changes into a yellow
   color and then into a red color.


   NOTE: Some of the magic series has changed when they were converted
         over to the PSX version, I will list the magic series for each
         character.

=============================================================================

---------------
Captain America
---------------

Ground Magic Series: Stronger
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. J.Fierce \/ D.S.Roundhouse --> Shield Slash --> Final Justice

2. J.Jab, J.Forward \/ D.S.Jab, C.Forward, C.Roundhouse --> Jab Shield
  Slash --> Hyper Stars n' Stripes(OTG)

=============================================================================

----------------
Captain Commando
----------------

Ground Magic Series: ZigZag
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. In corner: Captain Fire --> Captain Storm

2. J.Jab, J.Fierce \/ D.S.Jab, S.Short, S.Strong, S.Forward, C.Fierce,
  S.Roundhouse --> Fierce Captain Corridor --> Captain Sword -->
  Captain Storm, C.Short, C.Strong --> Captain Sword(OTG)
  Ouch! The EX Cancel makes Captain Commando too powerful!

3. Helper Attack, Captain Storm, C.Short, C.Strong --> Captain Sword
  --> Captain Storm

=============================================================================

-------
Chun-Li
-------

Ground Magic Series: ZigZag
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. J.Jab, J.Strong \/ D.S.Short, S.Forward --> Hyaku Retsu Kyaku -->
  Senretsu Kyaku or Hazan Tenshou Kyaku

2. J.Fierce \/ D.S.Fierce --> Kikoken --> Senretsu Kyaku or Hazan Tenshou
  Kyaku

3. J.Jab, J.Forward \/ D.S.Jab, S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short
  SJ.Strong, SJ.DN.Forward --> Hyaku Retsu Kyaku --> Shichisei Senkuu
  Kyaku
  The only catch to this combo is that you must cancel after the first
  two hits on smaller and medium characters and three hits on larger
  characters, otherwise there is a minimal chance that it will connect.

4. J.Jab, J.Strong \/ D.C.Jab, C.Short, C.Strong, C.Forward, C.Fierce
  --> Senretsu Kyaku --> Kikoushou --> Hazan Tenshou Kyaku

5. D.S.Jab, S.Short, S.Forward, S.Fierce --> Senretsu Kyaku -->
  Hazan Tenshou Kyaku --> Shichisei Senkuu Kyaku
  Well once you connect with the first hit or the second hit IMMEDIATELY
  cancel, otherwise it con't connect.

=============================================================================

------
Gambit
------

Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag

1. J.Jab, J.Forward \/ D.S.Short, S.Roundhouse --> Kinetic Card --> Royal
  Flush

2. In corner: D.C.Short, C.Forward, C.Roundhouse --> Royal Flush -->
  Cajun Explosion
  Here you must face the Cajun Explosion behind the opponent, so use the
  wall behind the opponent, otherwise it will not connect!

=============================================================================

----
Hulk
----

Ground Magic Series: Weak Start
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. Gamma Charge --> Gamma Quake --> Gamma Crush

2. In corner: J.Roundhouse \/ D.C.Short, C.Fierce --> Gamma Wave --> Gamma
  Quake --> Gamma Crush
  Basically cancel after the first hit of the fierce otherwise you will
  launch the opponent and be unable to combo in the Gamma Wave!

=============================================================================

-----------
Hyper Venom
-----------

Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag

1. D.S.Jab, S.Short, S.Strong, S.Forward --> Symbiote Shield --> Venom Web

2. Diving Venom Fang \/ Death Bite
  You must be very quick into cancelling, otherwise it will not connect!

3. In corner: J.Jab, J.Short \/ D.S.Jab, S.Short, S.Forward -->
  Symbiote Shield --> Death Bite --> Venom Web

4. Death Bite --> Venom Web

=============================================================================

---
Jin
---

Ground Magic Series: Weak Start
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. Saotome Dynamite --> Great Cyclone

2. J.Jab, J.Strong \/ C.Jab --> Saotome Dynamite --> Blodia Punch

3. Blodia Punch --> Blodia Vulcan

=============================================================================

------
Lilith
------

Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag

1. D.S.Jab, S.Short, S.Strong, S.Forward --> Soul Flash --> Splendor Love
  or Luminous Illusion

=============================================================================

---------------
Megaman/Rockman
---------------

Ground Magic Series: Stronger
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. J.Roundhouse \/ D.S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong -->
  Hyper Megaman --> Beat Plane

2. Charge for Mega Buster /\ J.Jab, J.Strong \/ D.S.Jab, S.Forward,
  C.Roundhouse, Mega Buster Release --> Rush Drill --> Beat Plane
  --> Hyper Megaman(OTG)
  Charge for the Mega Buster ahead of time, then jump in for the combo
  and when you knock your opponent down crouch down when you release the
  Mega Buster then cancel. When you cancel for the Hyper Megaman, make
  sure you do so while you are close to your opponent so the start up
  knocks the opponent into it. You can also do it from afar if you keep
  firing the fireballs, but cancel prior when all the fireballs hit.

=============================================================================

----------------
Mega War Machine
----------------

Ground Magic Series: ZigZag
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. Repulsor Blast --> War Destroyer

=============================================================================

--------
Morrigan
--------

1. J.Jab, J.Short \/ D.S.Jab, S.Short, S.Forward --> Soul Fist -->
  Silhouette Blade

2. Helper Attack --> Soul Eraser --> Silhouette Blade --> Darkness Illusion
  Here after the Silhouette Blade's first few hits quickly cancel so that
  the opponent doesn't get too far away from you, however if you are in
  the corner you can let the majority of the Silhouette Blade go through
  and connect with the Darkness Illusion at the last minute.

=============================================================================

-----------
Orange Hulk
-----------

Ground Magic Series: Weak Start
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. Gamma Charge --> Gamma Quake --> Gamma Crush

2. In corner: J.Roundhouse \/ D.C.Short, C.Fierce --> Gamma Wave --> Gamma
  Quake --> Gamma Crush
  Basically cancel after the first hit of the fierce otherwise you will
  launch the opponent and be unable to combo in the Gamma Wave!

=============================================================================

----
Roll
----

Ground Magic Series: ZigZag
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. J.Roundhouse \/ D.S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong -->
  Hyper Megaman --> Beat Plane

2. J.Jab, J.Strong \/ D.S.Jab, S.Forward, C.Roundhouse --> Roll Buster
  --> Rush Drill --> Beat Plane --> Hyper Roll
  This is like Megaman's combo, but this time Roll does not have to charge
  for the Mega Buster since she does not have one. She can cancel her
  supers immediately so its a bit easier with Roll.

=============================================================================

---
Ryu
---

Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series:

1. Hadouken --> Shinkuu Hadouken

2. D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Up.Forward --> Hadouken
  --> Shinkuu HAdouken

3. D.C.Short, C.Forward, C.Roundhouse --> Shinkuu Tatsumaki Senpuu Kyaku
  --> Shinkuu Hadouken
  You will have to do some predicting here, try to predict when the
  opponent will face your Shinkuu Hadouken, otherwise you will miss and
  be easily countered!

4. J.Roundhouse \/ D.S.Jab --> Tatsumaki Senpuu Kyaku --> Shinkuu
  Hadouken

5. In corner: D.S.Short --> Shin Shouryuken --> Shinkuu Hadouken -->
  Shinkuu Tatsumaki Senpuu Kyaku
  Basically cancel after the first hit of the Shin Shouryuken, otherwise
  it will not connect!

=============================================================================

-----------
Shadow Lady
-----------

Ground Magic Series: ZigZag
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. Galaxy Missle --> Big Bang Laser

2. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Fierce --> Shadow
  Drill --> Big Bang Laser
  The point of this combo is to cancel VERY quickly after the first few
  hits, otherwise it will not connect.

=============================================================================

----------
Spider-Man
----------

Ground Magic Series: Stronger
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag

1. D.S.Short, S.Roundhouse --> Crawler Assault --> Ultimate Web Throw

2. Fierce Web Ball \/ /\ J.Jab, J.Strong, J.Fierce \/ C.Short, C.Strong,
  C.Roundhouse --> Helper Attack, Fierce Web Ball \/ /\ J.Jab, J.Strong,
  J.Fierce \/ C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> Web Swing --> Maximum Spider(OTG)
  Here in this combo you must use the web ball while in the air that way
  you will have more time to combo as you land. Also when you OTG make
  sure that you have a dashing helper, it works best then in the air
  cancel immediately into the Maximum Spider for maximum damage!

=============================================================================

--------------
Strider Hiryuu
--------------

Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag

1. In corner: D.S.Jab, S.Short, S.Strong, S.Forward, S.Roundhouse -->
  Helper Attack, Legion --> Ragnarok

=============================================================================

---------
Wolverine
---------

Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag

1. Weapon X --> Fatal Claw
  You can get all the damage out of the Weapon X by cancelling IMMEDIATELY
  after the slash connects.

2. J.Jab, J.Short, J.Forward \/ D.S.Jab, S.Short, S.Strong, S.Forward,
  C.Fierce --> Berserker Barrage X --> Fatal Claw

=============================================================================

-------
Zangief
-------

Ground Magic Series: None
Jumping Magic Series: None
Super Jumping Magic Series: Stronger

1. Initiate Mech Zangief mode, J.DN.Fierce \/ S.Forward --> Siberian
  Blast --> Siberian Blizzard

=============================================================================

 Well that's basically all the EX combos that I can think off, if you have
 anymore feel free to share them with me. Be warned though, even if you do
 send them to me, I might not update the FAQ for quite a long time.

=============================================================================

                    ----------------------------------
                    Marvel vs. Capcom EX Edition Codes
                    ----------------------------------

--------------
EX Option Menu
--------------

--> Hold select at the Option title and press Start

---------------------------
Obtaining Hidden characters
---------------------------

Mega War Machine
--> Beat the game with War Machine and press up over the cursor of Zangief
    on character selection screen

Shadow Lady
--> Beat the game with Chun-Li and press down over the cursor of Gambit
    on the character selection screen

Roll
--> Beat the game with Megaman and press right over the cursor of Megaman
    on the character selection screen

Lilith
--> Beat the game with Morrigan and press down over the cursor of War
    Machine on the character select screen

Hyper Venom
--> Beat the game with Venom and press up over the cursor of Chun-Li
    on the character selection screen

Orange Hulk
--> Beat the game with Hulk and press up over the cursor of Ryu on the
    character selection screen

NOTE: After that you are can save your game and have EASY ACCESS to all
     the hidden characters!

--------------------------------------------
Get all pictures and endings in Gallery Mode
--------------------------------------------

--> Beat the game with every character, including the hidden ones and
    Onslaught

---------------------------------------------------------------
Get Sentinel Helper and Shadow Helper in Arcade and Versus mode
---------------------------------------------------------------

 --> Highlight Collosus or Iceman and press down to pick either Shadow or
     Sentinel

-----------------
Play as Onslaught
-----------------

--> Beat the game with any character at any difficulty and press down over
    Wolverine at character selection screen.

NOTE: You must pick Onslaught as your first character, otherwise you will
     not be able to pick him if you have already picked him as your first
     character. And note that you cannot use him in Crossover mode. And
     you can also save it as well to allow EASY ACCESS for Onslaught.

=============================================================================
=============================================================================

Ryu
 Not much is known about Ryu's past but the fact that he does live for the
 fight and he never lets his skills deteriorate because of his constant
 training to perfection. He has grown up training with Ken learning the
 good side of Shatoken Karate. He takes little damage and his has good
 strength. His speed is good as well but Ken is a little fast. He too can
 combo all of his supers as well.

              Quotes

- "Power, determination and skill decide the victory."
- "Don't be so reckless, you must focus on the fight!"'
- "Not bad. Don't restrain yourself next time!"
- "I hope you have learned well from our battle."
- "Train yourself well, then challenge me again."
- "Fight your absolute best, or don't fight at all!"
- "You must believe you can win, in order to win!"



        Strategies

 Well basically keep away from him because he will combo you to death
 although he would not be classified as a combo character his attacks are
 strong and the CPU plays him well. There is a small note and that is that
 Ken's Jumping Fierce is one of the most dominating moves in the game.
 It'll beat out or at least trade hits with any standing attack. Ryu's is
 a little less effective, so keep that in mind.


Hadoken: D,DF,F+P
 This is basically the best projectile in the game. It has good width
 and damage and should be used often. The punch used determines the speed
 of the fireball.  He can do 2 of them in a row but not at the same
 height. Use this in the air while an opponent is dumb enough to do a
 beam while your in the air to slow you down and doing this long enough
 you should avoid block damage.


Tatsumaki-Senpuukyaku: D,DB,B+K
 This is Ryu's hurricane kick and will hit no more than 2 times. This
 is a very powerful kick that will sometimes strike(I mean it will fling
 'em across the screen) an opponent. Watch for the recovery delay.


Shoryuken: F,D,DF+P
 This is one of the best moves in the game simply because its counters
 air attacks and does good damage. Also it chains easily off of his
 C.Fierce, this move also has high priority and will beat out practically
 all jump in attacks but if Ryu misses he will fall unable to block.


Overhead Punch: F+SP
 Basically this is Ryu's anti-crouch counter, but like most normal move
 anti crouch counters it has a bit of a start up delay and Ryu can be hit
 before he actually performs the move. So use this on people who tend to
 turtle often, but don't be too predictable.


Hop Kick: F+FK
 This move is sometimes overlooked, but this move has excellent range for
 a normal attack and also it goes over crouching attacks as well and Ryu
 can follow up with a Shin Shoryuken! Also this move is basically safe to
 use because it lacks start up delay and recovery time.


                                   Supers:


Shinkuu Hadouken: D,DF,F+2P
 This is one of the best supers in the game not only that it can be done
 in the air it does good damage as well. This is a poor chipper though.
 The average hits you can get is about 17-20 hits. I once ram the buttons
 and got 27 hits out with this alone and this also doubles the chipping
 damage as well. This can be done in the air as well. Ryu recovers very
 fast from this so don't worry.


Shinkuu Tatsumaki Senpuukyaku: D,DB,B+2K
 One of the most feared supers in the game. Ryu starts of a hyper
 Tatsumaki-Senpuukyaku creating a huge vortex that brings in the opponent
 doing heavy chipping damage. The first hit does insane damage while the
 rest do little so ram those buttons and see if you can get 30 hits like
 I did once. Becareful of the recovery delay though.


Shin Shoryuken: F,D,DF+2P
 Boy this move is hard to do because it basically screws up what you want
 to do. Why couldn't they have made it like this: D,DF,F+3K ? When people
 try this move they end up doing the Shinkuu Hadoken after they launch
 somebody. But this is the strongest super in Ryu's arsenal and will hit
 7 times off his launcher and will hit 3 times off the ground, but the
 ground version is far more deadlier!


Shatoken Switch: F,DF,D,DB,B+P
 The jab turn's Ryu back to Ryu if you have already turned into
 another player. The strong turns Ryu into Ken there for obtaining his
 moves, but Ken's Hadoken has nearly quadrupled in size since XSF and
 the distance is cut in half, but his defense power has weakened.
 The fierce turn's Ryu into Evil Ryu(although Evil Ryu is more similar
 to Ryu than Akuma) having all the moves of Akuma. Akuma's Hadoken is the
 best out of all three because it comes down diagonally when in the air
 and goes faster than Ryu's. But beware he takes hits like he was being
 hit by a truck but his strength has went up a little.

                        Ken Mode


 Ken's huge ego has reminded every single one of his opponents that he is
 the greatest fighter in the world and that ego led to a brutal beating
 courtesy of Akuma. Recent years Ken would spend time on the beach with
 his Girlfriend Elisa and would let his skills deteriorate. Only a match
 with Ryu has rekindled his spirit to fight in the World Warrior
 Tournament. That is long gone now and an even bigger threat than Akuma
 lies awake, the wrath of Onslaught! After Ken's humiliating defeat he
 was forced to stay in the hospital to heal his wounds which would take
 weeks, but before that him and Ryu have been training together and Ryu
 has learned and mastered the forms of the Shatoken Hiryuu Fist and now
 takes on Onslaught with the help of other heroes and street fighters
 like Chun-Li and Zangief. Ken takes hits worst then Ryu so becareful
 not to do anything stupid. He can combo all of his supers and has better
 speed than Ryu.

                         Strategies

 Well you can't play well in the keep away catagory because Ken is no
 keep away character. He takes hits worst than Ryu so be on the offensive
 on him but try not to jump in while he has a super charged up. Don't
 forget to use his Shinryuken to counter those other Shoryu Reppas or
 missed Dragon punches.


Hadoken: D,DF,F+P
 This is basically the same as Ryu's but one important flaw should be
 mentioned and that is that it goes only half-screen distance!!! So its
 useless as keep away. While in the air it goes down a 60 degree angle.


Tatsumaki-Senpuukyaku: D,DB,B+K
 This move is a little different from Ryu's because it hits up to 5 times
 while rising the opponent in the air and then finishes with an axe kick
 that knocks them down.  Its a bit risky to do if you haven't connected
 with a roundhouse because Ken will sorta fly up leaving him vulnerable
 to attack so don't get to predictable with this move. Ramming the button
 only brings you one extra hit so start ramming.


Shoryuken: F,D,DF+P
 The 2nd best anti-air move in the game(second only to CapCom's Captain
 Corridor)!!! This is the strongest non-super anti air move you can have
 because its hits multiple times and does a huge amount of damage!!! This
 can be done in the air as an AC finisher as well.


Axe Kick: F+FK
 This is Ken's anti crouch counter, but like most normal move anti crouch
 counters it has a bit of a start up delay making it uncomboable as Ken
 swings his foot over the opponent's head for good damage. Once again use
 this only on opponents who tend to turtle often and try not to be
 predictable with this move.


                                Supers

Shouryuu Reppa: D,DF,F+2P
 This is one of my favorite moves in the game!!! Ken is immune to hits
 during start up and will do alot of block damage if up close.  This move
 can be chained easily into a combo for some heavy damage.  If you do
 manage to get up close you will be able to get 12 hits.  This move
 should be used often because it just does tremendous block damage when
 up close so you can kill those pesky people who just block all day. If
 Ken misses then he will be left in the air unable to block so watch out.


Shinryuken: D,DF,F+2K
 An excellent anti-air move because it has full verticle range and will
 do heavy damage if connected. Did I mention that this move chips
 extremely well? I mean this chips a ton if the opponent is either above
 you or right next to you. This super can be set up by his launcher.
 Basically Ken does a giant Dragon Punch that leaves his opponent engulf
 in flames.  Ramming the button works very nicely as well. If Ken misses
 he will be left up in the air unable to block. Also about ramming the
 buttons, if you ram the buttoms quick enough, you can amass 40 hits
 tallying 65% damage! No kidding!


Shippuu Jinrai Kyaku: F,D,DF+2P
 This move is great for punishing mistakes because it comes out fast and
 does good damage. Its similar to Chun-Li's Thousand Burst Kick but
 doesn't hit as much but does equal damage.  The chipping damage is great
 and once connected Ken will rise the opponent and finishes them off with
 an axe kick. The recovery time can only be countered by something quick
 like a Shinku Hadoken and nothing else so the recovery time is marvelous
 unless your playing against Ryu.


Shatoken Switch: F,DF,D,DB,B+P
 The jab turn's Ryu back to Ryu if you have already turned into
 another player. The strong turns Ryu into Ken there for obtaining his
 moves, but Ken's Hadoken has nearly quadrupled in size since XSF and
 the distance is cut in half, but his defense power has weakened.
 The fierce turn's Ryu into Evil Ryu(although Evil Ryu is more similar
 to Ryu than Akuma) having all the moves of Akuma. Akuma's Hadoken is the
 best out of all three because it comes down diagonally when in the air
 and goes faster than Ryu's. But beware he takes hits like he was being
 hit by a truck but his strength has went up a little.


                         Akuma Mode


 Akuma has tracked down Ryu and Ken and has sworn to destroy them both
 in combat. After defeating Ken, Ryu has sworn to avenge Ken's defeat
 and Akuma finds Ryu in a forest and has set where he has wanted to see
 Ryu's defeat. Ryu was not forced to use Evil Shatoken techniques but his
 victory did not come easy. After the defeat of Akuma Ryu left him on the
 shores of water as he sailed off finding an isolated island. Also this is
 not Evil Ryu and here are the moves differences:

(Evil Ryu's complete move list)

Hadouken
Shoryuken
Tatsumaki Senpuukyaku
Shakunetsu Hadouken
Shinkuu Hadouken
Shun Goku Satsu
Shinkuu Tatsumaki Senpuukyaku
Messatsu Gou Shoryu

(Akuma's complete move list)
Gou Hadouken
Gou Shoryuken
Tatsumaki Zankuukyaku
Tenmakujinkyaku
Ashura Zenku
Zenpou Tenshin
Hyakki Gou Shou
Hyakki Gou Sai
Hyakki Gou Sen
Hyakki Gou Tsui
Messatsu Gou Hado
Messatsu Gou Shoryuu
Tenma Gou Zankuu
Shun Goku Satsu


 Also note that alot of the Alpha series moves were removed from this game.
 So you see the move difference? I don't know why Capcom did this though.

                                Strategies

 Akuma will most likely play keep away all day with you. Don't try
 fighting against his keep away skills because he is able to throw
 several in a row. Only Megaman will beat him out. He doesn't take hits
 well so always be on the offensive with him no matter what and wait
 until he throws a fireball because he has the worst recovery time in the
 game. When you see a level three on him back up and use a helper to keep
 him away because you'll get pounded by his raging demon.



Gou Hadoken: D,DF,F+P
 This is best fireball from the 3 because it goes a little faster than
 Ryu's with the same width and it comes down diagonaaly like Ken's.  He has
 the ability to throw 2 in a row making him a great keep away character.
 But he doesn't stand a chance if he's going against Megaman because Mega
 has the ability to throw several in a row while charging his Mega Buster.


Gou Shoryuken: F,D,DF+P
 This is basically the same as Ken's but alot weaker.  It has less
 horizontal range then Ken's but will do just as well as an anti-air
 defender. But like I said it easily chains off his C.Fierce and if he
 misses he will be left unable to block as he is falling back down.


Gou Tatsumaki-Senpuukyaku:D,DB,B+K
 This, in my opinion is the second best from the three other than Ken's
 of course.  Fields of electricity comes flying from his feet knocking
 the opponent 5 times doing good damage.  This does not have the recovery
 time that Ken's or Ryu's does but is the weakest of all three.


Zankuu Kujin Kyaku: D,DF,F+K(air)
 This move will hit the opponent multiple times and has little recovery
 lag. Ryu comes down at a 60 degree angle extremely fast, this can be
 used as an AC Finisher, but it does weak damage. This can be used as a
 serious chipper though.

Ashura Senkuu: F,D,DF+3P or 3K
 This is a great move to get out of corner traps because Ryu slides
 across the floor through his opponent while not hitting them at all.
 The punch buttons goes full screen distance while the kicks go 1/2
 screen distance. However Ryu can still be hit after he is out of his
 teleport.


Collarbone Slice Chop: F+SP
 Like practically all anti crouch counters it has a bit of a start up
 delay making it impossible to combo and you should use it on people who
 tend to turtle blaock all day. Otherwise try not to get too predictable
 with this move.

                           Supers

Messatsu Gou Shoryu: D,DF,F+2P
 This has the same properties of the Shoryu Reppa doing heavy block damage
 and comboes easily. However like the Shouryuu Reppa even ifit connects on
 a larger opponent theyw ill still land and still counter. This move does
 do a ton of block damage and comes out very fast and is the ideal counter
 for punishing mistakes.


Tenma Gou Zankuu: D,DF,F+2P(air)
 Ryu sets up and fires 19(yes this is the exact amount!) Gou Hadokens at
 his opponent doing absolutely tremendous block damage.  Not all the
 fireballs connect though that's why he fires so many.  It comes down a 60
 degree angle so it won't go horizontal very well.  So capitalize on this
 move and hit Ryu with an air Shinku Hadoken teaching him never to use it
 again. The Legion, Captain Sword, Big Bang Laser, Proton Cannon, Hyper
 Roll & Megaman, Rush Drill,Soul Eraser, and Siberian Blizzard are all
 great ways to counter for his mistake.  The Siberian Blizzard and the
 Shinryuken you must be directly under Ryu for this to connect fully.


Messatsu Gou Hado: D,DB,B+2P
 This is basically the same as the Shinkuu Hadoken but it last in about a
 second and does very little chip damage, but same normal damage. It'll
 leave him a little more vulnerable than reular Ryu though. The block
 damage however is not really too much as Ryu's nor is it as comboable,
 so you may want to watch out for that.


Shun Goku Satsu: JP,JP,F,FK,FP(Level 3)
 This move is great because its unblockable and comes out half as fast
 as the Captain Storm.  It loses the opponent half their life so don't
 depend on this giving you victories because the damage it does is not
 worth 3 levels of super. Basically Ryu comes at you, catches you and
 pummels you while the screen goes dark as a Chinese letter appears in
 the background(that is if you were using this in the Alpha series, but
 your not), well it will appear if you win the battle with it.


                        Team Super

Ryu: Shinkuu Hadouken
 An excellent team super because of its damage potiential and its range.
 It comes out very fast and can also help bulk up the chipping damage by
 his other partner and this is practically uncounterable because it lacks
 much recovery delay.


Ken Mode: Shoryuu Reppa
 This is a pretty good team super because it just combos so well and also
 the fact that it chips a ton of life. It deals good damage but Ryu will
 be left open to attack if blocked, so hopefully you can team up with
 Cap's Hyper Stars n Stripes.


Akuma Mode: Messatsu Gou Hado
 Just like Ryu's except it takes a little while longer for him to start
 up so incase your partner's super has recovery delay Akuma's will still
 be going. It also helps bulk up chipping damage and the recovery time
 is practically non-existant.

                         Team Counter

Ryu: Hadouken
 An excellent counter because it comes out fast and can deal good damage
 and the fact that its uncounterbale.


Ken Mode: Shoryuken
 All around excellent team counter because it deals out alot of damage
 and it has good range potiential and incase the opponent might block this
 team super Ken will recover quick enough to block.


Akuma Mode: Gou Shoryuken
 Just like Ken's except it lacks a little range and the recovery time
 is worst. But it is a good counter because it can also hit opponents who
 are above him like Ken's.

                         Combos

Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: (all)Fierce, Roundhouse, Hadoken, Strong Air throw
    Ryu: Tatsumaki Senpuukyaku  Shinkuu Hadoken, Hadouken
    Ken Mode: Shoryuken, Hadouken, Tatsumaki Senpuukyaku
    Akuma Mode: Tenma Gou Zankyu, Zankuu Hadouken, Zankuu Kujinkyaku,
                Tatsumaki Zankuu Kyaku


Universal Combos
1) D.C.Short --> Hadoken

2) D.C.Fierce --> Shoryuken

3) D.C.Short --> Tatsumaki-Senpukyaku

4) D.S.Short, S.Fierce --> Hadoken

4) J.Roundhouse \/ C.Short, C.Forward --> Hadoken

5) D.S.Short, S.Forward, S.Roundhouse

6) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, SJ.Strong
  --> AC Finisher

7) J.Roundhouse \/ C.Foward --> Hadoken

                             Ryu:

1) D.C.Short, C.Roundhouse --> Shinkuu Tatsumaki-Senpukyaku(OTG)

2) D.S.Short, S.Fierce --> Shinkuu Hadoken or Team Super
  Cancel the Fierce immediately with the Shinkuu and the opponent will
  be unable to block it! For the team super version, have a partner
  that can back it up for maximum damage!

3) Helper Attack --> Shinkuu Hadoken or Team Super
  Have a helper that'll keep the opponent stunned long enough for the
  beam to connect someone like Collosus or Thor.

3) D.C.Short, C.Fierce --> Shin Shoryuken
  Just make sure you pull off the super immediately.

4) In Corner: D.C.Short, C.Fierce --> Shin Shoryuken \/ C.Fierce --> Shin
  Shoryuken \/ Shinkuu Tatsumaki-Senpukyaku
  After the air Shin Shoryuken, the opponent will fall to the ground,
  unable to block, just relaunch and repeat! You can finish up with a
  third Shin Shoryuken or an air combo.

5) C.Strong, Hop Kick --> Repeat
  After trying this on all available versions, this is not his infinite.
  It's here to remind you that it is not his infinite, it was in XSF, but
  not in this game.

                              Ken:

1) J.Short, J.Forward \/ C.Short, C.Forward --> Shoryu Reppa or Team Super

2) J.Short \/ D.C.Short, C.Fierce --> Shinryuken

3) J.Roundhouse \/ C.Roundhouse --> Shoryu Reppa or Team Super

4) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken(FS)

5) D.S.Short, S.Fierce --> Shippu Jinrai Kyaku
  Same idea as Ryu's Shinku Hadoken combo. Cancel immediately for the kick
  to connect.

6) J.Fierce, \/ S.Fierce --> Shoryu Reppa
  This move is done extremely easily and you won't need to dash because
  you'll still pound out all the hits just be sure to cancel quickly.

7) D.S.Jab, S.Strong, C.Fierce, --> Shinryuken
  This move is done very easily as well because the launcher sets them up
  perfectly for the "God Dragon Fist" to connect.

8) J.Roundhouse, C.Short, C.Fierce, --> Shinryuken
  Don't worry I tried it and it works very well, plus you'll look like a
  true expert just be sure to cancel quickly.

     Akuma:
1) Roundhouse-Hurricane, C.Short(OTG) --> Roundhouse-Hurricane
  The classic Akuma hurricane OTG. Just learn the timing and hit em as
  soon as you land from the first one.

2) D.S.Short, S.Fierce --> Messatsu Gou Hado or Team Super
  Same idea as the Shinkuu Hadoken combo for Ryu mode.

3) J.Short, J.Forward \/ D.C.Short, C.Forward --> Messatsu Gou Shoryu

4) J.Strong \/ D.S.Jab, S.Jab, F, S.Short, S.Fierce

5) C.Roundhouse, Raging Demon
  Another Raging Demon setup. Make sure to start the demon just as they're
  getting up so that they won't expect it and jump away.


=============================================================================
=============================================================================

Chun-Li
 When she was just a little girl M.Bison murdered her father. Since then
 she has been sworn to avenge her father's death training her whole life.
 She tracks down Bison only to be narrowly defeated. She then trains with
 Interpol learning about Bison's whereabouts and gaining some new moves on
 the way. Bison's savage can wait, for now lies an even bigger threat, the
 threat of Onslaught! During the battle, Bison follows her while not
 infering with the battle in anyway. After the defeat of Onslaught he
 tries to capture her and use her for evil but then an old friend of Guile
 comes to the rescue, proving that the Shadowloo cannot over come the
 human heart. Chun-Li has huge throw priority and an amazing chipping
 super along with the lightning kicks. She is an excellent combo character
 and is the most deadliest when mastered.

          Quotes

- "Look at me again and I'll hit you even harder!"
- "You underestimated me. That's why you lost."
- "You underestimated me! Enjoy your defeat!"
- "I'd fight you again if I thought you had a chance."
- "I thought you liked the rough stuff?"
- "You aren't the hero you make yourself out to be."
- "You have wasted enough of my time! Later, loser!"
- "I guess I overdid it again!"
- "I hope I didn't hurt your ego too badly...... Oops!"
- "Fighting isn't the only thing I'll best you at!"



        Strategies

 Well you should first off keep her away because most of her moves will
 do heavy chip damage especially the Lightning Kick. She takes hits as
 well as Ryu so don't expect her to be as easy as Akuma. Play keep away
 all day and that shouldn't be a problem.

Chun-Li:

Mini-Kikosho: F+FP
 This is a great anti air attack and will hit multiple times and has
 no recovery delay and will nullify incoming fireballs. Also the odd
 thing about this move is that it chips damage as well, but it
 practically has no start up delay and recovery time. Great for combos.

Neck-Braker: F+RK
 This is a great move cause opponents will get crossed up and won't know
 which way to block. Also this is Chun-Li's anti crouch counter but its
 a dead giveaway when she flips.

Stomp Kick: D+FK(air)
 An excellent move to jump in with because of the fact that it has no
 start up delay and also it has very high priority and can be used in
 some deadly combos.

Kikoken: B,DB,D,DF,F+P
 This fireball is too slow and too hard to do on a joystick and should
 not be used often. This will do good damage and will go the length of
 the screen but its very hard to combo because of the joystick motion,
 but the recovey time is fairly decent. It is a very poor keep awayer.

Rising Bird Kick: F,D,DF+K
 This moves does very good damage and it lifts the opponent in the air.
 It hits no more than 5 times, and watch out if it misses cause the
 recovery delay is fair though but don't rely on it too much.

Lightning Kick: Push K rapidly
 This is one of the best moves Chun-Li has at her disposal because its
 chips like crazy and it pushes the opponents away and has low recovery
 time. The hits do just a little more damage than the chipping damage so
 it doesn't matter if they block it. Remember in SSF2 when this move just
 did way too much damage? Well if you noticed its been toned down
 drastically.

Hienshu: F,DF,D,DB,B+K
 This move does alot of damage and will knock out anybody who decides
 to block low. Also this can OTG and it has fair recovery time while it
 has almost no start up delay as Chun-Li will flip over the opponent
 going over some projectiles depending on which button was used.


                              Supers:


Kikosho: D,DF,F+2P
 This is a great move that does tremendous chipping damage. If you just
 let this thing it you'll notice that it only hits 9 times but if you
 ram the buttons you should get at least 13 hits. It does incredible
 damage because the opponent is sucked into the giant energy ball and
 into the core where the energy forms. If you have a helper like Collosus</pre><pre id="faqspan-3">
 or Juggernaut then quickly pull this move before they reach the opponent
 and you'll actually get a few more hits from your helper because it
 pulls your helper in causing them to slow down!!! But they still do the
 same damage. If your really close to an opponent pull this move off
 quickly because the opponent are ready inside the core and don't forget
 to ram those buttons, plus with your aided helper attack you can throw
 away up 40% of there life!!!

Senretsu Kyaku: D,DF,F+2K
 Remember this move from way early in SSF2T? Well its here as well and
 it does good damage and if you ram the buttons you can get up to twice
 as many hits!!! I call it the Thousand Burst Kick.  Chun-Li starts up
 and rushes at your opponent with a series of kicks that will do alot of
 damage. Ramming the buttons works extremely well with this super and it
 will chip nicely. If the opponent blocks then Chun-Li will finish in
 her standing Roundhouse pose for a long time.

Hazan Tenshou Kyaku: F,D,DF+2K
 This is the super version of the rising bird kick and does trmendous
 damage and will combo right after her standing RK. If missed she will be
 left in the air in a pose unable to block so watch out.

Shichisei Senkuu Kyaku : D,DF,F+2K(in air)
 This is one of the coolest looking supers in the game!!! Once she
 connects the screen will start to turn black with 5 chinese letters
 appearing with 50% of there life bar gone!!! You only need one level of
 super for this!!! But it does no block damage.


                          Team Super

Chun-Li:Kikosho(when she starts) and Senretsu Kyaku(when partner starts)
 An excellent team super because both supers do alot of block damage
 and the damage put out by both of these will just go through the roof.
 But if the opponent blocks both of these Chun-Li will be open to attack.

                          Team Counter
Chun-Li: Kioken
 Well not exactly the best counter because of the bit of start up delay
 but it does good damage and will often connect as a counter.

                            Combos:

Ground Magic: ZigZag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launcher: S.Roundhouse
AC Finishers: Fierce, Roundhouse Lightning Legs, Strong Air Throw


1) C.Short, C.Roundhouse --> Lightning Kick(OTG)
  Simple combo, just start ramming on a kick button as soon as you
  knock em down.

2) C.Short, C.Roundhouse --> Kikosho(OTG)

3) J.Fierce \/ C.Short --> Rising Bird Kick

4) J.Roundhouse --> Lightning Kick
  After the J.Roundhouse connects, ram on the button and hopefully,
  you'll hit em while you're still in the air.

5) D.C.Forward, C.Fierce --> Senretsu Kyaku
  This combo is Chun-Li's bread and butter. Master it and you'll be
  wiping the floor with your opponents.

6) D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku
  The Launcher will set them up perfectly for the Hazan Tenshou Kyaku.
  Just be quick about cancelling into it.

7) D.S.Short, S.Forward --> Hazan Tenshou Kyaku

8) Helper Attack --> Senretsu Kyaku or Shichisei Senkuu Kyaku
  Collosus, Psylocke, Juggernaut, Sentinel, Thor and Saki are the
  preferrable helpers to use when you wanna use the Senretsu Kyaku.
  Rogue and Shadow are the best to use for connecting the Shichisei
  Senkuu Kyaku

9) Stomp Kick, J.Roundhouse --> Air Lightning Legs

10) D.C.Short, C.Forward, C.Roundhouse --> Senretsu Kyaku(OTG)
   This combo is kind of risky because sometimes, the super knocks
   them upward to safety. Cancel immediately for the best effect.

11) S.Short, S.Short, S.Strong, S.Fierce --> Senretsu Kyaku
   A variation on Chun Li's bread and butter combo. This one requires
   her to be way up close to her opponent to connect.

            Harder Combos

1) Stomp Kick, J.Roundhouse \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> AC Finisher
  Chun Li's basic AC. The jump in is very confusing and they'll end up
  blocking the wrong way. You can skip it if you want, but it really
  helps her set up the combo.

2) Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse --> SJ.Jab,
  SJ.Short --> Shichisei Senkuu Kyaku
  You must be very, very fast when canceling into the Air Super. If
  it's a split second too slow, she'll miss.

3) AD.J.Short, J.Forward, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce
  --> Senretsu Kyaku
  You must be close to the ground when doing the air dash. As soon as
  you're near enough, pull off the air chain and immediately go into
  the ground chain as you land.

4) Jump towards corner: Stomp Kick, Stomp Kick, Stomp Kick,
  --> AC Finisher

5) J.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, Stomp Kick,
  Stomp Kick --> Lightning Legs
  This is a combo that Silver Sage calls the Razor Wind. After the
  SJ.Short, do Chun Li's Stomp kick twice. Keep hitting the kick
  button and she'll do the lightning legs.

6) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  Stomp Kick, SJ.Jab, SJ.Short --> Sichisei Senkuu Kyaku
  This is harder to pull off than the regular Sichisei Senku Kykau air
  combo, but it does more damage and is flashier.

7) In Corner: C.Short, C.Forward --> Hazan Tenshou Kyaku \/ Kikosho
  Ouch! This may not work on heavier characters. Immediately do the
  Kikosho after you land and they should fall into it.

8) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  Stomp Kick, SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher
  This is an awesome air combo for Chun Li. Immediately restart the AC
  after the stomp kick or Chun Li will bounce away from her opponent.

9) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short,
  S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse
  /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
  She can OTG and then launch because at no time is an AC Finisher
  pulled off except for at the end of the combo.

10) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short,
   S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse
   --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab,
   SJ.Short --> Shichisei Senkuu Kyaku
   This combo is just for show. Why? Well chances are, if they survive
   the two Hazan Tenshou Kyaku's they'll only have a few pixels of
   life left. You'll actually be lucky if they survive long enough for
   the air super to connect!

11) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
   Stomp Kick, SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, SJ.Jab,
   SJ.Short, SJ.Strong, Stomp Kick etc. etc.
   I just don't get how the players at the arcade can keep doing this!
   The rythmn is a bit hard to keep up, but keep practicing and you
   should be able to pull it off.

12) J.Roundhouse, \/ D.S.Short, S.Roundhouse, SJ.Jab, SJ.Short,
   SJ.Strong --> Shichisei Senkuu Kyaku
   This should work if you pause between the jab and short for a split
   second and cancel immediately after the strong.

13) J.Short, J.Forward \/ D.S.Jab, S.Short, S.Strong, S.Forward,
   C.Roundhouse --> Senretsu Kyaku or Kikoshou(OTG)
   Simple as that, just make sure you don't hold the joystick down
   while using the J.Forward because people tend to do that often.

=============================================================================
=============================================================================

Captain America
 Captain America will do just anything for his country and he believes
 that all men are created equal no matter what and anyone who decides to
 abuse the power of the Declaration of Independence will get crushed. That
 has led him to the battle against Onslaught who is against the Bill of
 Rights. For a guy this strong Captain America is an unbelievable combo
 character, in fact he is the only one with combos that will do the most
 damage no other player comes close. When Cap A. loses his shield he
 becomes an even deadlier combo character making him a superior combo
 character. When he loses his shield he loses durability and strength,
 but can combo all his supers so keep that in mind when playing him.

                             Quotes

- "I fight loudly for those with no voice."
- "It only takes one man to make the difference."
- "For Truth, Justice, and the American Way!"
- "What is your sense of patriotism? Stand up!"
- "Believe your country, but believe in yourself!"
- "Rest well, soldier. The time is yours."
- "Victory is yours if you believe in yourself."



                           Strategies

 Well you should stay away from him as much as possible because his
 charging star will eat your projectiles and pummel you. His shield
 slash plays well against your projectiles so don't expect to win much
 battles with this guy because he is simply one of the toughest
 characters in the game. Have a dashing helper and use your beam super.
 He takes all beam supers extremely well and will most likely take 6
 Shinkuu Hadokens w/helper attack before he's dead but hey it works.
 Just a small note: when he loses his shield he gains incredible speed
 and ability to combo his supers, but he loses range and 40% durability.
 He lacks in speed with his shield so use that to your advantage.

Captain America

Shield Slash: D,DF,F+P
 Use the JP to hit the opponent low usually after you've knock
 them down. Use the SP to go straight in the head. Use the FP to use
 as an anti-air attack. These all go the same speed and all have the
 same strength. Just make sure not to use it up close, as most players
 can jump over it and attack from above.

Stars & Stripes: F,D,DF+P
 The punch determines the height and recovery of the move. This is like
 the Shoryken, but Captain America style. Great anti-air defender and
 should be used over the shield slash. However the recovery time of this
 move stil sucks no matter which one you use, so try to use it wisely.

Charging Star: D,DF,F+K
 This is one of the best moves in the game because it eats fireballs
 and can still knock your opponents as well. However the start up delay
 really makes this move hard to connect with and the recovery time of
 this move is really bad and you can become easily countered.

Cartwheel: F,DF,D,DB,B+P
 This is very useful becuase he's invincible while doing this and will
 go behind the opponent and through all attacks, but I'm not sure about
 supers though. He will go through the Final Justice or Darkness
 Illusion or Proton Cannon, but supers like the Weapon X or Shinkuu
 Hadouken he cannot go through.

                                    Supers:

Final Justice: D+DF+F+2P
 This is one of the coolest looking supers in the game. Cap A. rushes
 at you with a uppercut while yelling out "Final Justice!" (pretty cool
 huh?)that has you falling down on your head but before you can hit
 the ground he hits you with a 7 hit combo then launches you up and Cap
 America comes up and does a tremendously powerful suplex that loses 15%
 of your life alone with an explosion. It is visually impressive and
 does alot of damage taking away 35% of your life. Ramming the buttons
 don't work though because its one of them all or nothing supers and it
 hits 10 times. This however will go through fireballs during start up.
 This does not work on Mechanized Zangief though and it will not catch
 opponents in the air. Truly the coolest looking super in the game. I say
 this all the time but this time I mean it, I just simply love using it
 whenever I get the chance. Very hard to combo off of though. Watch for
 the recovery time though its horrible and it does no block damage.

Hyper Stars & Stripes: F,D,DF+2P
 Captain America does this move exactly like Ken's Shoryu Reppa, but
 looks cooler and is stronger. This is probably as strong as the Final
 Justice if not stronger. Once again this move cannot be made stronger
 buy ramming the buttons. This works better if Cap A. has no shield.
 This is Cap's super that has the less recovery time but it leaves him
 in the air a long time. When your up close to your opponent this will
 chip like crazy, a little less than the Crawler Assault and just as
 much as the Berserker Barrage X. Unlike Ken's Shouryuu Reppa or Akuma's
 Messatsu Gou Shouryuu is that Captain America's Hyper Stars n' Stripes
 will continue to connect as the opponent is slightly off the ground
 instead of getting knocked away and being able to block.

Hyper Charging Star: D,DF,F+2K
 The hyper version of his Charging star will eat other beam supers but
 will not hit after that. Cap rushes at his opponent with a huge energy
 forming around his shield and does alot of damage. However this is an
 extremely poor chipper if used from afar, but when used up close this
 will do a bit more block damage than the Hyper Stars n' Stripes and
 probably his the best super to use with a dashing helper. But watch for
 the recovery time as well.


                               Team Super

Captain America: Hyper charging Star(partner)Hyper Stars n Stripes(Cap)
 When Captain America is out of the screen he will do the Hyper Charging
 Star causing a ton of chipping damage and normal damage, and when
 Captain America starts his team super he will do the Hyper Stars n'
 Stripes that is easily comboed and chips away alot of life.

                               Team Counter

Captain America: Charging Star
 An excellent counter because it deals out a good amount of damage and
 will sometimes knock the opponent down. Also if your Cap still has his
 shield he will absorb projectiles.

                                 Combos

Ground Magic:       Stronger
Air Magic:          Stronger
Super Jump Magic:   ZigZag
Strikes:            S.Fierce
Knockdowns:         C.Roundhouse
Air Launchers:      C.Fierce, S.Strong
AC Finishers:       Fierce, Roundhouse, Shield Slash, Strong Air Throw


1) C.Roundhouse --> Charging Star(OTG)

2) D.S.Short, S.Forward, S.Fierce

3) J.Roundhouse --> Jab-Air Shield Slash
  A simple combo, just throw the Shield as soon as the kick connects
  and tag em while they're still reeling.

4) Helper Attack, Final Justice!
  Call in your helper, then pull off a Final Justice while they're
  trying to hit the helper. Either that or you could actually let the
  helper attack connect and if you're lucky, the Final Justice will
  connect after it.

5) J.Fierce \/ C.Short, C.Roundhouse --> Jab-Shield Slash(OTG)
  This is one of Cap's most effective combos. The Jab Shield Slash
  will always combo off of the knockdown as long as your opponent
  does not roll.

6) D.C.Short, C.Forward, S.Roundhouse --> any special or super move
  You must be EXTREMELY quick while pulling this off, the Roundhouse
  stuns the opponent for quite a long time, so Captain America can
  do his Marvel Super Hero combo except you must be quicker this time
  if you wish to pull off a Final Justice.

7) In corner: Hyper Charging Star --> Hyper Stars & Stripes
  Can anybody say major headache? Just make sure you cancel quickly.
  This will only work while your opponent is in the corner and don't
  worry I tried this myself by accident and people were awed! This
  really works because your opponent will be pinned to the wall for
  the longest time, if they're on the ground or close to it, use the
  Final Justice, this even works with the shield! If you don't have any
  levels of supers after the Hyper Charging Star just use his regular
  Stars & Stripes.

8) D.Short, S.Short, S.Roundhouse --> Final Justice
  This works completely with the shield. His S.Roundhouse is awsome!
  It stuns the opponent for any super to connect but to connect with
  the Final Justice? Yes it will do that. You must cancel quickly or
  it will be blocked.

                                   Harder Combos

1) J.Jab, J.Strong \/ D.C.Jab, C.Strong, C.Fierce /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> AC Finisher
  This is Captain America's standard air combo, well not standard, just
  extra hits added to his standard combo.

2) J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward, S.Fierce
  --> Jab-Shield Slash
  The Shield Slash will usually get blocked, but it's unavoidable and
  will do chipping damage.

3) J.Jab, J.Strong \/ C.Short, C.Roundhouse --> Helper Attack
  --> Final Justice
  The only helpers that'll work in this situation are Juggernaut and
  Sentinel. Try to be in the corner when doing this combo so that the
  helper reaches your opponent before they get up.

4) Lose Shield, D.S.Short, S.Fierce --> Any Super
  Try doing a Fierce Shield Slash and then dashing to your opponent
  to lose your Shield. Without it, Cap's S.Fierce will act like
  Ryu's S.Fierce, stunning the opponent long enough to hit em with a
  super.

5) J.Jab, J.Strong \/ D.S.Short, S.Forward --> Hyper Stars & Stripes
  or Team Super
  Cap's easiest setup for a super or team super when he has a Shield.
  Use this whenever you get a chance.

6) J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Roundhouse --> Hyper
  Stars & Stripes(OTG)
  A tricky combo cause the sweep is often hard to set up and it can
  be rolled out of. It's mostly for show cause it doesn't do as much
  damage as the other Stars & Stripes combo.

7) J.Jab, J.Strong \/ D.C.Jab, C.Strong, C.Fierce /\ SJ.Jab, SJ.Jab,
  SJ.Jab  /\ SJ.Jab, SJ.Strong, SJ.Forward --> AC Finisher
  Well his Marvel Super Heroes vs. Street Fighter combo works perfectly
  here, but its a bit easier to pull off. After the three jabs in the
  air double jump into the next air combo.

8) J.Jab, J.Strong \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Foward, SJ.Fierce, SJ.DN.Roundhouse
  The roundhouse will connect if you are in the corner, but it will only
  connect if you go slowly in the combo.

9) In corner: J.Jab, J. Forward, J.DN.Roundhouse \/ D.S.Short, S.Forward,
  S.Forward, S.Fierce --> Hyper Stars n Stripes
  Also I found it almost possible to replace the Hyper Stars n Stripes
  with a Final Justice, although you can easily chain a Final Justice
  off a standing Fierce in a corner but putting in a Final Justice combo
  is a bit harder.

10) J.Jab, J.Forward, J.DN.Roundhouse \/ D.C.Jab, C.Strong, C.Fierce /\
   SJ.Jab, SJ.Jab, SJ.Jab /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward,
   SJ.Fierce --> SJ.DN.Roundhouse
   Easy as that, it worked in MSHSF and it works here, its the same as
   #7 except four extra hits are added.

=============================================================================
=============================================================================

Iron Man

 During the 30th anniversary issue of Iron Man issue Tony Starks had a
 bad heart and was forced to use the NTU-150 Series Neuromimetic
 Telepresence Unit to stop the deadly robots who were on a dealy ramage.
 However the robots have found James Rhodes, but Iron Man comes to his
 rescue and reliazes he cannot be Iron Man everywhere and he decides to
 make another armor for Rhodes and is a better improvement of the last one
 giving him massive firepower. He is now a member of The Avengers West
 Coast and now helps deal out his missles on the brute maniac Onslaught.
 War Machine is very manuverable in this game and his hits do alot of
 damage and his durablity is very strong in the rankings. He also can fly
 for a long time and has good speed. So is there a weakness to him? Yes he
 cannot combo his Proton Cannon which takes for ever to start up and
 forever to put back in his shoulder, his attacks have a huge recovery
 time as well.

                                  Quotes

- "No, not Iron Man; War Machine!"
- "You can chalk up that loss to experience!"
- "Not even a scratch on the surface."
- "Barely had to dip into my bag of high-tech tricks!"
- "Superior technology triumphs once again."
- "Repulsors are primed and ready for more action!"



                                 Strategies

 Keep away is useless on this guy because he's a finest at it too. But
 whenever you see a Proton Cannon coming up quickly use a beam super like
 Hyper Megaman or a Shinku Hadoken so catch him before he ever brings out
 his bad ass cannon. He his really a fustrating character because he so
 balanced out with high rate. But poke and block will win with this guy
 because his War Destroyer will do heavy damage so watch out. Have a
 dashing character and use your beam super.

War Machine

Missle Blast: D+FP
 War Machine will fire one single missle at high speeds that will cancel
 fireballs but won't do very much chipping damage. There is one huge
 default in this though and that is that War Machine waits until it
 connects and then has time to block.

Shoulder Cannon: D,DF,F+P
 This is a good move that will hit multiple times and does great block
 damage and remember the recovery delay if you use Fierce cause its
 horrible!!! Try using Jab more often then Fierce.

Low Shoulder Cannon: D,DF,F+K
 This is the low version of the Shoulder Cannon and will hit people too
 short or just blocks low alot. Basically treat this like Cyclops' low
 Optic Blast and combine it with the Missle Blast for an easy damaging
 combo.

Repulsor Blast: F,DF,D,DB,B+P
 This is a great anti-air move because it juggles them in the air and
 will hit multiple times, but most likely not set up for the War
 Destroyer because it knocks 'em down. Can also be used on dashing
 opponents as well.

Smart Bombs: SK+SP
 This is a great move that does good damage as well as block damage. Its
 also easy to do and can be done in the air as well. The distance is half
 screen and has fair recovery time.

Rocket Boosters: D,DB,B+3K
 This will have him flying in the air, so this is useful for people who
 have ground supers like Captain America. While your in the air hit SK+SP
 and watch the life chip away. But be very careful because he cannot block
 while flying in the air!!!

Knee Dive: D+FK(air)
 What this basically is is a jump in attack. It comes out fast but
 really doesn't have much priority but War Machine can immeditaely go
 into his J.DN.Fierce afterwards just like Iron Man did setting up alot
 of combo possibilites.

                                     Supers:

Proton Cannon: D,DF,F+2P
 This is a very powerful weapon that does tremendous damage. The problem
 is that it takes far to long to start up and anybody should be able to
 counter with a beam super when he brings this cannon up. This cannon
 however will hit the opponent into the beam if they happen to touch it
 without blocking. This cannon will do alot of chipping damage.

War Destroyer: D,DF,F+2K
 This is the super that should be used often because it will follow
 the opponents and it inflicts good block damage. The recovery time
 is better than the proto cannon though so use this on jumping opponents
 or super jumping opponents that'll surprsie 'em cause it comes out fast.

                                 Team Super

War Machine: Proton Cannon
 Ouch! This super does alot of damage and chipping damage as well and
 will back up any super nicely. Also it has a bit of a start up delay
 and a long recovery time so you might want to think twice before using
 your team super.

                                Team Counter

War Machine: Repulsor Blast
 An excellent team counter because it just does so much damage and it
 will juggle the opponent. The recovery time is not bad if the opponent
 blocks it.



                                  Combos

Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Roundhouse
Knockdowns: C.Forward
Air Launchers: S.Roundhouse
AC Finishers: SJ.DN.Fierce, Shoulder Cannon Strong Air Throw


1) D.C.Short, C.Roundhouse

2) C.Fierce --> Shoulder Cannon
  Same idea as Cyclops' Optic Bullet to Optic Blast combo. As soon
  as you launch the missile cancel into the Shoulder Cannon.

3) D.S.Short, S.Roundhouse --> War Destroyer

4) D.S.Jab, S.Short, S.Fierce --> Shoulder Cannon
  This combo is a bit unreliable cause many opponents will be able to
  block the S.Fierce. However, if it does connect, immediately cancel
  into the Shoulder Cannon. It'll catch them as they fly to the corner.

                                 Harder Combos

1) D.C.Short, C.Strong, S.Fierce --> Shoulder Cannon
  This is similar to easy combo number four except the timing is
  trickier. The pay off is that the S.Fierce is impossible to avoid.
  Immediately after hitting them with the C.Strong, release the joystick
  and get into a standing position. Then hit em with a S.Fierce and cancel
  into the Shoulder Cannon as they land.

2) D.C.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.UP.Fierce --> Jab/Strong Shoulder Cannon
  This is War Machine's basic AC. It's also very customizable. You can
  skip the C.Strong if you want to, but it helps set up ther launcher.
  Also, you can point the Fierce downward to use as an AC finisher if you
  don't wanna do a Shoulder Cannon.

3) D.C.Short, S.Roundhouse --> War Destroyer, C.Short(OTG), C.Roundhouse
  This combo is simple until it gets to the OTG. As soon as you can move,
  knock em off the ground and hit em with the C.Roundhouse.

4) Fierce Throw into corner, D.C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.UP.Fierce --> AC Finisher
  War Machine is the one of the lucky few that can OTG after a throw.
  Just dash in quickly and OTG before they can recover. Then follow up
  with the AC of your choice.

5) Air Smart Bomb --> Knee Stomp, J.DN.Fierce \/ D.C.Short, S.Roundhouse
  /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Fierce --> Shoulder Cannon
  This is similar to his standard air combo except for the additional
  hits during the set up. As soon as the Knee Stomp connects, cancel into
  the Fierce so that he lands normally. Then dash in and finish up the AC.

6) Knee Stomp, DN.Fierce \/ C.Strong, S.Roundhouse SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Foward, SJ.UP.Fierce, Shoulder Cannon
  Okay this is a combo I made myself, this practically has the same
  properties as it did in MSH while playing as Iron Man. But the fierce
  in the air was his AC finisher but in this game War MAchine can go into
  the Shoulder Cannon. Just make sure you cancel into the fierce after
  the stomp quickly and you should be fine. Any questions, just email me.
  This works best if in the corner.

=============================================================================
=============================================================================

Gambit

 Once born as a theif in the swamp area of Louisiana he found out that he
 was a mutant. He has the ability to charge any object with kinetic energy
 to form high explosions. Not only that but he is an expert at playing
 poker and always has a trick up his sleeve. He is now a member of the
 X-Men and with his powers the heroes stand a better chance at defeating
 Onslaught. Gambit is an amzing Combo character, that means like any other
 combo character the recovery time is very little he can chain hits,
 cancel, and combo his supers extremely well. But alot like combo
 characters his strength and durability is weak, very weak.

                               Quotes

- "Hey, I think I bent my staff over your head......"
- "Style means everything, and you don' have any!"
- "Lebeau...... Remy Lebeau...... Remember dat name!"
- "Good looks, charm, wit, style and modesty, too!"
- "Not dealing with a full deck you say?"
- "Don't like that hand? I'll deal you another."
- "First class beating...... Cajun style!"
- "You've dealt yourself a full hand, but I am all aces!"





                            Strategies

 Well basically keep him away because your fireballs will eat his kinetic
 card up can go right through it. He doesn't take hits well so be on the
 offensive because he really doesn't have an anti air attack. However
 Gambit is extremely cheap because all his supers do heavy chipping damage
 and all his moves have no recovery time and he is just too darn quick.
 But keeping him away will do nicely.

Gambit

Kinetic Cards: D,DF,F+P
 This is one of the best and most used projectile in the game by Gambit
 players. It goes lightning quick and cannot be seen coming. However this
 will not go through or nullify Hadokens or any other projectile and will
 most likely get eatin up and over powered.


Trick Card: D,DB,B+P
 This is basically the same thing as the kinetic cards except it goes
 diagonally upwards. You can use this as an anti-air attack but its so
 slow and it goes at an angle its rarely that you will connect with this
 move.


Cajun Slash: F,D,DF+P
 The buttons used determines the little recovery time or no recovery time
 and the range, strength and length of the attack.
Jab: Gambit will come at you with one big swipe that is a great surprise
    move. Has no recovery time.
Strong: He will come at you with 3 swipes of his staff and has very little
       recovery time.
Fierce: He will also hit 3 times except you can hit the opponent while
       they are down and has little recovery time.


Cajun Strike: D(charge 2 sec.)U+P or K
 This move will have Gambit bounce off a wall and hit the opponent and
 will strike fast and cannot be countered by any normal move. But does
 fair damage. Just hold the joystick in the desired direction and hit
 the attack button whenever your ready to hit.


                                   Supers

Royal Flush: D,DF,F+2P
 This is a quick super that does pretty good block damage and good
 normal damage as well. Ramming the button wouldn't even work because the
 max hits you will get is always 37 for some odd reason and if the
 opponent is hit by the staff they'll be eating aces all day! Don't
 forget that this thing OTG's.

Cajun Explosion:D,DF,F+2K or D,DB,B+2K
 This move is alot like the Ultimate Web throw and will often be seen
 and will often be blocked. It does do heavy chipping damage and will
 do major damage if the opponent is blocking and in the corner. I think
 the down to back motion will have Gambit do the Explosion from above
 your opponents head and will really mess them up sorta like Chun-Li's
 neck breaker. But don't get fooled when Gambit is right above you
 doing the Cajun Explosion just block the way as if he were in front
 of you.


                               Team Super

Gambit: Royal Flush
 Without a doubt its obviously gonna be his team super. This super
 complements practically any super well because its damage potential
 as well as its chipping damage potential. Combine this with any other
 super and you can get up to 50+ hits most of the time, but Gambit will
 pose for a long while after the he completed the super leaving him open
 to attack.

                             Team Counter


Gambit: Cajun Slash
 A good counter but Gambit will perform the jab version of his Cajun
 Slash dealing good damage and knocking the opponent away giving enough
 time for Gambit to block.

                               Combos

Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse Forward Air Throw


1) D.S.Short, S.Roundhouse --> Jab-Kinetic Card

2) C.Roundhouse --> Fierce-Cajun Slash or Royal Flush(OTG)

3) J.Fierce \/ S.Roundhouse --> Jab-Cajun Slash

4) J.Fierce, J.Roundhouse \/ Jab-Cajun Slash

5) Helper Attack, Royal Flush


                             Harder Combos

1) J.Fierce, J.Roundhouse \/ D.S.Short, S.Roundhouse --> Jab-Kinetic Card

2) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Jab-Cajun Slash

3) J.Fierce, J.Roundhouse \/ D.S.Short, C.Roundhouse --> Fierce-Cajun Slash
(OTG)

4) J.Fierce \/ D.C.Jab, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ. Strong,
  SJ.Forward --> AC Finisher

5) J.Fierce \/ D.C.Short, C.Strong, C.Roundhouse --> Royal Flush(OTG)
  Gambit's most painful combo so far. Be quick when cancelling into the
  Royal Flush or it'll miss.

6) In Corner: Fierce Throw, C.Short(OTG), C.Fierce /\ SJ.Jab, SJ.Short,
  SJ. Strong, SJ.Forward --> AC Finisher
  The basic corner combo for Gambit since X-Men vs. Street Fighter. It
  is rather cheap since you must throw your opponent, but after that
  it is a rahter powerful combo.

7) J.Fierce, J.Roundhouse \/ D.S.Short, C.Fierce --> Royal Flush
  You must be right next to your opponent after launching them in order
  for the Royal Flush to connect. Gambit's staff will knock them down
  into the cards.

8) J.Short, J.Forward, J.Fierce\/ D.S.Short, S.Roundhouse --> Jab-Kinetic
  Card, D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
  --> AC Finisher
  The popular combo from X-Men vs. Street Fighter, you may want to take out
  a few hits against smaller characters when you are jumping in.

=============================================================================
=============================================================================

Hulk

 Bruce Banner, the highly intelligent rocket scientist was testing an
 atom bomb while a lunatic drove in the test area and Bruce was able to
 say the dumb guy while he absorbed the radiation. He, despite his size,
 strength, and durability was a well-mannered walking giant when he
 encountered someone of his size named Frost. This Frost guy is stronger
 than Hulk( wow! and he looks so human) and well I'm not going to get into
 this story because its not important. He has heard of Onslaught's wrath
 and comes to the aid of his other heroes as he takes on the brute. Hulk
 is the strongest Character in the game besides the exception of Mega War
 Machine. He is still to fast for a big guy and his combos have been
 lengthened since MSHSF. He is a little better than he was the last
 version and still has a super armor which allows him to take some hits
 before feeling the effects of it thus he can stop combos before they
 occur. Hulk can trade hits with Onslaught but my money goes to Onslaught
 because of his damaging supers.

                                   Quotes

- "Brains and body...... What a perfect combo!"
- "Gamma charged and ready for the next match up!"
- "I've had a harder time squatting mosquitoes."
- "Catch you later. I've got some researching to do."
- "Barely flexed a bicep that time, who's next?"
- "Hey! Quit hitting my fists with your head!"
- "Still the strongest in this and any other world!"
- "That was pathetic. Are you trying to be funny?"
- "All this and I can tore bails too!"
- "You tried to beat me with muscle? We could've talked, use your brain"



                                 Strategies

 Basically keep this guy away! Because his strength will kill you in
 an instant. He has a ground wave that will eat fireballs and will hit
 you in stun motion. He doesn't use this much and your beams won't have
 a good affect on him. Final Justice, Captain Storm, and Maximum Spider
 will eat him alive so these all or nothing supers work well. If you do
 happen to have Chun-Li as a player than use her Kikosho when Hulk
 takes time to grab a comet and immediately use it and Hulk will take
 huge chipping damage and you end up with the same amount of lives
 you've had in the beginning. Watch out though he will chip you with his
 normal attacks, but it won't kill you. Use Hulk's S.Jab alot because its
 pratically impossible to counter. Watch out for his C.Fierce because
 it'll have to hit twice for the launcher to connect. Take note of his
 S.Roundhouse as an air launcher, it has high priority and will beat out
 alot of moves, plus if they block they'll take chipping damage. It will
 not launcher off the ground however.

Hulk

Gamma Slam: D,DF,F+P
 This move is so-so, its not really affective all that often because of
 the start up delay involved and comboing it it difficult as you will
 have to cancel after the first hit of Hulk's crouching fierce launcher.
 Also characters like strider Hiryuu or Wolverine can easily jump over
 this and come in for a quick combo.

Gamma Charge: B(Charge 2 sec.)F+K, or D(charge 2 sec.)U+K
 Hulk Charges at you and will eat fireballs, but he takes damage if
 he eats projectiles but his super armor should keep him going and hit
 the opponent for good damage, but if blocked he will be stuck for a
 while so use this to your advantage if you are the opponent against Hulk.
 Hulk can do 2 of these in a row, after you complete the motion hit
 another direction again and push kick for the second Gamma charge.
 This move is extremely powerful but yet the recovery time is really bad.

Gamma Tornado: F,DF,D,DB,B+P
 This will swing the opponents to the other side of him and do incredible
 damage but watch for the recovery time cause he is KORT(King of Recovery
 Time) and will get countered alot so becareful when playing him. This is
 blockable as well.

                                  Supers:

Gamma Wave: D,DF,F+2P
 Ouch! Your back should always be in the corner if you want to do this
 move because the farther away Hulk is from the other corner the more
 damage it does just like Magneto's Magnetic Shockwave. This super can chew
 away up to 60% of your life! Also it really doesn't do that much chipping
 damage and opponents can push block the super thus taking only about two
 or three pixels of chipping damage, but the recovery time is next to
 nothing. The damage can vary from 20% of your life to 65%!

Gamma Crush: D,DB,B+2P
 Hulk goes up reaches for a comet and crushes it on you doing good damage
 and heavy chip damage. If the opponent is jumping at you they will get
 hit and drop on the floor unable to block, but there is also a down side
 to this as well. When they get knocked they'll either just fall in front
 of you or half screen distance away from you. If they fall in front of
 you, you'll completely miss the damage!!! For those of you wondering what
 do you mean where does he get it? He is massively strong and has a giant
 leaping ability surpassing Michael Jordan's(yes this is possible) and
 will jump so high reaching outer space to get a comet or a piece of the
 moon. Jeez has everybody for gotten their astronomy?

Gamma Quake: D,DF,F+2K
 This is the move that should be used the most because it practically
 goes screen distance except when someone is all the way on the other
 corner, that causes the opponent to escape any damage. Use this on
 jumping opponents as well. It does good damage and fair chip damage
 as well.


                            Team Super
Hulk: Gamma Wave
 An excellent super to back up for your partner because it does huge
 damage if it connects and also it pushes away your opponent making it
 alot harder for your opponent to counter incase they block. However
 combining with the Death Bite or Hyper Stars n' Stripes is a serious
 killer!

                           Team Counter

Hulk: Gamma Charge
 An all around excellent team counter because it comes out extremely
 quick and it can absorb projectiles and hit the opponent in stun
 animation while going full screen distance at the same time. It will
 jack up your opponent so you can block immediatley as well.

                             Combos

Ground Magic: Weak Start
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Strong, S.Forward, S.Fierce, C.Roundhouse
Knockdowns: None
Air Launchers: C.Fierce, S.Roundhouse
AC Finishers: Strong, Fierce, Roundhouse, Strong Air Throw


1) S.Short, S.Fierce --> Ground Wave
  The Ground Wave is not really part of the combo but it pushes away
  the opponent leaving Hulk safe in case they block.

2) C.Fierce --> Jab-Gamma Tornado
  Immediately cancel the C.Fierce with the Tornado so that the second
  hit does not connect. If it does, then your opponent will get launched
  and Hulk will be left grabbing at air.

3) J.Roundhouse \/ Gamma Quake
  Hit em deep with the kick and do the super as soon as you land.
  They'll be able to block if the kick is not extremely deep.

4) C.Short, C.Forward --> Gamma Quake
  A simple and easy to do combo. However, Hulk needs to be right up next
  to his opponent for this to connect.

5) D.C.Short, C.Fierce --> Gamma Crush
  The C.Fierce to Gamma Crush combo is one of Hulk's most painful combos.
  It works great on people that like to jump in on you!

6) D.C.Short, C.Fierce(one hit) --> Ground Wave or Gamma Wave
  If you time it just right, the wave should catch them before they get
  launched. Even if they block the C.Fierce, this is a very safe combo
  cause it'll push em away.

7) D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Fierce
  Hulk's basic air combo. It should work on every character. If you try
  to tack on any more hits, he'll either miss the Fierce or finish the AC
  prematurely.

                                  Harder Combos

1) J.Short, \/ C.Short, C.Forward --> Gamma Charge --> Gamma Charge
  This combo is Hulk's easiest and most painful ground combo. The trick
  is to start charging for the Gamma Charge as soon as you start the
  combo.

2) In Corner: J.Short, J.Forward \/ C.Short, C.Fierce /\ SJ.Jab,
  SJ.Strong, SJ.Fierce
  This combo should be quite easy to do, however on the smaller characters
  it will be harder to connect against them with the two hits in the air
  so you may want o jump in with a more priority roundhouse kick and
  continue your combos from there.

3) J.Short \/ C.Short, C.Fierce --> Upwards Gamma Charge --> Upwards
  Gamma Charge, C.Fierce(OTG) --> Gamma Wave/Gamma Crush
  The Gamma Wave is tough to connect, but if you do get it to connect
  ths combo can deal 70% damage! However the Gamma Crush is much easier
  to connect with so you may want to stick with that super instead.

4) In corner: C.Short --> Gamma Quake, Gamma Crush
  I've never really got this to work, but as far as I've seen in the
  arcades it works fine, but I never got it to connect. Some help on
  this would be nice.

5) In corner: J.Short, J.Forward \/ S.Jab, S.Fierce --> Gamma Quake
  --> Gamma Crush
  Like the combo above, except this time there are more hits to the combo.
  But I have found that this combo easier to connect fully that the first
  one at the top, not sure why but it just is. Its one of those things
  that you cannot explain.

6) In corner: J.Short, J.Forward \/ D.C.Short, C.Fierce --> Upwards Gamma
  Charge, Upwards Gamma Charge \/ C.Short, S.Roundhouse /\ SJ.Jab, SJ.
  Short, SJ.Fierce, SJ.Fierce(OTG)
  Well this combo was taken from previous games where Hulk appeared in. It
  still works in this game but much harder to pull off than in Marvel
  Super Heroes or Marvel Super Heroes vs. Street Fighter. You can
  replace the air combo with a Gamma Crush if you want.

7) In corner: J.Short, J.Forward \/ D.C.Short, C.Fierce --> Upwards Gamma
  Charge, Diagonal Upwards Gamma Charge \/ S.Short, S.Fierce --> Gamma
  Quake

=============================================================================
=============================================================================

Captain Commando

 Well he used to be the Capcom Mascot but the role given to Pure & Fur.
 He even had his own game called Captain Commando(duh) with the same
 powers he had now. He protects the lives of innocent people while
 whooping punks and drug dealers on the streets. He is your basic crime
 fighter like Batman, but without the tragic past. Now he's got a bigger
 task at hand, the takedown of Onslaught. Captain Commando has great
 strength and speed and has the ability to combo both supers. He has
 other Commandos come to aid him in his quest whenever he needs it. Sho
 the Ninja is probaly his only other Commando that he can call to finish
 his ground combos.

                              Quotes

- "Burn, baby, burn!"
- "Get up, go home, and tell 'em who defeated you."
- "Thank you for playing this game!"
- "I welcome your challenge! You can become the best!"
- "Capcom's first game was Vulgus, which was released in 1984."
- "We stand for justice, fair play and character."
- "Graphics aren't everything. Gameplay is the key!"
- "You would make a great soldier."




                           Strategies

 You won't win keep away against this guy because he has excellent keep
 away skills that rivals Megaman's. He doesn't take hits well and has
 tremendous ground to super combos, so be on the lookout for it. Have a
 dashing helper and use your beams on him because he doesn't take beams
 well either. But stick to keep away and he'll give up eventually.

Captain Commando

Captain K.O.: D,DF,F+P
 This is not Captain Fire its called Captain K.O.(he yells this out when
 he does it anyways) because remember the CapCom game for the SNES a
 while back and he used this to finish of opponents and just knock them
 out!!! This has good strength and should be used often and will go
 screen distance. Doing good chip damage.

Captain Corridor: D,DB,B+P
 This is simply a great anti-air move probably the best in the game and
 has fair distance as well. Use this on jumping characters or to set up
 the Captain Sword. The fact that Captain Commando has this at his
 disposal is literally unfair, even opponents who are next to him and
 blocking will get pushed back too far to even counter unless they
 have a fast super like the Hyper Stars n' Stripes or Shouryuu Reppa.

Captain Kick: D,DF,F+K
 This is a great surprise move because it goes screen distance in less
 than a sec, but the recovery time is lame. Sometimes and most likely
 he will, he will completely miss the opponent and go over there head
 leaving him open for attack. Use this kick on Zangief and Hulk but
 start hitting them after that because they won't feel the effects of
 anything after a few hits so that gives them room to counter back.

Commando Strike: D,DF,F+K
 Well Captain Commando will call out one of his buddies to get a crack
 at the opponent, and depending on which button you press will determine
 who will come out.
SK- Sho the ninja comes out very quickly and can be comboed easily
   because he hits multiple times and does good damage.
FK- Jennety comes up and down while spinning a knife doing good damage
   and is basically used as a anit-air attack.
RK- Hoover will launch a missle at you at head height and will not only
  do poor chipping damage but poor normal damage as well. He takes awhile
  to actually shoot the missle so its usually blocked, but comes at you
  fast. The worst of all three.

                                Supers

Captain Sword: D,DF,F+2P
 This is an incredibly damaging super for something that doesn't even
 connect half the way. It goes up and comes at you going screen distance
 while doing weak block damage. When you combo this with a helper make
 sure you pull it off immediately because it'll do very little damage
 if it OTG.

Captain Storm: D,DF,F+2K
 Almost like the Final Justice but a little more flashier. CapCom rushes
 at you with an uppercut that hits you high up then all of his teammates
 come out and gets a beating on your opponent rising them up and while
 the opponent comes down CapCom has prepared a huge Captain Corridor that
 will bounce your opponent while your group poses for a shot doing a
 total of 12 hits. This move however will not do chip damage and its
 another all or nothing super. But the recovery time is long so use this
 to your advantage if you've blocked. This will also go under fireballs.
 Oh yeah its very comboable as well.


                             Team Super

Captain Commando: Captain Sword
 An excellent super because if your opponent is above you and even if
 they block the beam will bring down your opponent and into your
 partner's team super! This super causes alot of damage and there is
 practically no escape from this super except when the opponent is
 behind your Captain Commando.

                             Team Counter

Captain Commando: Captain Corridor
 An excellent team counter because it can even hit opponents who are
 above your partner and it deals good damage and will send your
 opponent flying away leaving Captain Commando safe to block.

                               Combos

Ground Magic: ZigZag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: C.Strong, S.Roundhouse
AC Finishers: Fierce, Roundhouse, Captain K.O., Strong Air Throw



1) D.S.Jab, S.Jab, C.Short, S.Roundhouse --> Captain Corridor

2) D.S.Short, S.Roundhouse --> Captain Sword
  The cheese em' combo that is so damaging its just unbelievable. Very
  easy to do and very damaging, what a "perfect combo!"

3) D.C.Jab, C.Forward, C.Fierce --> Captain Fire, Captain Corridor,
  Short-Commando Strike, or Captain Storm
  Captain Commando's crouching fierce is really a superb weapon to have
  it will stun the opponent long enough for anything to connect besides
  his Captain Sword.

4) Helper Attack, Captain Fire or Captain Storm

5) J. Foward, \/ D.S.Fierce, S.Roundhouse --> Captain Sword

                               Harder Combos

1) D.S.Jab, S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward</pre><pre id="faqspan-4">
  --> AC Finisher

2) J.Fierce \/ D.C.Short, C.Forward, C.Roundhouse -->
  Fierce-Captain Corridor(OTG)
  Try to wait a split second when the opponent hits the ground, because
  if you do this too early you will miss the opponent.

3) In corner: D.C.Short, C.Forward, C.Fierce --> Captain Storm
  Wham! Bam! Captain Storm! A smooth combo that works perfectly. You
  should not have too much trouble with this combo though.

4) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce
  --> Captain Storm, C.Short(OTG), S.Roundhouse --> Captain Sword
  This combo may look easy but I find that A LOT of people tend to either
  forget the roundhouse or the Captain Sword. Try to remember and put
  your opponent to dust.

5) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce
  --> Captain Storm, C.Short(OTG), S.Roundhouse --> Captain Sword,
  D.C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward
  --> AC Finisher
  This combo was taken from Miguel Rustia(like the majority of the combos
  on this FAQ!) but I doubt that it will work since you can only OTG
  the opponent once, but its worth a try.

6) J.Fierce \/ D.S.Jab, S.Short, S.Strong, S.Foward, C.Fierce
  --> Short Commando Strike
  You should make this combo as as quick as possible without any stops
  in between, or if you do stop make sure your amount of time between
  attacks are all equal. His crouching fierce should set up nicely for
  the Ninja to come in through.


=============================================================================
=============================================================================

Venom

 Long after his fight against Carnage he served helping the innocent and
 has his hatred for Spider Man has cooled off. Over the years he has had
 some rather bad relations with Juggernaut, suffering defeat not once but
 twice from him. During that time his symbiote had mutated into a more
 hideous creature than his original symbiote, but sensing how I don't
 want to spoil too much I'll stop right there as to how his symbiote
 came back to normal. After his encounters with Carnage and Juggernaut
 he has had a sense of justice and just will and will attempt to try and
 stop the might Onslaught himself(well not by himself, he needs a special
 partner and a special helper right?).


                                 Quotes

- "Spider-man will pay for ruining my innocence!"
- "We're going to eat your brain!"
- "That's just a sample of what I'm gonna do to Parker!"
- "My symbiote's tops. Everyone should have one."
- "You broke the rules and you were punished for it."
- "Innocent death is always unpleasant. For you."
- "And righteous triumphs once again."



                              Strategies

 Basically he doesn't take anything well. His anti air attack is very
 weak so anything works on him. His priority is okay, but he tends to
 be a bit slow in recovering from his special attacks. His supers are
 rather effective, especially his Venom Web and he has some rather
 nasty combos. His strength and speed are very good, but it seems to
 me that Spider-Man beats him in both departments.

Venom

Lunge Bite: F+HP
 This move is very strong and is like a mini version of the venom fang.
 Hit will push opponents away making it a great keep away move, but
 does no chipping damage and can be used as a ground combo finisher.
 Basically you can treat this like Hulk's standing fierce, its just that
 the recovery time is better than Hulk's.


Venom Fang: D,DF,F+P
 This will have Venom arching in a blob form that does good damage and
 can also be done in the air. The button use determines the height and
 arch of the blob so becareful not to miss. You can also use this in an
 air combo as well, treat this like you would Sakura' Shououken in the
 air from Marvel Super Heroes vs. Street Fighter.


Web Slam: F,DF,D,DB,B+P
 If this catches the opponents then it will start slamming them across
 the screen doing super strength damage if you manage to ram the buttons.
Jab-      will go straight across
Strong-   will go at a 45 degree angle
Fierce-   will go straight up


Web Rush: D,DF,F+K
 This is an anti-air attack that goes around Venom, but it has huge
 recovery delay. Basically its more like a protective shield around Venom
 as his symbiote swirls around him. The recovery time is practically
 non-existant making this a safe move to use.

                                 Supers

Venom Web: D,DF,F+2P
 Once of my favorite supers in the game because its another one of
 those auto supers that you will only work on an unblocking opponent.
 You can also use this super just as you see Spider Man about to start
 his Maximum Spider or if you see Gambit do his Cajun Explosion. Once
 it connects Venom will cacoon his opponent while then proceed to
 pummel his opponent in an auto combo that ends with the Venom Fang.
 But your opponent must be really stupid to get caught by this move
 because it has a bit of a start up delay and your opponent must be close
 to your for this to connect.

Death Bite: D,DF,F+2K
 An excellent super that can be easily comboed as your opponent will be
 surfed along Venom's symbiote that does alot of damage. This move is very
 similar to the Omega Destroyer because the closer you are to your opponent
 the more damage it does. This will combo off his strike as well, but its
 much easier to combo if you are closer to your opponent.


                               Team Super

Venom: Death Bite
 An all around excellent team super although it doesn't really chip that
 much damage it pushes the opponent back and it can really complement
 your partner's super by the damage that it does. Since it pushes your
 opponent away you really don't have to worry about being countered too
 often.

                            Team Counter
Venom: Venom Fang
 A tremendously excellent team counter because it comes out fast and does
 excellent damage and also it can go over some projectiles and even if
 your opponent blocks they can suffer a good amount of chipping damage.

                              Combos:

Ground Magic: Stronger or Punch to Kick
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.FD.Fierce
Knockdowns: C.Roundhouse
Air Launchers: S.Strong
AC Finishers: Fierce, Roundhouse, Venom Fang, Strong Air Throw


                                         Combos

Easy Combos
1) C.Strong --> Venom Fang

2) C.Roundhouse --> Short-Venom Fang(OTG)

3) J.Roundhouse \/ S.Roundhouse --> Death Bite or Team Super

4) J.Roundhouse \/ S.Roundhouse --> Short-Venom Rush

5) D.S.Strong /\ SJ.Jab, SJ.Strong --> Venom Fang
  Basically not much too it that cna be explain or said, its pretty much
  self explanatory. You don't have to cancel into the Venom Fang this
  early, but if you want to get the job done quickly, then go ahead and
  finish the air combo off with the Venom fang.

                                      Harder Combos

1) J.Roundhouse \/ C.Jab, C.Roundhouse --> Short-Venom Fang(OTG)
  Probably Venom's longest ground combo. It's a very simple one, just be
  quick about OTGing with the Venom Fang.

2) Fierce Throw, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong
  --> Strong Air Throw
  Pause for a very quick split second after the throw. Most guys try to
  hit the launch too quickly and miss the window of opportunity. Just
  pause and you'll catch em before they break out. Follow up with an AC
  and another throw for some insane damage.

3) Fierce Throw, S.Jab, S.Foward -->Death Bite or Team Super
  Works best if you're in a corner. Very useful and very cheesy.

4) J.Roundhouse \/ D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
  --> AC Finisher
  Standard air combo for Venom, master it and you will already be a
  master at Venom!

5) In corner: Fierce Throw, D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Forward --> Strong Air Throw \/ Death Bite or Team Super
  The point of this combo is too dash and quickly launch the opponent
  before they hit the ground, you can OTG them, but since your opponent
  can roll out of this, its best that you launch them before they have
  the chance to.

6) In corner: J.Roundhouse \/ D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Roundhouse --> Fierce-Venom Fang \/ Fierce Web Throw
  You can do the fierce Web Throw, but you can launch your opponent up
  into the air again and then into another air combo, or you can use
  your Venom Web as you land, other wise its up to you.

=============================================================================
=============================================================================

Morrigan

 Her personality is always on the sexual nature. She seduces men and when
 there asleep she takes their soul. But living as a Suucubus this is as
 natrual as her life can get. She then found out that Onslaught was going
 to destroy every living soul on Earth and she doesn't like that because
 she won't have nobody to take their soul from. This led her to use her
 powers to fight against the supreme Onslaught.


                         Quotes


- "I shouldn't have gone so easy on you!"
- "Eternity can be lonely. Please keep me company."
- "My beauty can overcome brains and brawn."
- "Your soul is strong...... May I borrow it? Forever......"
- "Stay down, it's easier that way."
- "It gets rough sometimes...... Just stay on your back."
- "Your soul is not worthy of me."
- "You can get hurt...... Don't exert yourself next time."



                           Strategies

 She is a finesse at keep away because she acts like a Ken. She takes
 hit well and has lethal combos. Be on the offensive side because she
 doesn't like to play defense that often. While she does play like
 X-Men vs. Street Fighter Ken, players who have used her before in
 the Darkstalkers series should easily adapt as the magic series is
 also the same in this game as well.

Morrigan

Shell Kick: D+MK(air)
 This is sort of a drill like move that will either beat out your
 opponents launch attack or just trade hits. Beware the recovery time
 is very poor so its hard to counter.

Shell Pierce: D+HK(air)
 Bats will fly around her legs and she will sorta drill at you, so
 use this like a Chun-Li stomp kick.

Soul Fist: D,DF,F+P
 This is exactly like Ryu's Hadoken and should be used often. It has
 the same damage,speed and width. It has good power both on the normal
 and chipping side.

Shadow Blade: F,D,DF+P
 This move is exactly like the Shatoken Dragon Punch and should mostly
 be used as an anti air attack. This can also be used in the air as well.
 But like most anti air attacks if she misses she will fall unable to
 block.

Vector Slam: F,DF,D,DB,B+P
 This is a very powerful move that flys the opponent up and she slams
 them down, but this move is blockable though. If she misses she'll start
 swinging her arms to regain her balance so attack when necessary.

                                   Supers

Soul Erasor: D,DF,F+2P
 This move is very powerful but takes awhile to start up. The bats help
 her set up this beam of death practically killing anyone who doesn't
 block. Use a dashing helper like Collosus or Psylocke to stun them
 long enough to use the beam. This has good recovery time though so use
 it often.

Silohuette Blade:F,D,DF+2P
 This move is the weakest of all her supers but still very damaging and
 is the easiest to set up from combos. Lilith images will appear and
 connect very fast but does little chip damage. However unlike Ken
 if she misses with this opponents will have a harder time countering
 because the recovery delay isn't really all that bad, but its still
 a risk against quick opponents like Wolverine or Spider-Man.

Darkness Illusion:D,DF,F+2K
 This is one of the coolest supers in the game!!! This is another all
 or nothing supers that have to connect for damage. She'll rush at you
 with her rockets(?) and uppercuts you doing a devastating combo. Not
 only that but she calls upon Lilith to help her beat the crap out of
 the opponent. This move can do only 33 hits on the ground and 34 hits
 in the air, so ramming the buttons won't work. This is the strongest
 super of her arsenal but does no chip damage so becareful cause this
 will leave her stunned for awhile.

Eternal Slumber: JP, MK, B, SP, FP(Level Three)
 This move is unblockable but comes out very slow, but don't worry
 people who haven't seen this before will just block the heart and
 end up getting beat up behind the curtains. But use it wisely cause
 it'll eat up 3 levels of super.


                              Team Super

Morrigan: Soul Eraser
 An excellent team super to back up her partner's because it helps bulk
 up the chip damage and also it does alot of damage as well and its
 really hard to counter.

                           Team Counter

Morrigan: Shadow Blade
 An excellent team counter because it does good damage and it will even
 hit the opponent who is above your partner. Also if it connects it
 will send the opponent away to the other side of the screen leaving
 Morrigan safe to block but if somehow the opponent blocks the opponent
 does have a small chance to counter though.

                               Combos

Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: Zigzag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Soul Fist, Shadow Blade,
             Strong Air Throw




                                         Combos

Easy Combos

1) D.C.Short, C.Forward, S.Roundhouse

2) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse

3) D.S.Jab, S.Short, S.Strong, S.Forward --> Shadow Blade

4) D.C.Short, C.Forward --> Silhouette Blade

5) C.Roundhouse --> Silhouette Blade(OTG)

6) Kill first character, Eternal Slumber
  The quicker you do this when the opponent dies, the more of the chance
  that you will have at connecting this super.

7) Helper attack --> Soul Eraser
  Since you can't OTG the Soul Eraser this is the only logical way to
  combo it in.

8) D.S.Jab, S.Short, S.Strong --> Darkness Illusion

                                     Harder Combos

1) J.Jab, J.Short \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> AC Finisher

2) D.C.Short, C.Strong, C.Forward, C.Roundhouse --> Darkness Illusion(OTG)
  Go ahead and waste your time and your super, the total hits to come
  out of this combo is 5 lousy hits. The Darkness Illusion acts like
  Captain America's Final Justice from Marvel Super Heroes, it will
  only hit once and roll the opponent away if it OTGs.

3) J.Jab, J.Short \/ D.S.Jab, S.Short, S.Forward, C.Fierce /\ SJ.Jab,
  SJ.Short, SJ.Strong, SJ.Forward --> Shadow Blade/Soul Fist/Darkness
  Illusion
  Well if you like to mop the floor with your opponent this is the
  combo to use.

=============================================================================
=============================================================================

Spider-Man

 This wall crawler used to be a geek until being bitten by a radioactive
 spider. This gave him the superior strength and agility of an Arachnid.
 He decided to use his powers for wrestling making big bucks during one
 of the nights he was due to wrestle he was possesed by how much money
 could earned and gave no help to help catch a crook.  That same night
 the same burglar broke into Uncle Ben's house killing Peter's dear uncle.
 He has always told to himself "with great power comes great
 responsability" and that has led him to the fight against Onslaught.

                                    Quotes

- "J.J. doesn't pay me enough for this."
- "Hope M.J. doesn't mind if I'm late."
- "And I still have enough time to make it back for dinner."
- "You got a beef with me pal? Well, I've got one for you, too!"
- "Best two out of three? You're on!"




                                 Strategies

 Well play offensive on him because he rarely uses his Spider Sting
 and doesn't take hits well. He will often get you in corner traps and
 keep comboing you all day so keep switching because he rarely blocks.
 Any super works on him so keep filling up that meter.

Spider Man

Web Ball: D,DF,F+P
 This will catch the opponent and hold them there unable to block or
 move. This does good damage as well. If you use the fierce punch you will
 have enough time to actually use your Maximum Spider. However the start
 up delay is long and the jab version is best at keep away. The Jab and
 Strong versions of the Web Ball can be used as an AC Finisher though.

Web Throw: F,DF,D,DB,B+P
 This move will come out and catch the opponent and Spidey will start to
 swing aroung and the release doing heavy damage. However this is
 blockable and will leave him vulnerable. The Jab version goes straight
 across, the Strong version goes diagonally upwards, while the Fierce
 version goes straight up.

Web Swing: D,DB,B+K
 This move comes out extremely fast and will surprise anyone. However
 if you connect you can get to the other side of your opponent. Once
 your on the other side your opponent will most likely have blocked in
 time so you can't do a thing. Also this does alot of damage and it can
 be easily comboed as the Roundhouse version will OTG.

Spider Sting: F,D,DF+P, then P(optional)
 This is one of the moves practically all Spider Man users won't use.
 This is use for an anti air attack just like the Shatoken Dragon Punch.
 If you can master this you can make Spider Man one of the best
 Defensive Characters in the game. If you press P again you can initiate
 the second Spider Sting hit otherwise your opponent will be dangling in
 the air and you must initiate the second hit quickly otherwise the
 opponent can attack you.


                                     Supers

Maximum Spider: D,DF,F+2P
 This is an extremely damaging move and will juggle your opponent in the
 air doing 5 hits that does a ton of damage. However this does about
 three pixels of block damage and will leave Spider Man vunlnerable to
 wide supers like Captain Sword or the Big Bang Laser.


Crawler Assult: D,DF,F+2K
 This is Spider Man's best chipping super and will do heavy damage if you
 can ram the buttons long enough. Spider Man does a wicked dance-like
 combo that leaves shadows behind him and is extremely fast and will be
 anyone who makes a mistake. It's hard to roll out of this though, but
 only if Spidey has started this super while your in the air and about
 to fall. If your on the ground Spidey will still be able to OTG this
 but you should be able to roll out of it. Also all the hits will connect
 this time unlike in Marvel Super Heroes Vs. Street Fighter where the
 last kick would not connect and would levae Spider Man open to attack.
 Also its also COMBOABLE NOW WITHOUT OTG!

Ultimate Web Throw: D,DB,B+2P
 This is the strongest of all of Spider Man's supers. If the opponent
 is standing right in front of Spidey(and he has to) and not blocking
 Spidey will catch this guy and start to gain momentum then finally he
 releases the opponent hurtling into the wall doing extrememly powerful
 damage. This will not chip so don't use it often and will have a start
 up delay. Try spinning the joystick in the same direction Spidey's
 swinging the opponent for maximum damage.


                           Team Super

Spider-Man: Crawler Assult
 An excellent team super because it does good damage and it comes out
 quite fast. Also it does alot of chipping damage and if Spider Man has
 knocked the opponent down he can immediately go into his team super,
 but Spider-Man will recover from this super before he can attack or
 leave to take a rest.

                           Team Counter

Spider-Man: Spider Sting
 An excellent team counter because it comes out fast and can knock some
 people out of their supers, but if the opponent does manage to block
 Spider-Man will fall unable to block.

                             Combos:

Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: S.Strong, C.Forward(small launcher), S.Roundhouse(air
              launcher)
AC Finishers: Fierce, Roundhouse, Web Swing, Strong Air Throw

                             Combos

Easy Combos

1) J.Roundhouse \/ C.Jab, C.Strong, C.Fierce

2) D.S.Short, S.Forward --> Jab-Web Ball

3) D.S.Jab, S.Strong --> Strong-Web Throw
  This combo is not a sure thing. It is very tricky cause it only works
  on the bigger characters.

4) D.C.Short, C.Strong, C.Roundhouse --> Web Swing(OTG)

5) Fierce Air Web Ball, Maximum Spider
  This is the only way to combo the Maximum Spider. As soon as you
  see the ball connect, immediately pull off the super to hit em'
  before they shake free.

6) J.Short, J.Roundhouse \/ S.Strong /\ SJ.Jab, SJ.Strong, SJ.Fierce


                         Harder Combos

1) J.Roundhouse \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> AC Finisher
  This will be the bulk of your offense with Spidey. Get this to connect
  reliably and you'll already be a master at Spidey.

2) J.Jab, J.Strong, J.Fierce \/ D.S.Short, C.Forward --> Fierce Spider Sting

3) J.Roundhouse \/ D.S.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> Jab-Web Ball
  This is Spidey's alternate air combo. Skip the SJ.Forward to get a web
  ball to connect. The beauty of this AC is the fact that Spidey lands
  after the opponent gets up. You can then confuse them into blocking the
  wrong way and relaunch.

4) J.Jab, J.Strong, J.Fierce \/ D.C.Short, C.Forward, S.Roundhouse
  /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
  Same as Spidey's regular air combo except for the additional hits
  during the jump in. Do this for show or if you wanna rack up the combo
  meter.

5) J.Roundhouse \/ D.C.Short, C.Strong, C.Roundhouse --> Crawler Assault(OTG)

6) J. Fierce \/ D.S.Jab, S.Jab, S.Short, S.Foward, C.Fierce, C.Roundhouse
  --> Crawler Assault (OTG)

7) Fierce Web ball, etc.
  Just keep doing this, I'm not sure if its an infinite though but you can
  keep doing this.

8) D.S.Jab, S.Forward, C.Roundhouse --> Helper Attack, Web Ball \/ D.S.Short,
  S.Roundhouse --> Crawler Assault

=============================================================================
=============================================================================

Zangief

 After the World Warrior Tournament years past and Zangief was getting
 bored of wrestling bears and he soon heard that Onslaught's wrath might
 fall apon mother Russia. Wasting no time he hurried to New York with the
 other heroes and was now engaged in battle with Onslaught. Zangief is
 very strong in this game and most of his special moves are unblockable.
 He has a deadly unblockable Final Atomic Buster that just hurts. He is
 the weakest combo character in the game though.

                                Quotes

- "I'd shake your hand, but your arms are over there."
- "I'm sorry. Do you require medical assistance?" (poor attempt at Charlie's
  'Red Cross is on the way')
- "Not bad. You're still in one piece. Then again......"
- "A tough country breeds an even tougher man!"
- "Wow! You make me feel so powerful!"
- "I apologise. I have damaged the floor with your head!"
- "Towards all odds, I'll prevail, Mother Russia!"
- "Fool! You wish to be pulverized by my muscle?"



                             Strategies

 Keep him away at all cost!! He is more lethal than Hulk because his
 supers are unblockable and his special grabs are unblockable as well.
 Keep him away, that all you'll need to win. When he changes to his Mega
 Zangief mode use your beam super because he will eat it up and lose
 over half his life.

Zangief


Spinning Clothesline: 3P
 Ah! good old Zangief who has a great sense of humor, a sensitive heart
 will happlessly spin himself around whacking the opponent doing crazy
 damage as well as chip damage. But if the opponent is blocking he can
 be sweeped and will leave him vulnerable if blocked.


Spinning Lariat: 3K
 Once again this is the same move as above but comes out quicker has
 better recovery time and does the same chip damage. However this move
 is weaker than the clothesline but you should stick with this one.


Banishing Flat: F,D,DF+P
 This move is great because it will simply absorb fireballs and slap
 the opponent for good damage. Try not to use it too much though because
 it gets very predictable.


Aerial Russian Slam: F,D,DF+K
 This is simply a fair anti air move but when the opponent is caught he
 will be thrown down on the pavement and will do very powerful damage.
 So when there's power you know there will be some catches to it as well.


Siberian Bear Crusher: 270 degrees+K(1/3 screen distance away)
 This move is unblockable but slow and will do great damage. Zangief
 will come at you, grab you then puts you down on your head. This is
 simply one of the best moves in Zangief's powerful arsenal.

Siberian Suplex: 270 degrees+K(up close)
 This move is unblockable as well and will do twice the damage and can
 be comboed after his jumping FP if timed right. This does an insane
 amount of damage and should be used whenever your near an opponent.

Spinning Pile Driver: 270 degrees+P
 Zangief's Favorite move simply because it hurts! Once your up close use
 this move because its also unblockable. It has no start up delay but will
 leave him vulnerable if he misses, just a really small character like
 Roll, but that's it. Don't worry about Hulk it doesn't matter if he ducks
 cause he's just too darn big.

                                 Supers

Final Atomic Buster: D,DF,F+2P
 Use this like you would a Raging Demon because it hurts and its
 unblockable but its a little slower. First he puts you in a Siberian
 Suplex that does practically low damage, then his patented pile driver
 that also does pathetic damage, but then he puts you in a Super Spinning
 Pile driver that takes away 20% of your life tallying up to a total of
 30% damage!!! However if the opponent is not in range he will have
 wasted a super and leaving him vulnerable as well.

Ultra Final Atomic Buster: (Level 3) D,DF,F+3K
 The super version of the Final Atomic Buster!!! Wow just saying it
 puts fear into opponents. Basically he'll do the same thing but with
 60% damage!!! Yeah it does sound cheesy, so stick with the regular
 Final Atomic Buster.

Mecanized Zangief: B,D,DB+2K
 The super version of Zangief, ouch!!! This guy is a walking Zombie and
 will come at you at will. He doesn't take that much damage, but if you
 have a beam super use it at will because he doesn't take beams well.
 In fact about 1 1/2 of the should finish him off!! Watch out though
 because he cannot block!!.



                                Mechanized Zangief



Spinning Clothesline: 3P
 Ah! good old Zangief who has a great sense of humor, a sensitive heart
 will happlessly spin himself around whacking the opponent doing crazy
 damage as well as chip damage. But if the opponent is blocking he can
 be sweeped and will leave him vulnerable if blocked.


Spinning Lariat: 3K
 Once again this is the same move as above but comes out quicker has
 better recovery time and does the same chip damage. However this move
 is weaker than the clothesline but you should stick with this one.


Siberian Slap: F,D,DF+P
 This move is great because it will simply absorb fireballs and slap the
 opponent for good damage. Try not to use it too much though because it
 gets very predictable.


Air Suplex: F,D,DF+K
 This is simply a fair anti air move but when the opponent is caught he
 will be thrown down on the pavement and will do very powerful damage.
 So when there's power you know there will be some catches to it as well.


Siberian Bear Crusher: 270 degrees+K(1/3 screen distance away)
 This move is unblockable but slow and will do great damage. Zangief
 will come at you, grab you then puts you down on your head. This is
 simply one of the best moves in Zangief's powerful arsenal.


Siberian Suplex: 270 degrees+K(up close)
 This move is unblockable as well and will do twice the damage and can
 be comboed after his jumping FP if timed right. This does an insane
 amount of damage and should be used whenever your near an opponent.


Spinning Pile Driver: 270 degrees+P
 Zangief's Favorite move simply because it hurts! Once your up close
 use this move because its also unblockable. It has no start up delay
 but will leave him vulnerable if he misses, either when somebody is
 ducking or just a really small character. Don't worry about Hulk it
 doesn't matter if he ducks cause he's just too darn big.

Siberian Blast: D,DF,F+P
 Wow! A projectile coming from a guy this strong!! It does good damage
 and goes 3/4 screen distance and will stop most incoming supers. The
 recovery time is just like Dhalsim's so becareful!!!

                                Supers

Final Atomic Buster: D,DF,F+2P
 Use this like you would a Raging Demon because it hurts and its
 unblockable but its a little slower. First he puts you in a Siberian
 Suplex that does practically low damage, then his patented pile driver
 that also does pathetic damage, but then he puts you in a Super
 Spinning Pile driver that takes away 20% of your life tallying up to a
 total of 25% damage!!! However if the opponent is not in range he will
 have wasted a super and leaving him vulnerable as well.

Siberian Blizzard: B,DB,D,DF,F+2K
 An absoltuely great anti air attack that does major unthinkable damage!!!
 Zangief will go high up and smack his opponent to death!!! He has low
 recovery time and will do great chip damage, but it doesn't bring the
 opponent in like Ryu's Hyper Hurricane Kick.


Normal Zangief: B,D,DB+2K
 This should turn the machine into the regular good natured guy back into
 his natural self.


                                 Team Super

Zangief/Mech Zangief: Siberian Lariat
 Well a very underated super in my opinion because it comes out slow and
 most opponents can duck under it. But actually this super does alot of
 damage and it chips a ton and can practically complement most supers in
 the game as Zangief does a super version of his Spining Clothesline that
 has alot more horizontal range than his regular Spinning Clothesline.

                                 Team Counter

Zangief/Mech Zangief: Running Bear Grab
 Ouch! This is by far the single most powerful team counter in the game
 as Zangief will do his Running Bear grab, but it comes out slow but if
 your opponent is close this will most likely connect causing alot of
 damage.

                                 Combos:

Ground Magic: None
Air Magic: None
Super Jump Magic: Stronger
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Strong, Strong Throw
AC Finishers: Fierce, Roundhouse, SPD, Lariat, Strong Air Throw


                                   Combos

Easy Combos

1) C.Fierce --> Fierce Green Hand

2) J.Roundhouse \/ C.Roundhouse --> Siberian Bear Crusher or
  Final Atomic Buster

3) S.Roundhouse --> Short-Air Grab
  This combo is very easy to pull off. The Roundhouse knocks the
  opponent up in the air, setting them up perfectly for the grab.
  The cool thing about this combo is that Zangief looks so fast while
  doing it.

                                 Harder Combos

1) Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward, SJ.Roundhouse
  The easiest Zangief air combo to pull off. You'll find yourself doing
  this a lot if you screw up your lariat.

2) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Air SPD
  This is in the expert section cause the SPD is so friggin hard to
  connect! This is a very painful combo though and it makes you
  look like a master. Skip the Forward for heavier characters.

3) J.DN.Forward \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat
  \/ S.Roundhouse --> RGB, FAB or SPD
  Zangief will land before his opponent and the Roundhouse will knock
  them up again. Grab em when they're coming down for the second time.

3) Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat
  \/ S.Roundhouse /\ Short-Air Throw
  Same idea as the previous AC, except this is what you should do if
  you're not too good at SPD's or FAB's.

5) Knee Stomp \/ C.Fierce, Double Final Atomic Buster
  The idea here is to stun em long enough for the DFAB to connect.
  One of the easier linkers for Grief.

6) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat
  \/ S.Roundhouse --> Jab Green Hand, Final Atomic Buster
  Yet another variation of Zangief's bread an butter AC. This one does
  more damage but it's mostly for show. Hard as hell to connect though.


=============================================================================
=============================================================================

Megaman(Rockman)
 Once Dr. Wily and Dr. Light were partners in designing robots for the
 benefit of mankind but greed has overwhelmed Dr. Wily and one night he
 has taken all the offensive and defensive robots with him and left the
 weaker and house cleaning robots behind that being Megaman and Roll.
 Mega now must stop the wrath of Onslaught as he prepares for the biggest
 fight of his mechanical life.

                                  Quotes

- "Your powers are too weak to help me!"
- "I need more power! Maybe if I defeat you......"
- "I cannot let you defeat me! I must become better!"
- "Dr. Light said I could learn much from fighting!"
- "Right on! What new powers have I obtained?"
- "Why must I fight you? We are not enemies!"
- "That was a neat attack. I think I'll try it myself!"


                                Strategies

 Megaman is the best keep away chracter in the game. His Mega Fireball
 is so easy to do and his Mega Upper has high priority. Watch out for
 his Hyper Mega Man because its extremly lethal even more powerful than
 War Machine's Proton Cannon!! But in the early levels he'll just stand
 there and let you hit him all day so keep attacking. But on levels like
 six or seven he can become more leathal then Zangief or Hulk. Don't
 worry about Hyper Megaman though it takes far too long to start and
 will be extremely difficult to combo with a dashing helper or a helper
 with a beam.

Megaman

Mega Buster: HP
 This is simply one of the best fireballs in the game because its just
 simply to easy to do and will beat out any fireball, use this as you
 would Cyclops' mini eye beam. This move however will not do chip damage.
 You can throw 2 at a time but they must be at different levels of height
 so make one high and one low.

Mega Blast: HP(Charged)
 This is simply alot stronger than his fireball because you can move
 while your charging and will hit alot of times depending on how long
 you charge it. If charged long enough you can get beam super damage
 from this, all by simply holding down a button! If you can charge for
 20 seconds you can get at least 12 hits and it will stun them leaving
 you open to use your Hyper MegaMan and just watch them die in an
 instant!!! Every 2 seconds will bring in another hit until after 15
 seconds. After 15 seconds every second will bring in another hit.
 Also once the projectile becomes strong enough, it can even eat up
 War Machine's Shoulder Cannon!

Mega Upper: F,D,DF+P
 This is basically the same as a Shatoken Dragon Punch, but does more
 damage and has the same recovery lag. The button used will determine
 the height of the upper.

Item Call: D,DB,B+K
 Depending on which kick you use you'll get a different item. If your
 playing against another Megaman or Roll you can steal the opponents
 item!
Short-This will call eddie to retreive one of your items and use it
     against an opponent. Using the Short will bring out the Rockball.

Forward-This will call out eddie once again but you'll get the Hurricane
       Hold.

Roundhouse-This will call upon eddie once again but you'll get the leaf
          shield.


Item Use: D,DF,F+P
 Rockball: Mega will kick the ball at the opponent bouncing off walls
           and after a few hits it'll just dissappear, but does very
           low chip damage. Note that you must actually hit the ball
           for it to bounce around, otherwise it will just sit there.
 Hurricane Hold: Mega will throw out his Hurricane Hold and will toss
                 the opponent in the air leaving the opponent falling
                 down unable to block so use Hyper Meagman!!!
 Leaf Shield: A shield will form around Mega and will protect him from
              one single hit. He can also use it as a weapon which will
              hit multiple times doing great chip damage as well as
              normal damage. This does not last forever and will go
              away in about 6 seconds. This, when used as a projectile
              will eat out fireballs and still do good damage afterwards.

                                   Supers

Hyper Megaman: D,DF,F+2P
 MegaMan transforms into a huge giant sized robot practically double
 the size of Hulk and will do crazy damage and fair damage. If the
 opponent is near Mega they will get hit by the transformation and get
 knocked up into the beam super. Don't count on this to win you battles
 it's not even comboable with a helper!! Well actually it is comboable
 with a helper, except for the fact that it takes a long time for Megaman
 to start up his super. Once the helper connects immediately cancel.

Rush Drill: D,DF,F+2K
 Mega hops onto his mechanical dog as he is transformed into a drill that
 does amazing damage and chipping damage. If your next to the opponent
 just hit RK and the opponent will be lifted up. Megaman is totally
 invincible too! Use this the most often because when people jump around
 over you, you can immediately turn around and it them!!!

Beat Plane: D,DB,B+2K
 Mega hops onto Beat and he transforms into a plane and will shoot beams
 when hitting the punch buttons and will drop bombs when using the kick
 buttons. Ram the buttons and watch your artilery climb off the scales!!!
 The chip is pretty decent and the damage is okay depending if you can
 hit a punch button rapidly the bombs will do more damage. But its often
 blocked, but you can control the plane while your inside, but your not
 invincible and will get knocked off by a single hit. The recovery time
 is better than the Rush Drill though.


                            Team Super

Megaman: Hyper Megaman
 An all around excellent team super as it will cover up practically the
 whole screen as it can bulk up the chipping damage and it also does alot
 of damage as well and if your opponent is near Megaman your opponent
 will be knocked into the team super!

                            Team Counter

Megaman: Mega Upper
 An excellent team counter because it will even hit the opponent who is
 above your partner. Also it comes out quick and does good damage and
 even if the opponent blocks they have a small chance of countering it.

                              Combos:

Ground Magic: Stronger
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Roundhouse
AC Finishers: Roundhouse, Mega Buster, Hyper Megaman




                                         Combos

Easy Combos

1) Charge Mega Buster, J.Jab \/ D.C.Short, C.Forward --> Mega Buster
  Release

2) J.Jab \/ D.C.Short, C.Forward, C.Roundhouse --> Jab Tornado Hold(OTG)

3) Charge Mega Buster, C.Roundhouse --> Crouching Mega Buster release(OTG)

4) D.C.Short, C.Forward, C.Roundhouse --> Rush Drill(OTG)
  You must cancel immediately into the Drill or your opponent will get hit
  once or twice and then be able to block.

5) Leaf Shield Activation, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> Fire Leaf Shield

6) D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Strong --> Hyper Megaman
  This AC must be done extremely quickly. If not, the opponent will
  either be able to block or fall away from the super.

                                     Harder Combos

1) Charge Mega Buster, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Forward
  --> Release Mega Buster   --> Beat Plane

2) Charge Mega Buster, Jab-Tornado Hold --> Mega Buster release
  --> Hyper Megaman
  Get close to your opponent for this to connect. After the Tornado Hold,
  release the Mega Buster and make sure that it'll hit at least five times.
  This will give you enough time to connect with the Hyper Megaman!
  Unverified as of now

3) D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Forward --> AC Finisher

4) In Corner: Tornado Hold, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Forward --> AC Finisher
  Same idea as combo number one, except with a different set up! The
  Tornado item will make them fly upwards. Run under them and launch
  followed by an air combo!

5) Charge Mega Buster, Leaf Shield Activation, D.C.Short, C.Forward,
  S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward -->
  Fire Leaf Shield --> Mega Buster Release --> Mega Buster
  Awesome combo! However like Miguel Rustia said, you can theoritically
  put in a Hyper Megaman, and the fact is you can! If you have charged
  long enough for your Mega Buster you can throw your Mega Buster
  and use your Hyper Megaman!

6) In corner: Charge Mega Buster for 10 seconds, J.Jab, J.Roundhouse \/
  D.S.Jab, S.Forward --> Release Mega Buster, Rush Drill, S.Short,
  S.Roundhouse /\ SJ.JAb, SJ.Short, SJ.Strong --> Beat Plane

=============================================================================
=============================================================================

Wolverine

 His past to anyone even himself has little knowledge and he was injected
 with an Adamantium feed that made his bones indestructible along with
 retracable claws. During his recent battle with Magneto he has gotten
 the Adamantium physically removed and was left unconsious for days. If
 it were not for his healing factor he would not have survived. After his
 recovery he has heard what has happened to Professor X and now helps to
 join the fight. Overall Wolverine is one of the best combo characters in
 the game. Wolverine doesn't take the hits well but can recover most of
 his life outside of battle.

                                    Quotes

- "Come back when you've learned how to fight."
- "I'm still the best at what I do."
- "It's just a scratch...... It'll heal in no time."
- "Back to the Danger Room for more training......"

       Strategies

 Wolverine another cheap player in the game because his moves especially
 the Berserker Barrage X does alot of chipping damage. His throws do
 alot of damage and he can combo his Fatal Claw for a ton of damage.
 He doesn't take hits well but will recover the most life than any other
 player when he's resting. Be on the offensive on this guy because you'll
 be taking alot of chipping damage.

Wolverine

Berserker Barrage: D,DF,F+P, then P
 This is a great chipping move and will hit 9 times if the fierce version
 is used while the jab hits 4 times and has no recovery time. So the
 button determines the damage and recovery time. This can be comboed as
 easily as his Berkerer Barrage X, and you can use this after you have
 missed with your crouching roundhouse as it will save you from being
 countered, that is if you use the jab version.


Tornado Claw: F,D,DF+P, then P
 This move hit multiple times does weaker damage then the Berserker
 Barrage and has more recovery time. Basically useless, but will hit
 in the air. Sometimes it hard to air block against this move because
 it hits in all directions and most likely you won't be able to block
 it. It's just another cheap arsenal that Wolverine has.


Drill Claw: Hold direction then, SK+SP
 This move is extremely fast and will often counter very well. The
 recovery time is fair, but the chip damage is poor so don't rely on
 this too much.

Berserker Claw: D,DB,B+P
 This move comes out quick and will strike once for good damage but poor
 chip damage. Good for countering mistakes. This will strike the opponent
 making it impossible to combo.

Stomp Kick: D+RK(air)
 Well frankly its just so darn cheap that Wolverine has this move and
 also the fact that he can now attack right after he has done this move
 instead of bouncing off the opponent like he did in Marvel Super Heroes
 Vs. Street Fighter. This basically goes against the rules of having a
 2nd ZigZag which is Short, Jab, Forward, Strong, Roundhouse, Fierce. Its
 not suppose to be in this game but yet he can go right into his jumping
 fierce after his Roundhouse. This move has high priority and can easily
 set up alot of combos.

                                    Supers

Berserker Barrage X: D,DF,F+2P
 Basically the same as the regular version except its stronger and does
 far more damage and chip damage. The recovery time is absolutely
 horrible so make sure it connects. Also the ability to combo this thing
 in is just too dran crazy because it chains off of anything.

Fatal Claw: F,D,DF+2K
 This move will do fair damage but sometimes the opponent is far away
 and will often push block it leaving Wolverine vulnerable to attack or
 even beam supers. Basically wolverine does X shaped energy marks in the
 air each hit doing good damage. The chip damage is fair but the recovery
 time is quick and you should be able to block in time.

Berserker Charge: D,DB,B+2P
 Basically Wolverine will become twice as fast and that gives him the
 ability to do more combos, but he hasn't become any stronger and will
 wear off in about 20 seconds. Actually his attacks will become a bit
 weaker in this mode and also he won't be able to gain his levels as
 fast. Also this time a slash comes from the start up that slashes
 away the opponent, meaning that this super can also be comboed.

Weapon X: F,D,DF+2P
 The most imtimidating move in his arsenal. Its another one of those all
 or nothing supers that does no chip damage and will leave him vulnerable
 for an undescribable amount of time. He can't go through fireballs
 anymore either. If caught Wolverine will hit you a total of 12 times
 and finish it off with a big X shaped slash mark that does painful
 damage. Don't use it too often though because you will get hurt if
 blocked.


                                Team Super

Wolverine: Berserker Barrage X
 An all around excellent team super because it deals good damage and
 to also chips away alot of life as well and Wolverine can chain his
 team super off of anything, but if Wolverine misses he will be left
 open to attack.

                                Team Counter

Wolverine: Berserker Barrage
 Well I don't know how the computer gets all the hits out, but this is
 Wolverine's team counter and it will most likely hit two times that
 pushes the opponent back. This team counter can stop some supers like
 another Berserker Barrage X, but overall its rather weak.

                                 Combos:

Ground Magic: ZigZag
Air Magic: ZigZag
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: None
Air Launchers: S.Roundhouse
AC Finishers: Fierce, Roundhouse, Drill Claw, Strong Air Throw



Easy Combos

1) D.S.Jab, S.Forward, S.Forward, S.Fierce

2) J.Fierce \/ S.Strong --> Berserker Barrage X

3) J.Roundhouse \/ C.Short, C.Forward --> Berserker Barrage

4) J.Strong, J.Strong \/ S.Short, S.Forward, S.Fierce

5) D.S.Jab, S.Short, S.Forward, S.Forward, C.Fierce --> Berserker Barrage X

6) In Corner: Strong Throw, S.Strong --> Fatal Claw
  A very cheap combo, once the opponent is in the corner juggle them with
  the strong(or any other attack actually, even jabs and shorts) and
  quickly cancel into the Fatal Claw for cheap damage.

                                Harder Combos

1) J.Fierce \/ D.C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Forward --> AC Finisher

2) J.Jab, J.Strong \/ D.S.Jab, C.Strong, S.Roundhouse /\ SJ.Jab,
  SJ.Short, SJ.Strong, SJ.Strong, SJ.Forward --> AC Finisher

3) J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong, S.Strong, C.Roundhouse
  --> Tornado Claw

4) D.C.Jab, C.Short, C.Forward, C.Fierce, C.Roundhouse --> Fatal Claw

5) Stomp Kick, J.Roundhouse \/ S.Jab, S.Short, S.Strong
  --> Berserker Barrage X
  The Stomp kick to Roundhouse is almost impossible to counter. This is
  Wolvie's best jump in because of it's speed and invinicibility.

6) In corner: Berserker Barrage X, S.Strong, S.Strong --> Fatal Claw
  Still questionable about this combo here though. It appears that you
  probably can cancel into a second super after a Berserker Barrage X
  but I never got it to work.

7) Berserker Mode: J.Jab, J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Jab,
  S.Short, S.Strong, S.Strong, S.Foward, S.Forward, C.Fierce,</pre><pre id="faqspan-5">
  S.Roundhouse, SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Jab,
  SJ.Short, SJ.Strong, SJ.Forward, SJ.Roundhouse
  That's it! This is my favoriet combo in Berserker mode, when your in
  the air just keep hitting that Strong button! Wolverine can repeat the
  ZigZag series in the air because he's so fast at recovering from his
  normal attacks.

8) Berserker Charge Mode: D.S.Jab, S.Short, C.Fierce, etc.
  That's his infinite in this mode, all you have to do his keep holding
  your joystick or controller towards the opponent and keep repeating
  this pattern. Its cheap yes, but at least it shows that your an
  expert right? Wrong. If you have any sense of showing justice on the
  arcade machine, then avoid this, while at home feel free to pull this
  off!

=============================================================================
=============================================================================

Strider Hiryuu(flying Dragon, also not to be confused with the Chinese name
              Fei Long, which also means flying dragon)
 When all else fails call the flying dragon Strider Hiryuu. One day his
 planet was being taken over by a powerful force and the military was
 unable to do a thing about it. The powerful force was named Onslaught
 and Strider has gone after him in New York with other heroes to try and
 stop this menace. With his ability to call the ancient Orbs of the
 Hiryuu he can now help destroy Onslaught with the help of his fellow
 heroes.

                             Quotes

- "A false life is equal to death. Be your true self!"
- "It doesn't pay to betray your principles......"
- "Devote yourself, but do not lose who you are!"
- "Life or death awaits...... A strider is never certain."
- "Who can see the future? Those who create it."
- "Take me to your boss!"
- "Selfish ambition is the root of today's problems!"
- "Those who seek the truth are the world's saviors."
- "Destruction is the cost of selfish ambition."

                          Strategies

 Well basically he is an excellent combo character and will keep you in
 the corner all day until your gone. He takes hits like Akuma so be on
 the offensive because no matter how good you are at keep away and
 defense you'll always lose because his sword gives him high priority
 and range. Beam supers should kill him instantly.

Strider Hiryuu

Ame No Murakamo: D,DF,F+P
 Strider will come at you with a big slash the does good damage and has
 poor recovery time so becareful when using it. However this is easily put
 in combos and you can OTG this.


Kuuchuu Ame No Murakamo: D,DF,F+P or K(air)
 Strider will come at you flying using himself as a human projectile.
 It hits multiple times doing good damage. The kicks makes him go down
 while the punches make him go up.


Ghram: F,D,DF+P or K
 This move goes screen distance but has a start up delay and is basically
 used as a surprise attack. The button used dtermines the height of the
 attack.


Formation A: D,DF,F+K
 This move will call his mechanical leapard and will go screen distance.
 Use it as a keep away but its not that useful. This does good damage, try
 to use this as sort of a kind of a surprise attack, it works pretty
 effectively when you know when to use it like with the help of a helper.


Formation B: B,F+K
 This will call upon his mechanical eagle that will drop a bomb on top
 of you. The kick determines the distance it goes. This move will do
 great damage and will often fool opponents.
Short--will go right in front of Strider.
Forward--will go half screen distance.
Roundhouse--will go full screen.


Formation C: B,F+P
 This calls upon one satelite to revolve around him. While doing this
 motion again it will be used as a projectile that has the size of a
 Hadoken but is much faster. Use it as a surprise move.


Wall Climb: D,DB,B+P, press K to drop
 This is just a wall climb that gets pretty hard to get out of because
 when your on the wall you hit the opposite direction you'll fly over
 the other wall and stick to it as well. He can't block so watch out for
 supers Like the War Destroyer or the Galaxy Missile. Just hit your kick
 button to get out of it.


Vagula:F,DF,D,DB,B+K
 Strider splits into 5 images then reforms near the opponent and jump
 kicks the opponent. Good surprise move that shouldn't be used much.


Teleport: B,D,DB+any button
 Think of the chart of buttons as an indicator of where you will
 teleport to.
Jab-In the air to the left of the opponent.
Strong-Right on top of opponent.
Fierce-In the air to the right of opponent.
Short-On the ground far away from opponent to the left.
Forward-On the ground next to opponent.
Roundhouse-On the ground to the right away from opponent.

                                     Supers

Ouroburos:D,DF,F+2P
 A great super that does chipping damage well. Your invincible from
 normal attacks because they'll just get hit by the 4 orbiting satelites
 that does amazing damage. When strider attacks 4 energy rings will be
 used as a projectile that does chipping damage as well. But when you
 activate it just teleport behind the opponent and dash at them and
 watch the fireworks because this will hit up to 45 times!!!

Legion:D,DF,F+2K
 A swarm of mechanical leapards and eagles come at you doing a great
 amount of damage. Yet its hard to actually connect because it has a
 start up delay. There is no escape from the Legion even when super
 jumping and also cannot be pushed blocked. However this is a very good
 chipper and should be used when your opponent is near death.

Ragnarok:F,D,DF+2P
 This is an all or nothing super that once you get caught Strider will
 split up into 4 images and hits a total of 17 times that does great
 damage. No chip damage as well so don't rely on it to much.


                                  Team Super

Strider Hiryuu: Legion
 Well without a doubt this would obviously be his team super. This super
 complements practically any super well and there is practically no
 escape from this super because even if the opponent super jumps the
 flying eagles will still hit the opponent. This super does good damage
 and also it chips away alot of life as well.

                               Team Counter
Strider Hiryuu: Ame No Murakamo
 An excellent counter because it comes out fast and will push the
 opponent away even if the opponent blocks. Also it does good damage and
 will sometimes knock the opponent to the ground.


                                Combos:

Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Ame No Murakamo, Ghram, Strong Air Throw


1) C.Forward --> Ame No Murakamo

2) D.S.Short, S.Forward, C.Roundhouse --> Ame No Murakamo(OTG)

3) Helper Attack --> Legion

4) Short-Formation B, C.Short, C.Forward, C.Fierce
  Simply call the mechanical eagle to drop a bomb. Then combo your opponent
  and launch them. On their way up, they'll hit the bomb for some
  good damage.

5) Uroburos Activation, Teleport behind
  After seeing Strider call the Satelites, most opponents will block.
  If you teleport behind them, they'll get crossed up and get hit by
  the Ouroburos.

6) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse
  --> Ghram or Ame No Murakamo
  Strider can link all of his normal attacks into a ground combo. This
  combo is extremely flexible. You can skip some of the moves altogether
  and the first four hits can be done while crouching.

                                   Harder Combos

1) J.Roundhouse \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> AC Finisher

2) Ouroburos Activation, J.Fierce, J.Roundhouse \/ C.Short, C.Forward,
  C.Fierce --> Ragnarok
  Make sure that the Ouroburos connects before you try the Ragnarok
  cause the Uroboros will disappear as soon as you try another super

3) Dashing Helper Attack --> Legion, Dashing Helper Attack --> Legion,
  Dashing Helper Attack --> Legion
  Collosus and Psylocke are the best helpers to use for this combo.
  Basically, pull off the following attack before the opponent falls
  to the ground to catch them.

4) J.Roundhouse \/ D.S.Jab, S.Short, S.Strong, S.Foward, C.Fierce, SJ.Jab,
  SJ.Short, SJ.Strong, SJ.Foward --> Fierce Ame No Murakamo
  This acts basically as chaining a ZigZag motion on the ground to the
  air, but you'll have to be quick on this combo though and use the punch
  button on the Ame No Murakamo because you'll get more hits going up
  then coming down. Just try this and you'll see what I mean.

=============================================================================
=============================================================================

Jin Saotome
 On the planet Blodia lies a dealdly confrontation of Giant Mechs against
 each other. During a Cyberbots tournament Jin decided to participate and
 won easily. Somehow he has gotten to Earth by his Mech and has decided not
 to use his mech but his own fighting abilities. Jin, in my opinion is the
 worst character in the gamebecause all his regular attacks are special
 moves. He has huge recovery time on all of them and his supers are the
 worst at chipping.

                                Quotes

- "If my father were alive, I could make him proud."
- "Go back to playing video simulations, weakling!"
- "What is a VA? Variant Armor, used in combat!"
- "If the world gets more mechanical, many may die."
- "Machines can transform rage into power."


                              Strategies

 Keep Jin away because he is very strong and cannot combo his supers
 except for the Great Cyclone. His supers doing pathetic chipping damage
 so it won't matter if you block. Always be on the offensive against and
 let him attack to sometimes while your blocking because he has huge
 recovery time. Keep away and being on the offensive will work well
 against him. Beam supers don't seem to work as well against him though.

Jin Saotome

Blodia Fire: MP
 Mostly all of Jin's moves are easy to do because they all require a
 simple push of a button. This move can be done in the air or on the
 ground. Its best that you do this crouching because it works like a
 projectile.


Screaming Punch: HP
 Another useless move coming from the worst character in the game. It
 has huge start up delay and recovery time. It basically is a flaming
 punch that has good damage and distance but avoid using it.


Flaming Kick: MK
 A fair move that does little chip damage will have Jin move across
 the screen. If done while crouching it can be used as an anti-air
 attack. While in the air he'll go more verticle if the opponent is
 above him.


Drill: HK
 This is a fair moving drill that will hit your opponent for good damage.
 The standing version does a little hop in the air then comes towards
 your opponent that often fools them because they think Jin is jumping.
 The crouching version will knock down opponents while the air version
 will do a double flaming kick that beats out most air attacks.


Saotome Dynamite: D(charge 2 sec.)U+P
 Basically your projectile move that will push opponents away when
 blocked. It can also be used as an anti-air defender. This move can also
 OTG as it does good overall damage and the recovery time is pretty low.


Saotome Drill: (air) D+RK
 Basically the same as Dhalsim's Yoga drill it goes a bit faster and
 does good damage. But watch out for the recovery time though cause it
 stinks.


Saotome Cyclone: B(charge 2 sec.)F+P
 A huge cyclone appears doing multiple hits that does good damage. And
 will catch opponents while their knocked down. It comes out fast and does
 great damage but the recovery time is a little long though.


Saotome Crush: F,DF,D,DB,B+K
 You have to be up close to do this move and it will basically roll his
 opponent around the screen doing good damage. He is left vulnerable if
 blocked.

Saotome Power Up: Automatic
 When your partner has died and your in the danger zone you will
 automatically power up giving you increased strength and a super armor.
 This will give you many advantages as well as disadvantages. His recovery
 time has skyrocketed when powered up and will often get killed if he uses
 his RK or FP. So be careful.

                                   Supers

Blodia Punch: D,DF,F+3P
 This move has great range and can act as a beam super. His mech will
 come at you with a giant fist mimicking Jin's move that hits 3 times
 and pushes you back then unloads a series of rounds of amunition that
 does great damage and extrememly poor chip damage. Its sometimes hard
 to connect because the fist will push you out then takes time for you
 to block. Ramming the buttons will work with this super as well.


Great Cyclone: D,DF,F+2K
 A huge cyclone that does 40% damage but very very little block damage
 will send your opponent flying into the wall. Its great as an anti-air
 defender too. But don't worry about the recovery time cause it'll push
 your opponent a little giving you enough time to block.

Blodia Vulcan: D,DB,B+2P
 Jin hops inside his mech and fires 23 times at you doing fair damage
 and the poorest chip damage. So don't rely on this too much because it
 won't do a thing when blocked.

                               Team Super

Jin: Blodia Punch
 An excellent team super because it has range and does good damage as
 well as chipping damage. Jin can esily combo his team super and if the
 opponent blocks the team super his partner of Jin will have enough time
 to block before hsi opponent can attack.

                              Team Counter

Jin: Saotome Dynamite
 A pretty good team counter attack that does good damage and will fling
 the opponent across the screen leaving your partner enough time to
 block. Also even if the opponent does block this team counter will push
 the opponent away and also take a good amount of chipping damage as well.

                                 Combos:

Ground Magic: Weak Start
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Fierce, S.Roundhouse
Knockdowns: C.Roundhouse
Air Launchers: S.Strong
AC Finishers: Strong, Forward, Fierce, Air Drill,
             Roundhouse(2nd hit), Strong Air Throw

                                         Combos

                               Easy Combos

1) J.Fierce \/ C.Fierce

2) D.S.Jab, S.Jab, S.Forward

3) Tornado Drill --> Saotome Dynamite

4) D.C.Jab, C.Strong --> Saotome Dynamite or Saotome Typhoon

5) D.C.Jab, C.Strong --> Blodia Punch or Team Super
  This combo is Jin's bread and butter. Whenever you get a chance,
  hit em with this! Make sure that you are up close for the super
  to connect. Using a team super with a character that has either
  a wave or beam super will add even more damage to this painful combo!

                                      Harder Combos

1) In Corner: D.C.Jab, C.Strong --> Blodia Punch, C.Roundhouse
  --> Saotome Dynamite
  If you hit em with it in the corner, they'll be up in the air long
  enough for you to hit em with the Tornado Drill and cancel into
  the Dynamite for some awesome damage.

2) J.Roundhouse \/ S.Forward, S.DN.Roundhouse
  The hard part about this combo is the last hit. Keep in mind that
  the first two attacks are double hit kicks. The second one should
  knock them down. Wait till Jin lands, then OTG them with the drill.

3) J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short --> AC Finisher
  This is the easiest way to set up an air combo for Jin. Though he
  is able to chain a Jab before his launcher, the S.Strong takes some
  time to actually connect, allowing your opponent to block. Instead,
  just hit em deep with the Fierce and immediately go for the launch
  after he lands.

4) Half a screen to corner: J.Fierce \/ D.S.Short, S.Fierce
  --> Blodia Vulcan
  The S.Fierce will send them flying across the screen toward the wall.
  Cancel into the Blodia Punch to make the mech's fist catch em while
  they're flying down.

5) J.Jab, J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Roundhouse
  --> SJ.DN.Roundhouse
  Cancel the two hit SJ.Roundhouse before the second hit connects with
  the downward drill for some extra damage!

6) In corner: J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Roundhouse
  --> Air Drill --> Saotome Dynamite
  Same idea as hard combo number 5. Keep holding the joystick down so
  that you can pull off the Dynamite move before they land!

7) J.Fierce \/ D.C.Jab, C.Strong --> Saotome Fire, Blodia Vulcan
  This is one of the sweetest combos for Jin, master it and you will be
  wiping the floor with the competition!

=============================================================================
=============================================================================

                            -----------------
                            Secret Characters
                            -----------------

=============================================================================

Roll Gasket(I'm using her last name from Megaman Legends)
 Well one day when Mega heard the news about Onslaught he immediately went
 to battle, while his sister begged to come and help he refused and was
 stuck at home cleaning. However Dr. Light has made major adjustments
 to her giving her the power to defend herself even better. She is
 somewhat intimidated by her brother and sometimes will cry form being
 insulted from him. She is the same as Mega except without the charged
 buster and her Hyper Roll is a thin beam of electricity and not a giant
 beam. She doesn't take hits well and cause too little of it. She is very
 small and will often be able to get under attacks. She is a bit faster
 than Megaman though.

                                Quotes

- "Hehe...... I did it! Girl power!"
- "Are you hurt? Maybe my doctor can fix you......"
- "I didn't mean to hurt you badly!"
- "I think you're due for an upgrade!"
- "I should learn that absorption thing from Dr. Light."
- "See? I should have been in Power Battle!"
- "Now how does Megaman do that absorption thing?"


                              Strategies

 Roll can be very painful to play against because she has a very good
 throw priority and huge combos. Her durability and strength is where
 she lacks the most while her size can get up close to opponets without
 getting hit. When you see War Machine using his Proton Cannon just
 walk under him and use your Hyper Roll because it'll knock him straight
 up into the beam doing incredible damage. So basically be on the
 offensive with or against her.

Roll

- Start a Game.....
- Move your cursor to Zangief.....
- Move the controller in the following sequence.....

 L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R

- Roll's box will appear next to Megaman's.....


Roll Buster: D,DF,F+P
 This is basically the same as the Mega Buster but you can't charge
 it, but every fireball she throws does good chip damage. She can work
 pretty good as a keep away character as well.

Exploding Bouquet: D,DB,B+P
 This move has to be a good decoy that will allow Roll to sneak up there
 opponent and combo them. However this move doesn't do alot of damage so
 use it as a decoy.

Item Call: D,DB,B+K
 Depending on which kick you use you'll get a different item. If your
 playing against another Megaman or Roll you can steal the opponents item!
Short-This will call eddie to retreive one of your items and use it against
     an opponent. Using the Short will bring out the Rockball.
Forward-This will call out eddie once again but you'll get the Hurricane
       Hold.
Roundhouse-This will call upon eddie once again but you'll get the Leaf
          Shield.

Item Use: D,DF,F+P
 Rockball: Roll will kick the ball at the opponent bouncing off walls and
           after a few hits it'll just dissappear, but does very low chip
           damage.
 Hurricane Hold: Roll will throw out his Hurricane Hold and will toss the
                 opponent in the air leaving the opponent falling down
                 unable to block so use Hyper Meagman!!!
 Leaf Shield: A shield will form around Roll and will protect him from
              one single hit. He can also use it as a weapon which will
              hit multiple times doing great chip damage as well as
              normal damage. This does not last forever and will go away
              in about 6 seconds.

                                  Supers:

Hyper Roll: D,DF,F+2P
 This move won't connect often because the opponent has to be high up in
 the air for it to work. However when connected the electricity will do
 more damage than Hyper Meagaman. It works great as a chipper if the bolt
 happens to connect. You can also combo this like the Hyper Megaman as
 well, just watch for the horrible recovery time and start up delay.

Rush Drill: D,DF,F+2K
 Roll hops onto his mechanical dog as he is transformed into a drill
 that does amazing damage and chipping damage. If your next to the
 opponent just hit RK and the opponent will be lifted up. Roll is
 invincible while doing this move and will go through anything!!! This
 really pisses people off because they use the Duo Team Up Attack and
 often ends up wasting it because they don't know Roll is invincible
 and will get punished serverely. Watch for the recovery time though.
 You can't control the up and down movement while your inside though.

Beat Plane: D,DB,B+2K
 Roll hops onto Beat and he transforms into a plane and will shoot beams
 when hitting the punch buttons and will drop bombs when using the kick
 buttons. Ram the buttons and watch your artilery climb off the scales!!!
 The chip damage is just tremendous and the damage, even greater!!! But
 its often blocked, but you can control the plane while your inside, but
 your not invincible and will get knocked off by a single hit. The
 recovery time is better than the Rush Drill though.


                            Team Super

Roll: Hyper Roll
 An excellent team super because it has alot of range and the missles
 can still hit and damage the opponent. Also the opponent must super
 jump because the width of this super has excellent range as well. But
 this will leave her open to attack if she was the resting character
 before the team super.

                          Team Counter

Roll: Roll Buster
 A good team counter attack that delas good damage and can sometimes
 stop some supers. It takes a little while before Roll starts to shoot
 her Roll Buster but it is still an excellent attack because she
 basically has very little recovery time from it.

                             Combos:

Ground Magic: Stronger
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Roundhouse
AC Finishers: Roundhouse, Mega Buster, Leaf Shield


                                Combos

Easy Combos

1) J.Jab \/ D.C.Short, C.Forward, C.Roundhouse --> Jab Tornado
  Hold(OTG) or Mega Buster

2) D.C.Short, C.Forward, C.Roundhouse --> Rush Drill(OTG)
  You must cancel immediately into the Drill or your opponent will get
  hit once or twice and then be able to block.

3) Flower Bouquet, C.Roundhouse --> Rush Drill(OTG)
  This is mainly a tactic, use this often and kill your competition!

4) D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Forward --> AC Finisher

5) Leaf Shield Activation, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> Fire Leaf Shield

6) D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Strong --> Hyper Roll
  Make sure you cancel quickly.

7) In Corner: Tornado Hold, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Forward --> AC Finisher
  The Tornado item will make them fly upwards. Run under them and
  launch followed by an air combo.

8) J.Roundhouse \/ D.S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward,
  SJ.Fierce --> AC Finisher
  Basic combo, master this and you will already be a master at her.

9) J.Jab, J.Short, J.Strong, J.Forward \/ D.S.Short, S.Forward,
  S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce
  --> AC Finisher
  This is the biggest combo that I can do with her in terms of regular
  hits, I don't think you will need to skip any hits because she's just
  so small.

=============================================================================
=============================================================================

Hyper Venom

 Well aparently he has thrown out his old symbiote and has found a new
 one biving him super strength and speed. He lacks in durability and takes
 hits like a four year old. This is not Carnage but Hyper Venom, besides
 it even saids so. He is on Hyper mode all the time and will duck under
 fireballs if he is moving so there is no need to dash.

                             Strategies

 He takes hits worst than Venom and his strength has been weakened.
 However he can crawl under projectiles while walking under them. He
 is always on hyper mode and will do crazy combos. But anything works
 on him whether its keep away, defense, or offense just combo the crap
 out of this guy because he won't last long infact I think he takes hit
 worst than Roll!

Hyper Venom

   - Start a Game.....
   - Move your cursor to Chun Li.....
   - Move the controller in the following sequence.....

R, D, D, D, D, L, U, U, U, U, R, R, D, D, L, L,
D, D, R, R, U, U, U, U, L, L, U

   - Red Venom's box will appear above Chun-Li's.....


Lunge Bite: D,DF,F+P
 This move is similar to the Lunge Bite but hits multiple times doing
 good damage and combos nicely.


Diving Venom Fang: (air)D,DF,F+P
 This move works just like the Diving Demon Kick Akuma has and does good
 damage and often used best as a surprise move. It can also be used as
 an air combo and also you can use this to chip your opponent as well,
 its just not as fast as Akuma's Tenma Kujin Kyaku but it certainly does
 more damage.


Web Throw: F,DF,F,DB,B+P
 If this catches the opponents then it will start slamming them across
 the screen doing super strength damage if you manage to ram the buttons.
Jab-      will go straight across
Strong-   will go at a 45 degree angle
Fierce-   will go straight up


Symbiote Shield: D,DF,F+K
 It acts like a shield that hits 3 times with the roundhouse and you can
 get additional hits if you can ram the kick buttons like the lightning
 legs but much faster to cancel out but a bit harder to do.


                                 Supers

Venom Web: D,DF,F+2P
 This will catch you in his web then starts to tear the crap out of you
 while doing no chip damage. Well this is one of my favorite supers
 because its one of those auto supers. If Hyper Venom catches you in the
 web he will proceed to pummel you and end the combo with a Diving Bite.
 This super causes alot of damage and you should only use it when you know
 its gonna connect or against a missed super and Dragon Punches alike.
 Also you can catch Spider Man right before he odes his Maximum Spider and
 also catch Gambit right before he does his Cajun Explosion.

Death Bite: D,DF,F+2K
 An excellent super that can be easily comboed as your opponent will
 be surfed along Hyper Venom's symbiote that does alot of damage. This
 move is very similar to the Omega Destroyer because the closer you are
 to your opponent the more damage it does. This will combo off his strike
 as well, but its much easier to combo if you are closer to your opponent.


                             Team Super
Hyper Venom: Death Bite
 An all around excellent team super although it doesn't really chip that
 much damage it pushes the opponent back and it can really complement your
 partner's super by the damage that it does. Since it pushes your opponent
 away you really don't have to worry about being countered too often.

                            Team Counter

Hyper Venom: Diving Fang
 A tremendously excellent team counter because it comes out fast and does
 excellent damage and also it can go over some projectiles and even if
 your opponent blocks they can suffer a good amount of chipping damage.


                                Combos:

Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Fierce
AC Finishers: Fierce, Roundhouse, Diving Bite, Strong Air Throw


Easy Combos
1) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Death Bite or Team Super

2) D.C.Strong, C.Foward -->Death Bite or Team Super
Unverified as of now

3) J.Roundhouse \/ S.Roundhouse --> Short-Venom Rush

4) Helper Attack, Venom Web

5) Fierce Throw, S.Jab, S.Short, S.Strong, S.Forward, S.Fierce /\ SJ.Jab,
  SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher

6) J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, S.Strong, S.Forward,
  S.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher

7) In corner: J.Roundhouse \/ D.S.Strong, S.Fierce /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> Strong Air Throw \/ Death Bite or Team Super

8) Strong Throw, S.Jab, S.Short, S.Strong, S.Forward, S.Roundhouse
  --> Death Bite or Team Super
  Man, this has got to be the cheapest combo that this guy can pull off.
  I saw somebody do this to me at the arcades all day to me! The only way
  to avoid this combo is to tech hit out of the Web Fluid he puts you in.

=============================================================================
=============================================================================

Shadow Lady(the story is upon a non-factual speculation)

 Okay, the story before was a little corny. Actually Shadow Lady is a
 Cyborg just like Shadow Charlie that's why you see all those neat gadgets
 like missles and big bang lasers coming out of her. I don't how this
 cyborg came about, but she can't combo her supers but has increased
 strength and speed. Her moves are totally revamped from Chun-Li's except
 her normal attacks, Axe Kick, Lighting Kick, Stomp Kick, and Flip Kick.

        Strategies

 Well don't think you going to win by playing keep away because her heat
 seeking missles will do a load of chipping damage. Basically keep her on
 the defensive side because she oftens uses the Big Bang Laser which comes
 out extremely quick like a Shinku Hadoken plus she can pick you off the
 ground with it as well. Just play the offense and you shouldn't have a
 problem. She takes some beams extremely well and some she takes them like
 bricks.

Shadow Lady

- Start a Game.....
- Move your cursor to Morrigan.....
- Move the controller in the following sequence.....

  U, R, R, D, D, D, D, L, L, U, U, U, U, R, R, L, L, D, D,
  R, R, D, D, L, L, U, U, R, R, U, U, L, L, D, D, D, D, D

- Shadow Lady's box will appear under Gambit's.....


Shadow Drill: D,DF,F+P
 This move should be used often when an opponent trys to get close
 because even if they block they get good block damage and will often
 push them away. Its good to end combos with as well. She has a little
 unnoticeable start up delay that doesn't really matter because it comes
 out extremely quick. She can use this against Onslaught because it'll
 nullify his Hyper Gravs and still hit him 7 times.


Electric Shock: F,D,DF+P
 A great anti air move that will do heavy damage and combos better than
 the shadow drill. It can be used to OTG an opponent as well after a
 sweeping roundhouse. It has poor range so used it as a anti-air attack.


Shadow Seek Missiles: D,DF,F+K
 This move is one of the best in the game even though it has about 1.5
 second start up delay it follows your opponents and will do heavy chip
 damage and will stop alot of supers. Don't use it too often unless your
 playing the CPU or unless someone is super jumping.


Shadow Hyaku Retsu: Push K rapidly
 The same as Chun-Li's except it chips the same and does more damage.
 Should be used often when your opponent is close. Just stop pushing
 the kick buttons to stop when you see a beam super coming up.


Neck-Braker: F+RK
 This is a great move cause opponents will get crossed up and won't know
 which way to block. Also this is Shadow Lady's anti crouch counter but
 its a dead giveaway when she flips.

Stomp Kick: D+FK(air)
 An excellent move to jump in with because of the fact that it has no
 start up delay and also it has very high priority and can be used in
 some deadly combos.

Hienshu: F,DF,D,DB,B+K
 This move does alot of damage and will knock out anybody who decides
 to block low. Also this can OTG and it has fair recovery time while it
 has almost no start up delay as Chun-Li will flip over the opponent
 going over some projectiles depending on which button was used.

                               Supers

Big Bang Laser: D,DF,F+2P
 This move is practically a cut and paste of the Proton Cannon but is
 twice as big and will come out twice as fast and does tremendous damage.
 It chips fairly though. But when set up by a dashing helper it can go up
 to 35 hits if you ram the buttons fast enough almost half there life!!!
 This move should be used often.


Galaxy Missle: D,DF,F+2K
 Now that I finally try this thing its not half bad! This move will CHIP!
 Trust me! Did I mention this chips more than her laser? Well it does.
 This will do good damage and comes out just alot faster than her regular
 heat-seeking missles. This is one of the best things against Onslaught
 when your Laser can't hit him while he's out of the screen.


Final Mission: B(charge 2 sec.)F,B,F+3K(level 3)
 This move works just like Akuma's Raging Demon but looks better. She'll
 kick you about 4 times then launch you in the air then the screen turns
 white afterwards the opponent will drop down with a giant explosion that
 does more damage then a Raging Demon and should not be used often, but
 only when you have the opponent on the run. There is one note that is
 very important: it's blockable!!! Yes!!! I tried it once but I was about
 1/2 screen distance away so I'm not sure if they block it(most likely
 yes because I sorta stopped in front of them) or I just missed.


                              Team Super

Shadow Lady: Big Bang Laser
 An all around excellent team super because of the width it has. This
 super can deal out alot of damage and also it chips nicely as well and
 the opponent must super jump to escape it. Also the recovery time is not
 that bad and it will be hard for your opponent to counter.

                             Team Counter

Shadow Lady: Shadow Drill
 A very good team counter because even if your opponent blocks they can
 suffer a good amount of block damage and also it does good damage as
 well. But it takes awhile before she actuall hits the opponent but most
 of the time it will hit the opponent, also even if the opponent blocks
 your opponent will be pushed back leaving you safe to block.

                               Combos:

Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Roundhouse
AC Finishers: Fierce, Roundhouse, Lightning kick, Strong Air Throw


                                 Combos

Easy Combos

1) C.Short, C.Roundhouse --> Lightning Kick(OTG)

2) J.Roundhouse --> Lightning Kick

3) D.S.Jab, S.Strong, S.Fierce --> Shadow Drill

4) Helper Attack --> Big Bang Laser


5) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Forward --> AC Finisher

6) Jump towards corner: J.DN.Forward, J.DN.Forward, J.DN.Forward
  --> AC Finisher

7) J.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.DN.Forward,
  SJ.DN.Forward --> Shadow Retsu Kyaku

8) D.S.Jab, S.Short, S.Strong, S.Foward, S.Fierce, --> Shadow Drill
  The first five hits do just fine, but since Shadow Lady doesn't have
  any strikes then she can do the drill so this is actually a
  theorectical combo.

9) D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.DN.Forward, etc.
  She still has the infinite like Chun-Li does, timing and practice is key.

10) J.Jab, J.Fierce \/ D.S.Jab, S.Short, S.Forward, C.Roundhouse
   --> Big Bang Laser(OTG)
   I think I did OTG this, 90% sure of it. Think of this as Cyclops'
   Mega Optic Blast from Marvel Super Heroes vs. Street Fighter.

=============================================================================
=============================================================================

Orange Hulk

 Well not much is known in from this guy but I'll try to give a good
 believeable summary. Somehow this is still Bruce Banner the scientist
 working at Star Labs(I think) and when he was trying to escape from a
 serious explosion he hopped on the maniac's car and drove off. Yet the
 explosion was so imminent and so casthrophic it caught Bruce right on
 the brink of it. Although he did not absorb the all the radiation he did
 gain super strength and durability but not as much compared to regular
 Hulk, but the lost of muscle has gained him superior speed and agility.
 So use him as a combo character and all his attacks' recovery time has
 been cut in half giving him time to block.

                                 Quotes

- "Brains and body...... What a perfect combo!"
- "Gamma charged and ready for the next match up!"
- "I've had a harder time squatting mosquitoes."
- "Catch you later. I've got some researching to do."
- "Barely flexed a bicep that time, who's next?"
- "Hey! Quit hitting my fists with your head!"
- "Still the strongest in this and any other world!"
- "That was pathetic. Are you trying to be funny?"
- "All this and I can tore bails too!"
- "You tried to beat me with muscle? We could've talked, use your brain"


                              Strategies

 Well play keep away with him because he will always be on the offensive
 just like regular Hulk. You can trade hits with him this time because
 he won't take them very well as before and his strength has been
 weakened alot. Just play keep away and all supers works well against him.

Orange Hulk

 - Start a Game.....
 - Move your cursor to Chun Li.....
 - Move the controller in the following sequence.....

R, R, D, D, L, L, R, R, D, D, L, L, U, U, U, U,

D, D, R, R, U, U, D, D, D, D, U, U, U, U, L, U

 - Orange Hulk's box will appear above Ryu's.....


Gamma Slam: D,DF,F+P
 This is extremely useful because it will nullify projectiles and hit
 the opponents in fireball stun motion. This is a heavy chipper as well
 and will go screen distance depending on the button used.


Gamma Charge: Charge B then F+K  or hold D,U+K
 Orange Hulk Charges at you and will eat fireballs(taking no damage
 of course) and hit the opponent for good damage, but if blocked he will
 be stuck for a while so use this to your advantage.


Gamma Tornado: F,DF,D,DB,B+P
 This will swing the opponents to the other side of him and do incredible
 damage but watch for the recovery time cause he is KORT(King of Recovery
 Time) and will get countered alot so becareful when playing him. This is
 blockable as well.

                                   Supers:

Gamma Wave: D,DF,F+2P
 This is the super version of the ground wave, but comes out pretty quick
 and poor chip damage. If your back is to the corner you can deal out about
 65% damage with this move, and it can combo off of his crouching fierce
 if you cancel after the first hit. Use this to counter missed supers like
 the Maximum Spider or missed Hyper Stars n' Stripes.

Gamma Crush: D,DB,B+2P
 Orange Hulk goes up reaches for a comet and crushes it on you doing good
 damage and heavy chip damage. If the opponent is jumping at you they will
 get hit and drop on the floor unable to block, but there is also a down
 side to this as well. When they get knocked they'll either just fall in
 front of you or half screen distance away from you. If they fall in front
 of you, you'll completely miss the damage!!!

Gamma Quake: D,DF,F+2K
 This is the move that should be used the most because it practically
 goes screen distance except when someone is all the way on the other
 corner, that causes the opponent to escape any damage. Use this on
 jumping opponents as well. It does good damage and fair chip damage
 as well.


                            Team Super

Orange Hulk: Gamma Wave
 An excellent super to back up for your partner because it does huge
 damage if it connects and also it pushes away your opponent making it
 alot harder for your opponent to counter incase they block.

                           Team Counter

Orange Hulk: Gamma Charge
 An all around excellent team counter because it comes out extremely
 quick and it can absorb projectiles and hit the opponent in stun
 animation while going full screen distance at the same time. It will
 jack up your opponent so you can block immediatley as well.


                             Combos:

Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Roundhouse
Knockdowns: None
Air Launchers: C.Fierce, S.Roundhouse
AC Finishers: Fierce, Roundhouse, Strong Air Throw



                                         Combos

Easy Combos

1) S.Short, S.Fierce --> Ground Wave
  The Ground Wave is not really part of the combo but it pushes away the
  opponent leaving Hulk safe in case they block.

2) C.Fierce --> Jab-Gamma Tornado
  Immediately cancel the C.Fierce with the Tornado so that the second hit
  does not connect. If it does, then your opponent would get launched and
  Hulk would stick his arm out for nothing.

3) J.Roundhouse \/ Gamma Quake
  Hit em deep with the kick and do the super as soon as you land!

4) C.Short, C.Forward --> Gamma Quake

5) J.Short \/ D.C.Short, C.Fierce --> Gamma Crush
  The C.Fierce to Gamma Crush combo is one of Hulk's most painful combos.
  It works great on people that like to jump in on you!

6) D.C.Short, C.Fierce(one hit) --> Ground Wave or Gamma Wave
  If you time it just right, the wave will come out just after the first
  hit and they'll get sucked into it, unable to block! Even if they block
  the C.Fierce, this is a very safe combo cause it'll push em away!

7) Strong Air Throw, J.Roundhouse \/ S.Fierce
  This combo simply hurts and it's nearly inescapable. The idea is to air
  throw your opponent while close to the ground. O.Hulk recovers fast
  enough to hit em with a Roundhouse before he lands. If you're close
  enough to the ground, you can hit em with a S.Fierce after Hulk lands.

                                 Harder Combos

1) J.Short, \/ C.Short, C.Forward --> Gamma Charge --> Gamma Charge
  This combo is Hulk's easiest and most painful ground combo. The trick
  is to start charging for the Gamma Charge as soon as you start the
  combo.

2) J.Roundhouse \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.Forward, SJ.Fierce
  Orange Hulk has a complete air combo series! It means that dialers can
  now choose him and feel right at home!

3) J.Short \/ C.Short, C.Fierce --> Upwards Gamma Charge --> Upwards Gamma
  Charge, C.Fierce(OTG) --> Gamma Throw
  I've yet to make this combo connect. I'm sure that it's possible though!

4) J.Short, J.Strong \/ C.Fierce --> Upwards Gamma Charge --> Upwards
  Gamma Charge, C.Fierce(OTG) --> Gamma Wave
  Same idea as number 3 and the Gamma Wave can be put into the combo
  as an OTG!

5) In corner: C.Short --> Gamma Quake, C.Fierce --> Gamma Tornado
  I'm not sure if the C.Fierce is an OTG or not. Unverified as of now


=============================================================================
=============================================================================

Mega War Machine

 James Rhodes with the help of Tony Stark he has help him upgrade his
 already powerful armor. However the defense mechanisms have been
 somewhat altered not allowing the suit to block the damage. The armor
 has been replaced by a stronger tempered steel rather than iron giving
 him superior strength and durability, but this suit is very heavy because
 of the added weapons and armor so don't expect alot of manuverability and
 speed from this guy.

                              Strategies

 Well you think just because he can't block you'll have an easy time
 with him right? Well yes because keep away works very well against him,
 but beam supers just won't cut it against him. Keeping him away will do
 the job because you'll have a hard time comboing him because you can't
 throw, luabch or trip him so keep him away at all cost or you'll be
 eating War Destroyers!!!

 Mega War Machine(I like to call him War Machine 5000, but this is what
 everybody calls him anyways)

    - Start a Game.....
    - Move your cursor to Zangief.....
    - Move the controller in the following sequence.....

L, L, D, D, R, R, D, D, L, L, U, U, U, U, R, R, L, L, D,

D, D, D, R, R, U, U, L, L, D, D, R, R, U, U, U, U, U

    - Mega War Machine's box will appear above Zangief's.....


Stun Beam: D+FP
 This move sucks in keep away because it goes like Ken's Hadoken, but
 shorter so don't rely on it to win many battles. However I have found
 that this move stuns the opponent a little enough for you to launch
 them sometimes. This has a far better recovery time then the missle shot
 like War Machine, cause unlike the missle shot you don't have to wait to
 block until it connects.


Missle Cannon: D,DF,F+P
 This move acts like Morrigan's Soul Fist but doesn't play as good as
 keep away. These missles are stronger than War Machine's Shoulder Cannon
 though so what lacks in keep away makes up in strength.


Low Missle Cannon: D,DF,F+K
 This is the low version of the Missle Canon and will hit people too short
 or just blocks low alot. Use this a little more often than the standing
 version but try to mix it up to screw up the opponent's timing.


Smart Bombs: SK+SP
 This is a great move that does good damage as well as block damage. Its
 also easy to do and can be done in the air as well. The distance is half
 screen and has fair recovery time. This can possibly even OTG an opponent!

                                    Supers

Proton Cannon: D,DF,F+2P
 This is a very powerful weapon that does tremendous damage. The problem
 is that it takes far to long to start up and anybody should be able to
 counter with a beam super when he brings this cannon up. Unlike a beam he
 uses missles that does tremendous damage and chipping damage. It has long
 recovery time, but so what!!! He can't block anyways.

War Destroyer: D,DF,F+2K
 This is the super that should be used often because it will follow the
 opponents and it inflicts good block damage. The recovery time is better
 than the proton cannon though so use this on jumping opponents or super
 jumping opponents that'll surprsie 'em cause it comes out fast. Basically
 Mega War Machine will let loose about 15-20 heat seeking missles without
 the beam this time doing good block damage and normal damage as well.


                                 Team Super

Mega War Machine: Proton Cannon
 Ouch! This super does alot of damage and chipping damage as well and
 will back up any super nicely. Also it has a bit of a start up delay
 and a long recovery time so you might want to think twice before using
 your team super.

                                Team Counter

Mega War Machine: Repulsor Blast
 An excellent team counter because it just does so much damage and it
 will juggle the opponent. The recovery time is not bad if the opponent
 blocks it.


                                  Combos:

Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Roundhouse
Knockdowns: C.Forward
Air Launchers: S.Roundhouse
AC Finishers: SJ.DN.Fierce, Strong Air Throw


                                         Combos

Easy Combos

1) D.C.Short, C.Roundhouse

2) D.S.Short, S.Roundhouse --> War Destroyer

3) D.S.Jab, S.Short, S.Fierce --> Shoulder Cannon
  Cancel quickly after the strike.

4) D.C.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
  SJ.UP.Fierce --> Jab-Shoulder Cannon

5) D.C.Short, S.Roundhouse --> War Destroyer, C.Short(OTG), C.Roundhouse

6) Fierce Throw into corner, D.C.Short, S.Roundhouse /\ SJ.Jab,
  SJ.Short, SJ.Strong, SJ.UP.Fierce --> AC Finisher
  Mega War Machine is the one of the few characters that I know of that
  can OTG after a throw. Simple and easy set up for a damaging AC.

7) Air Smart Bomb --> Knee Stomp, J.DN.Fierce \/ D.C.Short, S.Roundhouse
  /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Fierce --> Shoulder Cannon

8) D.S.Jab, S.Short, S.Strong, S.Foward, S.Fierce, S.Roundhouse
  --> Low Missle Cannon


=============================================================================
=============================================================================

Lilith
 Lilith is a very powerful Succubus yet so powerful her father had to hide
 the other half of Morrigan in a coffin because she was too powerful to be
 destroyed. But then Lilith was able to break free of the coffin and merge
 with Morrigan calling herself Lilith.
</pre><pre id="faqspan-6">
                                 Strategies

 Well anything works against her because she really doesn't have anything
 that will keep you away. But she has lethal combos that will really do
 some damage. Just keep hitting her until your done and beams do work
 well against her but supers like Final Justice don't do as much damage
 when compared to Ryu.

Lilith
  - Start a Game.....
  - Move your cursor to Zangief.....
  - Move the controller in the following sequence.....

 L, L, D, D, R, R, U, U, D, D, D, D, L, L, U, U, U, U, R, L,
 D, D, D, D, R, R, U, U, U, U, L, L, D, D, D, D, R, D

  - Lilith's box will appear under War Machine's.....

Shell Kick: D+MK(air)
 This is sort of a drill like move that will either beat out your
 opponents launch attack or just trade hits. Beware the recovery time
 is great so its hard to counter.


Shell Pierce: D+HK(air)
 Bats will fly around her legs and she will sorta drill at you, so use
 this like a Chun-Li stomp kick.


Soul Flash: D,DF,F+P
 This move acts like Mega War Machine's Stun beam, it'll go a third
 screen distance and will do alot of damage but will not stun the
 opponent. Don't use this in keep away though cause its horrible.


Shining Blade: F,D,DF+P
 This move is exactly like the Shatoken Dragon Punch and should mostly
 be used as an anti air attack. This cannot be done in the air though
 unlike Morrigan's.

                                      Supers:

Brilliant Shower: D,DF,F+2P
 This move sucks compared to Morrigan's Soul Eraser because it takes too
 long for it to combo like War Machine's Proton Cannon. This will chip
 more than the Soul Erasor and has better recovery time. Basically bats
 fly out of her body and comes at you acting like a beam super.


Splendor Love: F,D,DF+2P
 This move acts alot like War Machine's War Destroyer because it'll go
 straight up vertically with no horizontal range but will combo off her
 launcher making it a great anti-air move.


Luminous Illusion:D,DF,F+2K
 This acts exactly like Morrigan's Darkness Illusion doing multiple hits
 and a ton of damage. This is Lilith's most damaging super but will do
 no chipping damage. Capcom should have made an effort to make it look
 like the real Lilith's Luminous Illusion, since it only hits 21 times
 in DS3.


                             Team Super

Lilith: Brilliant Shower
 A rather good team super because it chips away alot of block damage and
 does good damage as well. But the bad part to this team super is the
 fact that she has a bit of recovery time afterwards leaving her open to
 attack.

                            Team Counter

Lilith: Shining Blade
 An all around excellent team counter because it deals good damage and
 also it hits the opponent who is above your partner. But if the opponent
 blocks they can counter as Lilith is falling down unable to block.

                               Combos:

Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: Zigzag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Soul Flash, Strong Air Throw


                                   Combos

1) D.C.Short, C.Forward, S.Roundhouse

2) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse

3) D.S.Jab, S.Short, S.Strong, S.Forward --> Shadow Blade

4) J.Jab, J.Short \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab,
  SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher

5) D.C.Short, C.Strong, C.Forward, C.Roundhouse --> Darkness Illusion(OTG)
  If done fast enough, the Darkness Illusion will OTG! Then again it only
  connects for one measly hit!

6) D.S.Jab, S.Short, S.Strong --> Darkness Illusion

7) Helper attack --> Brilliant Shower

8) D.S.Jab, S.Short, S.Strong, S.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
  SJ.Strong, SJ.Forward --> AC Finisher
  Tough combo, mainly because the hits on the ground. You will have to
  take out a few hits against smaller characters.

9) J.Jab, J.Short, J.Forward \/ D.S.Jab, S.Short, S.Strong, S.Forward,
  S.Fierce --> Darkness Illusion
  Very possible, but for me I have a bit difficulty due to the fact
  that some of her attacks have little range. Works best when you are
  in the corner.

=============================================================================
=============================================================================

                        Quotes against Onslaught

GAMBIT : G : "Now we finish dis, mon ami. I call your hand!"
        O : "You should have folded Gambit. Now you will pay!"

MORRIGAN : M : "Are you one of Pyron's little friends?"
          O : "I'm not your savior. I bring only eternal night."

STRIDER : S : "......"
         O : "Nothing to say? A silent scream will suffice......"

CAPTAIN COMMANDO : C : "This demented dream ends here, Onslaught."
                  O : "Your comeback will be short-lived, Captain."

RYU : R : "So you are the one I heard so much about."
     O : "The end of your journey is near, warrior!"

     O : "I'm your ultimate adversary, warrior. Are you ready?"

MEGAMAN : M : "Wow! Dr. Willy has really outdone himself this time!"
         O : "I am not of your world, boy!"

WOLVERINE : W : "Hang on, Chuck! I'll save ya!"
           O : "Xavier and I are one and the same, Logan!"

HULK : H : "Hulk crush! Hulk destroy! HULK SMASH!"
      O : "I'm the true meaning of power, Hulk."

JIN : J : "I must stop you for the good of the world."
     O : "You are nothing without your little mech, Jin."

SPIDER MAN : S : "Woah! Hold that pose! It will be great in the papers!"
            O : "Insignificant spider!! Prepare to be squashed!"

CAPTAIN AMERICA : C : "Justice demands that I stop you."
                 O : "Justice? I define the term."

VENOM : V : "You shall pay for harming the innocent."
       O : "It is you who shall pay, Venom."

CHUN-LI : C : "You are finished, Onslaught."
         O : "Your bravado will not save you from death."

ZANGIEF : Z : "No one can defeat the mighty Zangief!"
         O : "Your strength is no match for the power of my mind."

ROLL : R : "Don't get mad at me...... I'm just a girl!"
      O : "You shall be the first to fall, little one."

HYPER VENOM : V : "You corrupt the innocent. For that you must die."
             O : "It is you who shall suffer, Venom."

SHADOW LADY : same as Chun-Li


=============================================================================
=============================================================================

Onslaught
 Well basically about this guy is that he's actually Charles Xavier who
 kills Magneto and ends up absorbing the personality of Magneto's evil
 side and thus calling himself "Onslaught". He is extremely powerful and
 it takes all of earth's mightest heroes to stop him.

                                 Quotes


- "My will is absolute, imposed upon everyone!"
- "I was forged between the crucibles of fear!"
- "Witness the might of Onslaught unleashed!"
- "You are beaten. Join the ranks of the fallen."
- "Free will is a privilege, not a 'right'."
- "Now and forever, I am Onslaught!"
- "Behold my mighty hand!"
- "Feel the wrath of Onslaught!"
- "The Dream is dead!"


                             Onslaught's Moves

 1st Form: Basically what you wanna do alot is block. Yes it is cheap but
           his attacks just hurt way too much. All of his attacks do
           major chip damage as well. Basically the most useless character
           against this guy is Hyper Venom. Here are some of Onslaughts
           moves:


Hyper Gravs: F,D,DF+P
 These energy balls do no damage and are unblockable but they help
 Onslaught set up for his most powerful move, the Mega Optic Blast!!!
 It will drain away 40% of your life. So what you want to do is that
 if you have a projectile use it against those things and it'll nullify
 it. Don't use a charging helper because they'll just bounce away if they
 get caught so save it until your almost through with his first form.


Psionic Puppets: (be darned if I know)
 Onslaught will use one of these hero look alike with only 1/6 of their
 life so don't waste a super just beat them quick before Onslaught can
 recover his life. Mostly Onslaught likes to use Hulk or Mechanized
 Zangief so play keep away with these 2.


Sentinel Air Strike: MP+MK
 Basically he'll call a Sentinel that comes over and drops bombs on you
 that does heavy chip damage. He'll use these at will so don't expect
 for him to run out anytime soon. Don't try super jumping either cause
 they'll come out fast.


Teleport: (Should teleport automatically after being hit multiple times)
 Don't use your beam supers on this guy because he will teleport out of
 it. That includes combos. He'll use it most often when it multiple times.
 Use a dashing helper like Collosus or Juggernaut to stun him and pelt
 some hits in there.


                                      Supers

 Ah! The supers that will take even the Hulk out in a sec!!! Just remember
 that you must always block even though you might recieve some heavy chip
 damage but its alot better than losing half your life!


Magnetic Shockwave: D,DF,F+2K
 This is his weakest chipping super but still chips nicely and will have
 you surf along the waves of energy. But when your in the corner it
 shouldn't do much damage.


Mega Optic Blast: D,DF,F+2P
 The move most devasting of all behold! "Mega Optic Blast!!!" This move
 will do tons of damage and chipping damage. But there is a gap from the
 ground and the bottom of the beam. Most every character can duck from
 this beam besides Hulk and Zangief(ha!! big dolts let them take the block
 damage) and attack at the same time. Most characters can keep hitting
 jab rapidly while onslaught is doing this move.


Magnetic Tempest: D,DF,F+P(no level of super required)
 Herds of Meteorites come at you doing extreme chip damage. When your
 right next to it and blocking just be prepared for some herendous chip
 damage. Stay away from the chunks.


Onslaught Headbutt: D,DF,F+K(no level of super required)
 Onslaught will come at you rushing with his head that does too much chip
 damage. Mostly use short or medium height characters that can just
 crouch and hit Onslaught while he still does the headbutt. Basically the
 same as the Optic Blast.

                                    2nd Form

Hyper Gravs: F,D,DF+P
 He still has these and will often use his heavy damaging Eye Beam! So
 just nullify them by using a projectile.


Psionic Puppets: (be darned if I know)
 Onslaught will use one of these hero look alike with only 1/6 of their
 life so don't waste a super just beat them quick before Onslaught can
 recover his life. Mostly Onslaught likes to use Hulk or Mechanized
 Zangief so play keep away with these 2.


Sentinel Air Strike: K
 Basically he'll call a Sentinel that comes over and drops bombs on you
 that does heavy chip damage. He'll use these at will so don't expect for
 him to run out anytime soon. Don't try super jumping either cause they'll
 come out fast.


Helper Attack: SP+FK
 Yes he can use any helper he wants!!! Unlimited amount of times, except
 they do more chip and normal damage then your helpers, know when to jump
 if you see Lou come out just super jump and block or throw projectiles to
 Onslaught's face. Just be careful cause Onslaught can still attack even
 when his helper is still out on the field.


                                  Supers


The Mighty Fist: D,DF,F+K
 Just watch out when Onslaught jumps out of the screen just super jump or
 be prepared for some major pain. It comes out like Apocalyse's drill but
 does not lose half your life when blocking so yay!!! But still does major
 damage and chip damage so just super jump and blast away at his face
 until he stops.

Eye Beam: D,DF,F+2P
 The most lethal move yet!!! The beams will bounce your character around
 doing 50% damage so block and don't hit him more than 3 times or else
 you'll get serious pain. He'll do this most often when he is being air
 comboed. Always be on the lookout and block and be prepared for some
 very poor chip damage.


=============================================================================
=============================================================================

 Well that's all of his moves that I know of, and for some general
 strategy for each character on beating Onslaught just read down and you
 should see each individual strategies courtesy of Ryu
 ( [email protected] )


=============================================================================
=============================================================================

 Here are some other tips that I have noticed while fighting this guy:

 On the 2nd form, you'll notice that Onslaught pauses for a split second
 and quickly flashes his eye.  In this case block!!! That's his lethal
 Eye Beam!!!

 On the first form Onslaught takes very little damage from normal attacks
 so don't think that you'll kill him with jabs.  Always duck under him
 whether he's fring his Optic Blast or not. Use your stronger attack
 buttons to kill him.

 On the second form Onslaught takes hits worst than Akuma, but they've
 equipped him with a stronger weapon then the Optic Blast, the Eye Beam!
 Maximum Spider will work well against him, but it'll only hit once but
 loses 1/6 of his life, but it must be done in the air. Onslaught does
 not take the Shinkuu Hadoken and Soul Eraser well, so don't be surprise
 to see that's he almost dead if you've pulled off 2 in a row.

 Block!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

=============================================================================
=============================================================================

                    Give thanks to Ryu for this Onslaught Strat.
                               [email protected]

         MARVEL VS. CAPCOM ONSLAUGHT STRATEGIES MINI-FAQ v. 1.0
                                  by Ryu

=============================================================================

                           GENERAL STRATEGY

     First Form: Best thing is to continually jump behind him and combo him,
   and repeat. Duck under the Mega Optic Blast if you can and use a
   crouching combo (just make sure you don't do an uppercut or something
   like that). Use a charging helper (Psylocke, Colossus, Juggernaut, US
   Agent, Sentinel) to neutralize the Hyper Gravs and combo Onslaught while
   he's reeling.

     Second Form: Just jump up and do your characters single most powerful
   regular air attack, and keep on doing that to Onslaught. If Onslaught
   disappears from the screen, immediately super jump to avoid the Mighty
   Fist. The best (and only) helper to use on this form is Magneto. His
   attack stuns Onslaught for about 2 seconds. Use this to your advantage.
   Avoid Onslaught's Eye Beams at all costs. This move is why you should
   never do Air Combos to Onslaught's face. On this form, use a projectile
   (Hadouken, Soul Fist) to neutralize the Hyper Gravs or just dodge them.

=============================================================================

                          ---------------------
                          Individual Strategies
                          ---------------------

=============================================================================

              CHUN-LI/SHADOW LADY
   1st: Get right next to Onslaught, and do a Crouching Forward, Crouching
        Roundhouse combo. While Onslaught is reeling, repeat the combo.
        You can do this indefinately, because Onslaught will usually be
        too stunned to retaliate.
   2nd: Chun-Li should have 3 levels of Super if you did the 1st form
        strategy correctly. Just do 3 straight Kikou-Shou Supers to his
        face. If Onslaught isn't dead by then, just do either Lightning
        Legs (if you're gusty) or a Jumping Roundhouse until you have
        another Level of Super, then do another Kikou-Shou. For Shadow
        Lady, same thing but use the big Bang Laser.

=============================================================================

              RYU
   1st: Chain a Crouching Fierce Punch into a Shin Shouryuken. Onslaught
        won't Teleport out of this, so it's easy damage. Duck under the
        Mega Optic Blast and do a Crouching Jab, Crouching Strong combo.
        Block Onslaught's Flaming Charge and combo a Fierce Punch into
        a Hadouken.
   2nd: Jump up and do a Shinkuu Hadouken to Onslaught's head. If you need
        to charge up your Super meter, just keep on doing a Jumping Fierce
        Punch, Hadouken combo to Onslaught's head, and once it's charged,
        pull off a Shinkuu Hadouken again.

=============================================================================

             Ken Mode
   1st: Basically the same but you can do a C.Jab into a C.Strong all day
        and this will stun him as well.
   2nd: You don't even need to be in the air for this, just have Ken do his
        Shinryuken as he is directly under his head, don't worry Ken should
        be protected from any off Onslught's attacks.

=============================================================================

             Akuma Mode
   1st: Same as Ken.
   2nd: Just do his Shinkuu Zankuu Hadoken or that stuff where he
        throws 19 fireballs in the air. You can use a Diving Demon Kick
        because it'll hit Onslaught 7 times very kickly, you'll stun him
        after 3 hits, but after that he has a fair chance of retaliating.
        Use your air Hurricane Kick because it'll most likely stun him.

=============================================================================

              ZANGIEF
   1st: Do a Crouching Fierce, Crouching Roundhouse combo. It should work
        like Chun-Li's 1st form strategy.
   2nd: Jump up and combo a Jumping Roundhouse into a Spinning Lariat (tap
        3 Kicks) on Onslaught's head.

=============================================================================

              MORRIGAN/LILITH
   1st: You can try to pelt him with Air Soul Fists, but watch out for
        Hyper Gravs, Magnetic Tempests, or Magnetic Shockwaves that can
        reach you. Use Soul Erasers on this form. Duck under the Mega
        Optic Blast and use a Crouching Jab, Crouching Strong combo.
   2nd: Jump up and use a Jumping Fierce, Jumping Roundhouse combo. Use a
        Soul Eraser when Onslaught is on the ground.

=============================================================================

              CAPTAIN COMMANDO
   1st: Use a Fierce Punch comboed into a Captain Fire or Captain Corridor.
        The only Super that will do jack against Onslaught is the Captain
        Sword.
   2nd: Use a Jumping Fierce punch. It will finish Onslaught off pretty
        quick. If you are gutsy, combo the jumping fierce punch into an
        air Captain Fire. Supers won't do jack on this form.

=============================================================================

              MEGAMAN
   1st: Just duck and keep on shooting charged up Mega Busters. The Rush
        Drill and Beat Plane are excellent against 1st form.
   2nd: Jump up and shoot charged up Mega Busters and Leaf Shields. When
        ever you have a level of Super, execute Hyper Megaman.

=============================================================================

              STRIDER HIRYU
   1st/2nd: Activate the Ouroburos super and continually combo Onslaught.
            He should be too stunned to retaliate.

=============================================================================

              SPIDER-MAN
   1st: Use a Crouching Jab, Crouching Strong, Crouching Fierce combo. The
        C.Fierce stuns Onslaught, so while he's reeling, repeat the combo.
   2nd: Use a Jumping Fierce, Jumping Roundhouse combo to Onslaught's head.
        If you're gutsy, try Air Web Swings to his face.

=============================================================================

              JIN
   1st: The Blodia Punch does good damage on Onslaught, so use that. Use a
        Crouching Jab, Crouching Fierce combo. It will work like Chun-Li's
        and Spider-Man's 1st form strategy.
   2nd: Just use a Jumping Fierce Punch. You could try the Blodia Vulcan on
        this form.

=============================================================================

              CAPTAIN AMERICA
   1st: Use the Hyper Charging Stars. Duck under the Mega Optic Blast
        and do a Crouching Jab, Crouching Strong combo.
   2nd: Just use a Jumping Fierce Punch. When Onslaught does the Mighty
        Fist, use the Hyper charging Stars. This will protect Cap and
        at the same time do damage on Onslaught.

=============================================================================

              VENOM
   1st: Use a Fierce Venom Fang to get behind Onslaught and keep on doing
        Short Venom Rush, then repeat.
   2nd: Just Jump and use the Roundhouse Kick.

=============================================================================

              HULK/ORANGE HULK
   1st: Jump behind Onslaught and combo a Fierce into a Jab Ground Wave,
        and repeat.
   2nd: Use the Gamma Quake or a Standing or Jumping Roundhouse.

=============================================================================

              GAMBIT
   1st: Duck under the Mega Optic Blast and use a Crouching Short,
        Crouching Forward, Crouching Roundhouse combo. The Royal Flush
        does some good damage.
   2nd: Use the Cajun Explosion or Jumping Fierce.
=============================================================================

              WAR MACHINE/GOLD WAR MACHINE
   1st: Use Low Shoulder Cannons. If Onslaught does an Optic Blast, crouch
        and Jab alot.
   2nd: Use a Proton Cannon or get under Onslaught's face and do a War
        Destroyer. Air Shoulder Cannons are good.

=============================================================================

              WOLVERINE
   1st: Just combo the heck out of him! Or just keep on doing the Crouching
        Fierce. It works like Chun-Li's strategy.
   2nd: Use a Fatal Claw to Onslaught's head. Or use a Jumping Fierce,
        Jumping Roundhouse combo.

=============================================================================

              RED VENOM
   1st: Switch out.
   2nd: Jump and use the Roundhouse Kick.

=============================================================================

              ROLL
   1st: Walk under the Optic Blast and keep on pressing Fierce.
   2nd: Use a Jumping Fierce or Leaf Shields.

=============================================================================
              ______________________________________________________________


              BEST HELPERS AGAINST FIRST ONSLAUGHT w/Selection Code

              Psylocke (Start+MK)

              Juggernaut (Start+LP+MK)

              Colossus (Start+LP+MP+MK)

              U.S. Agent (Start+MK+HP)

              Sentinel (Start+MP+HP+MK)


              BEST HELPERS AGAINST SECOND ONSLAUGHT w/Selection Code

              Magneto (Start+LK+HP)

              Michelle Heart (Start+LP+LK)

              Iceman (Start+MP+MK)
              _____________________________________________________________



              So that's it. That's basically all the info you need to whoop
              Onslaught's butt. Good luck and happy gaming!

=============================================================================
=============================================================================

                            --------------------
                            Brief Arcade Endings
                            --------------------

=============================================================================

                            Chun-Li

Chun-Li- Well afterwards she has some things to say to Bison this isn't
        exactly what they said but it should come close.

Chun-Li: "There's no where to go now Bison, I've got you now"
M.Bison: "Ha! On the contrary I got you"
        Then she gets in a mind hold by Bison.
Shadow:  " No! I won't let this happen to you!
  Charlie does a continuing Shadow Justice super on Bison while he blocks
  unitl they are out of the screen.

Chun-Li: "Who was that strange man? and where did Bison go?"

=============================================================================

                          Ryu

Ryu- This isn't exact also because its too long. I took the time to
    remember everything I could so bare with me.

   Ryu does continuing motions of punches and hadokens.

Sean: Wow! "Ryu has learned all of his moves on his own training!"
     Well as you can see tha's basically it as far as I can remeber.

=============================================================================

                        Captain America

Cap- Well this is gonna be brief as well.
    He stands in front of the heroes and saids:

Captain America- "You should all be proud of yourselves, I couldn't have
                beaten Onslaught   without either one of you"
                As you can see he is very modest. Rush is on Megaman
                sagging his tongue out like a regular dog while leaning on
                him. Lilith is next to Morrigan leaning on her I think.
                Ryu and Chun-Li are on the front row. An American Bald
                Eagle is on Cap's arm.

=============================================================================

                     Captain Commando
CapCom- Well I didn't get a clear view of his ending because I wanted to
       walk away to look like that its normal for me to beat the game. But
       I did catch some of it.

CapCom- "Mission Complete Onslaught is destroyed"
Avengers- "who are you?"
CapCom- "Just call me..."
CapCom- "Captain Commando!"
     Well that's all I know and Captain Commando is in front of a giant screen
talking to them.

=============================================================================

                       Spider Man
Spidey- Well his ending changes depending on who your partner is, pretty
       nifty huh?

Spidey- "Hold it there Captain America! I just want this shot for the bugle"
       Well at least I think that's what he says. Basically he'll take
       your partner's picture and run off to the bugle.


=============================================================================
=============================================================================

                         ---------------
                         Tips and Tricks
                         ---------------

NOTE: The DC version codes have been added.
 To switch to your second partner before a battle starts:
 hold start during the battle screen and quickly hit all three punch
 buttons before a battle. You can do this infinitely.


To play against:

    Orange Hulk
--> Finish three opponents with supers

    Mega War Machine
--> Finish five opponents off with supers
--> two of the five must be the duo team-up attack

    Shadow Lady
--> get the first attack for every round
--> must use all helpers for every round
--> finish all opponents with supers
--> four of the seven must be the duo team-up attack

    Roll
--> must use all helpers for at least four rounds
--> finish five opponents with supers
--> two of the five must be duo team-up attack

    Lilith
--> finish three opponents with supers
--> must use all helpers in at least two rounds

    Hyper Venom
--> must get first attack for every round
--> finish opponents with supers
--> four of the seven must be duo team-up attack

=============================================================================

-------------------------------
Switch character prior to match
-------------------------------

--> Basically hold 3P or 3K after selecting your helper and hold it till
    the match starts.

----------------------
Save secret characters
----------------------

--> Perform anyone of those secret character conditions and when you fight
    a secret character, win or lose it doesn't matter, you will have the
    chance to save that secret character for EASY ACCESS. Do this for
    all the hidden characters and you will have all the hidden characters
    be selectable via the EASY ACCESS by moving your cursor outside the
    character selection box in which the hidden character's box is. So
    when you save your game with Shadow Lady move the cursor below Gambit
    and Shadow LAdy will appear.

--------------
Onslaught Mode
--------------

--> Get all 6 hidden character EASY ACCESS
--> At title screen Onslaught Mode will appear

=============================================================================
=============================================================================

                          ------------------
                          Character Overview
                          ------------------

=============================================================================

========
Chun-Li:
========
 She's very quick and has excellent air defense.  Her Lightning Kick is
 a monster chipper.  Don't worry, she can beat you without being cheap.
 Watch out for her head stomp because it can only be countered with with
 a Dragon Punch, Spidey Sting, Mega Upper, Captain Corridor, and other
 special moves like that. Her launcher is only sub-par, simply because
 it's not very good at countering air attacks and has a monster delay
 time. Her ability to combo all her supers can become anyone's favorite.
 She'll often win alot of air battles because she has a triple jump making
 her very slippery. She has an axe-kick crouch counter for turtlers so
 watch out.

=============================================================================

====
Ryu:
====
 The most versatile player in the game. He too can combo all his supers
 but not as easily as some players. I once comboed a low roundhouse into
 a Shinku Hadoken. Yeah many players prefer the hyper hurricane kick but
 this one's flashier. Ryu has a crouch counter but has a mean start up
 delay so use it just as the opponent is getting up. Ryu is not the best
 combo character but his combos can easily match the damage of any other
 player's 12 hit(Wolverine, Strider).  Ryu can change into either Evil
 Ryu or Ken mode, either way they play a little the same but different.
 Refer to the chart for a level analyis.  Ken mode is the only character
 who can perform all his special moves in the air while Ryu and Evil Ryu
 can only perform a Hadoken and Hurricane Kick.

=============================================================================

========
Zangief:
========
 The slowest character in the game but yet the most dangerous when
 mastered. His Spinning Pile Driver is very versatile and can easily equal
 the damage of some supers in the game. Zangief will take a few hits before
 he is stunned so take advantage and hit the opponent before you get
 comboed. Mostly all his special moves are in blockable and his Siberian
 Bear Crusher will blow you away from long distances even if your
 blocking. He can also change into Super Zangief giving him strength that
 easily over powers the Hulk's and a devasting new super, Siberian
 Blizzard.  Did I mention he has a projectile? It's similar to Dhalsim's
 Yoga's Flame and will stop alot of supers. But beware, he can't block
 and some beam supers are hazardous. In this mode he has increased defense
 and better super armor. I use this character against Wolverine alot.

=============================================================================

=========
Morrigan:
=========
 She can easily play like XSF Ken and she is just simply a brilliant
 combo character. She doesn't take damage well but can inflict alot
 because of her combos. She can't, however combo her supers as easily and
 her Soul Eraser can only be comboed with a helper. Her Shell
 Pierce([in air] D+HK) can help her get in and combo enemies. She also
 has a level 3 super which is unblockable and will do alot of damage
 however it is too slow to get you opponent unless they decided to block.

=============================================================================

=================
Captain Commando:
=================
 He has excellent ground combos and can easily chain his supers without
 a sweat. He is an agile keep away character and can wipe up the
 competition real quick. He is very quick and strong but lacks on defense
 and air defense. Overall an easy character to adapt. However use his
 crouching strong launcher, his standing roundhouse launcher sucks.

=============================================================================

========
Megaman:
========
 An all time sweet beginner character. He can chain his rush drill so
 easily you'll be amazed while the other 2 can be chain also but a little
 more difficult. He can throw a ton of Mega busters all over the screen at
 different levels and will easily win a game of keep away. One of the best
 characters in the game in my opinion.

=============================================================================

===============
Strider Hiryuu:
===============
 One of the flashiest characters in the game.  He can easily combo you to
 death, but lacks in defense and the ability to combo his supers. You
 should easily win without relying on his supers too much. However his
 supers are often hard to connect, he doesn't have a best super, probably
 his Ouroboros but they are hard to connect without a helper. He is very
 quick and has a lot of priority and can be very slippery with his wall to
 wall leap, teleport, and his double jump.

=============================================================================

===========
Spider-Man:
===========
 A lethal combo character that will win many battles without switching out.
 He is incredibly quick and strong with a speed rivaled by Chun-Li,
 Gambit, Wolverine, and Strider hiryuu. He lacks alot of defense so
 becareful. He is the only combo character, besides Strider who can beat
 you without being cheap. Despite that he is still cheap cause he is as
 strong as Captain America and his size makes bigger combo characters
 like Hulk or Zangief have a difficult time connecting with combos, be
 has weak defense though.

=============================================================================

====
Jin:
====
 Don't even think about this guy. He lacks in every category like combos,
 supers, and speed. He gains in strength and durability(especially during
 powerup) and will wipe out opponents if they are not careful. Practically
 every move he does delays afterwards and can be easily countered. Just
 the worst character in my opinion. He is one of those small characters
 that has a pathetic magic series, like Dan. His priority isn't too
 great, but his strength makes up for that.

=============================================================================

================
Captain America:
================
 Yes he is quite slow, but he has high defense and offense, and can
 easily put out alot of damage with his combos. When he loses his shield
 he can combo any super of his choice and gains alot of speed. But he
 loses some defense and offense. He is a slight improvement over the last
 game because of his ability to combo the Final Justice, but other than
 that players who are familiar with Captain America from Marvel Super
 Heroes vs. Street Fighter should have no time adapting to him. Either way
 he's just deadly.

=============================================================================

======
Venom:
======
 Takes damage like he doesn't even exist.  He can, however put out a
 series of combos and his dash will walk right under fireballs.
 Surprisingly he has pretty good air defense thanks to his Venom Fang.

=============================================================================

=====
Hulk:
=====
 This guy is simply dangerous. He keeps coming after you and playing keep
 away is a little fustrating too. He is very strong and durable and can
 combo his supers with some effort. Just try your best to keep him away.
 What gives him an edge over everyone else is that his regular attacks do
 block damage. Try to cancel your attacks into either a Gamma Charge or
 a Gamma Slam at time to time if you miss with your fierce.

=============================================================================

=======
Gambit:
=======
 Well he only had one super in XSF so they gave him a new one: Cajun
 Explosion. It's very tricky and will 90% of the time have the opponent
 blocking in the wrong direction because he can start his super from the
 opponents back. He is a lethal combo character and has very quick feet,
 but lacks the ability to absorb pain, so keep pounding on him.

=============================================================================

============
War Machine:
============
 He is welly balanced, probably even more so than Ryu, and can mop the
 competition with his comboable War Destroyer. His Proton Cannon, however
 is difficult to combo and can only be chained by a helper. Simple button
 pushing can result in a lot of artilery fired so playing keep away is a
 snap. You can sucesfully aim his J.Fierce in three different directions
 being up, down, or straight and his J.Roundhouse in two directions up or
 down. One of the best characters in the game.

=============================================================================

==========
Wolverine:
==========
 Well the cheapest character of them all. He is just too fast and too
 strong, and he can recover alot of energy while resting. Plus he can
 combo any super of his choice. He has this Knee stomp that just irritates
 alot of people so I'm hoping Capcom can change him into a far less
 cheaper character.  Did I mention he has high throw priority? Well what
 else is there? He can also chip you to death as well and being the
 offensive on him is quite difficult.  I suggest using Zangief or Megaman
 if you've mastered them both. Any other character is just fine as long as
 you've mastered them. This guy, in the hands of an expert, is 10 times as
 hard as Onslaught because he's just so cheap. I wish Wolverine wouldn't
 appear in the next crossover game, so I can laugh at all those Wolverine
 users. He's also a character to make a beginer look like an expert.

=============================================================================

============
Orange Hulk:
============
 Well use him like a Spider-Man. He gains alot of speed and can combo
 his supers a little more easily than before, but lost his super armor,
 strength and durability. So your options are limited.

=============================================================================

============
Hyper-Venom:
============
 Well he plays differently than Venom because his combos are little
 different and his special moves have been altered, somewhat.  He his
 always on Hyper mode so you can just walk under fireballs instead of
 dashing.  He has the worst defense in the game so watch out.

=============================================================================

=================
Gold War Machine:
=================
 Well use him like Super Zangief but play him like War Machine.  He can't
 block or fly and has become slower, but stronger and more durable. His
 special moves are different but not much different because he uses
 Missles instead of beams. Wolverine will have a lot of trouble with this
 guy, when he uses his Berserker Barrage X, don't worry about getting hit
 about it unless you are low on life, just use your Proton Cannon right in
 the middle of it.

=============================================================================

============
Shadow Lady:
============
 Well she's not that bad of a character, but Chun-Li is better. Her
 special moves and supers are very different than Chun-Li's but he has
 become faster and stronger in her Cyborg state. Her Galaxy Missle will
 do some major damage and can chip pretty well too. Trust me! You'll just
 have to play her. Her Big Bang Laser can pose quite a problem for combo
 characters(Strider, Wolvie, Spidey, Gambit) because it can drain away
 half their life.

=============================================================================

=======
Lilith:
=======
 Well play her like MSHSF Ken, but she is a little faster but even in
 everything else. She is a better combo character than Morrigan though but
 her supers are a little worst on damage and comboability side except for
 her Luminous Illusion.

=============================================================================

=====
Roll:
=====
 Well she takes hits 2nd worst compared to Hyper Venom, but he she is
 also quite difficult to master.  She won't win against expert keep-away
 players and she won't inflict much damage either. Her brother is a better
 choice though but when mastered she can become as deadly as any other
 player.

=============================================================================

 Well that's it.  At the arcades the damage mode has been set at very
 high levels so the match would end quicker so that more people could
 play,  so that the arcades  and Capcom can make more money.  So when
 you--get you--your own copy  for the PSX you can set it to any level
 you like!  I just hope--it won't be as--dissapointing--as  X-Men vs.
 Street Fighter.


=============================================================================
=============================================================================

                   ----------------------------------
                   Individual stats against Wolverine
                   ----------------------------------

 Well we all know that whoever uses Wolverine is no expert! He is far too
 good to be a beginner character besides even beginner characters just
 keep hitting that SJ.Strong and S.Strong of his! Well this part of the
 FAQ is dedicated to beating his lousy cheapo namesake. Whoever it is I
 think I might have found a 70% way to beat Wolverine with any character.
 The most successful I've seen is Megaman. Mechanized Zangief. and Chun-Li.

=============================================================================

Chun-Li
 Well what can I say? Her air defense will easily beat out anything
 Wolverine has to offer. You should always attack Wolverine from above,
 she does have extremely good ground combos but there nothing compared to
 Wolverine's. Whenever you come in from above you can either use her nasty
 triple jump to fool him or come in with a Head Stomp and chaining it into
 her J.Roundhouse. Either way this completely messes up Wolverine players.
 Use her S.Roundhouse alot to counter Wolverine's jump-in attacks. When you
 anticipate a Knee Stomp by Wolverine either use her Kiosho or her Hazan
 Tenshou Kyaku. I would stick with the Kikosho because it'll do alot of
 chipping damage in case Wolverine tries to block. Whenever your near him
 keep hitting that kick button rapidly to chip away a ton of his life and
 use her Lightning Kick in the air to keep away Wolverine if you ever come
 to an air fight. If you see his Fatal Claw coming Block and wait until
 he's almost done an immediately blast him with your Kiosho, if you don't
 have a level of super just hit him with a S.Roundhouse and continue your
 air combo from there. Whenever you fall always roll because Wolverine as
 endless OTG abilites. This goes the same for all characters. Her C.Foward
 is a good way to stop oncoming ground combos and she can chain two of
 them in a row and into her Lightning Kick. You should always use her
 S.Fierce into a Kiosho if Wolverine does come in for a ground combo.

=============================================================================

Ryu
 You have two options here, you can either play keep away with Ryu's
 fireball/dragon pattern or be on the offensive with his J.Fierce. Ryu's
 jumping fierce has high priority and will most likely cancel out
 Wolverine's S.Roundhouse. Ryu's C.Foward is a good way to stop on coming
 Wolverine ground combos and you can chain it into his C.Roundhouse and
 into his hyper huricane kick. It's similar to Chun-Li's but his is a
 little less effective but still works pretty well. Always throw fireballs
 when your away from Wolverine and use Ryu's good throw priority to
 continously throw Wolverine, don't do this to any other character because
 its cheap but if its done to Wolverine its acceptable. Ryu's crouching
 fierce is almost as dominating as Chun-Li's standing Roundhouse but works
 when you start the C.Firece early. When your in the air use Ryu's
 hurricane kick to best Wolverine out or your throws. Don't forget to roll
 everytime your playing against a human player.

=============================================================================

Captain America
 This guy's middle name should be priority because that's just what he
 has and that's just what's gonna make Wolverine users pay. Always come in
 with a J.Fierce because it'll cancel out all of Wolverine's moves can
 and his Final Justice will cancel out the Weapon X if your far away and
 if you start it immediately after Wolverine starts his super. When you
 see the Berserker Barrage X use your Hyper Charging Star immediately as
 he start's his from a 3/4 screen distance away, this way you'll cancel
 out Wolverine's super and do a ton of damage on him. If your less than
 3/4's screen distance just block and counter otherwise don't try it
 because it's too fast. You can aim Cap's J.Roundhouse as well but the
 J.Fierce is a better choice. And don't forget to keep those Shield
 Slashes coming! Remember to roll and you should be fine.

=============================================================================

Megaman
 This is the guy to give Wolverine players nightmares! I just love this
 little guy. Excellent job Capcom! Basically what this little guy has to
 do is keep Wolverine away with his best keep away skills in the game.
 Always throw Mega Fireballs up and ground level to keep Wolverine in the
 corner. Whenever you see the Fatal Claw move back and cancel into the
 Beat Plane or Hyper Megaman. Watch out for the Hyper Megaman though cause
 it takes loads of time to start even more than the Proton Cannon! Always
 use the Rush Drill from great distances if Wolverine starts any of his
 supers from great distances because Mega is invincible during the drill
 as we all know. If your close just block and counter. Use Mega's
 S.Roundhouse to beat out anything Wolverine has or his Mega Upper. Mega
 is an okay ground combo character but its his air combos that flourish.
 Don't forget to keep that buster charging and always roll from humans!

=============================================================================

Venom
 Well not much I can say for this guy. Just use your Web Rush when he comes
 in for the Knee Dive. Try to be on the offensive because Venom has poor
 defensive skills but use Venom's air combos to his advantage by ending
 it with the Venom Fang. Always roll as well.

=============================================================================

Zangief
 Ouch! Mechanized Zangief will just kill Wolverine! Regular Zangief will
 do just as well but this guy is better! He can't be lauched or knocked
 down and he doesn't have to wory about the Weapon X because it won't
 work. If Wolverine uses his Berserker Barrage X no problem! First off
 it'll do damage that is easily laughed at and Zangief will be able to
 counter with a Final Atomic Buster. You can use his Siberian Blast to
 keep away Wolverine if you like cause it works well. If he comes in for
 the Knee Dive just hit him with your launcher because he cannot get
 stunned. Despite the fact that he can't block he should give Wolverine
 alot of trouble.Just use your Spinning Pile Driver whenever you get the
 chance because it won't take much to kill him. This goes the same with
 Zangief but he has a super armor and doesn't have the qualities Mech
 Zangief has. But non the less he should work out fine as long as you
 can end you combos with the Spinning Pile Driver the fight shouldn't
 last long.

=============================================================================

Spider Man
 Well you have limited options here. Spider Man is not a ground combo
 character and relies stricty on air. Its pretty hard to win with this
 guy since the fact that all his air moves basically will be overthrown</pre><pre id="faqspan-7">
 by Wolverine's S.Roundhouse. But if your far away throw a fierce web
 ball into a Maximum Spider if Wolverine gets caught obviously. Try to
 punch out every last hit you can from Spidey cause it will count. This
 will not be a easy fight for Spidey despite he is one of the best combo
 characters in the game.

=============================================================================

Strider Hiryuu
 Well if Wolverine ever wanted someone to test his air and ground combo
 skills then Wolverine have a run for his money. Strider Hiryuu is the
 second best combo character in the game, but if he were to combo his
 supers as easily as Wolverine then he would be tied for first. Well
 Strider's Sword gives him alot of priority just like Cap's Shield but he
 doesn't lose his sword. Just keep jumping in with his fierce but don't
 miss cause he'll pose for a split second which is more than enough time
 for Wolverine to counter. Just keep dashing and comboing the crap out of
 Wolverine. This should be an easy battle for Strider thanks to his sword.

=============================================================================

Hulk
 Well always use Hulk's S.Roundhouse against against any of Wolverine's
 jumping attacks besides the Knee Stomp and put your air combos on.
 Whenever you see the Knee Stomp coming always use the Gamma Crush to
 penalize him for being cheap. Use Hulk's S.Jab alot, because not only
 will you chip away his life, but its also stops his on coming ground
 combos and is very hard to counter. Also Hulk as a super armor so take
 note of that. Other than that just ROLL!

=============================================================================

Gambit
 Well you have two options here: play keep away or be on the offensive.
 Gambit's kinetic card is lightning quick and Wolverine will have a hard
 time doing much about it. If you choose to be on the offensive use
 Gambit's OTG abilities alot like comboing in the Royal Flush. Well that's
 about it.

=============================================================================

Jin
 Well practically all his moves have recovery time so you aren't given
 much options. You should come down with Jin's Saotome Drill to muscle
 out Wolverine's S.Roundhouse. Don't depend on his supers to be of much
 help except for the Great Cyclone to stomp Wolverine's knee stomp and
 strike back with a fury, but basically his supers will do serverely poor
 chipping damage.

=============================================================================

Captain Commando
 Well another ground combo character that should give Wolverine's ground
 combos a run for his money. Although he wasn't meant for the air he can
 still do air combos like Ryu. Just take note to use his Captain Sword
 immediately after his laucher cause this super eats Wolverine alive. And
 always use the Captain Storm to counter any of Wolverine's missed supers
 or certain attacks like the Drill Claw. You can also play keep away with
 him because Captain Commando excels in that category and will give
 Wolverine users a tough time. This is one of the best characters to use
 against Wolverine.

=============================================================================

Morrigan
 Well she plays alot like Ken and she can play keep away all day. She can
 combo well too but has some pretty good ground combos. She won't take any
 super Wolverine gives her well because she doesn't take hits well either.
 You should be on the offensive like coming in with the Shell Pierce or
 playing keep away besides that just roll!!

=============================================================================

War Machine
 Take the fact that War Machine's S.Roudnhouse will dominate all of
 Wolverine's attacks except the Knee Stomp. Just play keep away against
 Wolverine unless he decides to jump in with his Knee Stomp and in that
 case use the War Destroyer!

=============================================================================

Wolverine
 Well you know what you cheap bastards should do.

=============================================================================

Roll
 Well Wolverine won't miss much of his attacks so this can be a problem.
 Just try to play keep away with him. Always use your Bouquet to make him
 block high and then dash with a combo that combos into a rush drill. This
 won't be an easy fight so you might wanna switch out.

=============================================================================

Shadow Lady
 If you can anticipate it call Collosus right before the Knee Stomp hits
 and hit him with a Big Bang Laser. You should consider using the Shadow
 Drill when Wolverine is up close to chip his life away and push him back.
 If he's super jumping use your Heat Seeking missles so incase he comes in
 with a Knee Stomp this should stop his combos. It's also not a bad idea
 to use your missles all day because they chip so well and they will
 follow Wolverine and stop him in a middle of a combo.

=============================================================================

Orange Hulk
 Well he has no super armor and his strength has been reduced to Captain
 America's strength but still is extremely deadly to Wolverine players.
 Orange Hulk is fast and can easily be played like a spider man so use that
 to your advantage. Use your Gamma Crush when Wolverine comes in for a
 combo. Basically thats it.

=============================================================================

Mega War Machine
 Same concept as Mechanized Zangief. He he is just a Wolverine killer.
 Just play keep away and use your strength to pound the living cheapnes out
 of Wolverine.

=============================================================================

Hyper Venom
 Well not much help here. Except the fact that he's a little faster than
 Wolverine now. Use his symbiote shield when you see Wolverine coming in
 for a combo. Try using your strong throw often because it'll plant
 Wolverine right in front of you balled up in a web and should set you up
 perfectly for an air combo. Venom's attacks are gonna be hard to counter
 because he's moving so fast so use that to your advantage.

=============================================================================

Lilith
 Well you can say she plays like MSHSF Ken. Her fireball is useless as
 keep away and she really won't give back the hits she's taken. Use her
 Shining Blade when Wolverine comes in for combos, but don't use it too
 often cause like all anti air attack patterns, it becomes predictable.
 You might even have to block when Wolverine comes in for a combo. Well
 I can't offer much on this since I've only used her twice.


=============================================================================
=============================================================================

                                ---------------
                                Reccomendations
                                ---------------

 Okay I'm not the best speller but if you like MvC and want to play
 something that comes close to it then here they are.

X-Men vs. Street Fighter
Marvel Super Heroes vs. Street Fighter
Marvel Super Heroes
X-Men: Child of the Atom

 The rest of the games I like are down here. They might not relate to
 Marvel vs. Capcom but the come from the same company.


Marvel Super Heroes: WAR OF THE GEMS
 (a real nice Super NES game, if you like Marvel Super Heroes, then this
 is your game)

Darkstalkers 3
 (another brilliant game, but this game is strictly ground combos, but
 everybody has at least 4 supers and you can stock up to 99 guages!)

Street Fighter Collection Vol.1
 (well what can I say? 2 classics and the U.S. release of SFA2G)

Every Megaman game from the NES to the SNES to GB to PSX
(hey I've been hooked on Megaman games since Megaman first came out 12
 years ago!)


 Also if you have any questions about RPGs I'll take em! I love all
 FINAL FANTASY games and your email will be answered within a day.

=============================================================================
=============================================================================

Special game notes:

 If you have Cap. A. in your party, don't use your Team-up attack because
 Cap's shield for some reason blocks your long distance super IF he is
 using the Hyper Charging Star, any other super he has your welcomed to
 combo away with.

 Be careful when switching out. Your player will always pose before taking
 action. This lets the opponent time to use their super. Only use it when
 your really low on life, when the opponent is super jumping or after your
 launcher.

 Here is a sure victory if you know how to do it right, I prefer to call
 it "ticking." Jump in at your opponent if you want or if they knock you
 down and standing right next to you. When you get up do your characters
 magic series crouching, like Ryu, Cap, Chun-Li, or any other character
 with a ground stronger magic series. When you get up just perform your
 magic series like C.Short, C.Foward, but stop right there and don't
 perform the Roundhouse, instead throw 'em. This works well with Ryu and
 Chun-Li because if they don't tech hit that means you can pull off a
 beam super or have Chun-Li perform her Kiosho or Thousand Burst Kick
 immediately, just be quick at cancelling into your super. This way you'll
 score easy damage. But try not to get to predictable try using a C.Jab
 then immediately throw 'em into your super as there stunned. Just mix up
 your attacks, opponents except CPU are to dumb to try and counter. But if
 your a combo type of guy just combo don't settle for being cheap. Remember
 way back in SSF2 when you can just chain 7 C.Shorts woth Ryu with a rapid
 fire control pad? Well the Magic Series is responsible for that because
 now you can only chain your buttons together instead of rapidly jamming
 Shorts all day. If I was beginner I try this and if your gonna be called
 cheap then who cares!!! Just as long as you have your 50 cents with you
 and wasting other peoples' money then its fine. Just be cauious though
 it's known to start fist fights!!!

 Remember when I said I might have a Final Fantasy homepage? Well forget it!
 The series is my favorite and all, but I just don't want to take the time
 to make another web site. Sorry to those wo really wanted me to create one
 but you can check out this one:

                        finalfantasy.animecenter.com

 Its the BEST Final Fantasy homepage out there! Go check it out now!


Well that's it and happy gaming!!!

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 Well that's basically it about all I have to say on this FAQ. This is the
 largest FAQ on the WWW that you'll find anywhere(that is referring to MvC).
 By that I mean, I think it is the FAQ with the most information available
 pertaining to the game, but I still think the other FAQs over the web are
 really great. Check those out too! I hope all you people have took the
 time to read this FAQ because it would help alot on your gaming. Everyone
 is always free to email me whether its critizm or comments or questions.
 And as always good luck and happy gaming.

P.S. Use your 2 silver Washingtons wisely or else you'll have wasted them!!!

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---------------------------------*********-----------------------------------
---------------------------------*Credits*-----------------------------------
---------------------------------*********-----------------------------------

-- Capcom(www.capcom.com)
  For their excellent work on the arcade and Dreamcast machines.

-- GameFAQs(www.gamefaqs.com)
  Thanks to CJay for posting up this FAQ and for being an excellent
  editor of the famous site.

-- Migs Rustia(www.miggy.net/msf)
  I'm terribly sorry if I had put your name so misdiscretely, I can
  only ask for your apology. Your help on this FAQ was cataclysmically
  impacted on my work and you have helped me a great deal on this first
  FAQ that I have ever written. Half this FAQ goes to you ^_^

-- Ricardo A Lafaurie Jr.([email protected])
  Thanks to him for the quotes on this FAQ. I urge you to check out his
  FAQ, it has all the endings and quotes you will ever need!

-- Gouki(www.gpow.com)
  Thanks for the codes at his website. ^_^

-- Miko Jao([email protected])
  Thanks for his codes FAQ, I would have never figured it out if it wasn't
  for him! ^_^

-- Solid Snake([email protected])
  Not only for being a huge contributor to this FAQ, but for being a
  good friend, you have helped me alot about the combo system and also
  being the only person to ever reply back my email continously! ^_^

-- Dingo Jellybean([email protected])
  This being my first FAQ it gives me great sense of feeling that these
  people above have contributed so much. This FAQ would not be possible
  without the help of the people you see above, they are the definition
  hard work, tireless effort, and well deserving credit. I sincerely
  thank you guys for your help and dedication to this FAQ.

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Time of Completion: 36 hours, 14 minutes, 12 seconds

Dingo Jellybean (C) 1998, 1999