Marvel vs. Capcom Captain Commando Advanced Strategies FAQ: V. 1.0
Captain Commando FAQ made by Matheus Romariz
(
[email protected])
UIN:18235372
This document Copyright 1999 Matheus Romariz
Any distribution in whole or in part is permitted as long as the content is not
altered and credits are given to the author.
Table of Contents:
I- Latest Updates
II- Introduction
III- Terms used in this FAQ
IV- Helpers
V- Special Moves and Super Moves
VI- Combos
VII- Character Overview and Strategy
VIII- Beat the Cheapos!
IX- Versus
X- Credits
I- Latest Updates
v. 1.0 First version
II- Introduction
Well, first thing I'd like to say is this is an Advanced FAQ. What does this
mean? It means I won't be reviewing every single normal move or putting every
combo possible. Only effective combos will be posted. If you're a real beginner,
I suggest you look up in GameFAQs Benzi's CapCom FAQ. It explains everything and
is really complete, and I started playing from there.
Also, fight fair. Not to say that if a dude comes with a Berserker Rage in
Wolverine and knocks you out with a couple of Fatal Claw combos you shouldn't
shift into full cheap gear. But against most people, try to balance out your
combos and Supers. Here's the forbidden list of things to do:
1: Never, ever, ever, use infinite combos on a human player... unless they do it
to you first. Infinite combos are combos that never stop, a sequence of attacks
that will do 100% damage and there's nothing you can do about it. Gambit has
them, Wolvie had them, so did Spider-Man. Although CapCom has no infinite
combos, this goes as a reminder to all players. Nothing's more frustrating than
having a nice brawl interrupted by some lame second-rate cheapo going in
Berserker Rage and pinning you with its infinite combo.
2: Holds are tricky business. Many Chun-li and Roll players like to use this to
infinitum. Although you can't blame Roll for it, Chun-Li is already one of the
best characters in the game. Same goes for Wolverine, War Machine and other
higly prioritized throwers. Try to balance them in your gaming style (and as a
reminder, CapCom ain't that hot on holds anyways).
3: Don't use cheap characters... unless they do it to you first. Basically, that
means Strider, Wolverine, Chun-Li and (in a master's hands, Spider-Man). Strider
has the best launcher in the game, is blindingly fast, has the ability to combo
his Ragnarok in Ourobouros mode, and a wide variety of unpredictable high-ranged
and similarly prioritized attacks. Wolverine has great throw priority, great
speed, the ability to combo his Supers like no one else (especially the Fatal
Claw combo. If it's done well, it removes 75 to 85 percent of your energy) and a
healing factor while on the sidelines. The Chunner has the highest throw
priority in the game after Roll, the ability to combo a heavy-duty super in the
air, Lightning Legs, easily comboable supers, multiple jumps, speed, etc...
Spider-Man is just a flawless air-combo machine. Great stamina, damage, speed,
supers, you name it.
4- I hope I probably don't need to say this, but no cursing, pounding the
buttons, screaming, elbowing and pushing the taunt button of your opponent.
Using the Taunt button yourself is actually quite cool, just be careful not to
get killed in the way. The only thing that can be more humiliating to a player
than receiving multiple taunts is getting killed in the process of doing the
same to your opponenent.
III- Terms used in this FAQ:
______ ____ ____ ____
/******\ / \ / \ / \
|********| | | | | | | --> Punch
\_****_/ \____/ \____/ \____/
|~~| J a b S t r o n g F i e r c e
.-| |-. ____ ____ ____
( \__/ ) / \ / \ / \
\.____./ | | | | | | --> Kick
\____/ \____/ \____/
S h o r t F o r w a r d R o u n d h o u s e
b = hold back d = hold down (not dash) u= hold up
t = hold toward c = while crouching j= while jumping
+ = add \/ = you've landed ->= chain
d. = while dashing
otg = on the ground (?) /\ = super-jump
s.j. = while super- d.c. = dash then
jumping quickly crouch
d.s. = dash while standing
QCBD = Quarter Circle Backward-Downward
QCF = Quarter Circle Forward
QCB = Quarter Circle Backward
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IV - Helpers
The most significant change made in MvC is the helper system. It consists of
another fighter, which is summoned into the battlefield by pushing MK and MP.
They have a limited number of summonings, and always do a specified attack.
There are tons of helpers, and their selection is random. But there is a cheat
that will allow you to pick what helper you will use. It's a process in where
you hold START and a few buttons for each character. When you're selecting your
characters, select the first one normally. Then hold START, select the second
one and immediately push the designated buttons, which are unique to each
helper. Hold them and START until they are selected. After each match is over,
just hold the same keys and you'll get your helper.
The uses of this system is varied, and differs from helper to helper. For you
CapCom players, the best kind are gonna be the ones that come out suddenly and
dash your opponent.
There are a lot of helpers, so I'll only point out the Top Five, along with the
designated keys you should push along with START to select them in the Helper
Menu and the maximum amount of times they can be summoned in a battle.
1- Colossus (x5) LP + MP + MK: The king of helpers. Comes out of nowhere,
extremely fast, big, and does a lot of damage. What sets it apart from the crowd
is that unlike all the others, it doesn't come out in the ground, it comes a bit
above it and then falls to the ground. What this means is that basically anybody
that jumps at you can be hit, something that doesn't happen a lot with other
dudes like Psylocke and US Agent. Also, he drags the opponent across the entire
screen, takes his time, giving you the window of opportunity needed to set up a
Captain Storm.
2- Psylocke (x5) MP: Exactly like Colossus, only she starts at ground level,
making it a lot harder to hit with her. Still, a great helper in a pinch.
3- US Agent (x5) MK+ FP Like Psylocke, only he drags the opponent faster
through the screen, what makes you have to act faster in order to hit him with
any other move.
4- Sentinel (x4) MP + MK + FP: Takes up the whole screen. Basically, as good as
Colossus, only he has one less summoning and comes out slower.
5- Juggernaut (x3) LP + MK: Comes out instantly, very big. Does a lot of damage,
but has few summonings and drags the opponent too fast across the screen.
V- Special Moves and Super Moves
Captain Fire (QCF + punch button)
CapCom aims a flamer in his forearm and fires. In your anti-cheapo defense later
elaborated in the strategy section, this plays an important role. Basically,
only use jab Captain Fires in fireball brawls and don't bother using the rest.
It will go across the entire screen, and can be done in the air. If you want to
do it to chip damage or to lure your opponent, use the jab. The Strong and
Fierce have a tremendous delay. Depending on the button used, the damage and
recover time will vary. The more powerful the punch, the more damage it does and
the more time it takes to recover.
Captain Corridor: (QCB + punch button)
CapCom punches the ground and a lightning-blue pillar of energy blasts away at
the enemies near him. It has infinite vertical range. Also plays an important
role in your defense as well as attack. A simple combo like j. RK -> \/ c. RK -
> XX Fierce Captain Corridor will do massive amounts of damage. While if you
use the jab button the energy pillar will be formed right on top of CapCom, if
you use the Fierce button, it'll be considerably further. Also, the stronger the
button used, the longer the recovery time. Be careful using the more powerful
versions against dudes with high-ranged attacks like Strider or Spider-Man. In
the latter case, he might block it, fall to the ground, sweep you with a c. RK
and then fire up a Crawler Assault. For that reason, only use the Fierce and
Strong versions if you're sure they're gonna be right at the edge of the blast.
That way, even if they block it, it'll push them far away, giving you the
precious time you need to recover. If you're on a corner defending you position
(main characteristic of the anti-cheapo warfare), only use the jab version. It
Only works in the ground.
Captain Kick: (QCB + any kick)
CapCom lashes out multiple flying fiery kicks across the screen. This sucks. For
starters, it has a disgusting recovery delay. Then, it does sorry damage. It is
rather quick, but the risk of being blocked and the countered far outweighs the
small chance of a ridiculous amount of damage. Use it if you want to cross the
screen quickly, especially if it's in the air. It is only done on in the ground,
and the stronger buttons shift the angle at which CapCom flies.
Captain Strike: (QCF + any kick)
These are the sorriest CapCom moves (with Sho's exception). Don't even think
about using them in a serious battle.
What happens is altered by what kick button you use. CapCom will summon
different friends to help him out. If you use:
LK: Sho, the ninja falls from nowhere and slashes downward. The best of the
Commando Strikes, can actually be used for something (to stop incoming dashers).
Does little damage but comes out extremely fast.
MK: Jennety, the mummy, flies around twirling knives. Supposed to be a decent
anti-air move, but comes out way too slow to fit that purpose.
RK: Hoover, the baby in a robot shell, fires a missile. The speed of this thing
is really amazing. It is SO slow you can punch the guy that gets hit with this
(kidding). Only use this in the occasion that your Helper hits the enemy but you
don't have a Super Combo Level. It does pretty big damage if it hits.
Super Moves:
CapCom has one of the greatest array of Super Moves in MvC. Although that's not
directly apparent, with practice you learn how to take advantage of them.
Captain Sword: (QCF + two punch buttons)
CapCom and his friends swing a huge beam around. What's good about this it that
it does reasonable chipping damage and hits anywhere in the screen. It IS
comboable after a standing RK, but you're better off hitting first with the
crouched LK, since his launcher is one of the worst in the game. In a turtling,
keep-away environment that is required against some dudes, it is a blessing. It
has zero recovery delay, it pushes a blocking enemy all the way across the
screen, no one can hit you while you're doing it, unless they're right under you
(and it wouldn't be very smart to do it in that situation, wouldn't it?). It can
also be comboed after a Helper attack, but do the Captain Storm if you have the
chance.
Captain Storm: (QCF + two kick buttons)
Our buddy rushes the enemy with an uppercut, and if it connects, he's in for
some bad times. He gets launched, and all your friends jump in and give him a
real whopping. He then falls unconscious, but our sadistic friend blasts him in
the noggins' with a Captain Corridor to end his misery. This is the BEST super
move in MvC aside from the Fatal Claw. It will go through fireballs, and does a
LOT of damage. But its real beauty is in the anti-lamer warfare explained in the
strategy section. Just never, ever do this out of the blue. If you miss, you're
in for some bad butt-kicking.
Team Counter: Captain Corridor: (QCBD + FP + RK)
Perfect team counter. If someone is trying to chip you to death with Wolverine's
Berseker Barrage X, or Spidey's Crawler Assault, they'll learn not to mess with
you.
Team Super: Captain Sword: (QCF + FP + RK)
Once again, a Perfect Team Super. It hits anywhere on the screen ahead of him,
has little startup delay, no recovery delay whatsoever, is comboable, will chip,
will send to the oppposite corner of the screen even if the opponent blocks. It
is especially good for use with other supers that send your enemy around the
screen. Most beam supers mess up with these kinds of moves, but not the Sword
since it hits anywhere in the entire screen.
VI- Combos
I'm going to number the combos so that I can refer to them more easily in the
strategy section.
1: j. RK -> \/ c. LK -> s. RK -> XX Captain Sword
Notes: A pretty easy combo. If you don't have the super combo level, a heavily-
damaging variation of this combo is (after the c. LK) c. MK, c. RK XX Fierce
Captain Corridor
2: Helper Attack -> Captain Storm -> (OTG) c. LK -> s. RK -> XX Captain Sword
Notes: Again, if you don't have the level, instead of the Captain Sword do a
Fierce Captain Corridor. The best way to hit this combo (which will be the
mainstay of your anti-cheapo warfare) is described in the strategy section.
Also, you can only hit the (OTG) c. LK if the dude fell from the Captain Storm
in the same corner as you (but after a Colossus attack, that'll be a near
certainty). If you don't have the extra level, a nice variant is to replace the
XX Captain Storm with an XX Fierce Captain Corridor. This a rather beginner
version of the larger combo below.
3: j. FP \/ -> d.c. LP -> d.c. MK -> d.c. FP -> XX Captain Storm -> (OTG) c. LK
->s. RK -> XX Captain Sword -> d.c. LK -> s. RK -> Captain Sword
If you don't have the third Super Meter, replace the last Captain Sword with /\
LP -> s.j. LK -> s.j. MK -> Jab Captain Fire. It's very hard to execute but does
it do damage or what? If I'm not mistaken, it might even do 100 percent on
weaker guys like Strider.
4: d.c. LP -> d.c. MK -> d.c. FP -> XX Captain Storm or Captain Corridor
Notes: If you're trying to play fair, this is a nice combo. Be aware that the
cancelling of the FP into the Captain Storm has to be in superhuman speed. You
can't afford to miss, like you can in the Captain Sword after a s. RK.
5: d.s. JP -> s. JP -> s. RK -> /\ LP -> s.j. LK -> s.j. MK -> Jab Captain Fire
Notes: If you can spare the Level, after the s. RK launcher just go for the gold
with an XX Captain Sword.
VII- Character Overview
With all of his moves and combos reviewed, let's see his strenghts and
weaknesses.
Strengths:
- Captain Fire is like the late Cyclops' Optic Blast. It is quick, annihilates
other fireballs, and does reasonable chipping too
- With a nice mix of Captain Fires and Corridors, a player can drive an
adversary to suicidal frustration and extreme bad judgement
- CapCom has great j. RK and c. RK. He can fight with the best of'em in the air,
and has the added ability of a nice air throw range. His sweep has long range
and can be quickly comboed in a Captain Corridor
- Ridiculously easy combos using only special moves can do the damage of a
super. One such example is the variation of Combo 1.
- A great load of special moves, with insane damage, easy comboes, and
respectable chipping by the Captain Sword
- Very fast if compared to other guys that pack a punch as big as his
Weaknesses:
- A very smart player can see the holes in the keep-away tactic. Additionaly, a
guy like Strider or Chun-Li can use their multiple jumps to lure the keep-away
CapCom into getting too fire-happy and therefore triggering the Captain Fire too
early and then being wide open to devastating attacks. Or Spider Man, who can
stick to the wall, evading the Captain Fires. If the intermediate or beginner
CapCom player jumps higher to aim with the Captain Fire, Spidey quickly drops
and very quickly our buddy CapCom finds himself in the opposite side of a
Maximum Spider
- He doesn't have the defense to match his power. He takes damage a little worse
than most people. A combo like Wolvie's damned Fatal Claw can really put CapCom
away for good.
- All of his special moves leave him wide open in case of block or evasion. A
Veteran CapCom players may not have this problem, but intermediate and beginners
alike will probably get trigger-happy and forget all about the recovery delay of
the Captain Kick, Fire and Corridor. Again, if you fight a veteran, he'll
probably combo in a super. Aided by CapCom's weak defense, there's a very good
chance a few early Captain Corridors can mean the difference between life and
death. To put it shortly: never, ever do a move with a recovery delay unless the
enemy is out of range for a counter or you're sure that it will hit.
Offense:
Please be aware that these strategies are all for a fair fight. If your enemy is
a cheap @#$@#, then refer to my wittingly named "Beat the Cheapos" section.
- Jump in a lot. CapCom has a great move for that in his j. RK. After that, you
can combo into either of the supers or go for the c. LK -> c. MK -> c. RK -
>Fierce Captain Corridor
- People tend to fall into patterns. This goes for any fighter. The trick is,
defend yourself well and hit'em hard. Kinda like "Dance like a fly, sting like a
mosquito" (or something like that :)
- What separates the men from the boys is combo. First, it does a lot of damage.
Second: it's humiliating to see your character bouncing like a ball and all
those double-digit combo indicators lighting up. And third: it's sooooo cooooool
to see a guy hit a Captain Sword after a Captain Storm and then another Sword.
Not that this is the best type of combo...
- Against the more veteran players, defense is by far the most important part.
Many of them have the art of combo down to an instinct, and therefore even a
simple miscalculated landing may result on a 25 hit combo that sends 80% of your
energy somewhere beyond the rainbow. Block a lot. So what if you can do Spidey's
15 hit combo blindfolded if you never get a chance to move?
- Play mind games. For example: you're constantly jumping in a guy with a j. RK
\/ c. RK and then again. So the dude's blocking everything. Suddenly, jump in,
don't do the j. RK, and as soon as you land, sweep him with a c. RK. He's still
gonna be blocking high, waiting for your j. RK. Repeat it. He'll fall again for
it. He's now gonna be pissed. Do the j. RK. He's gonna be blocking low. Next
time, do the j. RK again. Keep'em on their toes guessing what you're gonna do
next
VIII - Beat the Cheapos!
I created this section because I was extremely angry with all the sites in the
'Net. They all say "if your opponent is a cheapo, then kiddie gloves off". So
far so good, but they don't actually teach you to be a better cheapo! So here's
a CapCom cheap guide! Trust me: guys are gonna hate you for this, but it's rock
solid.
The most vital ingredient to this strategy is discipline. Always block. Never,
ever take a hit. Basically, it spawns from the turtling strategy, but CapCom
allows a more complex variation. To those that don't know, turtling involves
ducking in a corner and blocking everything, waiting for a mistake.
Most cheapoes use brawling characters (Strider, Wolverine, Spider-Man). What
you're gonna do is stick to the corner. If he dashes you, either use Sho or a
jab Captain Fire. If he starts jumping in the air with projectiles, time his
jumps and jump along with him with a jab Captain Fire ready. Be aware that if,
for some reason, he suceeds in getting close to you, you can easily take this to
your advantage. Jump into the corner, and fall with a j. RK. If it connects, go
for the variant of combo 1. If he blocks it, continue the variant till the c.
RK. If he blocks them all, don't go for the Captain Corridor. If instead he
takes off along with you, block or go for an air grab if you can outprioritize
your enemy. He'll get frustrated, and try to walk up and grab you. Jump and
repeat the drill.
Eventually, they'll begin jumping you. A lot. This is where the fun begins. Dash
forward and activate Colossus. He'll hit the enemy and leave the opening for a
Captain Storm. You must be sure Colossus connected before jumping the gun on the
Captain Storm, otherwise he'll have a big opening to combo you. If Colossus is
blocked, throw in a jab Captain Fire just to do some chipping damage. Be aware
that your most important assets are the Colossus. Don't waste them.
In case you hit him, proceed to OTG him with the variant of combo 1. Don't waste
a Captain Sword on this OTG unless you're dead positive it will kill him. Keep
on playing. If your adversary is hit by another Colossus + Captain Storm, it's
all over for him. Otherwise, be sure you always have at least one Super Combo
Level to block a possible switch and Captain Storm him at any time in the match.
Staying in th corner is good 'cause it prevents dudes from sneaking behind you
while you jump. Stick to the ground 'cause if he's hurt he's gonna be looking
for an opening to switch. Eventually, you'll either chip him to death or hit him
with a Captain Storm after his blocked switch. Resume playing. Most damage you
deal out will come from the j. RK you're gonna be doing in the corner, cause
it's gonna hit him while he's still dashing with a bunch of combo-starting
moves. It allows you to proceed with different variants for a very powerful
combo spawning from a simple j. RK. A significant portion will come from the
Colossus + Captain Storm, especially if your opponent is a beginner. Chipping
will also play a major role in this. Other damage will be minimal.
The only thing that you need to do to win is to stay blocking everything they
dish out at you. If you don't have time to jump over his head, block. Most
combos begin with a dashing crouch, so if in doubt, block low.
To better illustrate my words, let's make an imaginary match. For the opponents,
cheap kings Strider and Wolverine.
OK. Game begins. Retreat immediately to your corner, be it P1's or P2's. If you
opponent uses Wolverine, he's gonna do one of two things:
Stage 1: More likely: Dash with a d.c. LK. From that kick, he can make you see
stars with the Fatal Claw. Whaddya do? Jump into the corner and fall with a j.
RK. Odds are he's gonna block it, but you avoided him. In case he takes it, go
for the combo 1. Just be extremely disciplined, and block always. Most Wolvie
players are accustomed to downright brawls, so they'll quickly move to Stage 2;
more intelligent players will begin there already.
Stage 2: Some intelligent Wolverine players have figured out the miracle that is
his downward + Roundhouse to start yet another infamous Fatal Claw combo. Others
will try a j. FP to hit you with a Berserker Barrage X. In the first case,
either hit him with a jab Captain Corridor or jump back into the corner with a
j. RK. You're probably gonna exchange hits, but since your move does a lot more
damage than his, no problem. One reminder: if you try to block it, be sure to
block high after his starting d + RK. This small oversight can lead to very
painful consequences. If he goes for j. FP, dash forward and activate Colossus.
He's gonna be hit with him, and you're gonna Captain Storm him. After you hit,
you're probably gonna have another Level. Contrary to popular thinking, don't go
for the OTG Captain Sword unless you're absolutely positive it's gonna kill him.
Otherwise, do the variant combo 2. Now, this is gonna be some serious damage.
Beginners will switch immediately, and now you see why you saved that extra
Super Combo level. Block the switch and Captain Storm him out of his taunt.
Again, do the variant of combo 2. Intelligent players are gonna wait for an
opening. Don't give them one. Stay on the ground, and in case he jumps at you,
do Colossus + Captain Sword. That'll chip a pretty good amount, and odds are
it's gonna kill him. If it doesn't work, quickly build up another Level with jab
Captain Fires and Corridors. Again, 99% of the time you're gonna kill him witrh
your chipping. If he gets hit again with the Colossus in one of his jumps, he's
dead with a nice Captain Storm. If in the meantime he switches, reward Strider
with a nice Captain Storm.
In most games, by now you'll still have every single drop of your life. But if
by some reason he got a few good blows in, you're gonna be forced to switch. One
great tactic is to just super jump into the corner. Nearly as a reflex, your
adversary will super jump after you. As soon as he begins, switch. It may sound
stupid, but you'll be surprised by the number of veteran players that fall for
this rather dumb move. Well, now returning to the strategy...
Strider is a more complex case. First: he's got projectiles. Although those
panthers do suck, they can go entire the whole screen. When you see the
beginning of the animation, go for a quick Fierce Captain Kick. A couple of
these should teach him a lesson. If he dashes or jumps, you know what to do from
the earlier Wolverine drill. Just be careful of his downward roundhouse: it
easily beats the wazoo out of your j. RK. In this case, block.
If he uses Ourobouros, just duck and block. In case of Legion, do a super jump
in his direction and you should be able to avoid all the bats if you really push
the stick. He's gonna be wide open, so hit him hard with any combo you can think
of. Strider has one move that REALLY makes things harder, that bomb thing. He
can chip you to death with it, and by altering the strength of the buttons used,
he can keep you guessing where's he gonna drop it. Just try to super jump them
and brawl with him. Although Strider is a lot better than CapCom in close
combat, you're also a much better player than him (I hope!) and can block his
combos while slipping in a few of your own. Nevertheless, it'll be a
ridiculously easy fight. Once you've mastered this strategy, you'll be able to
win most battles without losing half CapCom's energy and leaving your partner
well rested. I even got three PERFECTS in a row against this really annoying
Wolvie - Spidey cheapo.
But, as always, this ancient cheap technique is only to be used against really
cheap players or the computer. If your adversary is a fair player, be fair to
him as well. Although... if things do get hairy... you might want to awaken your
cheap side.
IX- Versus
Vs. Chun-Li
Computer: CPU Chun-Li is very problematic. It's one of the only computer
characters that regularly combo super moves, and she's also got a great sense pf
timing in her Kikousho super. Be aware when jumping in for Kikousho and Hazan-
Tenshou Kyaku. She likes to block a lot, so you're gonna have to press in for a
mistake. Don't go near her since she can throw you a mile away. Your best bet is
to Captain Fire her, going for a few surprise Captain Kicks and Storms. A quick
dash with a d.s. RK followed by a Fierce Captain Corridor is also a good road to
victory. If you fight her in the 7th round, the most you can do is pray. She's
easily the most difficult computer opponent for CC (maybe Jin is harder). Be
sure to have a nice partner backing you up (I recommend Spider-Man). Try to hit
her with a Colossus + Captain Storm. Also, like most people, if she fireballs
you once you can bet she'll do it at least three times straight... Captain
Storm!
Human: Human Chun-Li players just can't get enough of her holds and supers. Just
Keep her away! One plus is that most of them are so caught up in attacking you
can regularly slip in a Colossus in the middle of their jump and pound them with
a Captain Storm. Again, just be extremely disciplined in blocking and jumping in
and you'll stand a good chance. The main problem is that Chun-Li has a
ridiculous amount of perfect defensive moves. Don't jump her. Really! You'll get
launched and Raging Demon-ed.
Vs. Ryu
Computer: Ryu in the computer is a push-over. First: He never blocks. Second: he
doesn't combo super moves. And finally, he uses the Shotokan Switch WAY too
often. Just jump in and hit hikm with combos. One small caution should be taken
when dashing in: the Shinku Hadouken comes out quite quickly, so always block in
the middle of your dashes. An advantage is that the CPU likes to fireball a lot.
Captain Storm him for his stupidity.
Human: Most guys that use Ryu are beginners from the time of X-Men vs. Street
Fighter. Either that or cheapoes from MsF, take your pick. One nice trick to use
use to Captain Fire him once, then twice. After the second time, the guy'll
doubtlessly fireball you, anticipate it with a Captain Storm. Otherwise, just
try not to get sweeped or launched. The first will take you to a painful Shinku
Tatsumaki Senpuu-Kyaku and the second one to an equally destructive Shinku
Hadouken. Some guys will immediately Shotokan Switch to Akuma or Ken and use
what I call Wall of Hadouken. It's a cheap tactic consisting of super jumping
and from the pinnacle releasing wave after wave of Hadouken. A Captain Sword is
just the thing in these cases. Like with most people, just defend yourself well
and you'll be OK.
Vs. Zangief
Computer: Computer Zangief is a joke: he never blocks a thing. You can win just
by sticking to the corner with Captain Fires. One thing to watch are the SPDs. A
few of these and DANGER status to you. Be careful, and jump in a lot. Since he's
got poor air defense, hit him with a nice combo from up there. Colossus +
Captain Storm isn't very useful 'cause he's not prone to jump a lot, but if you
see the chance, take it. Turtling is a big no-no because of his Final Atomic
Buster. Mega Zangief is very complicated indeed... just get carried away with
Captain Fires and Captain Swords. Remember that a Captain Storm is useless. Jump
away a lot and never ever get close to him.
Human: Human Zangief players tend to fall into a single pattern: SPD. Yes, it's
pretty cheap, but effective since you have to be very fast to get away. Jump,
and most will follow with a Spinning Lariat in the air. Abuse of your speed,
dash in quickly and get a few nice hits then get out. Don't stay near him,
remember those three little letters: SPD and FAB! The running bear grab is
pretty cool and he's got a great normal throw range too! Human players seem to
dislike Mega-Zangief for obvious reasons. You'll rarely ever see them, but if
you do, just use the same strategy above.
Vs. Morrigan
Computer: CPU Morrigan is extremely easy... and sexy too! She never blocks
(maybe she likes pain...) and keeps summoning you forward... If you want to beat
her up (didn't your mother teach you not to hit girls!?) be careful of her
Silhouette Blades, since she is keen on comboing them after some low attacks.
The Soul Eraser is great: it comes out instantly and does gigantic damage. Just
try not to be caught in the middle of a recovery delay after some move with your
pants down (then again... :), since it's likely she'll Erase your Soul.
I don't know about you, but whenever she does the Eternal Slumber, I rush into
it! (see the animation for yourself, but only do it for fun since it does
titanic damage). Seriously, it is a pretty pathetic super. Just Captain Swrod
her. She does like to combo, and will do it often (and it WILL hurt!). Be
careful of her air dash, it wreaks havoc with your keep away tactic. She has a
weakness characteristic to most Ryu-clones: she fireballs WAY too much...
Captain Storm her out of it. One advantage is she takes a lot of damage per hit.
Human: Human Morrigan players have one trick that will seem uncounterable by
beginners (I confess to have lost to it the first time I faced it) but is of an
idiotic cheapness that deserves to be punished. Her Soul Fist, when done in the
ai,r propels her slightly upward, thus allowing her an infinite amount of moves.
It's like the Wall of Hadouken, but the fireballs are bigger and are endless
too! As more intelligent people might guess, the answer is Captain Sword. With
that beaten, you've just got to lead with another Ryu-clone. Just follow the
same strategy for Ryu.
Vs. Captain Commando
Computer: It's the Clone Wars (oops, wrong galaxy!). Well, CPU CC will be a
minor pain since he does combo a fair deal (fortunately, never with supers).
Just block a lot, and take advantage of the fact that as most people of this
game, he's projectile-happy. I'm not sure if the Captain Storm will go through a
Captain Fire, but I believe so. He also does a lot of Captain Corridors and
likes to use them even when you're an entire screen away... go figure. Anyway,
he'll make a lot of mistakes and you'll hopefully punish them all. In the whole,
pretty easy.
Human: Not many people use CapCom, but if they try to beat you with the Cheap
part of my Strategy Guide, you'll be in for some rough times. In this case, just
do the same strategy to them: it's a 50/50 chance! Otherwise, be careful of
jumping in and dashing. A safe move is Captain Fire, and should be done often.
There's not much secrets here: wait for the guy to use a special move, then
punish them on it's recovery delay. Against more fair CapCom players, just do a
lot of jumping in, combo a few Captain Swords \ Storms and OTG Fierce Captain
Corridors.
Vs. Megaman
Computer: The Computer Megaman will combo in a few Beat Planes quite regularly,
making it a damn pain on the rear end. Just be extremely careful when jumping
in, 'cause the Hyper Megaman is pretty powerful. In the case of a Rush Drill,
just push block and it won't do any significant chipping damage. The computer is
fond a few Mega Uppers and c. RK, all which leave him wide open for reprisal.
Hit'em hard!
Human: If you fight the typical FP Fireball cheapo, jump in directly above him
and let him have it. If you're feeling lucky, Captain Storm through the
fireballs. Never, under any chance, get launched, since the opponent will Hyper
Megaman you. It's so unfair! Many of your combos will be much harder to hit
because of his small size. If you see him charging a Mega Buster, take extreme
care of your legs. He'll want to OTG you with it always. A few players that
don't know about the Hyper Megaman's AC finisher role will use the charged Mega
Busters to combo in a Beat Plane. It hurts less than the Hyper Megaman, but it
does hurt quite a lot. If your opponent tries to cheese you to death with a Beat
Plane, quickly Captain Sword or Corridor him. It'll do pathetic damage but it'll
prevent some pretty big chipping hurtin'.
Vs. Strider Hiryu
Computer: Computer Strider is fond of ground combos, Ame no Murakamos and holds.
Not very fond of blocking, which is a problem since Strider can't take hits like
anyone's business. Just pound him into the floor; a computer controlled Strider
isn't a problem for anyone with half a brain and some decent blocking skills.
Things change when people use him though...
Human: Oh boy! Strider is the Ultimate Cheap Machine next to the Chunner and
Wolvie. His air and ground combos are so ridiculously overpowered, he's got the
best launcher of the game by a mile, he's fast, sticks to walls, has great
grabbing range and multiple jumps. Be careful and block. The operative word is
BLOCK! If you're a disciplined blocker, you can exchange hits with the Strider.
And although his do pack a punch, yours are bigger and badder. And he takes hits
worse too. Just take care after the Ourobouros: the guy is gonna teleport behind
you. Jump high in the air and fall blocking. Turtle it out from there. For
beating Strider, just use the cheapo tactic section. Any guy that uses him
deserves it.
Vs. Spider Man
Computer: Computer Spidey isn't a blocker at heart, but he does slip in
regularly his 8-hit killer air combos. Block low when he dashes and you should
be well off. Again, no big secrets. Pound him to oblivion, but never forget to
block well. 'Cause that 8-hit combo is a bad-ass move!
Human: Oops! Well, Spidey is a popular guy anywhere in the globe, and he's
earned the second slot in my team after CapCom. He's lightning fast, has a great
low fighting stance, is pretty small, packs a punch totally disproportional to
his size and takes hits pretty well. Add to that pretty good throw range, highly
prioritized jumping-in moves, and an air combo any monkey can do blindfolded and
you've got one bad mother'. Basically, use the cheap strategy. Block well, watch
your legs, try to combo in a few supers and you'll see that the fight ends
quickly. One tip: whenever you see him air dash or air web-swing, no mercy!
Captain Sword!
Vs. Jin Saotonme
Computer: Jin is unquestionably the most difficult guy in the game along with
Chun-Li. Put'em both in a team and slap'em in the 7th round and you'll see what
some royal whoppin' is really made of. He's like Eddie of Tekken 3: you never
know what he's gonna pull off. He's stuffed with moves that look like they can
be blocked high but really are low and vice-versa. He's got great armor, a cool
sense of humor, an awesome mech and the most gut wrenching moves in the
business. It's just extremely hard to block this guy's every move, he's a
monster. One plus is that most of his moves, if you actually manage to block
them, leave a long recovery delay. But that ain't much, especially when compared
to the power of the Blodia Cyclone! This "blockable" super is just so hard to
block they might have made it unblockable there wouldn't be much difference. OK,
but did it have to remove over fifty percent of your energy?? It just ain't
fair... And as if the rest wasn't enough, this guy actually blocks ninety
percent of the moves you throw at him. To beat him, just try to turtle, call
your helper at the right time and Captain Storm him! And he actually doesn't
take damage badly! It just ain't fair...
Human: Strangely enough, I've never found a human that plays better with Jin
than the computer. But I suppose a master of this guy is a force to be reckoned
with. Just brawl with your secondary character and hope to god he sucks with his
partner. Or you could always succumb to the Cheap Side of the Force and use my
Cheap Strategy guide... but it ain't that great against this guy... It just
ain't fair!
Vs. Captain America
Computer: Well, Cap here is a piece of cake. He doesn't block a lot, doesn't
combo supers and uses his great projectile badly. He will regularly OTG you with
it, so watch your legs. He takes very little damage, as much as Zangief or less.
And for such a tough guy, he is damn fast and can get a good AC too. Watch his
FP, it's a killer. But the CPU doesn't use that a lot, instead preferring to do
things like Stars and Stripes out of the blue. Pummel him in the recovery for
being so dumb.
Human: Well, well, this is a tough one. Watch your legs, since you might get
sweeped and then, "Hyper Stars and Stripes". If you fight in the air, get above
him. That monstrous j. FP will beat the living crap out of your j. RK unless you
hit him from above. Make him lose his shield. It might seem stupid, but the
range on all of his FPs is stupendously decreased, in addition to removing his
highly damaging projectile. And if he tries to get it back with the Cartwheel,
throiw him in the middle of it. Most Cap players think their shield is their
life, so they'll spare no expense to get it back. And they're gonna get
careless. And you're gonna Helper + Captain Storm him. He can combo all of his
supers, and they all do a lot of damage. A plus is that nearly all of his moves
have a recovery delay. Annihilate him with a quick Captain Storm. Otherwise,
beware of his multiple jump and reasonably good throw priority.
Vs. Venom
Computer: Well, CPU Venom is keen on comboes. Watch your legs. On the other
side, he doesn't block a lot either. I recommend just jumping in him and
brawling. Try to OTG a few Fierce Corridors; it hurts like hell! Beware of his
air dash, and be ready to Captain Sword him. Not a difficult opponent, but if
you're desperate just do a few Captain Storms out of nowhere. He won't block
them, I guarantee you.
Human: If you block wisely, you won't get hit by his sucky comboes, and you can
slip a lot in 'cause you're faster. Beware of the excessive use of Strong and
Fierce Captain Fires, he can Venom Web you. Also, he has a very good strategy in
using his helper then Venom Web. Dashing is risky since the Lunge Bite does a
lot of damage. I recommend jumping in, blocking the entire time, then going for
a c. RK and OTG Fierce Corridor. A problem is that he can take a lot of damage,
so it's gonna take a real pounding to beat him. In the air, he's dangerous
because of his multi-hitting Roundhouse and quick recovery Venom Fang. Watch his
s. RK for Death Bites, it hurts a fair deal too. Take advantage of this moves
horrible recovery delay and slip in a Colossus + Captain Storm.
Vs. Hulk
Computer: Hulk is pretty dangerous if you're not hot on blocking. A 5 hit combo
will do more damage on you than your Captain Storm will dish at him. But, as
always, he never blocks. Well, jump in blocking (ever heard of Gamma Crush) and
fall with a c. LK, c. MK, c. RK, Fierce Corridor. It'll do good damage and also
circumvent his super armor. In case you blocked a Gamma Crush, quickly reply
with a Captain Storm. Beware his s. FP behemoth range, but take advantage of its
slow recovery. A dangerous enemy to beginners but a pushover for the more
experienced.
Human: I don't get many humans using Hulk, but they're usually beginners. His
raw power is very attractive, and I suggest you begin playing with him if you're
new to the game. Again, keep in mind all of his blows chip, he can throw a
monstrous amount of damage while taking very few. But since he's so slow, don't
give him the opportunity to hit you. A nice bet is Colossus + Captain Storm,
since he likes to jump in with his mammoth j. RK. If you don't have the level,
try to keep him away. He's got great throw range, but your Captain Fires are
better. They won't stop him 'cause he has super armor, but a Captain Corridor
will send him flying across the screen. Just keep him away and you won't have
much trouble, but get rough and he'll kick you to kingdom come. Always dash
blocking, predicting his s. FP and then dashing in for a quick sweep +
CapCorridor.
Gambit:
Computer: God, how I hate him! He'll block everything, you have to be very lucky
to hit even one blow. The good part is that the CPU isn't great on comboing the
Royal Flush nor OTG'ing a few Cajun Slashes. Unfortunately, Capcom greately
shortened the recovery delay of the Royal Flush, so you have to be quick if you
want to counter it. Don't try to counter his Cajun Strikes unless you've got
great reflexes for a CapCorridor or CapSword. Not a particularly hard CPU
opponent.
Human: Well, Gambit relies on three things: his staff, his OTG combos and his
throws. If he jumps into you, wait till the last possible second and call
Colossus. After he's hit, Captain Storm. Watch out for the mean range on his
standing FP and jab Cajun Slash. Don't jump in nor dash without blocking and you
should be fine against the first. Roll well and the second's history. Be on your
toes and never let his get too close and his throws won't matter. Watch out for
his Royal Flush OTG combo, I like to roll behind him and Captain Storm. If you
block it, don't even think about push-blocking. You're gonna get hit with the
last few cards and miss the chance for a nice counter. His other super does so
much blocking damage I hardly ever block it, instead preferring to jump wheer he
is and avoid the move. Without these three great assets, he's just a normal guy.
Wait for the recovery delay that most of his normal moves have and break him
apart!
War Machine:
Computer: Oooh, CPU WM is tough! He'll keep grabbing you and throwing you to the
corner and OTG some mean combos. If you dash or CapFire him, he'll Shoulder
Cannon through it. If you jump in, Repulsor Blast and then OTG or maybe even a
War Destroyer. Learn to tech hit out of his throws and roll out of his OTGs and
you should be well off. Just don't try to CapFire him to death 'cause his
Shoulder Cannon does the job better than your move. Jump over these and
extinguish him on its brutal recovery delay. Oh, and never jump in to a forming
Proton Cannon, it's like the Hyper Megaman; you'll get vaporized. If you block
this move, don't push-block and after it ends, quickly Captain Storm him.
Human: They'll try to stick with the general throw-OTG strategy. One move they
use a lot but the CPU doesn't is to link a launcher into a War Destroyer: it
HURTS! Roll well, learn to tech hit and blast him on the recovery delay nearly
all of his moves have and you'll be winnin' in no time.
Wolverine:
Computer: Surprisingly enough, the computer sucks at Wolverine. It won't combo
supers nor throw a lot. It also blocks badly. It doesn't use the brutal
advantages this guy has like the Wolvie cheapoes do. If he's controlled by the
CPU, just break him apart.
Human: No mercy! Anyone that uses Wolverine must be punished! He's so cheap! To
beat him, check out the strategy section. Just a few reminders:
- Watch your legs! He'll normally come through there for a bad-@ss Fatal Claw or
Berserker Barrage X combo
- Keep'em away! He doesn't have many good anti-projectile attacks since the
Weapon X is so slow to be executed
- Block well. Any slip may lead to a dangerous combo
Vs. Onslaught:
First form: Well, CapCom ain't the best guy for Onslaught, but he gets the job
done. Get Colossus for your helper. Retreat to the corner and turtle. Onslaught
will charge you. Block it, then activate Colossus and release a Captain Sword.
Don't care about your super level, it's all to ber used here. This is basically
the entire strategy. If he tries to Hyper Grav you in the corner, Colossus +
Captain Sword. If you don't have the level, do an AC sequence in his face while
the Colossus stuns him. Personally, I recommend using a smaller guy like Spidey
to finish this one off.
Second form: Don't even think about releasing a Captain Sword, save your supers
if you've got a dude like Megaman or Wolverine in the sidelines. Just jump in
his face and FP. Real easy, no questions asked. Never release a Captain Corridor
either, as it will leave you wide open for an Eye Beam. If you must escape some
Hyper Gravs, use your remaining Colossus or Sjump over it. Stick to the FP and
you shall win.
Secret Characters:
Under the character's name will be the requirements you'll have to meet to fight
and/or use them. Namely, you have to do some predefined things, and if you meet
the objectives, in Stage 7 the words: "Here comes a new challenger" will be
displayed. After you beat them, you'll still fight the old team you were staged
to fight in Stage 7, so it's like one more fight! Each character has unique
goals to be met in order to fight him/her, but there are a few general rules:
- You can't lose a character. If either one of them dies even once, it's all
over
- You can't be challenged by a human player
Orange Hulk:
Fight him: Finish at least three opponents with super finishes
Use him:
As soon as the character select screen appears, move your cursor to Chun-Li and
then move the cursor 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 over Ryu's.
Memory tips: Start at Chun Li, draw the character "3", go back to Chun Li then
draw the character "4". Then go counter clockwise until you get to Ryu's box,
then hit up once more.
Computer: Well, Orange Hulk is a faster but brutally less powerful version of
Hulk. You can easily exchange hits with him now, but his supers are nearly
untouched in power. Just use the same strategy as in Hulk and watch your jump-
ins and block well
Human: Most guys that use Orange Hulk are dialers that have found out his
increased comboability. Don't get launched or you're in for a painful air combo
or maybe even a Gamma Crush. Still, he takes hits like a sissy, you can take him
with the same strategy as with Hulk. Don't be intimidated by his size, he's more
like Chun-Li than Hulk now.
Lilith:
Fight her: Finish at least three opponents with super finishes and completely
use all Helper Attacks for at least two rounds.
Use her:
As soon as the character select screen appears, move your cursor to Zangief.
From there, 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.
Memory Tips: Start at Zangief, draw the character "9", go counter clockwise back
to Ryu then draw the character "0". Then go counter clockwise down to War
Machine's box and hit down once more.
Computer: She's a little different from Morrigan (worse in most people's
opinion). OK, her version of the Soul Fist is smaller and heart-shaped. It'll do
a much higher amount of damage but has a lot less range. Her version of the Soul
Eraser is downright insulting: it has disgusting startup delay and does a lot
less damage, it's called Brilliant Shower. She exchanges the Silhoeutte Blade
for a Shinryuken-type attack, the Splendor Love, which is comboed after her
launcher. She keeps her Darkness Illusion, only now it's named Luminous
Illusion... go figure. She loses the Eternal Slumber (loved that one!). Her </pre><pre id="faqspan-2">
Shadow Blade now can't be done in the air. Except for the fact that she can't
play keep-away (and then, is logically a prime target for such a strategy) and
her supers kinda suck, fight her the same way you would Morrigan.
Human: Check out the main differences above. Adapt them to your usual Morrigan-
whipping strategy.
Mega War Machine/Iron Man
Fight him: Finish at least five opponents with super finishes, with two of the
above five being Two on Ones.
Use him:
As soon as the character selection screen appears, move your cursor to Zangief.
Then, move the cursor 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.
Memory Tips: : Start at Zangief, draw the character "5", go back to Zangief then
draw the character "6". Go counterclockwise until you hit the box above Zangief.
Computer: OK, let's see the changes. He's a lot slower, has better armor, is
like Mega Zangief: you can't throw him, launch him, trip him or make him even
flinch. He's unstoppable. He gains a missile launcher to replace the Proton
Cannon and replaces the WM's crouched missile with a Short Beam. His standing
and crouching Shoulder Cannons are now a missile launcher as well. He's lost the
Repulsor Blast and the ability to fly as well. Beam Supers do much more damage
now (hint, Captain Sword, hint!) and Captain Storm or Final Justice-like supers
will only score the first hit.
Human: Well, with CapCom MWM is a walk in the park. Even though he can avoid
most beam supers, the Captain Sword is totally unavoidable to him! Captain Fires
aren't such a good idea 'cause the Shoulder Cannons are better. Basically,
Captain Sword! Jump in the corner and keep running away from him, building up
super combo levels, and then, Captain Sword!
Roll:
Fight her: finish at least five opponents with super finishes, four of which
must be two on ones, and use all the available helpers for at least four rounds.
Use her: As soon as the character screen appears, move your cursor to Zangief.
Then, 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
Memory Tips: Start at Zangief, draw the character "5". Then go through the
middle up to Megaman's box and hit right once more.
Computer: Well, at least one that has nothing to do with a non-secret
counterpart. The Mega Buster can't be charged, has a startup and recovery delay,
and must be done with a QCF motion. Sucks, huh? Well, you should have no problem
at all beating her computer version. It's just a joke really.
Human: Ahah, the strategy thickens! Well, Roll still sucks, but now she's
probably got a damned cheap guy controlling her and throwing you all over the
screen. Learn to tech hit and you're done. I mean, she can't jump, super jump,
chip, dash, play keep-away, nothing! Just remember to duck block during the
Hyper Roll and you actually won't take any cheese damage. A real pushover.
Red Venom\Hyper Venom\Carnage:
Fight him: Get FIRST ATTACK in every round, finish all opponents with super
finishes of which four must be two on ones.
Use him: As soon as the character selection screen appears, move your cursor to
Chun-Li and execute 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
Computer: Well, let's see what changed. He's in a Berserker Rage like mode, with
shadows trailing him permanently and making him super fast. He now takes hits so
badly a nice CapSword OTG will kill him. He gains a few moves, namely the
Symbiote Shield, and the Lunge Bite has been reformulated. It is now executed
QCF + punch button, replacing the Venom Fang in the ground, which he lost. It
hits multiple times and combos well. The Venom Fang equivalent can only be done
in the air and is called Diving Bite. The Venom Rush is lost forever. The
computer version is troublesome, if you're not a disciplined blocker, you'll get
wiped out. But if you block well, you'll find your moves willl be doinvg nearly
twice the damage the old Venom took.
Human: Some guys have a cheap strategy: they'll dash you at blinding speed, hit
you with a crouched kick. After you block it, they then web you up with the
strong hold and combo you. You must not block the kick, but since Red Venom's
dash is so damn fast, it gets pretty hard. Still, a nice Colossus + Captain
Storm combo will break him apart. Take advantage of his nonexisting defense but
be careful: he can dish out a whopping if you're not careful.
Shadow Lady:
Fight her: Get FIRST ATTACK in every round, completely use all helper characters
for every round, finish all opponents with super finishes of which four should
be two on ones.
Use her: As soon as the character selection screen apeears, move the cursor to
Morrigan. Then, execute the following commands on the joystick:
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
Memory Tips: Start at Morrigan, draw the character "7", go to Zangief then draw
the character "8". Then go counter clockwise down to Gambit's box and hit down
once more.
Computer: OK, let's see what changed. She loses the Mini-Kikosho, Rising Bird
Kick, Hazan Tenshou Kyaku, Senretsu Kyaku, Shichisei Senkuu Kyaku, the ability
to combo any super, Kikosho, Kikoken and Axe Kick. In return, she gets Shadow
Drill, Electro Shock, Missile Shot, Big Bang Laser, Galaxy Missile and Final
Mission.
In the first one, she dashes forward quickly with a drill in her hands. It hits
up to 7 times and is great fo surprise attacks and ground combos 'cause it's so
damn fast. Keep an eye out for it.
Next, the Electro Shock, she poses as electricity crackles around her. It works
as an anti-air move or a ground combo finisher. If it connects, the target is
left electrified and thus does more damage than her drill attack. Again, don't
jump in without proper care.
Later comes the Missile Shot. She bows as rockets fly from behind her and track
you. It might seem good, but the missiles are so slow you'll block them all. I'm
not sure if you can Captain Storm through them o if the CapFire will kill them
like other projectiles, need help here. But I assume they will.
The Big Bang Laser is an improved Proton Cannon. I believe it loses the
predecessor's ability to knock into the beam if you touch her while it's
forming, on the contrary please inform me. It comes out much quicker and has
zero recovery delay. Try to jump over it and CapFire up there to reduce
chipping.
In Galaxy Missile, she bows and many tracking rockets fly from behind her. It
pretty much sucks 'cause it's very slow and doesn't chip anything.
Finally, Final Mission (noticed it's similarly named alike Charlie's super) is a
Raging Demon type super, only it's done in the ground. It takes three levels of
Super Bar along with it.
With all the changes reviewed, adapt them into your fighting style. In my
opinion, she is infinitely worse since she has lost the ability to combo her
supers. Although you may think her increased regular combo power can offset
this, most experient people will block all of her comboes. While the same could
be said of her counterpart's super comboes, the punishing taken in case of a
mistake is a lot bigger.
Human: See the changes above and make the necessary adjustments. One tip: have
extreme care with the like of Colossus and Psylocke for helpers, since they can
lend a hand to comboing her Big Bang Laser or mayber even a Team Super.
X- Credits:
Hey! This FAQ is over! Any comments, corrections, combos, whatever, e-mail me!
I'm thinking... I only play with CapCom and Spidey... I think I'll try some of
the FAQs at GameFAQs (wanna learn how to play with Strider). Not that you care,
anyway? :)
Well, thanks go to the following people that helped make this FAQ possible:
CAPCOM, for making some of the best games I've ever played (SQUARE is still
beter though!)
Migs Rustia (damn, every FAQ thanks this guy!) for help with the Hidden
Characters section. Nearly all of the data there comes from his great HP
(
http://bhn.ml.org/~migs/mvc). Check it out! It's the best by far on MvC!
Benzi's CapCom FAQ, got me started in this great character! Check it out, it's
great too!
GameFAQs for having a FAQ on any single game I ever cared to try finding one in!
My brother, for getting his ass kicked so many times at Sports Arcade so I could
perfect my anti cheapo warfare
And CapCom himself for being so cool! :)
See ya later!