GAMBIT FAQ v. 1.0 by Goge

Latest Update: 2/10/99
Email: [email protected]

I know this FAQ is coming in pretty late but I think you will find some
combos and strategies that you have not seen before in here.Oh yeah,
this for Marvel Vs. Capcom, not X-Men vs SF.

First of all I want to state that this is a FAQ for people who know how
to play the game to begin with. In other words I'm not going to be
spending much time explaining basic MvC gameplay. There is no table of
contents because I don't see much point in them, just scroll down 'til
you find what you're looking for. Also I'm using the familiar format
notation which I will explain below:

D. = Dashing
S. = Standing
C. = Crouching
J. = Jumping
SJ. = Super Jumping
D.S. = Dashing Standing
D.C. = Dashing Crouching
A.D. = Air Dash
DN. = While holding Down on the joystick
UP. = While holding Up on the joystick

(example: D.C.Short means Dashing Crouching Short. You ought to know
this by now people. Also, I don't know who invented this system so I
can't really give credit where it is certainly due.)


1. GAMBIT'S BASIC STATS:

(note: the numbers are an estamation of how I see the stats. Scale is
from 1 to 10 with 10 being the highest and (duh) 1 being the lowest.)

KEY:
       -Power: How much damage a characters normal moves and supers
                 (hyper combos) do.
       -Speed: How well the character moves, how fast their moves come
         out, and how much recovery delay their moves have.
       -Range: How far the character's normal moves reach.
       -Priority: Who's move will win out in head to head attacking.
       -Throw Priority: The range of the throw and if it will beat out
                    other throws/moves.
       -Combos: How long and painful of combos can the character put
          together.
       -Supers: How powerful, fast, and generally useful the character's
                supers are.
       -Comboability of Supers: How easily can the characters supers be
                              comboed.


Power: 7

       Gambit deals pretty good damage in all of his regular moves and
       his supers are fairly powerful also.

Speed: 7.5

       Like his power, Gambit's speed is pretty good, but not amazing.
       One nice thing is that Gambit recovers quickly from many of
       his moves and can suprise his opponents with quickness that they
       aren't expecting.

Range: 7.5

       Gambit has good Range. His J.Fierce, Jab Cajun Slash, and
       C.Roundhouse are all useful for attacking your opponents while
       still remaining safe.

Priority: 7

       Gambit's starting to look pretty well rounded isn't he? His
       J.Fierce has very nice priority as does         his launcher (C.Fierce)
       and all versions of the Cajun Slash.

Throw Priority: 3

       I have to give Gambit a crappy score on this simply because his
       air throw priority just SUCKS. Some of you probably haven't even
       seen Gambit's air throw it is so bad. His ground throw priority
       is decent though.

Combos: 8

       Gambit has some mean combos, they're powerful as well as stylish.
       His supers don't combo very well but that's an entirely different
       statistic.

Supers: 5

       Gambit's supers do pretty good damage but the Royal Flush has too
       much recovery delay. The Cajun Explosion is a pretty effective
       beam killer and you should chip with this one as well, however
       you can see it coming from a mile away.

Comboability of Supers: 4

       I'm giving Gambit a bad score on this because you have to be very
       fast to get the Royal Flush to combo cleanly off of the
       C.Roundhouse. Also it's possible to roll from that. Other than
       that you can just combo the Cajun explosion off of Collosus (or a
       helper like him), and almost everyone can combo a super off of a
       helper.


2. GAMBIT'S MOVES:

Kinetic Card: QCF+Any Punch

       The punch button used determines startup and recovery delay, the
       amount of damage, and how long the victim will stay on the ground
       afterwards. The Jab one is the most useful. Can be used in the
       air as a keep away tactic.

Trick Card: QCB+Any Punch

       Like the Kinectic Card but Gambit throws the card at a 45 degree
       angle instead, as if for anti-air defense, but use his launcher
       instead for jump-ins because this move has bad startup and
       recovery delay. If it lands try to follow up with a C.Short,
       C.Fierce -> Air Combo.

Cajun Slash: Dragon Punch(F, D, DF)+Any Punch

       The Jab and Strong version are more useful that the fierce.
       Gambit basically whacks his opponent with the staff a few times
       depending upon what button is used. You can end ground combos
       with the Jab and Fierce versions. More on this move later.

Cajun Strike: Hold DN, then UP+Any Button:

       Gambit bounces off the walls and hits his opponent from above.
       This move is useless. Use it to make your opponent laugh at you.

Royal Flush: QCF+2P

       Gambit pumps his opponent full of 37 cards, doing nice damage.
       Combos off of his C.Roundhouse, the Kinetic Card, and his Fierce
       throw.

Cajun Explosion: QCF+2K or QCB+2K

       Gambit jumps to whichever wall you indicated using a QCF or QCB
       and throws out a 45 degree magnetic shockwave. I like to use
       collosus with the QCB one. Does good chipping, is safe and hard
       to avoid.


3. GAMBIT COMBOS:

This is what makes Gambit a worthwhile character so I won't waste any
time getting to them.

 1:    D.S.Jab, S.Short, S.Strong, S.Forward  --> Fierce Cajun Slash

         Try to make sure that you're right up against your opponent for
         this one, a basic ground combo.

 2:    D.C.Short, C.Fierce ^ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward ->
       SJ.Roundhouse

         Gambit's basic air combo. I use the SJ.Roundhouse to end it
because it seems to connect more often than the SJ.Fierce. If
you're really humping you're opponent you can throw in a          C.Strong
or C.Forward after the D.C.Short.

 3:    D.C.Short, C.Forward, C.Roundhouse --> Strong Cajun Slash

         Another combo where, if you're really, really close to your
opponent you can throw in another hit. In this case it's a        C.Strong
after the D.C.Short. I don't like this combo much         because it can
be rolled from and there are better combos.

 4:    D.C.Short, C.Forward, C.Roundhouse --> Royal Flush

         Similar to the above combo but obviously much more damaging. I
don't like this one much either because it's hard to pull off     and
can be rolled from.

 5:    D.S.Short, S.Roundhouse, Jab Kinetic card -> Strong Cajun Slash
       or Royal Flush

         Similar to the above two combos but more stylish and a little
more ify.

 6:    J.Fierce, J.Roundhouse \/ D.S.Short, S.Roundhouse, Jab Kinetic
       Card, D.C.Short, C.Fierce, SJ.Jab, SJ.Short, SJ.Strong,
       SJ.Forward --> Jab Kinetic Card(Blocked)

         This is the big one. If all hits connect it will really rip
your opponents lifebar apart. Of course, you don't have to use    the
jump in but it will really add some damage if you get it to
connect. Likewise you can use the J.Fierce, J.Roundhouse jump     in
on any of the other combos as well and they should still          work. The
Jab Kinetic Card is just to add a little chipping and     if your
opponent isn't blocking it will connect for even more     damage.

 7:    Kinetic Card --> D.S.Jab, S.Short, S.Jab, S.Short, S.Jab,
       S.Short, etc.

         Gambit's infinite. I've never had all that much success with it
         so I can't really verify it myself but it appears as though you
         can just keep juggling them in this fashion.

 8:    In corner: J.Fierce, J.Roundhouse \/ D.S.Short, S.Roundhouse, Jab
       Kinetic Card --> D.S.Jab, S.Short, S.Jab, S.Short, S.Jab,
       S.Short, etc.

         The only practical way to combo Gambit's infinite that I've
found. But again, it's pretty tough to keep them juggled with     it
so I wouldn't bother with this one.


 9:    In corner: Fierce Throw, D.C.Short, C.Fierce ^ SJ.Jab, SJ.Short,
       SJ.Strong, SJ.Forward -> SJ.Roundhouse

         If you can't seem to get the SJ.Roundhouse to connect then
finish with a Jab Kinetic card for some small chipping damage.

10:     Fierce Throw --> Royal Flush

         Be quick about canceling into the Royal Flush and don't expect
to get all 37 hits.


4: GAMBIT STRATEGY:

This is just a little section where I tell you about some techniques I
use to bulldog and a few other things. I don't really want to tell you
how you should play the game so I'll leave out the second by second
strategy for each match.

1:      Try starting out with a Strong Cajun Slash a short distance from
       you're opponent.        Hopefully they'll block it. If it hits them and
       they are knocked down just start doing it again right before they
       get up. Remember we want them to block it.

       If they block it they will most likely try to counter strike and
       this is where they get suprised by Gambit's speed. AS SOON AS THE
       MOVE ENDS dash in with D.S.Short, S.Strong, S.Forward. At this
       point they are probably getting hit so end it with a JAB Cajun
       Slash. This will allow you to start the Strong Cajun Slash again
       as they are getting up, which they will surely block since they
       can see it coming.

       Now, if they have BLOCKED your D.S.Short, S.Strong, S.Forward,
       end it with a STRONG Cajun Slash. Now we are right back where we
       started, dash in with the D.S.Short, S.Strong, S.Forward again
       and if it hits, end with the Jab Cajun Slash and if it is blocked
       end it with Strong Cajun Slash. Keep doing this until they figure
       it out.

       I hope that follows. The easiest way for your opponent to get out
       of this is simply to push block you at any point. However we are
       hoping your opponent is a moron and will either keep blocking
       while you slowly chip away at his life bar, or he keeps trying to
       counter after he blocks the Strong Cajun Slash. You DO risk being
       countered but it is very unlikey and depends in part upon how
       fast YOU are. You should be able to at least trade hits with even
       Wolverine though with the D.S.Short. Characters like Venom, Capt
       America, Hulk, etc. will stand absolutely no chance against your
       D.S.Short unless you are slow as hell with your dashing.


2.      After you end Combo #6 (the big one) with the airborn Jab Kinetic
       Card, which should definately be blocked, you're opponent will l
       and before you. You should come down with a J.Fierce, (J.Fierce,
       J.Roundhouse won't work for some reason) \/ D.S.Short, S.Strong,
       S.Forward --> appropriate Cajun Slash depending upon whether or
       not you've landed any hits yet. Then just continue with
       bulldogging strategy #1 shown above. If they've got the
       bulldogging BS figured out (which any respectable opponent
       should), then just come down with a J. Fierce and Dash in with
       the combo of your choice.


3.      Any move that leaves you open, like the C.Roundhouse or even the
       C.Fierce, cancel with a Jab Kinetic Card. If your pretty sure
       that they're going to try and jump in on you OVER the Kinetic
       Card then try a Trick Card. If it hits, Launch 'em and Air Combo
       to make them think twice about jumping over Kinetic Cards in the
       future.


***********************************************************************
THIS DOCUMENT COPYRIGHT 1998 GEORGE LOVE. I DON'T CARE WHO YOU GIVE
THIS TO SINCE MOST OF THIS INFO IS OUT THERE ALREADY. BUT IF YOU COPY
THIS FOR YOUR OWN FAQ OR HOMEPAGE GIVE ME SOME CREDIT FOR WHAT YOU TOOK.
I WOULD LIKE TO GIVE CREDIT TO MIGS RUSTIA (I THINK THAT'S THE RIGHT
SPELLING) WHO'S OWN MVC PAGE INSPIRED MUCH OF THE STYLE FOR THE NOTATION
IN THIS FAQ.