o__ __o      o                               o
 /v     v\    <|>                             <|>
/>       <\   / >                             < \
_\o____        \o__ __o       o__ __o/    o__ __o/    o__ __o     o              o
    \_\__o__   |     v\     /v     |    /v     |    /v     v\   <|>            <|>
          \   / \     <\   />     / \  />     / \  />       <\  < >            < >
\         /   \o/     o/   \      \o/  \      \o/  \         /   \o    o/\o    o/
 o       o     |     <|     o      |    o      |    o       o     v\  /v  v\  /v
 <\__ __/>    / \    / \    <\__  / \   <\__  / \   <\__ __/>      <\/>    <\/>

o                                o
<|>                              <|>
/ \                              < \
\o/             o__ __o/    o__ __o/   o      o
|             /v     |    /v     |   <|>    <|>
/ \           />     / \  />     / \  < >    < >
\o/           \      \o/  \      \o/   \o    o/
|             o      |    o      |     v\  /v
/ \ _\o__/_    <\__  / \   <\__  / \     <\/>
                                         /
                                        o
                                     __/>

MARVEL VS. CAPCOM FAQ
by Joseph Christopher <[email protected]>
version 1.3
Dec. 12, 1999

this faq is copyright 1999-2000 Joseph Christopher

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* This society does not care if you're the dumbest vegetable on earth,
 if you do something wrong, someone will make you pay the price! ;)

* Shadow Lady is quite deprived of height(and color) advantage in the MVC
 world, but no one should EVER take that as a sure sign of winning if
 they're using someone taller. To compensate for her lack in size, she
 has packed quite a LOT of advantages for her fans to enjoy, namely:

1. Shadow Lady's supers cross out the Mech Zangief types from those who
  have a possibility to beat you.
2. Shadow Lady can propell herself THRICE in mid-air, do a triangle jump,
  and finally an air dash to keep her in mid-air for a looong time.
3. Shadow Lady can be both good confuser as well as a crazy combo maker
4. Shadow Lady has one of the best chipping abilities that cannot be considered
  cheap since they work only on those who block all day.


* how to access: highlight Morrigan and do the code-
                U,2R,4D,2L,4U,2R,2L,2D,2R,2D,2L,2U,2R,2U,2L,5D

 or for easier comprehension, follow these instructions after highlighting
 Morrigan-

 tap up once, circle the selection screen in a clockwise manner, tap
 right twice and go back to your original position, tap down and continue
 to draw a figure eight, then tap down repeatedly until she comes out.

Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Special Moves
  V. Supers
 VI. Combos
VII. Vs. Computer
VIII. Vs. Human
 IX. Ending
  X. Credits
 XI. Revision History
XII. Final Words

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
_)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
_)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
guard push - LP+MP+HP (while blocking)
taunt      - press start
call helper- MP+MK
tag partner- HP+HK
tag super  - D,DF,F+HP+HK
team work  - D,DB,B+HP+HK

* let me explain a few things about some of the general moves:

call helper - your helper is the character you choose after you have chosen
             the two members of your team. He/she basically, when called,
             just enters the screen, does an attack, and leaves. Fighters
             available in the character select screen are not available
             as helpers and vice versa. With choosing a helper, the cursor
             goes through all the possible selections and you have to
             hit a button at the exact moment it highlights your desired
             helper. There is, however, an alternative: (to use any of
             these helpers, hold start and the corresponding button
             immediately after choosing your second fighter.)

     Anita      - LP+MP+HP
     Colossus   - LP+MP+MK
     Cyclops    - LP+LK+MP
     Devilot    - MP+HP
     Iceman     - MP+MK
     Jubilee    - LK+MP+HP
     Juggernaut - LP+MK
     K. Arthur  - LP+MP
     Lou        - MP
     Magneto    - LK+HP
     Michelle H.- LP+LK
     Psylocke   - MK
     Pure & Fur - LK
     Rogue      - LP+LK+MP+HP
     Saki       - HP
     Sentinel   - MP+MK+HP
     Shadow     - LP+MK+HP
     Storm      - LP+LK+HP
     Thor       - LK+MP
     Ton-pooh   - LP+HP
     U. Soldier - LP
     US Agent   - MP+HP

tag partner - your partner will enter the screen, attacking anything in
             front of him or her, but you probably already know that by
             now, don't you?

tag super - common to crossover fans, this move needs at least two levels
           of super charged up. It will allow both fighters to execute
           their respective supers at the same time, the resting one
           being left behind as if they already "tagged"

team work - ahh, this is new. your partner enters the screen as he would
super      during a normal tag, but then after that you can control both
           your fighters at the same time! (they'll both respond to your
           controls.) What's more, your super gauge is set to infinite.
           Yeah! This state is timed though, so use it wisely. The length
           of time you stay in this state is determined by the amount
           of super you have charged up when you did it.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
_)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                      __  __  _____  _  _  ____  ___
                     (  \/  )(  _  )( \/ )( ___)/ __)
                      )    (  )(_)(  \  /  )__) \__ \
                     (_/\/\_)(_____)  \/  (____)(___/


1) LP - Shadow Lady doesn't throw real jabs, but her LPs can be considered
       identical to any shoto's jab in terms of speed, damage, and
       effectiveness.

  a) standing - Shadow Lady opens her hand, palm up, close fingers, and
                slaps the opponent in the neck or in the chest if he's
                a little taller like Hulk. Must always come in sets of
                three if you are to fully utilize Shadow Lady's poking
                powers.

  b) crouching - she throws a punch that's just as useful as any normal
                 or small sized player's jab in the game. Used to confuse
                 low-blocking opponents to continue blocking low when
                 you decide to do an a Splits K.

  c) jumping - it's just a mid-air version of her crouching LP and this
               time her aim is a little diagonally downward. Strictly
               for starting air combos ONLY.

2) MP - generally (and unexpectedly) just considered as combo fillers and
       nothing else. It can counter many dashing attacks and therefore should
       be used also in those situations.

  a) standing - remember what Chunli did to launch her first projectile
                in the SFII series? Well, if you don't, it's a double
                palm strike to the midsection and that's what Shadow Lady's
                standing MP in MVC does. And like its predecessor, does
                a lot of damage. (well, not really)

  b) crouching - it's just a longer reaching but slower yet higher damaging
                 version of the crouching LP and can combo from that
                 move too.

  c) jumping - it's just a longer reaching but slower yet higher damaging
               version of the jumping LP and can combo from that move
               too. This time, however, her arm is angled a bit lower
               than the said move.

3) HP - tons of uses and therefore is the most important in Shadow Lady's
       array of normal moves. Besides being a good combo ender, also has
       high priority and does some pretty respectable damage.

  a) standing - a long-reaching punch to the head that actually makes
                you do a step forward first before executing it. It's
                a good anti-air (but nothing compared to her launcher)
                that comes out fast and like I just said, has a longer
                reach.

  b) crouching - it's just a longer reaching but slower and yes, higher
                 damaging version of the crouching MP and can combo from
                 that move and/or from the crouching LP. Recommended
                 for starting a Senretsu Kyaku.

  c) jumping - it's just a longer reaching but slower and yes, higher
               damaging version of the crouching MP and can combo from
               that move and/or from the crouching LP. This move is the
               high priority move I was talking about. You just punch
               downward, (diagonally forward, not straight down) and
               hit hard, giving you enough time to follow it up with
               ANY move---normal, special, or super if you use it as a
               jump-in combo starter. You can super jump and charge your
               super bar by repeatedly doing this move as an alternative
               to the multitude of Lightning Ks you were probably thinking.
               If an opponent's air-borne, you can also super jump and
               do it as you propell yourself to give him a knock down
               surprise.

4) LK - at some point may be better than the LPs but not always. I'll
       show you why...

  a) standing - she throws a short K that's just as useful as any normal
                or small sized player's short K in the game. Used to
                confuse blocking opponents to continue blocking when
                you decide to throw them.

  b) crouching - ahh...yes, the short kick that used to rule during the
                 SFII series. I think you can do about 5-7 hit combos
                 with this move before but not any more. It's a good
                 combo starter, that's what it is. And it can also be
                 a good confuser.

  c) jumping - a straight horizontal K that's one of the best moves to
               use in an air to air encounter. (though I'd prefer an
               HP) May also serve as a jump-in but rather leave that
               to the H attacks. Its main use is an air combo starter.

5) MK - just like the MPs, a basic combo filler that has its varieties
       but is mainly used to increase the number of hits of your every
       combo.

  a) standing - it's just a longer reaching but slower yet higher damaging
                version of the standing LK and can combo from that move
                too. This time, however, her leg is angled a bit higher
                than the said move.

  b) crouching - a long-reaching low kick that should be used mainly to
                 add to the number of hits of your ground combos but
                 can also be considered as a counter for dash-in moves
                 and combos.

  c) jumping - a straight horizontal K---slower yet more damaging than
               the jumping LK---that's one of the best moves to use in
               an air to air encounter. (though I'd prefer an HP) May
               also serve as a jump-in but rather leave that to the H
               attacks. Its main use is an air combo filler.

  d) down (mid-air) - her famous stomp kick that, since already has the
                      ability to be comboed into other normal moves,
                      has gained respect in the crossover world.

6) HK - being a combo ender (not to mention a launcher) is the only use
       I can think for this move so far. Not much on the priority side,
       but reaches further while just as damaging as the HPs.

  a) standing - this is what every MVC character has---a launcher. From
                a kneeling position, Shadow Lady turns her back, reveals
                her butt for a split second, and then kicks almost vertically
                upward so hard your opponent is launched. Also very high
                on priority.

  b) down-forward - this should be a special move, but I'll include it here
                    for completeness' sake. In this move, Shadow Lady
                    jumps, flips forward in mid-air, and lands a little
                    bit behind your opponent, sticking out her knee to
                    the back of his neck. Not to be used much because
                    of its lame execution and recovery time.

  c) crouching - from a kneeling position, Shadow Lady swings out both
                 her legs with much force to hit both the opponent's shin
                 and hips(in Hulk's case hits only the shin) and knock
                 him down.

  d) jumping - I never really found any good use for this move, which
               by the way is a double axe K (farther leg first then nearer)
               but at least in MVC it's a good combo ender, though I'd
               still prefer a special, a throw, or a super.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
_)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


1) Lightning K - K (rapidly)

       Chipping off decent damage is what this move does best. Also
  a good combo ender mainly because of the ease with which you can link
  it from almost ANY move and secondarily because it gives the most number
  of hits.

2) Splits K - F,DF,D,DB,B+K

       One of the many reasons people should think thrice before throwing
  a fireball. The LK version can also be used as an instrument for confusing
  those who block all day. A good strategy would be to hit him with a
  double D+LK/D+MK and connect with this move. It won't register as a
  combo, you're guaranteed at least one hit if you don't do it often.
  Added note: the lower the K strength used, the higher the jump before
  striking while the higher the K strength used, the farther the move
  will go.

3) Electric Shock - F,D,DF+P

       Don't think Shoryuken with this move simply because of the directional
  motion with which you execute it. This is a very different move and
  is not any better than the shoto's version. Not high in priority at
  all and hard to connect because of its very limited range so use it
  for defense against dashers and nothing else.

4) Drill - D,DF,F+P

       Reaches across the screen, I think, and chips so well while keeping
  you on the safe side during recovery that you should ALWAYS use this
  move as a combo ender either when your combo is blocked or when you
  end up too far for a launcher.

5) Rainbow Missiles - D,DF,F+K

       One of the many reasons people should think thrice before even
  trying to jump. Practice making this move second nature whenever an
  opponent jumps for any reason at all. It's homing, so you're guaranteed
  at least a nice chip.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
\  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
 \/  ()  (___/(______)(__)  (____)(_)\_)(___/


1) Big Bang Laser - D,DF,F+2P

       Shadow Lady summons all her chi and pours it all out on her opponent
  in the form of a beam of pure energy. It does a minimum of 20+ hits
  (as far as I've seen) and that can be increased to 30+ if you mash the
  buttons while she's at it (that I'm not sure of). You can also do this
  in mid-air. See anyone who can't move for the moment? DO IT NOW!!!

2) Galaxy Missile - D,DF,F+2K

       As the Rainbow Missile can chip well, so can its super version. Use
  this move mainly as a combo ender though it WON't combo. Utilizing its
  chipping prowess whenever the opponent's in a corner is also acceptable.
  Not the best super to finish what a ramming helper started but at least
  it's the easiest to execute when you're a mile away from a jumping
  opponent

3) Final Mission - Hold B...F,B,F+2K
  (must be charged at level 3)

       WOW! Definitely one of the coolest moves in town! I said cool
  because, in case you haven't seen it yet, it's a move wherein Shadow
  Lady kicks the opponent once (with a launcher), the whole scene comes
  to a pause, like Akuma's Shun Goku Satsu, a multitude of hits reveal
  themselves on the screen, and when everything's back to normal your
  opponent finds his life bar cut to half---yeah! On the down side, besides
  eating up ALL three super bars, it's very hard to connect with this
  super even on average players. Don't use this super even if your opponent
  is wide open because there's always that chance you might miss so if I
  were you, I'd do a team work super and make him/her pay for his/her
  mistake.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
\  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
 \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/


* nope. I won't be giving out any infinites (though you'd probably know
 them all by now) BUT I'll be using those infinites' basic principles
 in some of my combos.

Universal Jump-in: HP - yes, that's all you should do to start a jump-in
                       combo. You may want to do a LK-> MK-> HK combo
                       to start a jump-in but, can the LK really hit
                       the opponent before he does something else?

* a jump-in you MAY add while a dash-in you MUST add to any of these combos:

1. D+LK-> D+MK-> D+HP-> Drill
2. LP-> LK-> MP-> MK-> Drill
3. LP-> LK-> MP-> MK-> Lightning K
4. LP-> LK-> HK-> UF-> LP-> LK-> MP-> D+MK-> LP-> LK-> MP-> MK-> Lightning K

* sigh...no combos that end in supers, sorry.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      _  _  ___
( \/ )(_  _)(_  _)    ( \/ )/ __)
\  /  _)(_  _)(_      \  / \__ \
 \/  (____)(____)()    \/  (___/()
            ___  _____  __  __  ____  __  __  ____  ____  ____
           / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
          ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
           \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)


Well, pull off all the combos I just taught you! If you block all day,
computer opponents will most likely do a dumb attack that'd leave them
open for a combo that ends in a super! If, however, they walk forward
for no reason, they're planning to throw you so do what you want to counter
that! Simple enough?

Oh, yeah, how to beat Onslaught:
First, cool-looking form: all you have to do is block low and release
                         a multitude of crouching HPs whenever he's
                         finished doing a special move.

Second, cheap@$$ form: jump and HP his face until you're all charged up
                      for a super then Big Bang Laser his face and make his
                      neck crack! Block right after your every move to
                      avoid his eye beams.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
\  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
 \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)


*Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers.

1. Use Colossus as a helper - You may replace him, but make sure the
                             replacement pretty much does the same thing---
                             RAM the opponent! You can always do a Big
                             Bang Laser for major damage afterwards.

2. Play a mix-up game - Shadow Lady can't just combo and hope that her
                       opponent opens up somewhere during her moves because
                       she can only do short range combos and they don't
                       even confuse that much. Here's what you can do:

   Dash-> D+LK, after that,...

   a) F+HK - only if he doesn't block. Launches him in mid-air. Continue
             with an air combo of your choice

   b) D+MK - may be done even if he blocks or doesn't block. Added combo
             filler.

   b.1) D+HP-> Drill - may be done even if he blocks or doesn't block.
                       Added combo ender.

   b.2) Splits K - an overhead to confuse your opponents while blocking
                   low

   b.3) throw - used to confuse opponents who block all day. Not to be
                used much as it can be considered cheap if you win almost
                entirely by it.

   b.4) Dash-> D+LK - only if blocked. Repeat mix-up game.

   c) Splits K - remove the D+MK part to further confuse. It's an overhead
                 done to confuse your opponents while blocking low.

   d) walk forward - make him guess what you'll be doing next and if
                     you predict right, either:

   d.1) throw - remove the D+MK part to further confuse. It's used to
                confuse opponents who block all day. Not to be used much
                as it can be considered cheap if you win almost entirely
                by it.

   d.2) D+LK - start the whole strategy all over again for those who
               are already keen observers and can retaliate when they
               see a throw coming. Adding this to your options would
               give 'em a sure fire headache.

   e) summon Colossus/any rammer - only when guard pushed because your
                                   opponent will usually dash afterwards.
                                   Connect with a Kikoshou for major
                                   damage.

3. Abuse the priority of your Jumping HP

       Whenever you just don't know what to do, or whenever every attack
  of yours ends up being countered, pull yourself together while buying
  time using a ton of HPs while repeatedly super jumping. Not only will
  your supers get charged up in no time, you'll also be quite sure it'll
  take some time before he could think of a way to stop you, and by that
  time you've already thought of a way to stop HIM!

4. Do not loosen your @$$hole too much

       No thanks to you, Mr. Lafaurie Jr., I had to add this section.
  (joke only, man) Anyway, although this guy gave me a teenee weenee
   bit of credit, he still stated at the beginning of his faq the inability
   of the "other faq writers" (including me) to use the Rainbow Missiles
   to its full potential. I can't speak for faq writers other than myself,
   but I have to say I KNOW how to and CAN use those butt bombs the way
   you do, Mr. Lafaurie Jr., it's just that I HAVE CHOSEN NOT TO. You
   seem to use them as the computer does, and, no offense, but in my
   opinion it's even cheaper than Akuma's double Zankuu Hadouken in SFA3.
   Nope, it is not my goal to win effortlessly, but to have fun in trying
   out your opponent's skills and adapting to them as you see fit. I
   use those farts sparingly, and only to prevent jump-ins, not to close
   in and finish off an opponent whatever he may be doing. Mind games
   are my specialty, not trappy chipping, or cheappy trapping.

5. Know which super to use

       Well, you can pretty much guess which super should be used for
  which situation---Big Bang Laser for ground-bound opponents and the
  Galaxy Missile for air-borne ones. Master the art of making these
  moves second nature whenever an opponent opens himself up. Knowing
  all these by heart would lead the path to victory.

6. Character-specific strategies:

Captain America - if there's anyone who could match your air HP priority,
                 it's him. His jumping HP does a lot more damage, reaches
                 further, and all that without having to sacrifice
                 execution time. Don't be the first one to super jump,
                 as he would most likely meet you in the air with the
                 accursed HP. Stay on the ground, dash forward and back
                 and lure him to miss a standing HP cause that's when
                 you pour out your Senretsu Kyaku. Use a confuser's
                 strategy, guard push his supers, and retaliate with
                 any of yours!

Captain Commando - ahh...this captain must be dealt with in a rather
                  opposite manner than the first one. With this captain,
                  ALWAYS super jump and air block to avoid getting hit
                  by the heavily damaging Captain Corridor or the Captain
                  Sword super. Being able to block these would mean a
                  free Big Bang Laser for you. DON'T use a confuser's
                  game with this captain because he'll just Captain Corridor
                  you out of it.

Chunli - two problems: avoiding her launcher when you're air-borne and
        avoiding her low combo to Lightning K super when you're on dry
        land. Two solutions: never be the first to super jump and if
        you ever will, hit the HP button rapidly during the whole air
        trip. Second, dash to low combo to special and make use of my
        confuser strategy, but with extra care. Missing would prove fatal...

Gambit - just avoid his cheappy infinite and you'll be fine. That's the
        only thing he can do to beat you so if you've mastered the art
        of avoiding it, and everything he can do set you up for it,
        (like a launcher, a ramming helper, or a throw in the corner)
        then you'll be fine. He can be a good confuser but has his options
        limited to low attacks and throws so show-off YOUR confusing
        skills and win! He may use a rain of Kinetic Cards as a chip
        away strategy but that can easily be countered: Just dash right
        below him, and what else but Galaxy Missile!

Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
      Then attack, attack, attack! He'll be wide open after just about
      ANYTHING he does so it's time to combo a dashing D+LK-> D+MK->
      D+HP-> Drill. Air combos will also work on him fine, just remember
      to hit him once before launching otherwise he won't budge. Hulk
      is big, but remember that all your supers make bigger look dumber
      rather than stronger.

Jin - obviously cannot even dream of having Hulk's reach, but would definitely
     be faster. Other than that, Jin would have all of Hulk's advantages
     and disadvantages as well. He'll pack power with his attacks, especially
     if he's all yellow! That doesn't give him much of an upperhand,
     though, as his attacks have a lame recovery time and could easily
     be punished by an aerial combo. Just use the same strategies you
     would on a Hulk user and watch out for that hurricane super whenever
     you jump!

Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
         Let him use his X buster all he wants, while you constantly super
         jump and HP all the way. There'll be four kinds of Megaman
         users, and only two will you find challenging. The first one
         just hammers away with a stream of X busters that's easy to
         jump over and punish with a combo. The second one will always
         charge up his X buster and use it as part of an air combo. Just
         dash back and forth to confuse him into giving up that hold
         then welcome his fireball with a Splits K. The third Megaman
         user would be using a rammer as a helper, slide kick you, and
         hope that you'll retaliate with a combo as he summons his helper
         afterwards. He'll surely get hit, but you'll be punished by his
         helper as well, giving him enough time for a Hyper Megaman super.
         Just don't counter the slide kick and wait for him to run out
         of helpers, THEN attack! The fourth, most challenging one would
         be a Megaman that X busters low, then X busters high, then low,
         then high, then you lose your sanity---WRONG!! Fight on! Block
         his low X busters and dash forward when he does the high one.
         Eventually you'd be near him. Time to use your confusing skills.
         If he manages to escape, which would only be possible via super
         jump, wait for him on the ground then launch with the all powerful
         standing HK! By the way, don't worry bout his supers, just block
         and Big Bang Laser afterwards.

Morrigan - will fight like you do, being a good confuser and all that.
          She will, however, have her options limited to low attacks
          and throws so show-off YOUR confusing skills and win! If she
          does something you won't, namely raining you with air fireballs,
          Dash in and punish her with your Galaxy Missile or launch her
          if you don't have the extra charged super bar.

Ryu - If he's using strategies found in my Ryu faq, then may the best
     confuser win! If he's not, you're in for a cheapy fireball game.
     Again, you'd be needing your invaluable jumping HP to chrage up
     your super and Big Bang Laser his fireball wherever he may be.

Spiderman - Even his Maximum Spider has a high chance of getting countered
           by a Big Bang Laser in progress so abuse that fact to your
           advantage. Master the art of rolling and you'll be avoiding
           his Crawler Assaults forever! Even his Ultimate Web Throw
           would not be able to counter a Big Bang Laser and you can easily
           detect that. If he uses an air combo that knocks you down and
           falls right behind you as you get up, just hit the HK and launch
           him!

Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
               you to STAY in the corner when pitted against this teleport
               master. That way he wouldn't be able to use an Ouroboros-
               and-teleport-behind-you strategy. But with you in the
               corner, he'll try two things: combo you like crazy, wherein
               the guard push feature would prove most useful, and chip
               away some nice damage with his robo dog, which you should
               super jump to avoid and charge up your super meter. Use
               your helper whenever he jumps for you then Big Bang Laser
               afterwards. If he doesn't have a single super charged
               up yet, hell, forget all I've just said about him and
               engage in a confuser's game instead.

Venom - Just super jump and HP all the way and as you land, choose from
       two landing sites: as far away from him as possible to be able
       to continue super jumping and charging up your meter, or a little
       behind him so your HP could out prioritize ANYTHING he whips up
       and give you an opportunity to do a D+LK-> D+MK-> D+HP-> Drill
       combo whether he blocks it or not. If he's able to block all of
       it, engage in a confuser's game but beware, he may not have an
       overhead but his throw allows him to combo you afterwards so get
       ready for that.

War Machine - Just block his ground combos, D+LK to combo his throw attemps,
             and do a dash in to Galaxy Missile if he abuses his mid-air
             smart bombs. If he's dumb enough not to include his War Destroyer
             super in a combo, dash to Big Bang Laser him one moment after
             all his missiles are launched from his armor. I guarantee
             you the missiles will drop where you WERE before you dashed
             but you have to time it right, though. The Proton Cannon,
             if not done as an ender to a helper attack, would be easily
             detected and therefore super jumped from and punished with
             what else but a Big Bang Laser. If your opponent doesn't
             make flaws like this, then you better stick to your good
             'ol jumping HP to do the trick.

Wolverine - until recently have I thought that Wolvie users (including
           me, once) were just plain good at it but now I know Wolvie
           was just too advantaged to be defeated by a mere above average
           player. I hate to be called cheap, so now I have stopped
           using Wolverine, and started taking him as a challenge to
           defeat with my Chunli. There'll be two things any "challenging"
           Wolvie user would do: stomp you like crazy until you open
           up for a combo to super, or dash in like crazy also until
           you open up for a combo to super! With the first strategy
           you'll again have to utilize the priority that's in your HP.
           You can also opt to surprise him with a ramming helper as
           he stomps you to get a clear opportunity for a Big Bang Laser.
           For the second strategy, you'll have to assess yourself. If
           you think you can pretty much predict what he's doing, then
           combo him if he tries to throw and use the guard push otherwise.
           If he doesn't give up and still dashes in like crazy, smile
           and surprise him with a risky but rewarding Big Bang Laser
           to turn his healing factor off for good!

Zangief - Just charge up the way I've been telling you since the beginning
         of this section and guard push all his attacks so that he couldn't
         link them to a grapple or worse, SUPER grapple! He'll be using
         blocks much, so you'll just have to play a risky confuser's game
         with him. Remember that in a confuser's game, you'll have to
         succeed over him in a LOT of times before you can be at an advantage.
         One successful confuser from him and you're back to where you
         started, a draw. Whenever you're charged up and can't land a
         combo, just chip away with your Galaxy Missiles along with its
         normal version.


6. Strategies on secret characters:

Golden War Machine - Just block his ground combos, super jump from his
                    throw attemps, and do a sudden dash in to Galaxy
                    Missile if he abuses his mid-air smart bombs. If he's
                    dumb enough not to include his War Destroyer super
                    in a combo, dash and Big Bang Laser him one moment
                    after all his missiles are launched from his armor.
                    I guarantee you the missiles will drop where you WERE
                    before you dashed but you have to time it right, though.
                    The Proton Cannon, if not done as an ender to a helper
                    attack, would be easily detected and therefore super
                    jumped from and punished with what else but a Big
                    Bang Laser. If your opponent doesn't make flaws like
                    this, then you better stick to your good 'ol jumping
                    HP to do the trick.</pre><pre id="faqspan-2">

Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                        dealt with a confuser's strategy. This time she
                        can't use a rain of fireballs to annoy you because
                        she'll only have short range ones but still beware
                        her confusing skills and counter as you see fit.

Orange Hulk - Block, block, block! Eventually he'll grow impatient and
             hit you. Then attack, attack, attack! He'll be wide open after
             just about ANYTHING he does so it's time to combo a dashing
             D+LK-> D+MK-> D+HP-> Drill. You'll be needing this combo
             much to chip away some nice damage in case it turns out
             your opponent is a lot more patient than you are. Orange
             Hulk is big, but remember that all your supers make bigger
             look dumber rather than stronger.

Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
      MVC is survival of the fittest and Roll, as many would say, is
      not "fit". I'd choose her over Megaman anytime but I must admit
      I find the always-give-you-a-stupid-look boy much harder to defeat.
      Refer to my Megaman strategies for dealing with her and adjust
      them according to these added notes: One, Roll's X buster CAN chip
      some block damage but it would need a down to forward motion so
      it'll come out slow. Two, you can low block against her Hyper Roll
      and you wouldn't get a bruise. And three, all her other supers
      are easy to block and Big Bang Laser afterwards.

Shadow Lady - Chunli minus the ability to combo a super but plus the
             ability to chip away with her butt missiles. Keep an eye
             out for your life bar cause these farts can cut it down
             to half without even you noticing. Don't super jump, as
             that would mean a free chip from those accursed butt bombs.
             If she's stupid enough to do it while you're on the ground,
             and up close then it's Big Bang Laser time! Anticipate her
             missle super and again use your Big Bang Laser to counter.
             She'll also be using a ramming helper to easily connect
             with her Big Bang Laser so you'll have to predict when
             she'll use it. Knowing all these, engage in a confuser's
             game and she'll definitely short-circuit.

Venom's Carnage Mode - I really am not very observant on who takes more
                      damage than who but I definitely noticed the Carnage
                      Mode's belief in the quote, "The best defense is
                      a strong offense." (did I say it right?) Anyway,
                      Carnage Mode concentrates on speed and power, but
                      gives up stamina in return. Don't try a confuser's
                      game for him cause he's already confused!(heh)
                      Seriously though, his tremendous speed just gives
                      him the ability to jab his way out of any confusing
                      strategy you may have in mind. Let him combo you
                      like crazy, (while you block, of course), abuse
                      your guard push, and make him feel he's just another
                      big sucker for the Big Bang Laser.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ____  _  _  ____   ____  _  _   ___
(_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
_)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/


Bison beats the crap out of Jin, and as he lay unconscious, Shadow along
with Shodow Lady appears. They blamed themselves for being to late and
concluded that only cybernation can save Jin now. After a few sparks,
We see Jin all black like the two Shadows and with a drill for an arm---
cool! He says, "Am...I...alive?"

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _       ___  ____  ____  ____   ____  ____  ___
( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
)  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/


Jim Chamberlin ([email protected]) for info on the whats and hows of ASCII
                                   arts

Benzi Robledo ([email protected]) for the helper codes

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
)  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                _   _  ____  ___  ____  _____  ____  _  _
               ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
               (_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v1.3 - added some vs. human strategies
v1.2 - added some combos
v1.1 - fixed some errors

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
)  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
            _    _  _____  ____  ____   ___
           ( \/\/ )(  _  )(  _ \(  _ \ / __)
            )    (  )(_)(  )   / )(_) )\__ \
           (__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Shadow Lady I left
out or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

Shadow Lady's infinite combo (I don't approve of this, but I'll include
it due to persistent requests by a lot of people)

(air dash) D+MK-> HP-> (land) LP-> LK-> HK-> UF->
LP-> LK-> MP-> D+MK-> [repeat until (><) ]

* the infinite part (all four mid-air moves) must be done very quickly
* it would help to just hold DF after the first mid-air LP connects
* do not alter the infinite part in any way. Some of it, mostly likely
 the LP or the LK, will not always connect but still you need to press
 them to ensure perfect timing.
* add a Lightning K to the MP-> D+MK part once the opponent's life is
 less than one-eight for a flashy finish!

There's another shadow lady infinite out there, but I don't know how it's
done. I just saw some cheap@$$ nut try to do it to me (good thing he
couldn't perfect it, or I would have lost one character immediately)
Email me if you have any info on this so I'd stop getting tons of mails
requesting for Shadow Lady's infinites, ok?

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And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

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