**SHADOW LADY FAQ**
MARVEL VS. CAPCOM: CLASH OF SUPER HEROES
By Carlo Antonio [
[email protected]]
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TABLE OF CONTENTS
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I. Introduction
II. Key
III. Basics
IV. Special Moves
V. Combos
VI. Strategies
============
INTRODUCTION
============
Hey there! First of all, I'm writing [actually typing] this gameFAQ
just for the heck of it, and of course Shadow Lady is a very cool secret
character to use. She's one of my favorite characters [along with Chun-li,
Jin and Strider] in the game. Since this is my first FAQ, feel free to send
any suggestions, combos, corrections and other shtuff that could help this
FAQ..more helpful!
Aah..the Shadow Lady. She is Chun-li turned Shadow Lady by Shadaloo,
yknow how M. Bison's mind runs. Anyway, here's the Shadow Lady code:
? Put the cursor on Morrigan, then tap 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.
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KEY
===
ATTACK BUTTONS: MOTIONS:
JP - Jab Punch QCF - D, DF, F
SP - Strong Punch QCB - D, DB, B
FP - Fierce Punch HCF - B, DB, D, DF, F
SK - Short Kick HCB - F, DF, D, DB, B
FK - Forward Kick CBF - charge B[2 sec.], then tap F
RK - Roundhouse Kick
JOYSTICK: OTHER:
U - Up PPP - push all 3 punches simultaneously
UF - Up-forward KKK - push all 3 kicks simultaneously
F - Forward
DF - Down-forward
D - Down P - push any punch button
DB - Down-backward K - push any kick button
B - Backward OTG - "on the ground" attacks
UB - Up-backward
COMBOS:
S. - standing
C. - crouching
J. - jumping/jump-in
DC. - dash with a crouching attack
DS. - dash with a standing attack
JC. - jump in chain
AC. - air combo
--> - to next level [from jump-ins --> ground --> air]
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BASICS
======
Advance - tap F, F / PPP
Retreat - tap B, B / B + PPP
High Block - hold B
Low Block - hold DB
Offensive Crouch - hold DF
Air Block - hold B / DB
Super Jump - tap D, U / KKK
Advancing Guard - tap PPP while blocking
Recovery Roll - B, DB, D + P / K if hit by a knockdown attack or throw
Helper Assist - SP + FK [costs 1 Helper stock]
Switch Characters - FP + RK
Variable Counter - B, DB, D + FP + RK while blocking [Level 1]
Variable Combination - QCF + FP + RK [Level 2]
Variable Crossover - QCB + FP + RK [Level 2]
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SPECIAL MOVES
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DRILL: HCF + P [ground]
Shadow Lady goes into the Kikkoken stance but instead a drill comes out
of her palms. This is a very good energy chipper and it is very hard to
counter if blocked because it pushes her away from the opponent. And yeah, it
combos too. The punch button pressed indicates the number of hits and range.
ELECTRIC FIELD: F, D, DF + P [ground]
She surrounds her entire body with electricity that comes out in a
flash. The punch button pressed indicates the number of hits and the duration
of the electricity. It has good recovery time but has very bad range, so be
careful. Also, this move is an excellent anti-air attack.
LIGHTNING KICKS: tap K rapidly [ground / air]
Same ol' lightning legs here. Lightning kicks in the air to psyche
people out. It OTGs and an excellent energy chipper.
HOMING MISSILES: QCF + K [ground]
Shadow Lady bows down and missiles come out from her back and chases
down her opponent. I think the missiles track down opponents even if they
super jump over it. Good anti-air attack. It trades hits and cancels some
supers [cos I did this move at the same time Gambit did his Royal Flush, the
missiles hit him then cancelled his move and we just traded hits].
AXE KICK: HCB + K [ground]
Use this against turtlers [yknow, peeps who block low a lot]. The kick
buttons pressed will determine the distance, so know your distance between
you and your opponent because you might press the wrong button and you'll hop
over you opponent and leave yourself open for an attack.
KNEE DROP: DF + RK [ground]
Another move for turtlers. If they blocked it high, follow it up with
an RK just in case they block low. If they do block low, the RK will nail
them and leave them open for an attack.
FALCON KICK: D + FK [air]
Welp, not much about this move. I use this as a sneaky move: air dash
over you opponent then Falcon kick. Can also be used as a jump-in then
connect a RK after.
Other moves:
Triple jump: tap U, U, U
Air dash: tap F, F / F + PPP [air]
Throw: B / F + SP / FP
Air Throw: B / F + SP / FP [air]
Launcher: S. RK
AC Finishers: RK, FP, Lightning kicks, Air throw
HYPER MOVES:
BIG BANG LASER: QCF + PP
This time Shadow Lady goes in her Kikosho stance but instead a huge ass
laser comes out of her palms. The laser is wider than War Machine's Proton
Cannon but I think they have the same amount of hits. Obviously, it doesn't
combo but an ok energy chipper. Use it only if your opponent made a really
big mistake. If you picked any helper that goes through the screen
horizontally [like Collosus, Psylocke...], Big Bang Laser after they connect.
Be careful though, it has the same recovery time as the Kikosho.
GALAXY MISSILE: QCF + KK
Shadow Lady bows and releases tons of homing missiles from her butt.
Ah..a very useless hyper move for a very good character. It is very slow in
coming out so it would be impossible to connect.
FINAL MISSION: CBF + KKK [level 3]
Heh..my favorite Hyper move. This is like Akuma's Raging Demon..in the
air! She does the Senretsu Kyaku pose then charges towards her opponent with
her S. Roundhouse. If it connects, she launches her opponent to the air,
chases them then the screen turns white and flashes, just like the Raging
Demon. After that Shadow Lady taunts then her opponent lands with a huge
explosion! Welp, it is very hard to connect and I'm still trying to find out
if its possible to connect with a S./C. Fierce. I recommend using it after
your opponent made a big mistake. Don't worry if they blocked it cos she'll
recover fast enough. And remember the range is almost half screen.
======
COMBOS
======
Combo 1) S. JP, S. SP, S. FP
Combo 2) C. SK, C. FK, C. RK
Combo 3) DS. JP, C. SK, C. RK + Lightning Kicks
Combo 4) S. JP, C. FK, C. FP + Drill
Combo 5) S. SK, S. RK --> [AC.] JP, SK, SP, FK + Lightning Kicks
Combo 6) J. RK --> S. RK --> [AC.] JP, SK, SP + Air Throw
Combo 7) J. JP, JC. FK --> S. RK --> [AC.] JP, SK, SP, FK , FP/RK
Combo 8) Throw, DC. SK, S. RK --> any AC. Of your choice
** for combo 6, don't tap the buttons really fast during the AC. Or the air
throw will be very hard to connect.
** for combo 8, DC. SK is an OTG and you have to throw your opponent towards
the corner so there's little space between you and your opponent in order for
the SK to connect. Watch out for rollers.
==========
STRATEGIES
==========
Here are some pointers:
- always dash in with a C. SK. Don't worry, you can always cancel the dash
by holding the opposite direction if you see that if they're coming up
with something. Remember that you could only cancel that dash while in the
middle of it.
- After beating a character of the other team, jump to the side of the
screen where the second character comes out and do Roundhouse Lightning
Kicks, you'll chip away their energy.
- Always connect a Fierce Drill after a blocked C. RK, or S./C. FP. You'll
always catch them if they try to react after the RK or FP.
- CHEAPS!! Hehheh..my specialty. If they blocked your SK dash ins, walk in
and grab `em! This is also a good way to start combo 8 if they're in the
corner.
WELL THIS IS THE END OF THIS FAQ. SEND ANY SUGGESTIONS, COMBOS AND OTHER
SHTUFF TO
[email protected].