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MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher <[email protected]>
version 1.0
Dec. 18, 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...

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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! ;)

* "When Captain America throws his mighty shieeeeld.....all those who chose
 to oppose his shield will yieeeeld!!!!...." You remember that old, old
 jingle featured in Captain America's very cartoon way back in the 80's?
 Well, I hope you didn't(heh), but it does stress one improtant point---
 that nothing can match the priority and range of an aerodynamically
 designed adamantium shield, especially if its wielder is a man with total
 mastery of all forms of hand-to-hand combat, not to mention a dose of
 super soldier serum! Cap is quite a formidable foe by himself, and giving
 him an indestuctible shield just makes him cheap. No, I'm not telling
 you to avoid the shield at all costs, as that would lead to loss of
 concentration and chances of winning. Rather, I advise you to consider
 your shield "negligible" and never make an effort to stay in one state
 (with or without shield) during the game. I'll be talking more about
 that later in this faq, but for now, let's see what Cap's assets are...

 1. Captain America has damage, range, and priority WITH his shield
 2. Captain America has speed, comboability, and maneuverability WITHOUT
    his shield
 3. Captain America has great confusing skills WITH OR WITHOUT his shield!
 4. Captain America can throw his shield in three different directions


Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Supers
  V. Combos
 VI. Vs. Computer
VII. Vs. Human
VIII. Ending
 IX. Credits
  X. Revision History
 XI. 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 select
call helper- MP+MK
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:
* first of all, in the PSX version, you'll have to choose only ONE partner,
 either one of the conventional characters ("partner heroes") or one of
 the helpers ("special heroes").

call helper - your helper is the character you choose after you have chosen
             the special heroes option. 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. In the PSX version, choosing a
             helper does not require much effort since the cursor is at
             your command. Beware of the time limit though, and be sure
             of who you'll choose before you enter that menu. Oh, and
             even the secret helpers are no secret no more---just press
             down on Iceman to select Shadow and down on Colossus to
             select Sentinel. One last reminder, helpers in the PSX version
             are no longer limited to a certain number of strikes so,
             in my opinion, rammers will RULE.


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, though the resting
           one, in the PSX version, will no longer be left behind as if
           they already "tagged"

team work - a clone of your opponent enters the screen, and 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.
           Oh and I did say you can choose a helper as a partner right?
           Well if you do, and use this move, he/she'll just enter the
           screen, do his/her thing, exit, and repeat the whole process
           over and over while you do YOUR thing and until the time runs
           out---again one of the reasons why rammers would RULE. (cause
           they'll be the ones repeating their entrances most before
           time runs out).

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


1. LP - Cap's jabs, like those of the shotos, are one of the few that
       live up to the name; a simple, weak, but quick punch.

  a) standing - he throws a punch that's just as useful as any normal
                or small sized player's jab in the game. Used to confuse
                high-blocking opponents to continue blocking high when
                you decide to do a D+LK-> HP-> air combo.

  b) crouching - well, he just crouches and does basically the same
                 attack as his standing LP, but with the other arm. This
                 time you use the shield to increase the damage of your
                 attack.

  c) jumping - this one, like the standing LP, does not make use of the
               shield and is therefore just another basic jab. You can
               use it to start an air combo, but other than that I don't
               see any reason to do it.

2. MP - all of these make use of the shield, but only to increase damage
       and range. In reality, Cap just throws basic attacks and his shield
       tags along.

  a) standing - an uppercut that has been toned down since it's first
                appearance. I never really saw any strength in the looks
                of this attack, and was surprised to find out it actually
                was a launcher, but now it isn't, and that's just fine.
                By the way, it can still launch the opponent if he's
                ALREADY in mid-air.

  b) crouching - from a kneeling position, Cap folds his nearer arm up
                 a bit and then hits the ground. Good punisher for blocked
                 sweeps but don't expect to hit a low blocking opponent
                 with it cause it's not an overhead.

  c) jumping - well, he just jumps and does basically the same attack
               as his crouching MP, but with the other arm. This time
               you make a 135degree arc with you arm instead of the crouching
               MP's 90.

3. HP - Cap's HPs are the only ones that actually look very different if
       done without the shield. That simply implies that the HPs rely
       almost entirely on his shield and so he needs a different approach
       if he's not holding one.

  a) standing - half the screen!? Yup, that's the standing HP's range
                and damage is highly respectable too. It actually knocks
                the opponent off his feet but if you miss, expect supers
                on the way. Execution time is also quite long so be careful
                with this move. Without the shield, Cap has his hands
                together and swings them toward the opponent's face. Faster
                and more comboable, but, of course, less range and damage
                as well.

  b) crouching - this is what every MVC character has---a launcher. From
                 a kneeling position, Cap sends forth a powerful upward
                 swing with both arms together with his shield. Now this
                 is what I call a launcher! He still uses both arms even
                 without the shield, but he doesn't swing them anymore.

  c) jumping - yet another swing for the frisbee master. Again, very high
               on range, damage and priority. With this move you can 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. 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. Again, without the shield, Cap has his hands
               together and swings them toward the opponent's face. Faster
               and more comboable, but, of course, less range and damage
               as well.

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

  a) standing - useless, actually. You just deliver a kick to the shin
                Comes out slower than the standing LP so can't be used
                as a poker but can still serve as a combo filler.

  b) crouching - same as the shoto's short kick but comes out slower and
                 does a little more damage to compensate. It's a good
                 combo starter, that's what it is. And it can also be
                 a good confuser.

  c) jumping - you deliver a high front kick with your farther leg. Good
               combo filler, but I'm pretty sure there's nothing more
               to it.

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 - shows the martial artist in Cap. He inwardly swings his
                nearer leg, kicking the opponent's face in the process.
                Hit the MK again to make him deliver an additional mid
                kick to the stomach before his foot touches the ground.
                Excellent for combos.

  b) crouching - what looks like a sweep but is not, in this move Cap
                 does a 360degree horizontal turn and hits the opponent's
                 foot his his heel.

  c) jumping - well, you basically do the same attack as your jumping LK,
               but with the other foot, and this time you kick downwards.
               Hell, why did I say it's basically the same attack? Well,
               range and priority are identical, and both feature the
               other leg folded.

6. HK - Not much on the priority side, almost the same range as the HPs,
       will do more damage than a shieldless HP but less than otherwise.

  a) standing - you'd be surprised what this baby can do. First, the description---
                Cap stands on one hand, does a 360degree turn, and sticks
                out both legs slightly upward and hit (approximately)
                the opponent's chest. Next, the use---a combo FILLER!
                That's right, besides power and range, this move CAN be
                linked to special and super moves alike because of its
                stun value.

  b) crouching - totally identical to the crouching MK, but of course
                 comes out a little slower yet is more damaging and is
                 a now a geniune sweep.

  c) jumping - he does a horizontal kick that's best for air to air encounters
               but only when you don't have the shield. Otherwise, use
               it freely.

  d) up - nothing in this move is different from the previous one except
          for the fact that the other leg is now pointing donwards and
          straightened out instead of folded beneath the kicking one.

  e) down (mid-air) - looks awkward, but still shows how much Cap knows
                      when it comes to hand-to-hand combat. In this move,
                      he uses the heel of his farther leg to kick towards
                      and standing opponent's face.

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


With the Shield:

1) Shield Slash - D,DF,F+P

       Of course, what else? This is what Cap is known for! Adding a blue
  aura makes the shield look cooler, but I'd rather have it the old way.
  The strength of the P used determines which direction the shield will
  go. All of them look mighty cool, but the HP looks the coolest, and makes
  Cap look like the show-off the Cyclops is! I don't think this move is
  cheap since it comes out slow and besides being a combo ender, can only
  be used to anticipate...jumps! Yep, when you're mid-air, use the LP
  version to anticipate a normal jump and the MP version for a super jump.
  On the ground, use the HP version to anticipate either jump!

2) Chraging Star - D,DF,F+K

       Another move that Cap is known for, this one features him running
  for the opponent and ramming him/her with his shield which he uses to
  cover his entire upper body. White aura makes it look cooler, but then
  again as with the Shield Slash, I'd rather have it the old way. Theoretically
  would give more damage with the shield equipped, but surprisingly does
  NOT...I repeat, does NOT do more damage whatsoever with or without the
  shield, and I just don't get it, why?

3) Stars and Stripes - F,D,DF+P

       It's this move that Cap is not known for, but its what makes him
  closer and closer to being a shoto. He again uses his shield to ram
  the opponent, but this time it's a Shoryuken type move. Does more damage
  when the shield is equipped, and makes me wonder all the more why the
  Charging Star doesn't.

4) Cartwheel - F,DF,D,DB,B+P

       Need I explain this move? Maybe not, but I have to say something
  about its uses---they're only limited by your imagination! Use this
  move much, as it is what makes Cap one of the better confusers in the
  game. I don't think the strength of the P used makes any difference
  but even if it does, it's negligible.


Without the shield:

1) Shield Slash - D,DF,F+P

       Of course, what else? This is what Cap is known for! Adding a blue
  aura makes the shield look cooler, but I'd rather have it the old way.
  The strength of the P used determines which direction the shield will
  go. All of them look mighty cool, but the HP looks the coolest, and makes
  Cap look like the show-off the Cyclops is! I don't think this move is
  cheap since it comes out slow and besides being a combo ender, can only
  be used to anticipate...jumps! Yep, when you're mid-air, use the LP
  version to anticipate a normal jump and the MP version for a super jump.
  On the ground, use the HP version to anticipate either jump!...Wait,
  are you actually reading this? It's under the without a shield section,
  so how the hell could this move be possible? (gotcha! hehe)

2) Chraging Star - D,DF,F+K

       Another move that Cap is known for, this one features him running
  for the opponent and ramming him/her with his nearer arm that is, in
  turn, supported by the farther one. White aura that makes him look cooler,
  is still there, and I still don't approve of it. As I've mentioned
  above, theoretically would give more damage with the shield equipped,
  but surprisingly does NOT...I repeat, does NOT do more damage whatsoever
  with or without the shield, and I just don't get it, why?

3) Stars and Stripes - F,D,DF+P

       It's this move that Cap is not known for, but its what makes him
  closer and closer to being a shoto. He again uses his farther arm supported
  by his nearer one to ram the opponent, but this time it's a Shoryuken
  type move. Does more damage when the shield is equipped, and makes me
  wonder all the more why the Charging Star doesn't.

4) Cartwheel - F,DF,D,DB,B+P

       Need I explain this move? Maybe not, but I have to say something
  about its uses---they're only limited by your imagination! Use this
  move much, as it is what makes Cap one of the better confusers in the
  game. I don't think the strength of the P used makes any difference
  but even if it does, it's negligible. (did I just say that same paragraph
  a while ago?)

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


1) Final Justice - D,DF,F+2P

       Cap puts the shield on his back, poses, and then rushes for the
  opponent and rams him, knocking him out cold and way up in mid-air.
  the super soldier then goes behind the opponent, waits for him to drop
  back to the ground, then does seven hit combo. For a finale, he hurls
  the opponent once again in mid-air, catches him, and then slams him
  to the ground, triggering a big explosion. The mid-air catch registers
  as a hit, yet it doesn't deal any damage at all, which is pretty dumb.
  Anyway, few people know that this super can actually be comboed from
  something besides a helper, so refer to my combos section for that.
  By the way, if you do this during a team work super, the other player
  combo do an off the ground combo afterwards.

2) Hyper Charging Star - D,DF,F+2K

       THE move that stuffs them all! Cap's whole upper body is virtually
  invulnerable while doing in this super. Once started, this move can
  unexpectedly reach the opponent in such a short time, and no projectile
  ever thrown can stop the super soldier from executing the ram of rams.
  Again, as with the normal version, does NOT deal any more damage with
  or without the shield.

3) Hyper Stars and Stripes - F,D,DF+2P

        It's composed of three Stars and Stripes, all made to look cooler
  with a white aura, and the last one inflicting the most damage. Best
  comboed from a dash-in D+LK-> D+MK which, in turn, is very easy to connect
  if you have well confused your opponent with different ways of attacking.
  Again, but unlike the normal version, does NOT deal any more damage with
  or without the shield.


* I still wish he had a Hyper Shield Slash super, and it'd work much like
 Spiderman's Maximum Spider---cool don't you think? After all, that's
 what he does best in the comic world.

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


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:
* the K combos may be done with or without the shield, but those that
 involve HPs will work in only one state.

With the shield:

1. D+LP-> D+MP-> D+HP-> U-> LP-> LP-> LP-> U-> LP-> LK-> MP-> MK-> HP
2. D+LK-> D+MK-> D+HK-> Shield Slash
3. (in corner) LP-> MP-> HP-> Hyper Stars and Stripes
4. (in corner) LP-> MP-> HP-> Hyper Charging Star-> (dash-in) D+LK-> D+HP->
  U-> LP-> LP-> LP-> U-> LP-> LK-> MP-> MK-> HP
5. (in corner) D+MP-> HP-> Shield Slash
6. (in corner) D+MP-> HP-> Final Justice

Without the shield:

1. D+LK-> D+HP-> U-> LP-> LP-> LP-> U-> LP-> LK-> MP-> MK-> D+HK
2. LP-> MP-> HP-> Chraging Star
3. MP-> HP-> Hyper Charging Star
4. LK-> HP-> Stars and Stripes
5. LP-> MP-> HP-> Hyper Stars and Stripes
6. (in corner) MP-> HP-> Hyper Charging Star-> (dash-in) D+LK-> D+HP->
  U-> LP-> LP-> LP-> U-> LP-> LK-> MP-> MK-> D+HK
7. LP-> HP-> Final Justice
8. LK-> HP-> Final Justice

With or without the shield:

1. LK-> MK-> HK-> Charging Star
2. MK-> HK-> Hyper Charging Star
3. D+LK-> D+MK-> Stars and Stripes
4. D+LK-> D+MK-> D+HK-> Hyper Stars and Stripes
5. HK-> Final Justice


* Captain America can link any of his supers from the Hyper Stars and
 Stripes! What's more, any of his supers can also be linked TO a Final
 Justice!

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


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 MPs 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 Hyper Stars and Stripes or Hyper
                      Charging Star 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 Psylocke as a helper - You may replace her, but make sure the replacement
                             pretty much does the same thing---RAM the
                             opponent! You can always do a Final Justice
                             for major damage afterwards.

2. Play a mix-up game - Cap CAN combo and hope that his opponent opens
                       up somewhere during his moves because he can link
                       both high and low attacks. Still, it's better to
                       use these confusing strategies:

   Dash-> D+LK, after that,...

   a) D+HP - only if he doesn't block. Launches him in mid-air.

   a.1) do the corresponding combo depending on whether you got the shield
        or not.

   a.2) Cartwheel-> D+HP - will confuse him into blocking the wrong way
                           when he falls back to the ground

   a.2.1) Cartwheel-> D+HP - will again confuse him into blocking the
                             wrong way when he falls back to the ground

   a.2.2) D+HP - will confuse him into blocking the wrong way when
                 he falls back to the ground in case he's already got
                 the hang of your strategy.

   a.2.3) do the corresponding combo depending on whether you got the shield
          or not.

   a.3) Stars and Stripes

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

   b.1) D+HK-> Hyper Stars and Stripes - only if he doesn't block or when
                                         he blocks in corner.

   b.2) 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.3) Dash-> D+LK - only if blocked. Repeat mix-up game.

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

   c.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.

   c.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.

   d) summon Psylocke/any rammer - only when guard pushed because your
                                   opponent will usually dash afterwards.
                                   Connect with a Final Justice 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. Know which super to use

       Don't always rely on the Final Justice to retaliate on the mistakes
  of an opponent. It's slow execution time can make you regret doing it
  because most likely the opponent can still save his own hide by blocking.
  Use the Final Justice only if your opponent did a super that's so far
  from you and have 1% chance of ever landing a hit, sometimes it's even
  better to use the Hyper Charging Star. The Final Justice is also applicable
  in times when you have super jumped from the opponent's beam super and
  landed behind him/her. Otherwise, on situations that enabled you to
  block a super or better yet a tag move, use the Hyper Stars and Stripes
  which definitely comes out faster. This super is also applicable whenever
  you detect a dashing super come your way.

5. Character-specific strategies:

Captain America - if there's anyone who could match your air HP priority,
                 it's him(obviously). Don't be the first one to super
                 jump, as he would most likely meet you in the air with
                 your own 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 Final Justice. Use a confuser's strategy
                 and counter his dashing supers with a Hyper Stars and
                 Stripes to the face!

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 Final Justice 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, use your dash to low combo to Hyper Stars and Stripes
        to match Chunli's, and so we're back to a fair match. It's just
        a matter of "sleight of wrist" now...

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, super jump, and meet him in mid-air with an HP.

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->
      Silhouette Blade. 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('cept the Final Justice)
      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 a ground combo to Hyper Stars and Stripes. 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. No, that's not how to beat him, I told
         you never to use Cap's shield that way! 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 dash back to Hyper Charging
         Star! 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 and then juggle with my D+HP strategy! By
         the way, don't worry bout his supers, just block, dash and do
         any of yours 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 bury your hand in her...uh...midsection with a
          Hyper Stars and Stripes or make use of my D+HP strategy 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 Hyper Charging Star his fireball wherever he may be.

Spiderman - Even his Maximum Spider has a high chance of getting countered
           by a Hyper Charging Star in progress so abuse that fact to
           your advantage. Master the art of rolling and you'll be avoiding
           his Crawler Assaults forever! His Ultimate Web Throw will be
           his only super that could counter a Hyper Charging Star but
           you can easily detect that. If he uses an air combo that knocks
           you down and falls right behind you as you get up, use my D+HP
           strategies to make him savor the taste of either a red glove
           or an adamantium shield!

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 Shinkuu Hadouken
               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-> Hyper Stars and
       Stripes 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,</pre><pre id="faqspan-2">
             and do a dash in to jump and HP 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 Final Justice 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 Final Justice. 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 players. 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 Final Justice.
           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 Hyper Stars and Stripes 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 Hyper Charging Star 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 jump and
                    HP 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 Final Justice 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 Hyper
                    Charging Star. If your opponent doesn't make flaws
                    like this, then you better stick to your good 'ol
                    jumping HP to do the trick.

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-> Hyper Stars and Stripes. 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(again,
             'cept the Final Justice) 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 Final Justice 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,
             it's Final Justice time! Anticipate her missle super and
             again use your Final Justice(with perfect timing) 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 Hyper Charging Star.

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


The whole Capcom cast is standing in front of Capt. America to bid farewell
Cap delivers another one of those "inspiring" speeches, saying that even
if Onslaught was dominantly evil, a part of him, the real Charles Xavier
called upon the heroes of the Capcom world to aid this dimension in stopping
this ever-growing menace. But now that all's well again, it's time for
Ryu and the rest of the gang to go back where they came from, and they
all vanish.

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


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

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!

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

       none yet. suggestions, anyone?

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


Please feel free to email me if there's something about Captain America
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.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

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

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

___________________________________________________________________________________
===================================================================================
||                                                                               ||
||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
||     site before sending in any comments, suggestions, and/or corrections.     ||
||     As for webmasters, web page contibutors, and all similar personnel,       ||
||     posting this faq on any other website requires every last sentence,       ||
||     phrase, word, and character contained within this file included and       ||
||     unaltered. Keeping this faq as updated as it is on gamefaqs.com is        ||
||     preferable, though not required.                                          ||
||                                                                               ||
||  3) This faq is not to be profited from---directly, indirectly, or in         ||
||     whatever other way possible. By directly I mean earning less than,        ||
||     equal to, or greater than a cent's worth in cash, items, or services      ||
||     in exchange for part of or all the contents of this faq. On the           ||
||     other hand, by indirectly I mean using a part of or all the contents      ||
||     of this faq as a convincing factor for the purchase of another product    ||
||     thus directly or again indirectly yielding profit.                        ||
||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
||                                                                               ||
||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
===================================================================================
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