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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...
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! ;)
* "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:
___________________________________________________________________________________
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|| 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 ||
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|| As for webmasters, web page contibutors, and all similar personnel, ||
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