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`888'   `888' `888'     `8' `888'        `888   .8P'
888     888   888       8   888          888  d8'
888ooooo888   888       8   888          88888[
888     888   888       8   888          888`88b.
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o888o   o888o    `YbodP'    o888ooooood8 o888o  o888o

MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher <[email protected]>
version 1.0
Dec. 1, 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! ;)

* Hulk is BIG, and throughout my other faqs I have been repeatedly stating
 the fact that super moves make bigger people look dumber rather than
 stronger. But being big is not all that bad. Hulk is still a force to
 reckon with and that I have concluded mainly, and ironically, also because
 of his size. Other reasons include:

1. Hulk does not get easily stunned by weak attacks which means there's
  enough time to block when being setup for an air combo.
2. Hulk packs POWER! (obviously)
3. Hulk yields RANGE! (again, quite obviously)
4. Hulk's hard normal moves CAN chip.
5. Hulk's Gamma Charge makes anyone think twice before attacking a defensive
  blocker.


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 - Hulk is not one of the normal-sized players in the game, so his
       jab won't be quite the same. This jab reaches further, is definitely
       slower, and comes from different angles, making it quite awkward
       to use.

  a) standing - definitely NOT a jab! Hulk reaches for his farther shoulder
                with his nearer arm and then delivers a 180degree swing,
                back-fisting his opponent's face in the process. May start
                a ground combo but still, there are other better replacements
                so don't ever use this move.

  b) crouching - again, definitely NOT a crouching jab! from a kneeling
                 position, Hulk folds his nearer arm up a bit and then
                 hits the ground, smashing a standing opponent's knee
                 in the process. Good punisher for blocked sweeps but
                 there's a whole lot of other, better ways to do it.
                 Don't expect to hit a low blocking opponent with it cause
                 it's not an overhead.

  c) jumping - not even a punch, and does not even make use of your arms!
               In this move, Hulk delivers a swift aerial head butt that
               can be comboed into any other normal move in his arsenal,
               but of course most jumping LPs can do that. Disregarding
               the fact that it's a head butt, I can say it has a pretty
               common set of properties.

2. MP - his basic combo filler. Not much use for these other than what
       I have just said, though.

  a) standing - his farther arm reaches out as far as it can by means
                of a punch. Nice counter for dash-ins since it's longer
                while coming out just as fast as the standing LP. But,
                as I've said, mainly just a combo filler.

  b) crouching - well, he just crouches and does basically the same attack
                 as his standing LP. Strictly for filling combos and nothing
                 more. May have other uses but can easily be replaced
                 by other normal moves.

  c) jumping - Hulk delivers an almost horizontal punch with his nearer
               arm. Should have covered nice range but because of Hulk's
               size, doing this move alone may result in you getting hit
               even before you reach the opponent.

3. HP - moves that scream damage, power, and knock down! Comes out slow,
       recovers even worse. Don't use these as long as you know the opponent
       has more than 10% chance of blocking them---or you'll end up black
       and blue all over.

  a) standing - you raise one arm, pack all the power you can muster,
                and give the opponent a first hand experience of the
                true meaning of a WHALLOP via hammer punch! But, sadly,
                it's this move that almost everybody is waiting for cause
                if blocked, will leave you open for their wildest dreams.
                Sorry, but don't use this move, ever!

  b) crouching - this is what every MVC character has---a launcher. I
                 don't understand why it's the biggest and strongest MVC
                 character who needs to raise TWO arms just to launch
                 an opponent! Yep, he uses both his arms in this move.
                 It hits twice, but not because he used two arms, but
                 because his first hit low, then high.

  c) jumping - it's a clap, but obviously not the normal person's clap,
               cause if your head gets trapped in between...squishhh!
               Good move, high on range and damage, but comes out painfully
               slow and should only be used as an air combo ender.

4. LK - the only LKs in the MVC world worth abusing for their priority,
       these not only come out just about as fast as any normal players
       LK, but reaches out more than triply further than normal, and does
       a little more damage as well.

  a) standing - the introduction says it all! Hulk's front leg just turns
                side ways and stretches out while the whole base of the
                foot does not leave the ground. Sound's like the common
                crouching LK but with much, much more range.

  b) crouching - why would he change the way he attacks in this move if
                 his standing LK already looks like the common crouching
                 one? So, he doesn't! He's kneeling this time, but still
                 delivers the same kick.

  c) jumping - well, he just jumps and does basically the same attack
               as his crouching LK. Not to be underrated cause it's the
               fastest long-reaching air normal move in MVC. Moreso, it's
               this move that must be abused for it's priority.

5. MK - like the MP, his basic combo filler. Not much use for these other
       than what I have just said, though.

  a) standing - he gives you a front kick that hits the face if your
                not tall enough. Looks cool, comes out a little faster
                than the standing HP, but recovers just as slow. Don't
                use this alone.

  b) crouching - well, he just crouches and does basically the same attack
                 as his standing MK. Recovers a little faster though,
                 but still not fast enough.

  c) jumping - Hulk does something similar to an axe kick (hey, I didn't
               know Hulk can do that!) Has a surprisingly short range,
               not much priority, damage is also not that evident.

6. HK - just like the HP, moves that scream damage, power, and knock down!
       Comes out a little slower, but recovers a little faster (though
       still slow enough to be supered). Don't use these as long as you
       know the opponent has more than 10% chance of blocking them---or
       you'll end up black and blue all over.

  a) standing - turning his back on his opponent, Hulk makes a handstand
                and stretches out both his legs at a 70degree angle.
                Seems as though it's a launcher, well it is, but the opponent
                is launched too far across and you recover too slowly
                so no air combos from this move.

  b) crouching - looks just like his crouching MK, but the foot kicks
                 at a higher angle. Good counter for dash-ins but I'd
                 rather use the LKs.

  c) jumping - this, in my opinion, is just an inverted version of his
               standing HK. This time he's facing the opponent, his arms
               are raised, and he stretches both his legs at a -70degree
               angle! Can counter most launchers but beware the rising
               supers.

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


1) Gamma Charge - Hold B...F+K

       This is what the computer alomst always does, and you should learn
  from that. ALWAYS use this move as a ground combo ender and dash-in
  counter but only for that, not like the dumb computer who uses it for
  chipping---which can always be punished by a combo to super. You can
  hold any direction + any K afterwards for a second Gamma Charge, a two
  hit combo. An alternative code would be Hold D...U+K to produce an
  upward version of the Gamma Charge, but that should only be used as
  an anti-air, nothing more.

2) Gamma Slam - D,DF,F+P

       Hulk does what he would in a crouching HP, but this time chunks
  of land rise from the ground in a wave-like manner and hit the opponent
  repeatedly. Good chipper, but nothing more. I really don't recommend
  using this move much.

3) Gamma Tornado - F,DF,D,DB,B+P

       THE proof that Hulk is sheer strength! He grabs the opponent's
  face with one hand(and that's even larger than the opponent's head!)
  and whirls him round and round and finally throws him to the edge of
  the arena. Can be comboed from a standing or crouching LP, but only
  if you REALLY wanna land this move. Otherwise follow the LP with a
  D+MP-> Gamma Charge-> U+K(second hit of Gamma Charge)

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


1) Gamma Crush - D,DB,B+2P

       Hulk does his best rising Gamma Charge which knocks the opponent
  off his feet, and it turns out that Gamma Charge has breached the Earth's
  atmosphere cause as he comes down, a meteorite is with him (and he's
  actually holding it!) and this is what he uses to crush his helpless
  victim. Try to look at the shadow he leaves behind to keep track of
  him cause you CAN control the direction with which he will land.

2) Gamma Wave - D,DF,F+2P

       Same as his Gamma Slam, but hits the opponent way too many times.
  Takes much, MUCH life off an opponent, and has equal priority to a beam
  super, not to mention better chipping ability so, unlike the special
  version, use this super very frequently.

3) Gamma Quake - D,DF,F+2K

       Hulk does what he would in a crouching LP, but this time chunks
  of land fall from the sky and hit the opponent repeatedly. Has the same
  strategies that could apply to helpers that allow things to fall from
  the sky like Iceman, Pure and Fur, etc. Use it to nail people with
  lotsa keep-themselves-in-the-air moves but not for jump-ins, where
  the Gamma Crush is a lot better.

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


Universal Jump-in: LK-> MK - yup, in Hulk's case, you can use without much
                            risk an LK as a jump-in cause, like I said,
                            it comes out fast, has good priority, and
                            most of all, covers the most distance.

* a jump-in you MAY add while a dash-in you MUST add to any of these combos:
* by U+K I mean hit 'em with the second part of the Gamma Charge

1. LK-> MK-> Gamma Charge-> U+K
2. D+LK-> D+MK-> Gamma Charge-> U+K
3. D+LP-> D+MP-> Gamma Charge-> U+K
4. LP-> Gamma Tornado
5. D+LK-> D+HP-> LP-> MP-> LK-> MK-> HK
6. D+LK-> D+HP-> Gamma Crush
7. D+LK-> D+HP-> Gamma Quake

* Hulk can link his Gamma Quake to his Gamma Crush. What's more, you can
 add a Gamma Wave at the start of this combo though you have to cancell
 right away to connect.

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


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: you are soooo powerful all you have to do is
                         dash-in an do a standing HP. It'll stun him a
                         bit so repeat and repeat and repeat until he
                         finally decides a bigger him would match you.

Second, cheap@$$ form: jump and HP his face until you're all charged up
                      for a super then Gamma Crush or Gamma Quake 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 him, but make sure the
                             replacement pretty much does the same thing---
                             RAM the opponent! You can always do a Gamma
                             Wave for major damage afterwards.

2. Patience is the key to success

       This is not the barbaric Hulk! Just look at his hair---he actually
  combed it! And that gives away a useful hint on playing him: Be patient
  and always think counter-attack instead of "berserker barrage". Most
  your attacks will leave you wide open if they're blocked so better
  make sure you'll connect before you execute and what better way to make
  sure than to use them as counter-attacks.

3. Abuse the priority of your jumping LK

       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 LKs 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 Gamma Wave 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 Gamma Wave only if your opponent did a super that's so far from
  you and have 1% chance of ever landing a hit. The Gamma Wave 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 Gamma Quake which
  comes out a liiiitle faster. Use the Gamma Crush whenever you detect
  a dashing super come your way.

5. Character-specific strategies:

Captain America - if there's anyone who could match your air LK priority,
                 it's him. His jumping HP does a lot more damage, reaches
                 further, and all that without having to sacrifice
                 execution time. Don't be the first one to super jump,
                 as he would most likely meet you in the air with the
                 accursed HP. Stay on the ground, dash forward and back
                 and lure him to miss a standing HP cause that's when
                 you pour out your Gamma Wave. (yup this is one of the
                 few matches where you'll have to use this super frequently)
                 Use a counter-attacking strategy and use your Gamma
                 Crush in reply for all his supers!

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 Gamma Wave for you. Might as well use a counter-
                  attacking strategy with this captain because he'll
                  just Captain Corridor you out of any attack you start.

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 LK button rapidly during the whole air
        trip. Second, dash to low combo to special and make use of my
        counter-attacking strategies, but with extra care. Missing would prove
        fatal...

Gambit - just avoid his cheappy infinite (which would probably work exceptionally
        well on you) 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 Gamma Charge and win! He may use
        a rain of Kinetic Cards as a chip away strategy but that can
        easily be countered: Just dash right below him, and what else
        but Gamma Crush!

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->
      Gamma Charge. Air combos will also work on him fine, just remember
      to hit him once before launching otherwise he won't budge. Hulk
      is big, but remember that all your supers make bigger look dumber
      rather than stronger---and that goes for YOU too. Don't use the
      Gamma Charge on a standing Hulk cause more often than not you'll
      get punished by HIS Gamma Charge.

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

Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
         (and it will surely work triply well on someone as big as you)
         Let him use his X buster all he wants, while you constantly super
         jump and HK 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 mid-air Gamma Wave. 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 counter-
         attacking skills. How? just dash then...BLOCK! If he attacks,
         counter with a Gamma Charge! If he manages to escape, which
         would only be possible via super jump, catch him off guard with
         a Gamma Crush! By the way, don't worry bout his supers, just
         block and do a super of yours afterwards---Gamma Wave if too
         far, any other super if otherwise.

Morrigan - will fight like Ryu does, being a good confuser and all that.
          She will, however, have her options limited to low attacks
          and throws so show-off your Gamma Charges and win! If she does
          something you won't, namely raining you with air fireballs,
          Dash in and punish her with your Gamma Crush or catch her off
          guard with a D+HP(your launcher) 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 LK to chrage up
     your super, Gamma Charges to counter his ground fireballs and dash-in
     to Gamma Crush his air fireballs wherever he may be! (even at the
     peaks of high jumps!)

Spiderman - Even his Maximum Spider has a high chance of getting countered
           by a Gamma Crush 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 all of yours 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, give him a rising
           Gamma Charge!

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 launch him
               and air combo. 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 throwing game instead.

Venom - Just super jump and HK 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 LK could out prioritize he whips up and give
       you an opportunity to do a D+HP-> Gamma Crush combo whether he
       blocks it or not. If he's able to block all of it, engage in
       a confuser's throwing game but beware, he may not have an overhead
       but his throw allows him to combo you afterwards so get ready
       for that.

War Machine - Just block his ground combos, D+LK to combo his throw attemps,
             and do a dash in to Gamma Crush 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 Gamma Quake 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 Gamma Wave. If your opponent doesn't make
             flaws like this, then you better stick to your good 'ol
             jumping LK 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 your Gamma Crush and your helper
           and mix them up so you wouldn't get too predictable. For the
           second strategy, you'll have to assess yourself. If you think
           you can pretty much predict what he's doing, then combo him
           if he tries to throw and use the guard push otherwise. If
           he doesn't give up and still dashes in like crazy, smile
           and surprise him with a risky but rewarding D+HP to Gamma
           Crush 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 throwing game, you'll
         have to be extra careful since his throws are part of the few
         that can out prioritize yours! Whenever you're charged up and
         can't land a combo, just chip away with my helper to Gamma
         Wave strategy.


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 Gamma Crush
                    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 give him a Gamma Quake 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 Gamma
                    Wave. If your opponent doesn't make flaws like
                    this, then you better stick to your good 'ol jumping
                    LKs do the trick. Added note: You CAN Gamma Wave
                    like crazy with this War Machine cause he'll take
                    every last bit of it.

Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                        dealt with a counter-attacking 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 dash-in, deliver
             a D+HP, and proceed with air combos which will also work
             on him fine. Orange Hulk is big, but remember that all your
             supers make bigger look dumber rather than stronger---and
             that goes for YOU too. Don't use the Gamma Charge on a standing
             Hulk cause more often than not you'll get punished by HIS
             Gamma Charge.

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 retaliate with any of your supers afterwards.
      Remember, Gamma Wave if too far and any other super if otherwise.

Shadow Lady - Chunli minus the ability to combo a super but plus the
             ability to chip away with her butt missiles. Keep an eye
             out for your life bar cause these farts can cut it down
             to half without even you noticing. Don't super jump, as
             that would mean a free chip from those accursed butt bombs.
             If she's stupid enough to do it while you're on the ground,
             and up close then it's Gamma Wave time! The missiles won't
             connect if you time your super right. 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 Gamma Wave!

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


Hulk has defeated Onslaught, but it turns out that all he did was crush
his(Onslaught's) armor! Now, Onslaught is a mass of pure energy and poses
a much greater threat than before. Captain America (that no-good spotlight
stealer) rushes for Onslaught in an attempt to contain this energy within
his body. He was successful, but perished in the process. All that's left
now is his(cheapy) sheild. And HE gets aaaaall the credit. (not that he
doesn't deserve any, but, this should be Hulk's ending, not his!)

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


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
                                                                      </pre><pre id="faqspan-2">
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 Hulk 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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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~