MARVEL VS. CAPCOM: CLASH OF SUPER HEROES MINI-FAQ v1.1
for the Arcade and Sony PlayStation (import) versions
by Chris MacDonald
Unpublished work Copyright 1998-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The Street Fighter series is (c) Capcom Co., Ltd. The Marvel characters
are (c) Marvel Inc. Strider is (c) Moto Hikaku. All rights reserved.
=================
TABLE OF CONTENTS
=================
1. HOW TO PLAY
- Key to Controls
- Basic Moves List
- Using Easy Mode
- Super Armor and Hyper Armor
2. CHARACTER MOVES LIST
- Captain America
- Captain Commando
- Chun-Li
- Gambit
- Jin Saotome
- Megaman
- Morrigan
- Hulk
- Ryu
- Ryu in Ken Mode
- Ryu in Akuma Mode
- Spider-Man
- Strider Hiryu
- Venom
- War Machine
- Wolverine
- Zangief
- Zangief in Mega Zangief Mode
3. HIDDEN CHARACTER MOVES LIST
- High Speed Venom
- Hyper Armor War Machine
- Lilith-Style Morrigan
- MSH Performance Hulk
- Roll-chan
- Shadow Lady
4. SECRETS AND TRICKS
5. PSX-SPECIFIC INFORMATION
- Changes from the Arcade Version
- Secrets and Tricks
- Play as Onslaught
- Using Beginner Mode
6. COMBO PRIMER
7. MISCELLANEOUS
8. AUTHOR'S NOTE
- Revision History
- Special Thanks
=========================================================================
1. H O W T O P L A Y
=========================================================================
-----------------------------------------------------------------------
KEY TO CONTROLS
-----------------------------------------------------------------------
This section outlines the basic controls for all characters:
(joystick directions and results)
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Guard Neutral Walk Forward
/ | \
db d df Defensive Crouch Crouch Offensive Crouch
(button layout and effect)
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
(FAQ abbreviations)
qcf / qcb - Press d,df,f or d,db,b on the joystick.
hcf / hcb - Press b,db,d,df,f or f,df,d,db,b on the joystick.
Rotate 360 - Rotate the joystick in a complete circle. You can start
and end the circle at any point (i.e. start at uf and
end at uf, or b to b, etc.)
PP / PPP - Press any two / all three Punch buttons.
KK / KKK - Press any two / all three Kick buttons.
(air) - The move can be performed while on the ground, or while
in the air (during a jump or after an air recovery).
x~x - All possible ranges are allowed (for example, ub through
uf, or MK through HP).
dir. - Any direction can be used.
------------------------------------------------------------------------
BASIC MOVES LIST
------------------------------------------------------------------------
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Mid-Air Block Hold b / db when attacked while in air
Advancing Guard While blocking, press PPP (can use repeatedly)
Dash Tap f,f / press PPP (tap d to end dash)
Backstep Tap b,b / press b + PPP (tap d to end backstep)
Super Jump Tap d,ub~uf / press KK
Dash Jump Press uf while dashing
Throw Escape Perform a throw when you are thrown (air)
Taunt (Chouhatsu) Press Start
Hold Recovery Shake joystick and tap buttons when in a hold
Dizzy Recovery Shake joystick and tap buttons when dizzied
Recovery Roll b,db,d + P / K when knocked down
Variable Counter b,db,d + P / K while blocking (at Level 1+)
Variable Attack Press HP + HK
Variable Assist Press MP + MK (has limited uses)
Variable Cross qcb + HP + HK (at Level 2+)
Variable Combination qcf + HP + HK (at Level 2+)
- Using the Advancing Guard doesn't reduce the amount of damage
taken; it only attempts to create more distance between you and
your opponent. It's wise to not always use it as it's possible
to be hit by an attack as you recover from pushing yourself
forward.
- You can Throw Escape out of almost any throw in the game, including
ground and air throws, as well as:
- Hulk's Gamma Tornado
- Zangief's Flying Powerbomb / Mid-air Screw Piledriver
- Zangief's Dash Throw (either version)
- All of the "Variable" moves will switch your active character with
your partner when the move finishes, except the Variable Assist.
In the case of the Variable Combination and Variable Cross, you may
not switch characters if the incoming ally is hit.
- Remember that the Variable Assist can be used a certain number of
times per battle, depending on the helper you've chosen. So be
careful and don't waste this move if you can help it.
- During the Variable Cross, both characters will come on screen and
remain there for a while (it lasts longer if performed at Level 3).
You can control both of them during this time, and you'll have an
infinite Hyper Combo bar for the duration of the Variable Cross.
- Also, note that during a Variable Cross, you cannot use your helpers
(the Variable Assist move). This also means that you can't use a
Variable Cross while one of your helpers is onscreen.
-----------------------------------------------------------------------
USING EASY MODE
-----------------------------------------------------------------------
Easy Mode functions just like Normal Mode, but with some notable
differences:
- To do your launcher, press LP + LK while standing or crouching.
This is the _only_ way to launch someone, you can't do the launcher
manually.
- Tapping MP, MK, HP, or HK will result in a special move being
performed (not all characters can use all the buttons). Some
characters can do this in the air, too.
- Pressing MP + HP or MK + HK will result in a Hyper Combo being
performed if you have enough power (not all characters can use
MK + HK).
- If you hit an opponent with LP or LK while standing, crouching,
or jumping, you can tap LP or LK repeatedly for a combo (or press
any button to control the combo yourself).
-----------------------------------------------------------------------
SUPER ARMOR AND HYPER ARMOR
-----------------------------------------------------------------------
Normally, when you get hit, your character goes into "hit stun"; you
can't do anything for the brief moment that they're reacting to getting
socked in the head, etc. Characters with Super Armor have a one-hit
buffer, so if you hit them once, they'll flash but will not go into
hit stun. This means that if they were starting an attack as you hit
them, they'll still go through with it and you'll get hit instead.
This also means that they can't be launched unless you've just hit them
previously (or depending on your ground chain type, if you've chained a
hit before you did the launcher). This also applies to some special
moves; Spidey and Venom's Web Throw attacks won't work on a person with
Super Armor unless the Web Throw was preceeded by an attack. However,
Super Armor isn't completely foolproof; sweep attacks, jumping heavy
attacks, and most special moves (excluding projectiles), will still
make a Super Armor user go into hitstun / get knocked down / etc. when
they connect.
So who has Super Armor? Luckily, just a few charactes; Hulk (only when
he's on the ground or doing a special move), Zangief (only during his
Flying Powerbomb, Final Atomic Buster, and Ultra Final Atomic Buster
attacks), and Jin (but only when his life is low and his other teammate
is out of comission).
The other type of armor found in MvC is Hyper Armor. Unlike Super
Armor, Hyper Armor gives it's user an infinite hit buffer. This means
that they cannot be launched or sweeped (and Spidey / Venom cannot
connect with their Web Throws, nor can Hulk connect with his Gamma
Tornado). In addition, any Hyper Combo that results in an auto-combo
(such as the Weapon X, Maximum Spider, Final Mission, etc.) will only
hit once. What's more, Hyper Armor is always active, even if a
character is in the air, etc. As if this wasn't bad enough, a
character with Hyper Armor can never be dizzied! However, Hyper Armor
users take added damage from "beam" HCs, like the Shinkuu Hadou Ken,
Captain Sword, Proton Cannon, etc.
Both Zangief (when in "Mega Zangief" mode) and Hyper Armor War Machine
(duh!) have Hyper Armor. Coincidence or not, both of them move slowly
and make the screen shake when they walk, in addition to not being
able to jump very well. More importantly, they cannot block! This also
means that you can't use the Advancing Guard or Variable Counter when
using either of these characters.
=========================================================================
2. C H A R A C T E R M O V E S L I S T
=========================================================================
Characters are listed alphabetically. All move names are official
except those listed in lowercase in parenthesis. A short list of
attack, combo, and Variable move information is shown afterwards:
Ground Combo Chain: The chain type used when standing / crouching
Jumping Combo Chain: The chain type used when jumping
Super Jumping Chain: The chain type used when super jumping
Aerial Rave Launcher: The attack used to start a Super Jumping chain
Aerial Rave Finisher: Any attack that finishes a Super Jumping chain *
Flying Attack: Any attack that sends an enemy flying away
Knockdown Attack: Any attack that knocks an enemy off their feet
Ground Throws: What throws a character has while on the ground
Aerial Throws: What throws a character has while in the air
Variable Counter: What move is used during a Variable Counter
Variable Combination: What HC is used during a Variable Combination +
* Depending on the size of your opponent, and whether you're in the
corner or not, it's possible to hit your opponent after hitting
them with a finisher.
+ If 2 attacks are listed for, the second one is used if this character
is your partner who is not currently in use).
Any important comments concerning each character are written after
their moves list. For more information on chains and combos, please
refer to section 5, the Combo Primer.
This FAQ uses all of the Japanese names (since they're correct!) This
means that Morrigan's "Soul Laser" is "Soul Eraser", and Strider's
"Formation B" is the satellite summon, not the bomb drop (which is
Formation C; these two got switched in the US version.)
------------------------------------------------------------------------
CAPTAIN AMERICA
------------------------------------------------------------------------
Shield Slash qcf + P (air)
Charging Star qcf + K
Stars & Stripes f,d,df + P
Zenten hcb + P
(aerial kick) In air, u + HK
(heel kick) In air, d + HK
(double kick) Press MK twice
2 Dan Jump Press ub~uf (perform 2 times)
Final Justice qcf + PP
Hyper Charging Star qcf + KK
Hyper Stars & Stripes f,d,df + PP
Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing MP (if opponent is in the air)
Crouching HP
Aerial Rave Finisher: HP, HK, Aerial Kick, Heel Kick
Flying Attack: Standing HP (only when shield is equipped)
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Charging Star
Variable Combination: Hyper Stars & Stripes (as current player)
Hyper Charging Star (as partner)
- The Shield Slash does less damage the further away you are from your
opponent. Conversely, the Charging Star does more damage the further
away you are.
- If the Shield Slash is blocked or if it misses, then the Captain's
shield will not return to him. Without the shield, he cannot use
the Shield Slash, and all his Punch attacks do less damage (except
for the standing and jumping LP, which don't use the shield). Also,
Stars & Stripes inflicts less damage (although all other moves,
including the Hyper Stars & Stripes, still do roughly the same amount
of damage). He can reclaim his shield simply by walking over it. If
the screen is scrolled away from the shield, it will fly out of the
air after a while and land in the Captain's hand.
- The Zenten can be used to move behind an opponent, and to go through
projectiles and other attacks (even Hyper Combos)! You can be thrown
during this move, though.
- The Charging Star can negate normal projectiles, but only if the
Captain has his shield. Furthermore, upon passing through a
projectile, the range and speed of the Charging Star is reduced.
- Similarily, the Captain can pass through projectiles with the
Hyper Charging Star, but with no loss in speed or range. He can
go through HC projectiles, but the speed and range are drastically
reduced. For instance, against the Beat Plane, he is slowed down
by the multiple hits, and will not get close enough to hit Megaman
unless he was relatively close by when the Beat Plane started, in
which case he'll be able to push through eventually).
- Note, though, that without his shield, the Hyper Charging Star
cannot go through anything at all (even normal projectiles). It
still has it's start-up invincibility, though.
- You can attack someone off of Captain America's MK or HK throw. It
doesn't have to be a jumping attack, either (for example, you can
launch them with his standing MP, then do a normal aerial rave).
------------------------------------------------------------------------
CAPTAIN COMMANDO
------------------------------------------------------------------------
Captain Fire qcf + P (air)
Captain Collider qcb + P
Captain Kick qcb + K
Commando Strike qcf + K
Captain Sword qcf + PP
Captain Storm qcf + KK
Ground Combo Chain: Hunter
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK / Crouching MP
Aerial Rave Finisher: HP, HK
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: HP Captain Collider
Variable Combination: Captain Sword
- When using the Commando Strike, LK calls Sho, a ninja who does a
jumping downward sword slash. MK calls out Genity, a mummy armed
with knives who flies across the screen (low enough to hit jumpers
but not to hit standing opponents). Using HK summons Hoover, a baby
who fires a missile at his enemy. While any of your allies are on
screen, you cannot use your Hyper Combos, although you can combo off
your allies' attacks.
- Captain Commando's MP and HP throws have four random results; either
Sho, Genity, or Hoover will attack, or the Captain will electrify
his foe and kick them away, just like his MK and HK throws. The
interesting thing about this is, since your allies are on screen,
you cannot use a Hyper Combo just after any of the "ally" throws.
Furthermore, if one of your allies is already on screen when you do
a throw attempt (for example, you call Genity, then attempt a MP or
HP throw), you'll always get the electrifying type.
- If your opponent is in the corner of the screen and you use a MP or
HP throw, you can follow with a Captain Collider after the Sho
throw. If you use the electrifying hold, you can even follow with
a Captain Sword!
- Like all holds, you can tap the buttons and wiggle the joystick
during the electrying hold move to do more damage. In the arcade
version, though, you can do insane amounts of damage to your CPU
opponent by mashing the buttons like mad (I've seen someone do 35%
damage this way, you could probably do a lot more if you're fast
enough).
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
Kikou Ken hcf + P
Sen'en Shuu hcb + K
Tenshou Kyaku f,d,df + K
Hyakuretsu Kyaku Tap K rapidly (air)
Reishiki Kikou Ken f + HP
Kaku Kyaku Raku df + HK
Yousou Kyaku In air, d + MK (can repeat
Sankaku Tobi Jump against a wall, press uf~df
3 Dan Jump Press ub~uf (perform 3 times)
Kuuchuu Dash In air, tap f,f / press PPP
Kikou Shou qcf + PP, tap buttons rapidly
Senretsu Kyaku qcf + KK, tap buttons rapidly
Hazan Tenshou Kyaku f,d,df + KK
Shichisei Senkuu Kyaku In air, qcf + KK
Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Shichisei Senkuu Kyaku
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Kikou Ken
Variable Combination: Kikou Shou (as current player)
Senretsu Kyaku (as partner)
- The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
- The Reishiki Kikou Ken can negate normal projectiles. It also fits
nicely into a chain combo, although it can't be cancelled.
- During the Kikou Shou, Chun-Li is completely invincible.
- Chun-Li cannot use the Shichisei Senkuu Kyaku during a Variable
Cross. You can input the command, but nothing will happen.
- Chun-Li's taunt hits for minor damage. You can't kill someone with
it, though.
------------------------------------------------------------------------
GAMBIT
------------------------------------------------------------------------
Kinetic Card qcf + P (air)
Trick Card qcb + P
Cajun Slash f,d,df + P
Cajun Strike Charge d,ub~uf + K
Cajun Escape Charge d,ub~uf + P, (b / f + P)
Royal Flush qcf + PP
Cajun Explosion (Zenpou) qcf + KK
Cajun Explosion (Kouhou) qcb + KK
Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MK / HK
Variable Counter: LP Cajun Slash
Variable Combination: Royal Flush
- During the Cajun Strike or Cajun Escape, you can charge ub or uf
to make Gambit leap to that wall. Normally (when you just use d,u)
Gambit leaps to the wall in front of him. While in air, you can
press in the opposite direction upon touching a wall to jump across
to the opposite wall before attacking.
- Using the qcf + KK version of the Cajun Explosion makes Gambit leap
to the wall opposite him; the qcb + KK version makes him cling to
the wal behind him. If you do this move but can't land on a wall
(i.e. you don't move far enough back or forward), then you'll land
without wasting any HC power.
- You can tap the buttons and wiggle the joystick during Gambit's MK or
HK hold to do more damage.
------------------------------------------------------------------------
HULK
------------------------------------------------------------------------
Gamma Slam qcf + P
Gamma Tornado hcb + P
Gamma Charge (Taichi) Charge b,f + K,K (or direction + K)
Gamma Charge (Taikuu) Charge d,u + K,K (or direction + K)
Gamma Wave qcf + PP
Gamma Quake qcf + KK
Gamma Crush qcb + PP (direct b / f)
Ground Combo Chain: Weak to Any
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP - 2nd hit
Aerial Rave Finisher: MP, HP, HK
Flying Attack: Standing MP, MK, HP, HK / Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: MK Gamma Charge (Taichi)
Variable Combination: Gamma Wave
- The Gamma Tornado can be blocked.
- If the Gamma Charge isn't blocked, you can press K again for a
second charge (both versions go straight up). Or, you can pick
the direction you travel in (ub / u / uf + K for the Taichi
version; b / ub / u / uf / f + K for the Taikuu version). You can
also reverse the direction if you want (i.e., press db to charge
up-forward).
- The Gamma Crush can hit on the way up. If it does so, your enemy
is knocked to the ground, and you're guaranteed the hits (unless
you press b to make Hulk move away). However, the Gamma Crush will
hit less times and do less damage overall.
- All of the Hulk's normal punches and kicks cause block damage.
- The Hulk has Super Armor when on the ground or performing any
special move.
------------------------------------------------------------------------
JIN SAOTOME
------------------------------------------------------------------------
Saotome Typhoon Charge b,f + P
Saotome Dynamite Charge d,u + P
Saotome Crush hcb + K
Saotome Fire Taunt, then tap P rapidly
(sliding cyclone) d + HK
(diving cyclone) In air, d + HK
Blodia Punch qcf + PP
Blodia Vulcan qcb + PP
Saotome Cyclone qcf + KK
Ground Combo Chain: Weak to Any
Jumping Combo Chain: Weak to Any
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing MP
Aerial Rave Finisher: MP, MK, HP, HK, Diving Cyclone
Flying Attack: Standing MK, HK, HP / Crouching MK / HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Saotome Dynamite
Variable Combination: Blodia Punch
- Jin has limited invincibility during the Saotome Dynamite.
- The Saotome Crush is blockable.
- An opponent can be injured by the Saotome Fire. Jin even has an
infinite with this taunt; he can perform it after his opponent
super jumps or uses some other method to go high into the air.
They will land atop him and keep being juggled as long as you tap
P. However, the damage is miniscule, so you'll have to do it for
a long time to do any serious damage.
- Jin cannot use the Blodia Vulcan during a Variable Cross. If you
attempt one, you get the Blodia Punch instead.
- Once Jin's partner dies and his life is almost gone, Jin will do
a special pose at his first opportunity to stand still. Once he
has done this, he will begin to glow, and he gains Super Armor
at all times.
- You can tap the buttons and wiggle the joystick during Jin's MK or
HK hold to do more damage.
------------------------------------------------------------------------
MEGAMAN (ROCKMAN in Japan)
------------------------------------------------------------------------
Mega Buster Press HP (air)
Charge Shot Hold HP and release (air)
Mega Upper f,d,df + P
Item Kougeki qcf + P
Eddie Yobi (Item Change) qcb + K
Sankaku Tobi Jump against a wall, press f
Sliding d + HK
Hyper Megaman qcf + PP, tap buttons rapidly (air)
Rush Drill qcf + KK, move around / rush forward
Beat Plane qcb + KK, tap P / K, move around (air)
Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HK, Mega Buster, Charge Shot
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: MP Mega Upper
Variable Combination: Hyper Megaman (without the missiles!)
- The longer your charge the Charge Shot, the more hits it does. You
can even release it, and while your opponent is being hit, run up
through your own fireball and attack them.
- Megaman starts off with the Tornado Hold at the beginning of each
new battle (just input qcf + P). However, if you want to give him
a different weapon, use the Item Change. When Eddie appears and
drops the item you want, just run over it. But remember that a
rival Megaman or Roll can pick up your dropped item, too. The
items you can get include:
Rockball (qcb + LK) - When used, a soccer ball appears that can
be knocked around by hitting it with a crouching kick. The ball
will rebound off of the walls, ceiling, and ground for a while
before vanishing.
Tornado Hold (qcb + MK) - When used, Megaman throws out a little
fan that creates a tall tornado. The Tornado Hold can hit an
opponent while they're lying prone on the ground, and is tall
enough to hit jumping opponents.
Leaf Shield (qcb + HK) - When used, Megaman creates a shield of
spinning leaves around him that gives him a one-hit auto block.
This means that, if he is hit, he takes no damage, but the shield
dissolves. Unlike Super Armor, this means that he is technically
invincible to everything except throws and multi-hit moves. You
can do a Final Justice, and he will not take the hits; ditto
with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's
Ultimate Web Throw!
When the Item Kougeki command is repeated (qcf + P), Megaman will
fire the shield forward. This attack can be used in air. Note
that you can't pick up another item while the Leaf Shield is active,
and that it wears off when you're hit, or after a certain amount of
time has passed.
- During the Rush Drill, you can move back or forward, or even jump
ub~uf. Pressing P or K will make your rush forward (no pun intended),
but will not increase the number of hits.
- During the Beat Plane, you can fly in any direction. Tapping P makes
you fire little fireballs, while tapping K makes you drop missiles.
------------------------------------------------------------------------
MORRIGAN AENSLAND
------------------------------------------------------------------------
Soul Fist qcf + P (air)
Shadow Blade f,d,df + P (air)
Vector Drain hcb + P (misses from afar)
Shell Kick In air, d + MK
Shell Pierce In air, d + HK
Kuuchuu Dash In air, tap f,f / press PPP
Vania Dash (Ue) In air, tap f,uf / u + PPP
Vania Dash (Shimo) In air, tap f,df / d + PPP
Mysterious Arc df + HP
Necro Desire f + HK
Soul Eraser qcf + PP, tap buttons rapidly
Darkness Illusion qcf + KK (air)
Silhouette Blade f,d,df + PP
Eternal Slumber LP,MK,b,MP,HK at Level 3
Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Soul Fist, Shadow Blade
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Soul Fist
Variable Combination: Soul Eraser
- You can interrupt the Vania Dash with an attack, just as with
a normal air dash.
- You can combo out of the Shell Kick into an HP, HK, or special
move, by the way.
- The Darkness Illusion hits more times if done in air, but does
slightly less damage.
- The Vector Drain and Eternal Slumber are unblockable. A small
character like Megaman or Roll can duck under the Eternal Slumber
projectile while it is moving upwards, though.
- Morrigan cannot use the Eternal Slumber during a Variable Cross.
If you attempt one, you get the Soul Eraser instead.
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
Hadou Ken qcf + P (air)
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (air)
Sakotsu Wari f + MP
Senpuu Kyaku f + MK
(alternate kicks) In air, u + MK / HK
Shinkuu Hadou Ken qcf + PP, tap buttons rapidly (air)
Shinkuu Tatsumaki Senpuu Kyaku qcb + KK
Shin Shouryuu Ken f,d,df + PP
Mode Change hcb + P (MP for Ken, HP for Akuma)
Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Hadou Ken, Tatsumaki Senpuu Kyaku,
Shinkuu Hadou Ken
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: LP Hadou Ken
Variable Combination: Shinkuu Hadou Ken
- The Sakotsu Wari is an overhead attack.
- When the Mode Change is used, Ryu's costume changes and he gains the
moves of Ken or Akuma (see below). All of his normal attacks change
as well, excluding his jumping MP. Using the command to change into
the same character won't do anything (i.e. using hcb + LP while
playing with Ryu or hcb + HP while Ryu is in Akuma Mode). Ryu will
stay in Ken or Akuma Mode until you use hcb + LP to turn him back
into Ryu, or the battle ends.
------------------------------------------------------------------------
RYU in KEN MODE
------------------------------------------------------------------------
Hadou Ken qcf + P (air)
Shouryuu Ken f,d,df + P (air)
Tatsumaki Senpuu Kyaku qcb + K (air)
Inazuma Kakato Wari f + MK
(alternate kicks) In air, u + MK / HK
Shouryuu Reppa qcf + PP
Shinryuu Ken qcf + KK, tap buttons rapidly
Shippuujinrai Kyaku qcb + KK
Mode Change hcb + P (LP for Ryu, HP for Akuma)
Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Hadou Ken, Shouryuu Ken, Tatsumaki
Senpuu Kyaku
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: LP Hadou Ken
Variable Combination: Shouryuu Reppa
- The Inazuma Kakato Wari is an overhead attack.
- Ken Mode's fireball only goes for a short distance before dissapating.
------------------------------------------------------------------------
RYU in AKUMA MODE (GOUKI MODE in Japan)
------------------------------------------------------------------------
Gou Hadou Ken qcf + P
Zankuu Hadou Ken In air, qcf + P
Gou Shouryuu Ken f,d,df + P
Tatsumaki Zankuu Kyaku qcb + K (air)
Tenma Kuujin Kyaku In air, qcf + K
Ashura Senkuu f,d,db / b,d,db + PPP / KKK
Zugai Hassatsu f + MP
Senpuu Kyaku f + MK
(alternate kicks) In air, u + MK / HK
Messatsu Gou Hadou qcb + PP, tap buttons rapidly
Messatsu Gou Shouryuu qcf + PP
Tenma Gou Zankuu In air, qcf + PP
Shun Goku Satsu LP,LP,f,LK,HP at Level 3
Mode Change hcb + P (LP for Ryu, MP for Ken)
Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Zankuu Hadou Ken
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: LP Gou Shouryuu Ken
Variable Combination: Messatsu Gou Hadou
- The Zugai Hasatsu is an overhead attack.
- The Shun Goku Satsu is unblockable.
- Ryu cannot use the Shun Goku Satsu during a Variable Cross. If you
attempt one, you get the Messatsu Gou Hadou instead.
------------------------------------------------------------------------
SPIDER-MAN
------------------------------------------------------------------------
Web Ball qcf + P (air)
Web Swing qcb + K (air)
Web Throw hcb + P
Spider Sting f,d,df + P, if it hits, press P again
Sankaku Tobi Jump against a wall, press uf~df
Kuuchuu Dash In air, tap f,f / press PPP
Maximum Spider qcf + PP (direct d / f / u) (air)
Crawler Assault qcf + KK
Ultimate Web Throw qcb + PP
Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing MP
Standing HK (if opponent is in the air)
Aerial Rave Finisher: HP, HK, Web Ball
Flying Attack: Standing HP
Crouching MK (lifts them slightly upward)
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: MP Spider Sting
Variable Combination: Crawler Assault
- An opponent hit by the Web Ball is encased in web wrappings. The
stronger the button used, the longer they remain encased. You can
attack an encased opponent any way you'd like, but using a second
Web Ball will not re-trap them.
- The Web Throw will not connect if Spidey hits an opponent who is
far away from him (since he is no longer holding onto the web
strand), or if that person has just been hit by the Web Ball and
is trapped. Once you catch someone with the Web Throw, rotate the
joystick repeatedly to make him spin them around faster, and to
increase the damage done.
- The Maximum Spider can home in on your enemy's location a bit,
but not very well. If someone is above you or below you, it's
best to direct the attack by pressing up or down. If they're in
front of you, hold f to dive straight forward.
- Spidey's second launcher is a standing HK. If he hits an enemy
with it, you can press up to Super Jump--however, the enemy will
not fly up into the air with you. They won't be launched unless
they get hit by the HK while they're already airborne. So, if you
want to get both you and your enemy in the air at the same time,
either hit them with the HK while they jump at you, or knock them
off the ground with a crouching MK and chain into the standing HK.
------------------------------------------------------------------------
STRIDER HIRYU
------------------------------------------------------------------------
Ame no Murakumo qcf + P
Excalibur In air, qcf + P / K
Gram f,d,df + P / K (f,d,df + P in air)
Warp b,d,db + P / K
Vajra qcb + K
Formation A qcf + K
Formation B Charge b,f + P
(formation B fire) After Formation B, charge b,f + P (air)
Formation C Charge b,f + K
Heki Hari Tsuki qcb + P
Shimo Idou / Uwa Idou Move d / u after Heki Hari Tsuki
Chakuji Press f after Heki Hari Tsuki
Hantai Soku no Heki e Idou Tap b,f after Heki Hari Tsuki
Cipher Kougeki Press P after Heki Hari Tsuki
Jimen ni Tobigeri Press K after Heki Hari Tsuki
Sankaku Tobi Jump against a wall, press uf~df
2 Dan Jump Press ub~uf (perform 2 times)
Sliding Kick df + HK
Ragnarok f,d,df + PP
Ouroboros qcf + PP, then attack to fire lasers
Legion qcf + KK
Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Excalibur
Knockdown Attack: Crouching HK, Sliding Kick
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Ame no Murakumo
Variable Combination: Legion
- The Vajra is a teleport kick. No matter what side of the screen
you're on, LK makes you appear to the far left, while HK makes you
appear on the far right.
- You can use the Hantai Soku no Heki e Idou to switch from one wall
to the other.
- During the Ouroboros, satellites rotate around Hiryu and injure
anybody who touches them. If you make an attack, the satellites
will also fire ring lasers. You cannot throw during this Hyper
Combo.
------------------------------------------------------------------------
VENOM
------------------------------------------------------------------------
Venom Fang qcf + P (air)
Venom Rush qcf + K
Web Throw hcb + P
Kuuchuu Dash In air, tap f,f / press PPP
Venom Web qcf + PP
Death Bite qcf + KK
Ground Combo Chain: Punch to Kick
Jumping Combo Chain: Punch to Kick
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing MP
Aerial Rave Finisher: HP
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: MP Venom Fang
Variable Combination: Death Bite
- If you try to throw something with MP / HP, Venom will trap them
in spider webs. They will be momentarily defenseless, and Venom
can then attack them.
- The Web Throw will not connect if Venom hits an opponent who is
far away from him (since he is no longer holding onto the web
strand), or if that person has just been encased in webbing using
his Punch Throw.
- During the Web Throw, you can spin the joystick and mash on the
buttons to increase the number of times Venom slams his opponent
around, and to do more damage.
------------------------------------------------------------------------
WAR MACHINE
------------------------------------------------------------------------
Shoulder Cannon qcf + P (air)
Low Shoulder Cannon qcf + K
Repulsor Blast hcb + P
Smart Bomb (b / f) + MP + LK (air)
Hikou qcb + K, repeat to end (air)
Kuuchuu Dash Any dir. + PPP (air or during Hikou)
(double punches) Press LP,LP
(knee dive) In air, d + MK
(upward kick) In air, u + HK
(laser blast) In air, uf~df + HP
(missile launcher) d + HP
Proton Cannon qcf + PP
War Destroyer qcf + KK
Ground Combo Chain: Hunter
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HK, Laser Blast (f / df + HP only)
Flying Attack: Standing HP / Crouching HK
Crouching MP (lifts them slightly upward)
Knockdown Attack: Crouching MK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP / MK / HK
Variable Counter: Repulsor Blast
Variable Combination: Proton Cannon
- You can change the Smart Bomb's range by holding b or f when you
press the buttons.
- During the Hikou, you can move in eight directions, but you cannot
block. You can perform any aerial move during this time, though.
- War Machine cannot use the Hikou during a Variable Cross. You can
input the command, but nothing will happen.
------------------------------------------------------------------------
WOLVERINE
------------------------------------------------------------------------
Berserker Slash qcb + P
Berserker Barrage qcf + P, tap P rapidly
Tornado Claw f,d,df + P, tap P rapidly
Drill Claw (any direction) + MP + MK (air)
Sankaku Tobi Jump against a wall, press f
Fumitsuke In air, d + HK
(double claw) Press MP twice (air)
(knee kick) Press MK twice
(sliding claw) df + HP
Berserker Barrage X qcf + PP
Berserker Charge qcb + PP
Weapon X f,d,df + PP
Fatal Claw f,d,df + KK (air)
Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Drill Claw
Flying Attack: Standing HP / Crouching HK
Crouching MP (lifts them slightly upward)
Knockdown Attack: Sliding Claw
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: LP Berserker Barrage (can't add extra hits)
Variable Combination: Berserker Barrage X
- The Drill Claw goes straight forward unless you hold in a direction
while pressing the buttons. On the ground, you cannot Drill Claw
backwards or in any of the downward directions.
- You can use the Drill Claw after a successful Fumitsuke and vice
versa.
- During the Berserker Charge, Wolverine is followed by afterimages.
For a short period of times, all of his attacks come out faster and
recover faster, allowing him to perform longer combos. He also
moves faster.
- You can tap the buttons and wiggle the joystick during Wolverine's
ground throw to do more damage.
------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------
Double Lariat Press PPP, move b / f (air)
Quick Double Lariat Press KKK, move b / f (air)
Screw Piledriver Rotate 360 + P (air)
Flying Powerbomb hcf + K
Atomic Suplex hcf + K when close
Banishing Flat f,d,df + P
Aerial Russian Slam f,d,df + K
Headbutt In air, u + MP
Double Knee Drop In air, d + MK
Body Press In air, d + HP
(long punch) In air, f + HP
(elbow drop) f + MP (in air, d + MP)
(instant dash throw) Hold MP / MK / HP / HK, tap f,f
(delayed dash throw) Tap f,f, then press MP / MK / HP / HK
Final Atomic Buster Rotate 360 + PP
Ultra Final Atomic Buster Rotate 360 + KK at Level 3
Iron Body b,d,db + LK
Ground Combo Chain: None
Jumping Combo Chain: None
Super Jumping Chain: Weak to Strong
Aerial Rave Launcher: Crouching MP, MP Throw
Aerial Rave Finisher: HP, HK, Body Press, Long Punch
Flying Attack: Standing HK (knocks into air)
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP)
Aerial Throws: Any direction but d / u + MP / HP / MK / HK
Variable Counter: MK Flying Powerbomb (without super armor)
Variable Combination: Double Final Atomic Buster (as current player)
Hyper Double Lariat (as partner)
- You can move back or forward as you start the Double Lariat, or
after it begins.
- The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian
Slam, Dash Throw, FAB, and UFAB are all unblockable.
- Zangief has Super Armor during the Flying Powerbomb, Final Atomic
Buster, and Ultra Final Atomic Buster.
- The Banishing Flat can negate projectiles.
- When the Iron Body is used, Zangief changes into Mega Zangief, and
his moveslist changes (see below). He'll stay in Mega Zangief mode
until you repeat the Iron Body command, or until the next battle
begins. Note that if he's hit during the Iron Body transformation,
he won't turn into Mega Zangief.
- Zangief cannot backstep or dash jump forward.
- You can tap the buttons and wiggle the joystick during Zangief's
db / df + MP / HP throw, or his MK / HK throw (normally or done
during a dash) to do more damage.
- Zangief cannot use the Ultra Final Atomic Buster during a Variable
Cross. If you attempt one, you get the normal FAB instead.
------------------------------------------------------------------------
ZANGIEF in MEGA ZANGIEF MODE
------------------------------------------------------------------------
Double Lariat Press PPP, move b / f
Quick Double Lariat Press KKK, move b / f
Screw Piledriver Rotate 360 + P (air)
Flying Powerbomb hcf + K
Atomic Suplex hcf + K when close
Vodka Fire qcf + P
Aerial Russian Slam f,d,df + K
Headbutt In air, u + MP
Double Knee Drop In air, d + MK
Body Press In air, d + HP
(long punch) In air, f + HP
(elbow drop) f + MP (in air, d + MP)
(instant dash throw) Hold MP / MK / HP / HK, tap f,f
(delayed dash throw) Tap f,f, then press MP / MK / HP / HK
Final Atomic Buster Rotate 360 + PP
Siberian Blizzard Rotate 360 + KK
Iron Body b,d,db + LK
Ground Combo Chain: None
Jumping Combo Chain: None
Super Jumping Chain: Weak to Strong
Aerial Rave Launcher: Crouching MP, MP Throw
Aerial Rave Finisher: HP, HK, Body Press, Long Punch
Flying Attack: Standing HK (knocks into air)
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP)
Aerial Throws: Any direction but d / u + MP / HP / MK / HK
Variable Counter: MK Flying Powerbomb
Variable Combination: Double Final Atomic Buster (as current player)
Hyper Double Lariat (as partner)
- Mega Zangief has Hyper Armor at all times.
- You can move back or forward as you start the Double Lariat, or
after it begins.
- The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian
Slam, Dash Throw, and FAB are all unblockable.
- Mega Zangief cannot backstep or dash jump forward.
- You can tap the buttons and wiggle the joystick during Mega Zangief's
db / df + MP / HP throw, or his MK / HK throw (normally or done
during a dash) to do more damage.
=========================================================================
3. H I D D E N C H A R A C T E R M O V E S L I S T
=========================================================================
None of these characters are normally available. Prior to each
moves list is the code you have to input to select them. If you are</pre><pre id="faqspan-2">
going to pick a hidden character and a normal character, you need to
pick the hidden character _first_. If you want to have two hidden
characters on your team, it doesn't matter which code you enter first.
See the next next section (Secrets and Tricks) to find out how to get
the characters.
------------------------------------------------------------------------
HIGH-SPEED VENOM
------------------------------------------------------------------------
Venom Crush qcf + P, tap P rapidly
Venom Storm qcf + K, tap K rapidly
Venom Charge In air, qcf + P
Web Throw hcb + P
Kuuchuu Dash In air, tap f,f / press PPP
Venom Web qcf + PP
Death Bite qcf + KK
Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HP
Aerial Rave Finisher: HP
Flying Attack: Crouching HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Venom Crush (can't add hits)
Variable Combination: Death Bite
- This version of Venom is followed by afterimages. All of his attacks
come out faster and recover faster than normal Venom's, allowing him
to perform longer combos. He also moves faster than normal Venom.
Although he cannot dash or backstep, his normal moving speed more than
makes up for it :) Sadly, he also takes more damage than any other
character in the whole game!
- If you try to throw something with MP / HP, Venom will trap them
in spider webs. They will be momentarily defenseless, and Venom
can then attack them.
- The Web Throw will not connect if Venom hits an opponent who is
far away from him (since he is no longer holding onto the web
strand), or if that person has just been encased in webbing using
his Punch Throw.
- During the Web Throw, you can spin the joystick and mash on the
buttons to increase the number of times Venom slams his opponent
around, and to do more damage.
------------------------------------------------------------------------
HYPER ARMOR WAR MACHINE
------------------------------------------------------------------------
Shoulder Cannon qcf + P (air)
Low Shoulder Cannon qcf + K
Smart Bomb (b / f) + MP + MK (air)
(double punches) Press LP,LP
(knee dive) During a Super Jump, d + MK
(upward kick) In air, u + HK
(laser blast) In air, uf~df + HP
(laser counter) d + HP
Proton Cannon qcf + PP
War Destroyer qcf + KK
Ground Combo Chain: Hunter
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HK, Laser Blast (f / df + HP only)
Flying Attack: Standing HP / Crouching HK
Crouching MP (lifts them slightly upward)
Knockdown Attack: Crouching MK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP / MK / HK
Variable Counter: Shoulder Cannon
Variable Combination: Proton Cannon
- Hyper Armor War Machine has Hyper Armor, obviously :) Also, all
of his laser attacks now fire missiles instead (i.e. his Shoulder
Cannon and Proton Cannon).
- His sole beam attack is his crouching HP. This is a really weird
move, because it can hit more times and do more damage if War
Machine is hit as he starts this move. For example, it might
grow in length and hit two times if you do it in the middle of a
chain combo, or while getting hit, by say, Chun-Li's Senretsu Kyaku.
But if you do it and Strider hits you with his Gram at the exact
same moment, you get a Low Shoulder Cannon-like beam that hits 5
times for massive damage (the same amount as getting full hits from
his Proton Cannon)! The best I've gotten so far is 9 hits (and 75
points of damage against Captain Commando). Since this sort of
timing is hard (since WM is so slow), it's best to do this move while
getting hit by a multi-hit SC, so that you have a much higher chance
of taking a hit just as the crouching HP beam is coming out. For
some reason, this move can hit Strider twice when you're up close;
it only hits once on other characters.
- You can change the Smart Bomb's range by holding b or f when you
press the buttons.
- War Machine can still dash jump, it's just not very noticable. :)
------------------------------------------------------------------------
LILITH-STYLE MORRIGAN
------------------------------------------------------------------------
Soul Flash qcf + P (air)
Shining Blade f,d,df + P
Vector Drain hcb + P (misses from afar)
Shell Kick In air, d + MK
Shell Pierce In air, d + HK
Kuuchuu Dash In air, tap f,f / press PPP
Vania Dash (Ue) In air, tap f,uf / u + PPP
Vania Dash (Shimo) In air, tap f,df / d + PPP
Mysterious Arc df + HP
Necro Desire f + HK
Brilliant Shower qcf + PP
Luminous Illusion qcf + KK (air)
Splendor Love f,d,df + PP
Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Soul Flash, Shining
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Soul Flash
Variable Combination: Brilliant Shower
- This version of Morrigan plays just like the normal version, but
with no Eternal Slumber and altered special moves and Hyper Combos.
- The Soul Flash has a limited range.
- The Vector Drain is unblockable.
- You can combo out of the Shell Kick into an HP, HK, or special
move, by the way.
- You can interrupt the Vania Dash with an attack, just as with
a normal air dash.
- The Luminous Illusion hits more times if done in air, but does
slightly less damage.
- During the start of the Splendor Love, Morrigan cannot be hit by
projectiles.
------------------------------------------------------------------------
MSH PERFORMANCE HULK
------------------------------------------------------------------------
Gamma Slam qcf + P
Gamma Tornado hcb + P
Gamma Charge (Taichi) Charge b,f + K,K (or direction + K)
Gamma Charge (Taikuu) Charge d,u + K,K (or direction + K)
Gamma Wave qcf + PP
Gamma Quake qcf + KK
Gamma Crush qcb + PP (direct b / f)
Ground Combo Chain: Weak to Any
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP - 2nd hit
Aerial Rave Finisher: HP, HK
Flying Attack: Standing HP, HK / Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: MK Gamma Charge (Taichi)
Variable Combination: Gamma Wave
- This version of the Hulk has no Super Armor, but it's easier to
air combo with him (the attacks come out faster, and his MP is no
longer an air combo finisher).
- The Gamma Tornado can be blocked.
- If the Gamma Charge isn't blocked, you can press K again for a
second charge (both versions go straight up). Or, you can pick
the direction you travel in (ub / u / uf + K for the Taichi
version; b / ub / u / uf / f + K for the Taikuu version). You can
also reverse the direction if you want (i.e., press db to charge
up-forward).
- The Gamma Crush can hit on the way up. If it does so, your enemy
is knocked to the ground, and you're guaranteed the hits (unless
you press b to make Hulk move away). However, the Gamma Crush will
hit less times and do less damage overall.
- All of the Hulk's normal punches and kicks cause block damage.
- The Hulk has Super Armor when on the ground or performing any
special move.
------------------------------------------------------------------------
ROLL-CHAN
------------------------------------------------------------------------
Roll Buster qcf + P (air)
Hana-taba Bakudan qcb + P (air)
Item Kougeki qcf + K
Eddie Yobi (Item Change) qcb + K
Sankaku Tobi Jump against a wall, press f
Sliding d + HK
(swipe kick) In air, u + HK
Hyper Roll qcf + PP, tap buttons rapidly (air)
Rush Drill qcf + KK, move around / rush forward
Beat Plane qcb + KK, tap P / K, move around (air)
Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Swipe Kick
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Roll Buster
Variable Combination: Hyper Roll (without the missiles!)
- Roll starts off with the Tornado Hold at the beginning of each new
battle (just input qcf + P). However, if you want to give her
a different weapon, use the Item Change. When Eddie appears and
drops the item you want, just run over it. But remember that a
rival Roll or Megaman can pick up your dropped item, too. The
items you can get include:
Rockball (qcb + LK) - When used, a soccer ball appears that can
be knocked around by hitting it with a crouching kick. The ball
will rebound off of the walls, ceiling, and ground for a while
before vanishing.
Tornado Hold (qcb + MK) - When used, Roll throws out a little
fan that creates a tall tornado. The Tornado Hold can hit an
opponent while they're lying prone on the ground, and is tall
enough to hit jumping opponents.
Leaf Shield (qcb + HK) - When used, Roll creates a shield of
spinning leaves around her that gives her a one-hit auto block.
This means that, if she is hit, she takes no damage, but the shield
dissolves. Unlike Super Armor, this means that she is technically
invincible to everything except throws and multi-hit moves. You
can do a Final Justice, and she will not take the hits; ditto
with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's
Ultimate Web Throw!
- During the Rush Drill, you can move back or forward, or even jump
ub~uf. Pressing P or K will make your rush forward (no pun intended),
but will not increase the number of hits.
- During the Beat Plane, you can fly in any direction. Tapping P makes
you fire little fireballs, while tapping K makes you drop missiles.
------------------------------------------------------------------------
SHADOW LADY
------------------------------------------------------------------------
Miracle Drill qcf + P
Rainbow Missile qcf + K
Sky Counter Crash hcb + K
Plasma Barrier f,d,df + P, tap P rapidly
Infinity Leg Tap K rapidly (air)
Kaku Kyaku Raku df + HK
Yousou Kyaku In air, d + MK (can repeat)
Sankaku Tobi Jump against a wall, press uf~df
3 Dan Jump Press ub~uf (perform 3 times)
Kuuchuu Dash In air, tap f,f / press PPP
Big Bang Laser qcf + PP, tap buttons rapidly
Galaxy Missile qcf + KK
Final Mission Charge b,f,b,f + KK at Level 3
Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK
Flying Attack: Taunt
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Miracle Drill
Variable Combination: Big Bang Laser
- The Rainbow Missile and Galaxy Missile attacks will home in on
Shadow Lady's opponent for a small period of time.
- The Sky Counter Crash and Kaku Kyaku Raku are overhead attacks.
- The Final Mission can be blocked.
- Shadow Lady cannot use the Final Mission during a Variable Cross.
You can input the command, but nothing will happen.
- Shadow Lady's taunt hits for minor damage. You can't kill someone
with it, though.
=========================================================================
4. S E C R E T S A N D T R I C K S
=========================================================================
LEADER CHANGE
------------------------------------------------------------------------
Hold PPP between battles to make your partner the first character to
fight in the upcoming battle.
POSE POINTS
------------------------------------------------------------------------
Press Start to move after winning a round, and perform any action.
You'll get more points if the animation you're doing when the game
stops looks cool.
BEAT UP YOUR OPPONENT
------------------------------------------------------------------------
Press Start after winning the match, then attack your fallen enemy.
STEAL OPPONENT'S HELPER
------------------------------------------------------------------------
After you kill your second opponent during any battle, but before the
'pose points' counter appears, hold down all three kick buttons (KKK),
and keep holding them. You'll have your opponent's helper at the
start of the next battle.
SELECT YOUR HELPER
------------------------------------------------------------------------
After selecting your second character, quickly hold down Start and the
buttons shown. To select your helper between rounds, hold these
buttons once the round ends but before you return to the Stage screen.
NAME BUTTON CODE USES PER BATTLE
--------------------------------------------------------------------
Unknown Soldier LP 4 times
Lou MP 8 times
Saki HP 7 times
Pure and Fur LK 5 times
Psylocke MK 5 times
Michelle Heart LP + LK 6 times
Iceman MP + MK 4 times
King Arthur LP + MP 8 times
Ton-Pu LP + HP 9 times
Juggernaut LP + MK 3 times
Devilot MP + HP 5 times
Thor LK + MP 8 times
Magneto LK + HP 7 times
US Agent MK + HP 5 times
Cyclops LP + LK + MP 7 times
Storm LP + LK + HP 6 times
Colossus LP + MP + MK 5 times
Anita LP + MP + HP 5 times
Shadow (hidden) LP + MK + HP 3 times
Sentinel (hidden) MP + MK + HP 4 times
Jubilee LK + MP + HP 8 times
Rogue LP + MP + HP + LK 6 times
PLAY AS A HIDDEN CHARACTER (RICARDO'S METHOD)
------------------------------------------------------------------------
None of these characters are normally available; a code is required
(see below). If you are going to pick a hidden character and a normal
character, you need to pick the hidden character _first_. If you want
to have two hidden characters on your team, it doesn't matter which
code you enter first. Ricardo's method is way simpler than the old
method I had used in this FAQ, and a lot easier to remember, to boot.
Anyways, to quote Ricardo: "The trick to doing the secret character
codes (except for Roll) is that, in all cases, it inolves drawing two
sequential numbers on the screen. First you move to a certain
character, draw the 1st number, then move clockwise to a certain
character, draw the 2nd number, move counter-clockwise to a certain
character, then move past the selection screen." The codes are put
in by moving to the character shown and drawing a number, then:
"High-Speed Venom: Chun-Li, 1, Chun-Li, 2, Chun-Li
Hyper Armor War Machine: Zangief, 5, Zangief, 6, Zangief
Lilith-Style Morrigan: Zangief, 9, Zangief, 0, War Machine
MSH Performance Hulk: Chun-Li, 3, Chun-Li, 4, Ryu
Shadow Lady: Morrigan, 7, Zangief, 8, Gambit
Roll is a special case. For Roll, you go to Zangief, draw a 5, then
tap up once, right once, up twice, and right twice."
PLAY AS A HIDDEN CHARACTER (DETAILED METHOD)
------------------------------------------------------------------------
Well, if you don't quite see how the simple method works, you can still
use the detailed hidden character select, listed below. If you are
going to pick a hidden character and a normal character, you need to
pick the hidden character _first_. If you want to have two hidden
characters on your team, it doesn't matter which code you enter first.
Anyway, here are the codes, using the notation R = right, L = left,
U = up, D = Down, x# = move cursor in the direction the listed number
of times:
- To play as HIGH-SPEED VENOM, move the cursor to Chun-Li, then enter:
R, Dx4, L, Ux4, Rx2, Dx2, Lx2, Dx2, Rx2, Ux4, Lx2, U
- To play as HYPER ARMOR WAR MACHINE, move the cursor to Zangief, then
enter:
Lx2, Dx2, Rx2, Dx2, Lx2, Ux4, Rx2, Lx2, Dx4, Rx2, Ux2, Lx2, Dx2,
Rx2, Ux5
- To play as LILITH-STYLE MORRIGAN, move the cursor to Zangief, then
enter:
Lx2, Dx2, Rx2, Ux2, Dx4, Lx2, Ux4, R, L, Dx4, Rx2, Ux4, Lx2, Dx4,
R, D
- To play as MSH PERFORMANCE HULK, move the cursor to Chun-Li, then
enter:
Rx2, Dx2, Lx2, Rx2, Dx2, Lx2, Ux4, Dx2, Rx2, Ux2, Dx4, Ux4, L, U
- To play as ROLL-CHAN, move the cursor to Chun-Li, then enter:
Lx2, Dx2, Rx2, Dx2, Lx2, U, R, Ux2, Rx2
- To play as SHADOW LADY, move the cursor to Morrigan, then enter:
U, Rx2, Dx4, Lx2, Ux4, Rx2, Lx2, Dx2, Rx2, Dx2, Lx2, Ux2, Rx2,
Ux2, Lx2, Dx5
The last direction you press in should take your cursor off-screen to
a blank character selection box. At that point, press any button, and
bingo! You've got a hidden character on your side.
FIGHT THE HIDDEN CHARACTERS
------------------------------------------------------------------------
I got this information from Capcom of Japan's page, but I've been told
it's not entirely correct. I've managed to get the MSH Hulk fight to
work, but can anyone out there lend a hand and let me know what's wrong
with the other "fight the hidden character" methods? Anyway, the
universal prerequisite to fighting a hidden character is that neither
of your characters can die, you can't continue, and no one else can
join in. Otherwise, simply refer to the table shown below:
TO FIGHT HIGH-SPEED VENOM
- Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross
Finish for every round.
- However, you have to have at least 4 Variable Cross Finishes by
the time you reach Stage 7.
- Furthermore, you must defeat your opponents as quickly as possible
during every round.
TO FIGHT HYPER ARMOR WAR MACHINE
- Get 5 Hyper Combo Finishes, Variable Combo Finishes, or Variable
Cross Finishes.
- However, you have to have at least 2 Variable Cross Finishes by the
time you reach Stage 7.
TO FIGHT LILITH STYLE MORRIGAN
- Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable
Cross Finishes.
- Use your special partner to kill one of your opponents 2 times.
TO FIGHT MSH PERFORMANCE HULK
- Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable
Cross Finishes.
TO FIGHT ROLL-CHAN
- For 6 battles straight, use up all your Helper stocks (it doesn't
matter if they hit or miss).
- Get 2 Variable Cross Finshes.
- Get 3 finishes (you can use a mix of Hyper Combo Finishes,
Variable Combo Finishes, or Variable Cross Finishes).
TO FIGHT SHADOW LADY
- Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross
Finish for every round.
- However, you have to have at least 4 Variable Cross Finishes by
the time you reach Stage 7.
- Use your special helper to kill one of your opponents in every
round.
- Furthermore, you must defeat your opponents as quickly as possible
during every round.
=========================================================================
5. P S X - R E L A T E D I N F O R M A T I O N
=========================================================================
-----------------------------------------------------------------------
MOD CHIP PROTECTION
-----------------------------------------------------------------------
This game is mod-chip protected. On my PSX, the Game Shark codes
wouldn't work (I have a v1.99 Game Shark), but it does work on version
1.92, so go figure. The code is:
D00F1376 - 1040
800F1376 - 1000
It looks like the game can run on some modded PSXs without needing any
Game Shark codes, but I'm not sure why that's possible.
-----------------------------------------------------------------------
CHANGES FROM THE ARCADE VERSION
-----------------------------------------------------------------------
Whew! There are a bunch of them--Capcom really tweaked this game when
porting it to the PlayStation. Changes include:
- The addition of the 'Partner Heroes' and 'Special Heroes' modes.
- The addition of 'Beginner' mode.
- Special helpers (like Jubilee) can be selected manually, instead
of randomly or with a button combination like in the arcade version.
- Taunting is now done with the Select button.
- You can press LP + LK for a launcher even in Manual Mode.
- Variable Assists (calling your helper) can be done infinitely.
- It doesn't cost any HC power to do a Variable Counter.
- Variable Combinations can be done with qcf + P + K, not just HP + HK.
- Variable Crosses can be done with qcb + P + K, not just HP + HK.
- You cannot use Variable Combinations or Variable Crosses when
fighting Onslaught.
- Battles consist of two-round, one-on-one matches. Due to memory
limitations, there are no Variable Attacks in the game, and in
fact, none of the 'Variable' moves make you switch characters, as
you cannot do this. Your ally is really only there for Variable
Counters, Variable Combinations, and Variable Crosses.
- Since the fighting format is by rounds instead of characters
defeated, Jin's Super Armor only kicks in after the first round
(he retains it for the rest of the battle).
- For some reason, your if your partner is Ryu, they do not stay
in Ken or Akuma Mode when you attempt a Variable Combination.
So the only VC you'll get when Ryu is your partner is a Hadou Ken.
- You can now use super canceling. This means that you can cancel
special moves into Hyper Combos, and Hyper Combos can be canceled
into different Hyper Combos, or into Variable Combinations. For
example, if I were playing with Morrigan, I could do a Soul Fist
into the Soul Eraser, into either a Silhouette Blade or a V.
Combination. After the Silhouette Blade, I could go back to the
Soul Eraser, or do a Darkness Illusion.
PARTNER HEROES MODE
- In this mode, you can select a second character as your ally, like
you normally would. During a round, you cannot use Variable Assists,
but you can still use Variable Counters and Variable Combinations.
If you attempt a Variable Cross, a clone of your opponent will come
out (for example, if you were Morrigan and were fighting Jin, then
a second Jin would come out as your ally during a V. Cross).
SPECIAL HEROES MODE
- In this mode, you get to select one of the helpers (like Thor or
Devilot) as your ally. During a round, you can use Variable Assists
by pressing MP + MK, and you can summon a helper as often as you
like. If you attempt a Variable Counter, your ally comes out instead
of a normal character (like Anita instead of Ryu). You cannot do
Variable Combinations, and during Variable Crosses, your ally will
come out and attack repeatedly until the V. Cross ends. I should
mention that in this mode, the official names for some of the
moves has changed (Variable Cross is Special Hyper Combo, Variable
Assist is Special Assist, and Variable Counter is Special Counter),
but that just serves to confuse people, so forget about it. ^_^
BEGINNER MODE
- This is sort of a souped-up 'Easy Mode'. Pressing MP, MK, HP, or
HK makes you do a special move (so in effect, you cannot do normal
attacks with these buttons unless something prevents you, like if
you try to throw a fireball with MP while one's already onscreen).
The button-to-move listings are the same as in Easy Mode, it's just
that now you don't have to tap the buttons to make a move come out.
- Furthermore, your LP and LK attacks are now rapid-fire moves. If
they connect, your character does a three-hit chain combo (you can
hold LP or LK to switch between attacks, and can crouch to make
the combo a crouching one.
- If you launch an opponent (this is really only possible with LP + LK,
which can be pressed during a chain combo before the launching hit),
then you'll do an automatic air combo on them. This works pretty
much like ground combos (above).
- Hyper Combos can be done by pressing the PPP or KKK buttons. These
have the same effects as pressing MP + HP or MK + HK in Easy Mode.
-----------------------------------------------------------------------
PSX-ONLY MODES OF PLAY
-----------------------------------------------------------------------
GALLERY MODE: In here, you can watch the endings of the characters
you've beaten the game with, look at pieces of artwork (earned by
beating the game with a character), and look at the abilities of each
helper (earned by beating the game once).
CROSS OVER MODE: This mode is pretty similar to the arcade version,
with some limitations. In this mode, you get to fight the computer
or another player, and you both get to pick a character, who's
duplicated for the other team (so if you pick Jin and your opponent
picks Hulk, then your team is Jin and Hulk, and their team is Hulk
and Jin). Just like the arcade, your Variable Assist helpers are
chosen at random (unless you use the button codes to select them,
like holding Start + LP for the Unknown Soldier).
In terms of actual fighting, the game is also more like the arcade
version. You cannot use Variable Counters, and Crosses and Variable
Combinations can only be with qcb / qcf + HP + HK, and not any P + K.
However, you do get the original graphics (the large portraits)
during a Variable Cross, and you can use Variable Attacks (press
HP + HK) as well. In addition, your Variable Assists have limited
uses, just like the arcade version. And finally Jin's super armor
won't go into effect unless his teammate is dead and his life is
very low.
-----------------------------------------------------------------------
PSX-RELATED SECRETS
-----------------------------------------------------------------------
Most of the Arcade secrets and tricks work with the PSX version, but
some work differently. There are some PSX-only tricks, as well.
EX OPTIONS
-----------------------------------------------------------------------
To enable EX Options, beat the game once. Then at the title screen,
highlight Options, hold Select, and press Start.
ENABLE THE HIDDEN HELPERS
-----------------------------------------------------------------------
To enable Shadow and Sentinel, simply beat the game once. They can be
picked by moving to the bottom of the screen and pressing Down when
highlighting Iceman or Colossus.
ENABLE THE HIDDEN CHARACTERS
-----------------------------------------------------------------------
To enable a hidden character, simply beat the game with their
counterpart:
For High-Speed Venom, beat the game with Venom.
For Hyper Armor War Machine, beat the game with War Machine.
For Lilith-Style Morrigan, beat the game with Morrigan.
For Magnetic Megaman, beat the game with Megaman.
For MSH Performance Hulk, beat the game with Hulk.
For Onslaught, beat the game with any character.
For Roll, beat the game with Megaman.
For Shadow Lady, beat the game with Chun-Li.
PLAY AS THE HIDDEN CHARACTERS
-----------------------------------------------------------------------
To select these hidden characters after releasing them, do the
following:
For High-Speed Venom, move to Chun-Li and press Up.
For Hyper Armor War Machine, move to Zangief and press Up.
For Lilith-Style Morrigan, move to War Machine and press Down.
For Magnetic Megaman, highlight Megaman, hold Select, and pick him.
For MSH Performance Hulk, move to Ryu and press Up.
For Onslaught, move to Wolverine and press Down.
For Roll, move to Megaman and press Right.
For Shadow Lady, move to Gambit and press Down.
FIGHT THE HIDDEN CHARACTERS
-----------------------------------------------------------------------
The requirements have been simplified a lot for the PSX version. Just
do the following:
- Don't lose a round.
- Don't continue.
- Don't have a second player join in.
- Get the following special finishes:
- To fight MSH Performance Hulk + Sentinel, get 3 Hyper Combo,
Variable Combination, or Variable Cross finishes.
- To fight Lilith-Style Morrigan + Shadow, get 4 Hyper Combo,
Variable Combination, or Variable Cross finishes.
- To fight Hyper Armor War Machine + Sentinel, get 5 Hyper Combo,
Variable Combination, or Variable Cross finishes.
- To fight Roll + Shadow, get 2 Variable Cross finishes, and 3
Hyper Combo, Variable Combination, or Variable Cross finishes.
- To fight High Speed Venom + Sentinel, get 3 Variable Cross
finishes, and 3 Hyper Combo, Variable Combination, or Variable
Cross finishes.
- To fight Shadow Lady + Shadow, get 4 Variable Cross finishes, and
2 Hyper Combo, Variable Combination, or Variable Cross finishes.
The 'finishes' only count for the last round, btw. In any case, if you
fulfill all the requirements, you'll fight your character on the
seventh battle. So for example, if I finish two battles with a Hyper
Combo, two with a Variable Cross, and one with a Variable Comination,
then my opponent on stage will be Roll and Shadow.
USE THE SAME CHARACTERS IN A TEAM
-----------------------------------------------------------------------
Just beat the game once, and you can do teams like Gambit + Gambit.
START OFF IN ANOTHER MODE
-----------------------------------------------------------------------
You can pick Ryu or Zangief and have them start off in their other
modes by doing the following:
For Ken Mode, highlight Ryu, hold Select, and pick him.
For Akuma Mode, highlight Ryu, hold Start, and pick him.
for Mega Zangief, highlight Zangief, hold Select, and pick him.
USING LEADER CHANGE AND STEAL OPPONENT'S HELPER TRICKS
-----------------------------------------------------------------------
These function differently from the Arcade version. They are still
done by holding PPP before the start of a battle (to switch places
with your other character), or to hold KKK after a battle (to get your
enemy's second partner), but the following things have been changed:
- You cannot use the PPP switch if your partner is a helper character
(like Psylocke).
- If you use the PPP switch with your other character, then you assume
control of them, and your other character only comes out for V.
Counters and V. Combinations.
- You can use the KKK steal to take an opponent's helper for use in
the next round, and you can also take their character as well! For
example, if you were fighting Spider-Man and Chun-Li, and you held
KKK after the round, your partner for the next battle would be
Chun-Li. You wouldn't have your helper at all, and the game would
now play as if you'd picked 'Partner Heroes' mode.
- You could even do the leader switch afterwards to end up playing
as Chun-Li, then steal your opponent's helper to end up as
Chun-Li back in 'Special Heroes' mode!
As you can see, this allows you to end up with a totally different
team than the one you chose in the beginning.
HIDDEN CHARACTER MOVELISTS
-----------------------------------------------------------------------
Here are brief movelists for the two PSX-only hidden characters:
MAGNETIC MEGAMAN
Mega Buster Press HP (air)
Charge Shot Hold HP and release (air)
Mega Upper f,d,df + P
Item Kougeki qcf + P
Eddie Yobi (Item Change) qcb + K
Sankaku Tobi Jump against a wall, press f
Sliding d + HK
Hyper Megaman qcf + PP, tap buttons rapidly (air)
Rush Drill qcf + KK, move around / rush forward
Beat Plane qcb + KK, tap P / K, move around (air)
Magnetic Shockwave qcb + PP
- This version of Megaman plays just like the normal version, except
for his new Hyper Combo (the Magnetic Shockwave). All other info.
(chain combo types, launchers, etc.) are the same as the normal
Megaman.
ONSLAUGHT (first form)
Magnetic Tempest qcf + P
Head Crush qcf + K
Hyper Gravitation f,d,df + P
Warp qcb + K
Mini Sentinel Kuubaku Press P / K
Sentinel Assist Press MP + MK
Mega Optic Blast qcf + PP
Magnetic Shockwave qcf + KK
Partner Change qcb + KK
ONSLAUGHT (second form)
Beam qcf + P
Dash Punch qcf + K
Hyper Gravitation f,d,df + P
Punch Press P
Mini Sentinel Kuubaku Press K
3 Rensha Beam qcf + PP
5 Rensha Beam hcf + PP
- When the Partner Change is used, Onslaught moves into the background,
and you control a copy of the person you're fighting. Once you die
or after enough time has passed, Onslaught automatically warps back
in and you regain control of him.
- Once Onslaught's first form is destroyed, you will then control his
second form. Note that in Arcade Mode, you do not get to fight
another Onslaught; the game merely ends at the match prior to
fighting him.
- Onslaught's second form can move in any direction. His moves can
be done no matter where he is (for the Dash Punch, he returns to
ground level to do it).
=========================================================================
6. C O M B O P R I M E R
=========================================================================
This section is my attempt to explain how combos work in this game, as
the Marvel / VS series' combo method is pretty complex and extensive.
However, for a more experienced explanation of how all this works, I'd
suggest reading James Chen's X-Men vs. Street Fighter FAQ at GameFAQs
(www.gamefaqs.com). Sure it's for a different game, but most of the
stuff in there still applies, and James knows what he's talking about.
------------------------------------------------------------------------
BASIC COMBO THEORY
------------------------------------------------------------------------
Although this game is full of massive chain combos, launchers, aerial
raves, and all that other junk, the basic stuff still applies and is
important. Here's a quick run-down of what you can do:
A combo is any series of attacks which are unblockable after the
fist hit connects. A basic combo usually falls into one of the
four examples listed below:
---------------------------------------------------------------------
Attack -> Special Move
---------------------------------------------------------------------
Also known as a two-in-one. You simply perform an attack during
the input for a special move (or Hyper Combo), and the two will
occur rapidly upon execution. (i.e. down + Medium Kick, down-
forward, forward + Punch would make Ryu combo a crouching kick
into his Hadou Ken. Replace Punch with two Punch buttons and he'd
combo into the Shinkuu Hadou Ken Hyper Combo.)
---------------------------------------------------------------------
Jumping Attack -> Standing / Crouching Attack -> Special Move
---------------------------------------------------------------------
Jumping attacks can preceed a two-in-one in order to do added
damage.
---------------------------------------------------------------------
Attack -(link)-> Attack -> Special Move
---------------------------------------------------------------------
In any type of chain combo, the animation of one normal attack is
cancelled by the animation of another. A link is when two normal
attacks can combo without having their animation cancel. Usually,
this is limited to quick attacks, like LP and LK. It may sound
useless considering the many chains in this game, but for characters
like Zangief, who has no ground chains, it's pretty handy. It's
also useful for preceeding a chain combo (Wolverine can dash in and
hit with his standing LP attack several times, then cancel normally
into a chain combo).
---------------------------------------------------------------------
Dashing, then attacking
---------------------------------------------------------------------
When you dash, you move forward (hehe)! Press any Punch or Kick
while dashing (this even applies to crouching Punches or Kicks), and
you'll still move forward a bit as your initial attack comes out.
This means that you'll be closer to your opponent by the time you hit
than you would be if you walked up and attacked him / her, and since
you're closer, any attack that you follow up with also has a greater
chance of hitting due to the decreased proximity between you and your
foe.
---------------------------------------------------------------------
Flying Attacks
---------------------------------------------------------------------
Flying Attacks are somewhat useful, but they can also put a kink in
your ground combos. When you hit someone with a Punch or Kick that
also has the Flying Attack effect, your opponent will fly across the
screen for a fair distance. This can be handy if you want to get
your opponent away from you, but it can be annoying if you're
performing a ground chain, and in the middle of it, send your foe
flying before you can finish.
---------------------------------------------------------------------
Oiuchi / Off The Ground (OTG)
---------------------------------------------------------------------
The idea behind this is simple: in certain cases, if you knock your
opponent to the ground and they don't roll away, you can hit them
with any attack that is low to the ground (most crouching attacks,
etc.) Doing so will bounce them up, and you can hit them again while
they're airborne and continue to combo them. This doesn't work in
all cases, and you have to attack your enemy quickly or they will get
up. This can be used in many ways: you can bounce your opponent up
with Spidey's crouching HK and then juggle them with a Crawler
Assault, or after an aerial rave, OTG them with an attack, then
launch them, and keep comboing.
------------------------------------------------------------------------
TYPES OF CHAINS
------------------------------------------------------------------------
There are lots of different chain combos in this game, each character
using different varieties. They are explained in detail here:
---------------------------------------------------------------------
Hunter Chain*
---------------------------------------------------------------------
This is the generic chaining system taken from DarkStalkers. Two
rules apply to it, and they are: a weak attack can be followed by a
strong one, and the button progression must go from Punch to Kick in
regards to the same set of buttons.
This means that you can do this: LP -> LK -> MP -> MK -> HP -> HK.
Or, you can skip buttons and do: LK -> MK -> HP -> HK.
Or even: MP -> HP -> HK.
However, you can't do a combo that violates the rules, such as:
MK -> MP (violates 'Punch to Kick using same set of buttons' rule)
HP -> LP (violates 'Weak to Strong progression' rule)
* It's actually called 'the chain combo', but since that terminology
is a little confusing, I'll use the commonly-accepted 'Hunter
Chain' term which is referring to DarkStalkers / Vampire Hunter.
---------------------------------------------------------------------
Weak to Strong Chain
---------------------------------------------------------------------
This combo system functions on one premise of the Chain Combo, but
not the other. You have to go from a weak attack to a stronger
attack, but you cannot go from Punch to Kick in the same set of
buttons.
This means that LP -> MP -> HP or LK -> MP -> HK will work.
However, LP -> MP -> MK will not because you're going from a Punch
to a Kick in the same set of buttons (in this case, MP and MK).
---------------------------------------------------------------------
Weak to Any Chain
---------------------------------------------------------------------
This chain combo states that you can go from any of the weakest
attacks (Light Punch or Light Kick) into any other, stronger, attack.
This means that LP -> HK or LK -> MK are both usable, but LP -> LK is
not, nor is MP -> HP. This also means that unless a Punch or Kick
hits more than once naturally, the best you can do is a 2 hit combo.
---------------------------------------------------------------------
Punch to Kick Chain
---------------------------------------------------------------------
This type of chain combo is probably the most simple one to explain.
You can interrupt any Punch attack with any Kick attack. So you can
use LP -> MK, HP -> HK, MP -> LK, and so on.
---------------------------------------------------------------------
None
---------------------------------------------------------------------
Some characters simply can't combo a normal move into another one. :(
------------------------------------------------------------------------
STARTING AND FINISHING AN AERIAL RAVE
------------------------------------------------------------------------
Perform a combo while in the air (during a jump or super jump) and it's
called an 'aerial rave'. Okay...whatever--it's still an air combo.
However, there are some notable differences between the 'aerial rave'
and a ground combo:
---------------------------------------------------------------------
Launchers
---------------------------------------------------------------------
All characters have an attack that, when it hits, will knock an enemy
high into the air. This can be used to force a Super Jumping Chain,
rather than having two characters Super Jump and meet in the air. If
the 'launcher' attack hits, you have a small amount of time in which
to press Up (or Up-Back, or Up-Forward), and you will Super Jump as
well (as opposed to tapping Down, Up or pressing KKK). You can then
steer yourself towards your opponent and hit them with an attack or
chain combo, because your opponent cannot block until after he begins
falling.
---------------------------------------------------------------------
Aerial Rave Finishers
---------------------------------------------------------------------
Certain attacks, when used during an aerial rave, will cause your
opponent to quickly fall to the ground, and the screen will scroll
after him or her. Doing this almost always prevents you from
continuing the combo in the air (although there are some exceptions,
see below). Note that in most cases, the knockdown move will not
cause the screen to scroll unless it was preceeded by another move
aside from the launcher.
For example, with Ryu, Launcher -> HK would make his enemy (let's
say Ken) fly to the ground, off-screen.
Launcher -> LP -> HK would have the screen follow Ryu's opponent as
he smashes into the ground. Ryu will leap onto the screen a moment
later.
So what's the importance? Well, if the screen doesn't scroll, you
can still perform moves after the aerial rave has technically ended.
If it does scroll, then you can't move and will dash on screen a
moment later, regardless of your location in the air at the time
that the screen began scrolling. Note that some attacks will also
cause the screen to scroll (Wolverine's Berserker Barrage is one of
them, if you get all the hits in).
Keep in mind that you can bend the rules a bit when it comes to
ending an aerial rave. For example, if you finish a jumping or super
jumping chain without ending it with a knockdown attack, it's
possible to hit again with another attack (even with the same
attack), while you fall. In some situations, you can even do this if
you did connect with a knockdown blow (for instance, in the corner
with Strider, you can knockdown with his HP, but press HK and it will
still connect as his enemy plummets to the ground). The key here is
to just be creative and try to see what you can do after a non-
knockdown attack or special move.
=========================================================================
7. M I S C E L L A N E O U S
=========================================================================
-----------------------------------------------------------------------
EASY MODE MOVES CHART
-----------------------------------------------------------------------
This section lists what buttons produce what moves for Easy Mode users:
CAPTAIN AMERICA
Tap MP : Shield Slash (air)
Tap HP : Stars & Stripes
Tap MK / HK : Charging Star
Press MP + HP : Final Justice
Press MK + HK : Hyper Charging Star
CAPTAIN COMMANDO
Tap MP : Captain Fire (air)
Tap HP : Captain Collider
Tap MK : Captain Kick
Tap HK : Captain Kick
Press MP + HP : Captain Sword
Press MK + HK : Captain Storm
CHUN-LI
Tap MP : Kikou Ken
Tap HP : Tenshou Kyaku
Tap MK : Hyakuretsu Kyaku (air)
Tap HK : Sen'en Shuu
Press MP + HP : Kikou Shou
Press MK + HK : Senretsu Kyaku
GAMBIT
Tap MP : Kinetic Card (air)
Tap HP : Trick Card
Tap MK : Cajun Slash
Tap HK : Cajun Strike
Press MP + HP : Royal Flush
Press MK + HK : Cajun Explosion
HULK
Tap MP : Gamma Tornado
Tap HP : Gamma Slam
Tap MK : Gamma Charge (Taichi)
Tap HK : Gamma Charge (Taikuu)
Press MP + HP : Gamma Wave
Press MK + HK : Gamma Crush
JIN SAOTOME
Tap MP : Saotome Typhoon
Tap HP : Saotome Dynamite
Press MP + HP : Blodia Punch
Press MK + HK : Blodia Vulcan
MEGAMAN
Tap MP : Mega Buster (air)
Tap HP : Mega Upper
Tap MK : Item Kougeki
Tap HK : Eddie Yobi (Item Change)
Press MP + HP : Hyper Megaman (air)
Press MK + HK : Rush Drill
MORRIGAN
Tap MP : Soul Fist (air)
Tap HP : Shadow Blade (air)
Press MP + HP : Soul Laser
Press MK + HK : Silhouette Blade
RYU
Tap MP : Hadou Ken (air)
Tap HP : Shouryuu Ken
Tap MK / HK : Tatsumaki Senpuu Kyaku (air)
Press MP + HP : Shinkuu Hadou Ken (air)
Press MK + HK : Shinkuu Tatsumaki Senpuu Kyaku
RYU in KEN MODE
Tap MP : Hadou Ken (air)
Tap HP : Shouryuu Ken (air)
Tap MK / HK : Tatsumaki Senpuu Kyaku (air)
Press MP + HP : Shouryuu Reppa
Press MK + HK : Shinryuu Ken
RYU in AKUMA MODE
Tap MP : Gou Hadou Ken / Zankuu Hadou Ken in air
Tap HP : Gou Shouryuu Ken
Tap MK : Tatsumaki Zankuu Kyaku (air)
Tap HK : Ashura Senkuu / Tenma Kuujin Kyaku in air
Press MP + HP : Messatsu Gou Hadou / Tenma Gou Zankuu in air
Press MK + HK : Messatsu Gou Shouryuu
SPIDER-MAN
Tap MP : Web Ball (air)
Tap HP : Web Throw
Tap MK : Spider Sting
Tap HK : Web Swing (air)
Press MP + HP : Maximum Spider (air)
Press MK + HK : Crawler Assault
STRIDER HIRYU
Tap MP : Ame no Murakumo / Excalibur in air
Tap HP : Gram (air)
Tap MK : Vagula
Tap HK : Formation A
Press MP + HP : Ragnarok
Press MK + HK : Legion
VENOM
Tap MP : Venom Fang (air)</pre><pre id="faqspan-3">
Tap HP : Web Throw
Tap MK / HK : Venom Rush
Press MP + HP : Venom Web
Press MK + HK : Death Bite
WAR MACHINE
Tap MP / HP : Shoulder Cannon (air)
Tap MK : Repulsor Blast
Tap HK : Smart Bomb (air)
Press MP + HP : Proton Cannon
Press MK + HK : War Destroyer
WOLVERINE
Tap MP : Berserker Barrage
Tap HP : Tornado Claw
Tap MK : Berserker Slash
Tap HK : Berserker Slash
Press MP + HP : Weapon X
Press MK + HK : Fatal Claw (air)
ZANGIEF
Tap MP : Screw Piledriver (air)
Tap HP : Double Lariat (air)
Tap MK : Flying Powerbomb / Atomic Suplex when close
Tap HK : Banishing Flat
Press MP + HP : Final Atomic Buster
ZANGIEF in MEGA ZANGIEF MODE
Tap MP : Screw Piledriver (air)
Tap HP : Double Lariat
Tap MK : Flying Powerbomb
Tap HK : Vodka Fire
Press MP + HP : Final Atomic Buster
Press MK + HK : Siberian Blizzard
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TRANSLATIONS
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These were done by me and may not be completely correct / accurate:
CAPTAIN AMERICA
Zenten Forward Revolve
2 Dan Jump Two Level Jump
CHUN-LI
Kikou Ken Chi Fist
Sen'en Shuu Spinning Circle Kick
Hyakuretsu Kyaku Hundred Rending Kicks
Tenshou Kyaku Heavenly Ascention Kick
Kaku Kyaku Raku Crane Leg Drop
Yousou Kyaku Eagle Talon Kick
Reishiki Kikou Ken Zero Style Chi Fist
Kikou Shou Chi Palm
Senretsu Kyaku Thousand Rending Kicks
Hazan Tenshou Kyaku Supreme Mountain Heavenly Ascention Kick
Shichisei Senkuu Kyaku Seven Star Air Flash Kick
HULK
Gamma Charge (Taichi) Gamma Charge (Anti-Earth)
Gamma Charge (Taikuu) Gamma Charge (Anti-Air)
MEGAMAN
Item Kougeki Item Attack
Eddie Yobi (Item Shutsugen) Eddie Summon (Item Appear)
(the 1st time you use "Item Change")
ONSLAUGHT
Mini Sentinel Kuubaku Mini Sentinel Air Raid
3 Rensha Beam 3 Rapid Fire Beams
5 Rensha Beam 5 Rapid Fire Beams
ROLL-CHAN
Hana-Taba Bakudan Flower Bundle Bomb
RYU
Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Sakotsu Wari Collarbone Splitter
Senpuu Kyaku Whirlwind Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Shin Shouryuu Ken True Rising Dragon Fist
RYU in KEN MODE
Inazuma Kakato Wari Lighting Flash Heel Split
Shouryuu Reppa Rising Dragon Render
Shinryuu Ken Divine Dragon Fist
Shippuujinrai Kyaku Swift as Lightning Kick
RYU in AKUMA MODE
Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Air Slashing Surge Fist
Gou Shouryuu Ken Great Rising Dragon Fist
Tatsumaki Zankuu Kyaku Air Slashing Tornado Kick
Ashura Senkuu (evil demonic spirit) Air Flash
Tenma Kuujin Kyaku Demon Air Blade Leg
Zugai Hasatsu Skull Destroyer
Messatsu Gou Hadou Great Surge Deadly Attack
Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack
Tenma Gou Zankuu Great Demon Sky Killing
Shun Goku Satsu Imprisoning Death Flash
STRIDER HIRYUU
Ame no Murakumo Rain Clouds Amassing
(a sword from Japanese legend)
Vajra (a type of weapon)
Heki Hari Tsuki Attach (and) Cling to Wall
Chakuji Arrive (at) Ground
Shimo Idou / Uwa Idou Move Down / Move Up
Hantai Soku no Heki e Idou Move to Opposite Side of Wall
Jimen ni Tobigeri Jump Kick to Ground
Ouroboros (a mythical creature)
Ragnarok (the Norse version of Armageddon)
WAR MACHINE
Hikou Aviation
WOLVERINE
Fumitsuke Trampling
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CHARACTER ENDINGS
-----------------------------------------------------------------------
Don't read these if you're not interested in them, or don't want to
have the ending spoiled for you. All the endings were contributed by
other people, btw.
RYU:
Ken is telling Sean how Ryu created all the special moves involved in
Shotokan karate and that he should ask Ryu for training. Once he does,
Ken jumps away saying "Now I can go shopping with Eliza!" and Ryu says
something like "Okay Sean... give me your best shot!"
CHUN-LI:
The Chunster confronts Bison, saying that he is trapped, but then Bison
says that SHE is the one who is trapped, and she gets zapped by
something. Bison plans to bring her to Shadoloo, but then Shadow jumps
in and gives Bison a Somersault Justice. Chun comes to and wonders who
it was that saved her.
ZANGIEF:
Boasts about his invincible iron body and then picks a fight with a
Cyberbots robot. A view is shown of the Earth with an explosion,
presumably Zangief FAB'ed it.
STRIDER:
"Target terminated. Mission completed." He jumps onto his hang glider,
then jumps on to the back of a whale. The End. (if you didn't beat the
arcade Strider, you might not get the reference).
CAPTAIN COMMANDO:
Back at Avengers HQ, a guy mentions that Onsalught has been defeated.
Then, Captain appears on the big-ass monitor of theirs and says "We
have defeated Onslaught. Now some peace will be restored to the world."
"Who are you?" "I am Captain Commando." (Note: if you've seen the end
of the Captain Commando arcade game, this should look familiar)
MEGAMAN:
The blue bomber picks up the item left behind by Onslaught then
teleports away. A screen is then showing saying "You got Magnetic
Shockwave!" with Mega Man doing a Magnetic Shockwave. Cute. (I see
the rumors have already started so let me say right now... NO YOU
CAN'T USE IT!!)
MORRIGAN:
She states that there isn't anyone strong enough, then Ryu jumps on the
screen to challenge her. The game does a "READY... FIGHT!" message, but
then they end up playing Puzzle Fighter! Best ending by far!
JIN:
Onslaught (as a bunch of molecules) says that he is not defeated, and
then Jin does his Jin Tornado move. The screen whites out, and Ryu is
looking up at the sky, wondering if Jin will return.
SPIDER-MAN:
Gets the idea for a great headline "Spider-Man and <the other character
you were playing> team up to defeat Onslaught!" and so he takes a
picture of themselves. He says that "J.J. will probably make me look
like the bad guy, but I need the money to make a living!"
CAPTAIN AMERICA:
All the "good guys" are back at Avengers HQ, where he tells them that
they were summoned here to help fight Onslaught, and that now that he's
been defeated they can return to where they came from.
HULK:
Captain America sacrifices himself to defeat Onslaught's final form (as
those molecules or whatever). Hulk tries to stop him, but to no avail.
Professor X tells Hulk and the other Marvel characters that what he did
was unselfish and brave, or something. Cool ending.
GAMBIT:
Hits on Morrigan, but Rogue shows up saying "Havin fun without me
sugah?" and carries him away.
WOLVERINE:
Logan and Professor X talk about how Onslaught was created from the bad
side of the Prof and Magneto, or something. Professor X says that he's
not fit to lead the X-Men since he's made mistakes, but Wolverine tells
him that he's made lots of mistakes but the important thing is to look
at the future, not at the past. Then Professor X thanks him for being
a good friend.
WAR MACHINE:
"Mission completed", and Iron Man... er, War Machine flies away, "The
war for peace still continues", blah blah blah.
VENOM:
Decides to team up with whoever his partner is to fight evil. I don't
really remember this one either, it was pretty cheesy.
LILITH-STYLE MORRIGAN:
Lilith is trapped in Morrigan's body and she tries to return to her own
body by headbutting the forehead of her (Lilith's) body. Zangief shows
up and joins on the headbutting! Morrigan and Lilith get away from him
and return to Castle Aensland. However, it turns out that Lilith didn't
transfer her consciousness back to her old body, she transferred it to
Zangief!
ROLL-CHAN:
After defeating Onslaught, Roll runs towards Rush while saying "I
finished the stage before Megaman did!" A projector pops out of Rush's
back and Dr. Light's image appears, congratulating Roll. He tells her
that Dr. Wily is causing him trouble, then gives her enhancements that
turn her into Hyper Roll. She rockets away, saying that she will
protect the world. Dr. Light tells her to be careful. With everyone
gone, Megaman runs in, expecting a fight, but Onslaught's already dead.
He proceeds to drop to one knee and cry.
SHADOW LADY:
Bison shows up and traps Jin in a floating electric field. He tells
Jin that he is pathetic and lets him fall to the ground before leaving.
Shadow Lady and Shadow (Charlie) show up. Shadow Lady says that they
were too late. Shadow Lady hears Jin's heartbeat and Shadow says
that the only way to save him is via cybernation. You then see Shadow
Jin holding his arm and wondering what happened to him.
ANY HIDDEN CHARACTER:
The character is shown posing while the background shows a blue
sunburst effect. The message "Congratulations!!! You beat the game
with a secret character!!!" shows up as well.
=========================================================================
8. A U T H O R ' S N O T E
=========================================================================
-----------------------------------------------------------------------
REVISION HISTORY
-----------------------------------------------------------------------
Version 1.1 (April 5, 2000)
- Sat down with a PSX copy of MvC and checked out the entire FAQ.
A lot of fixes have been made, and some PSX-specific info. has been
added, taken from the cheats found at Capcom of Japan's FAX page,
which you can find at <
http://www.capcom.co.jp/fax>.
Version 0.0 started a long time ago.... ^_^;
-----------------------------------------------------------------------
SPECIAL THANKS
-----------------------------------------------------------------------
I'd like to thank all the people who have contributed or who I've
borrowed information from (e-mails removed since some readers like
to spam entire contributor lists....):
Jinston, Mike Z, Ismat, Galen Henderson, Mehdi Malek, Orochi Herman,
Daemon23, Miguel Raya, RpM, Carlos Alexandre, Ben Vargas, Team Red
Herring, Rolento, Shinichi Nakada, Dark Blaze, Ezekiel Li, Matt Hall,
Ken "Hoju" Gaskell, Edward T. Ha, Silver Sage, Lancer, Migs Rustia,
Capcom of Japan, Anthony Cannon, James Kuroki, Henry Moriarty, John
Culbert, Yow Hong Chieh, Nammy, and Charles Washington.
I'd also like to thank Ricardo A Lafaurie Jr for all the corrections
in revision 1.0 (11/15/99). A major pat on the back to Ricardo for his
numerous additions and fixes! Thanks also goes to Charles MacDonald
for helping me test some stuff in this update (v1.1).
Unpublished work Copyright 1998-2001 Chris MacDonald