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Unpublished work Copyright 1998-2001 Chris MacDonald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


-----------------------------------------------------------------------
TRANSLATIONS
-----------------------------------------------------------------------

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


-----------------------------------------------------------------------
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