,ggggggggggg,
dP"""88""""""Y8,               ,dPYb, ,dPYb,
Yb,  88      `8b               IP'`Yb IP'`Yb
`"  88      ,8P               I8  8I I8  8I
    88aaaad8P"                I8  8' I8  8'
    88""""Yb,      ,ggggg,    I8 dP  I8 dP
    88     "8b    dP"  "Y8ggg I8dP   I8dP
    88      `8i  i8'    ,8I   I8P    I8P
    88       Yb,,d8,   ,d8'  ,d8b,_ ,d8b,_
    88        Y8P"Y8888P"    8P'"Y888P'"Y88

MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher <[email protected]>
version 1.0
Nov. 27, 1999

this faq is copyright 1999-2000 Joseph Christopher

by reading this faq you agree that I, the author, am not in any way
liable for any harm that anybody thinks came from reading this faq

* I always told everyone that Megaman is just the worst character ever
 to be included in a seemingly "serious" fighting game, then I saw Roll
 and took back what I said. I also once said that Megaman is the smallest
 and at the same time most annoying MVC character that ever existed, and
 again I remembered Roll, and again I took back what I said. Finally I
 concluded that Megaman is the cheapest character in MVC, and then I
 taught of Roll, and then...NOOO WAAAAAAAAAAAAAYYYY! I won't take back
 what I said! Roll can NEVER!, EVER, EVER! be a cheap character no matter
 WHAT anyone else says! I just like her so much! ;) I can't give you much
 reason to choose her since she really is just an expert's choice and
 lacks what other players have at least TWO of: range, speed, priority,
 and damage. BUT, there's still some chance you could beat an above average
 player's butt with Roll because of these advantages:

1. Roll is THE evasion queen cause she's too small to get easily hit
2. Roll is the chipping princess (where Shadow Lady is queen, of course)
3. Roll is soooooo cute! (hey, there's some strategy to it!)
4. Roll is equipped with a lot slow yet I-didn't-see-it-coming moves
5. Roll's Beat Plane crosses out the Mech Zangief types from those who
  have a possibility to beat you.


* how to access: just finish the game once with Megaman and Roll will
                appear to his right.

Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Special Moves
  V. Supers
 VI. Combos
VII. Vs. Computer
VIII. Vs. Human
 IX. Ending
  X. Credits
 XI. Revision History
XII. (lotsa) Final Words

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


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

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


dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
guard push - LP+MP+HP (while blocking)
taunt      - press select
call helper- MP+MK
tag super  - D,DF,F+HP+HK
team work  - D,DB,B+HP+HK

* let me explain a few things about some of the general moves:
* first of all, in the PSX version, you'll have to choose only ONE partner,
 either one of the conventional characters ("partner heroes") or one of
 the helpers ("special heroes").

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


tag super - common to crossover fans, this move needs at least two levels
           of super charged up. It will allow both fighters to execute
           their respective supers at the same time, though the resting
           one, in the PSX version, will no longer be left behind as if
           they already "tagged"

team work - a clone of your opponent enters the screen, and after that
           you can control both your fighters at the same time! (they'll
           both respond to your controls.) What's more, your super gauge
           is set to infinite. Yeah! This state is timed though, so use
           it wisely. The length of time you stay in this state is determined
           by the amount of super you have charged up when you did it.
           Oh and I did say you can choose a helper as a partner right?
           Well if you do, and use this move, he/she'll just enter the
           screen, do his/her thing, exit, and repeat the whole process
           over and over while you do YOUR thing and until the time runs
           out---again one of the reasons why rammers would RULE. (cause
           they'll be the ones repeating their entrances most before
           time runs out).

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


1) LP - They're all alike! $#%&! Goes to show Capcom didn't put much time
       and effort on including Roll in this game. Makes me sad. But maybe
       they just want to establish the fact that Roll isn't trained to
       fight and doesn't have much variety in her moves, no? Anyway...

  a) standing - she throws a punch that's just as useful as any normal
                or small sized player's jab in the game. Used to confuse
                high-blocking opponents to continue blocking high when
                you decide to do a Slide K-> Tornado Hold.

  b) crouching - well, she just crouches and does basically the same
                 attack as her standing LP. This time you use it to
                 confuse opponents to block when you decide to do a chipping
                 move or a throw.

  c) jumping - well, she just jumps and does basically the same attack
               as her standing LP. You can use it to start an air combo,
               but other than that I don't see any reason to do it.

2) MP - Again, (!) They're all alike! $#%&! Goes to show Capcom didn't
       put much time and effort on including Roll in this game. Makes
       me sad. But maybe they just want to establish the fact that Roll
       isn't trained to fight and doesn't have much variety in her moves,
       no? Anyway...

  a) standing - you know what? I still consider this, as well as all her
                other MPs, as jabs! This time, however, she delivers a
                punch with her farther arm that aims at a 30degreee angle.

  b) crouching - well, she just crouches and does basically the same
                 attack as her standing MP. This time you use it to
                 confuse opponents to block when you decide to do a chipping
                 move or a throw.

  c) jumping - well, she just jumps and does basically the same attack
               as her standing LP. You can use it to continue an air combo,
               but other than that I don't see any reason to do it.

3) HP - This time only one of them is unique. Should have been combo enders
       but I'd rather use special moves. Can also be used to charge up
       your super meter but still, I'd prefer another move, the HKs.

  a) standing - She raises her nearer arm, and swings it all the way down,
                slapping (!) your opponent in the process. Good in speed
                and priority but the HK version is just better.

  b) crouching - from a squating position, Roll sends forth a powerful
                 (well, not really) uppercut that looks much like Sakura's
                 in the SFA series. Doesn't launch any opponent so don't
                 use it much.

  c) jumping - well, she just jumps and does basically the same attack
               as her standing HP. You can use it to end an air combo
               and/or to charge up your super meter but other than that
               I don't see any reason to do it.

4) LK - Only two are alike, but the other one mimics another of her normal
       moves. These are the longest-reaching of her moves, but still relatively
       ULTRA short in range.

  a) standing - this is just how Roberto (from Rival Schools) or any other
                soccer player kicks a free ball. Nothing much can be done
                with this move 'cept to confuse, like the standing LP.

  b) crouching - remember Ryu's Joudan Sokutou Geri? This is a similar
                 move, with range and damage the only BIG difference.
                 And in case you didn't know, it's some sort of side-
                 forward kick, so just see it for yourself to understand
                 me better.

  c) jumping - well, she just jumps and does basically the same attack
               as her crouching LK. It's highly efficient in starting
               or filling (but more on starting) an air combo but other
               than that I don't see any reason to do it.

5) MK - They're NOT all alike! Yes! but, they all just mimic another normal
       move and that, once again, sickens me.

  a) standing - well, she just stands and does basically the same attack
                as her crouching(and jumping) LK. You can use it to continue
                an air combo, but other than that I don't see any reason
                to do it.

  b) crouching - she leans backwards and does what is supposed to be an
                 an axe kick, but because of her position turns out to
                 be a sweep with much force (yet still, doesn't knock
                 the opponent down).

  c) jumping - it's just a slower yet higher damaging version of her
               standing LK, complete with scream. More force comes with
               this move, and the kick is aimed high, reaching her head,
               while the standing LK only reaches her waist.

6) HK - again, They're NOT all alike! Yes! but, they all just mimic another
       normal move and that, for the Nth time, just sickens me.

  a) standing - this is what every MVC character has---a launcher. It's
                an even slower and yes, even higher(though not notably)
                damaging version of her standing LK, also complete with
                scream. As with the jumping MK, More force comes with
                this move, and the kick is aimed high, reaching her head,
                while the standing LK only reaches her waist.

  b) crouching - this is should be a special move, but I'll include it
                 here for completeness' sake. In this move, Roll does
                 a slide that can be comboed into a good number of moves,
                 both normal (in corner) and special, making it one of
                 her best moves, not to mention its confusing potential.

  c) jumping - well, she just jumps and does basically the same attack
               as her crouching MK. You can use it to end an air combo,
               and/or to charge up your super meter but other than that
               I don't see any reason to do it. (it CAN counter some moves
               but don't rely on that)

  d) up - it looks like Sean's Ryuubi Kyaku, but then again more like
          Guy's heel K. Anyway, Roll just does an unorthodox-looking
          axe K in this move. I basically prefer the plain jumping HK
          to this move so maybe you should too.

* In a nutshell, her only moves worth using outside combos are the LPs
 (standing and crouching), MPs(standing and crouching), LKs(crouching and
 jumping), and HKs(all except crouching and "up").

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


* I'm not an avid Megaman fan and the only Megaman game I've ever played,
 and mastered, is Megaman(or Rockman) 3 on the NES. And this is the
 first time I got to meet Roll. My point? I'm not sure if these are the
 correct names for her moves so help me if you can...

1) Roll Buster - D,DF,F+P

       It's a fireball, alright, but it's NOT cheap! For starters, you
  can't rain an opponent with this move because it has a lame execution
  time compared to Ryu's and the others'. Second, you have to do the down-
  forward motion to do this move and that just makes it a lot more honorable
  compared to Megaman's HP-is-already-a-fireball. Finally, Roll's too
  weak to have any cheapy strategy and if ever some of you still think
  her moves are cheap, why don't you consider that as a compensation for
  her many disadvantages.

2) Bouquet Bomb - D,DB,B+P

       Roll pulls up a bunch of flowers from beneath her skirt(no wonder
  they explode) and throws it at an arc depending on which P you used.
  LP will make her throw high yet with short range. MP will make you apply
  the standard arc and distance of your throw while the HP will just
  throw at a 10degree arc but this move reaches ALMOST across the screen.

3) Item Call - D,DB,B+K

       Some nutcase with legs falls from the sky, opens his head, and
  out pops an item depending on which K you used. LK will yield a Megaball
  while the MK and HK will yield a Tornado Hold and a Leaf Shield repectively.
  This item falls on the ground and you have to walk to it to be able
  to pick it up. Once that is done, refer to the next move.

4) Item Use - D,DF,F+K

  a) Megaball - you drop a pink-and-blue ball on the ground and nothing
                happens. What to do? Kick it! The ball will bounce back
                about three times on the sides of the screen and hopefully
                hit the opponent in the process.

  b) Tornado Hold - Roll drops some kind of propeller on the ground and
                    in an instant a mini-tornado is formed, Inflicting
                    some four hits of damage. Best done after a slide
                    K and before a corner air combo.

  c) Leaf Shield - a circle of leaves suddenly surround you in an attempt
                   to make you invulnerable to ANYTHING as long as that
                   anything doesn't combo. You can also repeat the item
                   use code to launch your leaves, and even do it on the
                   rooftop.

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


1) Hyper Roll - D,DF,F+2P

       She turns all white, grows up to be taller than the average MVC
  player, and unleashes a number of attacks, namely, a lightning bolt
  from her antennae, which is the ONLY useful and damaging aspect of this
  super, a lot of powered-up robo animals, and pairs of giant missiles
  that come from her ... well ... *blush* see for yourself! I bet you
  won't notice her winking at YOU before and after the super, but she
  does! Use this super only on opponents trying to execute a jump-in
  or better yet a stomp because you'll NEED to connect the growing part
  of the super to get maximum damage.

2) Rush Drill - D,DF,F+2K

       Roll calls out, "Wush-y!" (meaning Rush, the robo-dog) and...
  boom! She's already in a drill-vehicle of some sort. Mash the buttons
  to increase number of hits and damge as well. This super has four
  main advantages: One, you are totally INVULNERABLE while doing this
  super and even a Shinkuu Hadouken won't land you a scratch, two, it
  does WAY too much chip, (not cheap) damage, three, you can turn around
  and nail any opponent who tries to jump his way out of your wrath,
  and four, you can add an LK-> HK-> air combo afterwards if you end
  up cornering the opponent (which is VERY likely)

3) Beat Plane - D,DB,B+2K

       Roll calls out, "Beat-ow!" and out comes this dumb-looking bump
  car with wings, loading our heroine in the process. You then HAVE TO
  mash the buttons since this super is practically useless if you don't.
  Mashing the Ps will let you fire a whole lotta low damaging, small
  sized fireballs while the Ks will yield missiles that don't fly; they
  just drop. Of course, you CAN(and should) mash both Ps and Ks to throw
  everything your flying bump car can. Oh, I forgot; you can, and again
  should, use the directions to control the Beat Plane while firing all
  its missiles. A good strategy would be to start the super, fire like
  crazy, and fly behind the opponent while firing to make sure he doesn't
  block all of it.

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


Universal Jump-in: HK - yes, that's all you should do to start a jump-in
                       combo. You may want to do a LK-> MK-> HK combo
                       to start a jump-in but, can the LK really hit
                       the opponent before he does something else?

* I don't usually include corner combos but with Roll, you'll need all
 the help you can get.
* a jump-in you MAY add while a dash-in you MUST add to any of these combos:

1. LP-> MP-> HP-> Roll Buster
2. LK-> MK-> D+HK-> Leaf Shield
3. LK-> MK-> D+HK-> Tornado Hold
  (in corner) -> HK-> UF-> LP-> LK-> MP-> MK-> HP throw-> HK-> Roll Buster
4. LK-> HK-> UF-> LP-> LK-> MP-> MK-> Roll Buster
5. (in corner) Rush Drill-> LK-> HK-> UF-> LP-> LK-> MP-> MK-> HP throw->
  HK-> Roll Buster

* sigh...no combos that end in supers, sorry.
* BUT, her Beat Plane can be linked to her Hyper Roll though you have
 to be extremely quick to pull it off.

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


Well, pull off all the combos I just taught you! If you block all day,
computer opponents will most likely do a dumb attack that'd leave them
open for a combo that ends in a super! If, however, they walk forward
for no reason, they're planning to throw you so do what you want to counter
that! Simple enough?

Oh, yeah, how to beat Onslaught:
First, cool-looking form: Hahaha! you're IMMUNE to his mega optic blast
                         so keep that in mind and run for him when he
                         does this move and repeatedly HP his foot(though
                         it looks a lot wackier if you use HKs, trust
                         me :D

Second, cheap@$$ form: jump and HK his face until you're all charged up
                      for a super then Hyper Roll or Beat Plane his face
                      and make his neck crack! Block right after your
                      every move to avoid his eye beams.

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


*Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers.

1. Use Iceman as a helper - You may replace him, but make sure the replacement
                           pretty much does the same thing---drop a lotta
                           $%#& from the sky! Using this kind of attack
                           can force the opponent to block, not knowing
                           the fact that you're already closing in for
                           a throw or a slide K-> Tornado Hold.

2. Remember her moves' main strategies

  a) Roll Buster - chip, chip, chip. That's the only thing this move
                   is supposed to do. Best done when jumping (not SUPER-
                   jumping) backwards.

  b) Bouquet Bomb - this is one of the I-didn't-see-it-coming moves I
                    was talking about. Throw a LOT of these in mid-air
                    whenever your opponent thinks he's safe on the ground.
                    Also a good "break" move to prevent you from landing
                    into an opponent's ground trap.

  c) Item Call - only for fellow Roll users(which is VERY rare) and
                 Megaman users as well. Use it to give them an item they
                 DON'T want to use(like a Megaball which in my opinion
                 is really useless) cause they CAN get what you dropped.

  d) Slide K (D+HK) - always follow this move up with something else,
                      preferably a Tornado Hold and again, if opponent
                      is cornered, follow up with an HK to air combo.
                      Tornado Hold is also the best thing to do after
                      this move is blocked because if its chipping damage.

  e) Hyper Roll - as mentioned above, use this super only on opponents
                  trying to execute a jump-in or better yet a stomp because
                  you'll NEED to connect the growing part of the super
                  to get maximum damage. Not to be done as air combo
                  ender or helper complement because it simply won't
                  work.

  f) Rush Drill - for even MORE chipping! The opponent will most probably
                  be able to block this, so chipping would be its main
                  thing. Are YOU the one being chipped by a team work
                  super? Never fear! Use this super and drill two birds
                  with one...drill!(sorry, that's the only word that fits)

  g) Beat Plane - if you seriously want to land a hit or two, no matter
                  how low damaging those hits are, (e.g whenever your
                  opponent has 1% life left), then use this super. You
                  won't get a chessy win cause you DID land a clean hit!
                  Added note: Never use any other super if you'd be
                  dealing with the Golden War Machine type cause this
                  is enough to make them crack.

3. Abuse your Jumping HK even if it doesn't have a very high priority

       Whenever you just don't know what to do, or whenever every attack
  of yours ends up being countered, pull yourself together while buying
  time using a ton of HKs while repeatedly super jumping. Not only will
  your supers get charged up in no time, you'll also be quite sure it'll
  take some time before he could think of a way to stop you, and by that
  time you've already thought of a way to stop HIM! If he tries to meet
  you in the air, switch to delivering a ton of HPs since it's these that
  can turn into an air throw when close enough.

4. Know which super to use

       I already told you the use of her supers, but just for a quick
  overview, her Hyper Roll is only for those who try to jump-in or stomp,
  the Rush Drill is for those who block all day and those who abuse the
  power of the team work super, and the Beat Plane is for finishing off
  a hopeless opponent and for those who can't block like Golden War Machine.

5. Never underrate Roll's weight-lifting strength

       Roll may be the weakest when it comes to delivering punches and
  kicks, (her hardest actually does equal damage to Ryu's jab!) but her
  throws, which lift the opponent and slam them on the ground, are just
  as damaging as any normal player's (e.g Ryu) throw in the game. Throwing
  with other players may be considered cheap, but with Roll, as I've
  mentioned time and again, there is NO cheapness! A good strategy would
  be to repeatedly tickle the opponent with your little attacks and close
  in for a throw when he least expects it. While it may be harder to
  land a throw with Roll in terms of distance required, it is definitely
  a whole lot harder to DETECT a Roll who's planning a throw. Most people
  would let Roll come close to be able to block and retaliate, not knowing
  the fact that Roll can easily throw them out of a block! If all else
  fails, repeatedly jump back and throw whenever someone gets close
  enough---and don't forget to follow up with an HK-> Roll Buster for
  a three-hit combo, ok?

6. Character-specific strategies:

Captain America - if there's anyone who could counter your air HKing strategy,
                 it's him. His jumping HP does a lot more damage, reaches
                 further, and all that without having to sacrifice
                 execution time. Don't be the first one to super jump,
                 as he would most likely meet you in the air with the
                 accursed HP. Stay on the ground, dash forward and back
                 and lure him to miss a standing HP cause that's when
                 you call on "Beat-ow" (though you have to be very quick
                 at that). Use a confuser's throwing strategy, guard
                 push his supers, and retaliate with a Hyper Roll.

Captain Commando - ahh...this captain must be dealt with in a rather
                  opposite manner than the first one. With this captain,
                  ALWAYS super jump and air block to avoid getting hit
                  by the heavily damaging Captain Corridor or the Captain
                  Sword super. Being able to block these would mean a
                  free Rush Drill for you. DON'T use a confuser's game
                  with this captain because he'll just Captain Corridor
                  you out of it.

Chunli - two problems: avoiding her launcher when you're air-borne and
        avoiding her low combo to Lightning K super when you're on dry
        land. Two solutions: never be the first to super jump and if
        you ever will, hit the HK button rapidly during the whole air
        trip. Second, dash to low combo to special and make use of my
        confuser strategy, but with extra care. Missing would prove fatal...

Gambit - just avoid his cheappy infinite(which you'd be probably immune
        to but, still, be prepared) and you'll be fine. That's the only
        thing he can do to beat you so if you've mastered the art of
        avoiding it, and everything he can do set you up for it, (like
        a launcher, a ramming helper, or a throw in the corner) then
        you'll be fine. He can be a good confuser but has his options
        limited to low attacks and throws so show-off YOUR confusing
        skills and win! (well, actually your confusing skills will also
        have the same limits as his but your throws will have lower
        precitability) He may use a rain of Kinetic Cards as a chip
        away strategy but that can easily be countered: Just dash right
        below him, and what else but Hyper Roll!

Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
      Then attack, attack, attack! He'll be wide open after just about
      ANYTHING he does so it's time to combo a dashing D+LK-> D+HK->
      Tornado Hold. Air combos will also work on him fine, just remember
      to hit him once before launching otherwise he won't budge. Hulk
      is big, but remember that all your supers make bigger look dumber
      rather than stronger. And don't underrate your standing HP cause,
      in certain positions, it can stuff any normal move he tries to
      pull off.

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

Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
         Let him use his X buster all he wants, while you constantly super
         jump and HK all the way. There'll be four kinds of Megaman
         users, and only two will you find challenging. The first one
         just hammers away with a stream of X busters that's easy to
         jump over and punish with a combo. The second one will always
         charge up his X buster and use it as part of an air combo. Just
         dash back and forth to confuse him into giving up that hold
         then welcome his fireball with a mid-air Bouquet Bomb. The third
         Megaman user would be using a rammer as a helper, slide kick
         you, and hope that you'll retaliate with a combo as he summons
         his helper afterwards. He'll surely get hit, but you'll be punished
         by his helper as well, giving him enough time for a Hyper Megaman
         super. Just don't counter the slide kick and wait for him to
         run out of helpers, THEN attack! The fourth, most challenging
         one would be a Megaman that X busters low, then X busters high,
         then low, then high, then you lose your sanity---WRONG!! Fight
         on! Block his low X busters and dash forward when he does the
         high one. Eventually you'd be near him. Time to use your confusing
         skills. If he manages to escape, which would only be possible
         via super jump, wait for him on the ground then launch with
         the all powerful and highly undetectable standing HK! By the
         way, don't worry bout his supers, just block and do your version
         afterwards.

Morrigan - will fight like you do, being a good confuser and all that.
          She will, however, have her options limited to low attacks
          and throws so show-off YOUR confusing throw skills and win!
          (well, actually your confusing skills will also have the same
          limits as hers but your throws will have lower precitability)
          If she does something you won't, namely raining you with air
          fireballs, Dash in and punish her with your Hyper Roll or
          launch her if you don't have the extra charged super bar.

Ryu - If he's using strategies found in my Ryu faq, then may the best
     confuser win! If he's not, you're in for a cheapy fireball game.
     Again, you'd be needing your invaluable jumping HK to chrage up
     your super, mid-air Bouquet Bomb his ground fireballs and dash-in
     to Hyper Roll his air fireballs wherever he may be.

Spiderman - Even his Maximum Spider has a high chance of getting countered
           by a Hyper Roll in progress so abuse that fact to your advantage.
           Master the art of rolling and you'll be avoiding his Crawler
           Assaults forever! His Ultimate Web Throw will be his only
           super that could counter a Hyper Roll but you can easily
           detect that. If he uses an air combo that knocks you down
           and falls right behind you as you get up, just hit the HK
           and launch him!

Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
               you to STAY in the corner when pitted against this teleport
               master. That way he wouldn't be able to use an Ouroboros-
               and-teleport-behind-you strategy. But with you in the
               corner, he'll try two things: combo you like crazy, wherein
               the guard push feature would prove most useful, and chip
               away some nice damage with his robo dog, which you should
               super jump to avoid and charge up your super meter. Use
               your helper whenever he jumps for you then launch him
               and air combo throw to HK-> Roll Buster. If he doesn't
               have a single super charged up yet, hell, forget all I've
               just said about him and engage in a confuser's game instead.

Venom - Just super jump and HK all the way and as you land, choose from
       two landing sites: as far away from him as possible to be able
       to continue super jumping and charging up your meter, or a little
       behind him so you could switch to delivering HPs which could out
       prioritize ANYTHING he whips up and give you an opportunity to
       do a D+LK-> D+HK-> Tornado Hold combo whether he blocks it or
       not. If he's able to block all of it, engage in a confuser's game
       but beware, he may not have an overhead but his throw allows him
       to combo you afterwards so get ready for that.

War Machine - Just block his ground combos, D+LK to combo his throw attemps,
             and do a dash in to Hyper Roll if he abuses his mid-air
             smart bombs. If he's dumb enough not to include his War
             Destroyer super in a combo, dash to Rush Drill him one moment
             after all his missiles are launched from his armor. I guarantee
             you the missiles will drop where you WERE before you dashed
             but you have to time it right, though. The Proton Cannon,
             if not done as an ender to a helper attack, would be easily
             detected and therefore super jumped from and punished with
             what else but a Hyper Roll. If your opponent doesn't make
             flaws like this, then you better stick to your good 'ol
             jumping HK to mid-air HP throws to do the trick.

Wolverine - until recently have I thought that Wolvie users (including
           me, once) were just plain good at it but now I know Wolvie
           was just too advantaged to be defeated by a mere above average
           player. I hate to be called cheap, so now I have stopped
           using Wolverine, and started taking him as a challenge to
           defeat with my Roll. There'll be two things any "challenging"
           Wolvie user would do: stomp you like crazy until you open
           up for a combo to super, or dash in like crazy also until
           you open up for a combo to super! With the first strategy
           you'll again have to utilize your Hyper Roll and your helper
           and mix them up so you wouldn't get too predictable. For the
           second strategy, you'll have to assess yourself. If you think
           you can pretty much predict what he's doing, then combo him
           if he tries to throw and use the guard push otherwise. If
           he doesn't give up and still dashes in like crazy, smile
           and surprise him with a risky but rewarding Hyper Roll to
           turn his healing factor off for good!

Zangief - Just charge up the way I've been telling you since the beginning
         of this section and guard push all his attacks so that he couldn't
         link them to a grapple or worse, SUPER grapple! He'll be using
         blocks much, so you'll just have to play a risky confuser's game
         with him. Remember that in a confuser's game, you'll have to
         succeed over him in a LOT of times before you can be at an advantage.
         One successful confuser from him and you're back to where you
         started, a draw. Whenever you're charged up and can't land a
         combo, just chip away with your every projectile including your
         Beat Plane's.


6. Strategies on secret characters:

Golden War Machine - Just block his ground combos, super jump from his
                    throw attemps, and do a sudden dash in to Hyper
                    Roll if he abuses his mid-air smart bombs. If he's
                    dumb enough not to include his War Destroyer super
                    in a combo, dash and give him a Rush Drill one moment
                    after all his missiles are launched from his armor.
                    I guarantee you the missiles will drop where you WERE
                    before you dashed but you have to time it right, though.
                    The Proton Cannon, if not done as an ender to a helper
                    attack, would be easily detected and therefore super
                    jumped from and punished with what else but a Hyper
                    Roll. If your opponent doesn't make flaws like
                    this, then you better stick to your good 'ol jumping
                    HK to mid-air HP throws to do the trick.

Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                        dealt with a confuser's strategy. This time she
                        can't use a rain of fireballs to annoy you because
                        she'll only have short range ones but still beware
                        her confusing skills and counter as you see fit.

Orange Hulk - Block, block, block! Eventually he'll grow impatient and
             hit you. Then attack, attack, attack! He'll be wide open after
             just about ANYTHING he does so it's time to combo a dashing
             D+LK-> D+HK-> Tornado Hold. You'll be needing this combo
             much to chip away some nice damage in case it turns out
             your opponent is a lot more patient than you are. Orange
             Hulk is big, but remember that all your supers make bigger
             look dumber rather than stronger.

Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
      MVC is survival of the fittest and Roll, as many would say, is
      not "fit". I'd choose her over Megaman anytime but I must admit
      I find the always-give-you-a-stupid-look boy much harder to defeat.
      Refer to my Megaman strategies for dealing with her and adjust
      them according to these added notes: One, Roll's X buster CAN chip
      some block damage but it would need a down to forward motion so
      it'll come out slow. Two, you can low block against her Hyper Roll
      and you wouldn't get a bruise. And three, all her other supers
      are easy to block and retaliate with your own afterwards.

Shadow Lady - Chunli minus the ability to combo a super but plus the
             ability to chip away with her butt missiles. Keep an eye
             out for your life bar cause these farts can cut it down
             to half without even you noticing. Don't super jump, as
             that would mean a free chip from those accursed butt bombs.
             If she's stupid enough to do it while you're on the ground,
             and up close then it's Rush Drill time! Anticipate her
             missle super and again use your Rush Drill to counter.
             She'll also be using a ramming helper to easily connect
             with her Big Bang Laser so you'll have to predict when
             she'll use it. Knowing all these, engage in a confuser's
             game and she'll definitely be the first to short-circuit.
                                                                      </pre><pre id="faqspan-2">
Venom's Carnage Mode - I really am not very observant on who takes more
                      damage than who but I definitely noticed the Carnage
                      Mode's belief in the quote, "The best defense is
                      a strong offense." (did I say it right?) Anyway,
                      Carnage Mode concentrates on speed and power, but
                      gives up stamina in return. Don't try a confuser's
                      game for him cause he's already confused!(heh)
                      Seriously though, his tremendous speed just gives
                      him the ability to jab his way out of any confusing
                      strategy you may have in mind. Let him combo you
                      like crazy, (while you block, of course), abuse
                      your guard push, and make him feel he's just another
                      big sucker for the Rush Drill!

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


Roll defeats Onslaught(!) and Dr. Light is very pleased. Roll is so happy
that she beat Megaman in this..."stage"(!) and has finally proven the
fact that she can also kick some metallic butt. She is given lots o' nice
upgrades by Dr. Light and so, I think, she permanently becomes Hyper Roll!
Megaman arrives after all's gone and realizes he has lost the race to
Onslaught. He then sheds a single tear, but that's still enough to make
me call him a ... CRY BABY!!! Hahahaha! (sorry)

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


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

Sir "O" ([email protected]) for the English translation of Roll's taunt
                          quote

http://blackhole.winsocket.com/dogshell/roll/ - for Roll's background
                                               song and its English
                                               translation

Doug Dlin - the real author of the song's English translation which I
           stumbled upon in the site above

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

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

v1.1 - added combos and credits

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


Please feel free to email me if there's something about Roll I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

Roll has the reputation(though I beg to disagree) of being the joke character
of MVC. She's known to have to weakest of attacks, the shortest of limbs,
and the lamest of combos. Hey, that's just all the more reason to USE her!
If she has such an awful reputation, then losing a game with her won't
be shame, but winning...ahhh glory! Remember that she is an experts choice,
and if you want to master her, you'll have to be prepared to spend a little
more than usual.

Roll's Cuteness:

999,999 out of a million Roll users (well, assuming there ARE a million,...)
choose Roll partly, mainly, or ONLY because she's sooooo cute! And since
that's the case, I've decided to add a semi-section on the little details
that take part in making Roll the cutest fighting game character ever!

1. Colors - LP: ribbon  - green
               hair    - gold
               dress   - red
               sleeves - grey
               socks   - grey
               shoes   - red

           MP: ribbon  - dark green
               hair    - blonde
               dress   - dark grey
               sleeves - grey
               socks   - grey
               shoes   - dark grey

           HP: ribbon  - red
               hair    - gold
               dress   - light pink
               sleeves - pink
               socks   - pink
               shoes   - light pink

           LK: ribbon  - dark green
               hair    - blonde
               dress   - dark grey
               sleeves - grey
               socks   - grey
               shoes   - dark grey

           MK: ribbon  - dark green
               hair    - blonde
               dress   - dark grey
               sleeves - grey
               socks   - grey
               shoes   - dark grey

           HK: ribbon  - white
               hair    - light yellow
               dress   - white
               sleeves - blue
               socks   - blue
               shoes   - white


2. Entrances -

  a) Rush(the robo-dog) enters the screen from the opponent's side with
     Roll sitting on it. Roll then hops down at her starting point.

  b) A mini Beat Plane enters the screen with Roll hanging on to its
     talons. Roll then lets go and drops exactly at her starting point.

  c) That nutcase who brings Roll her items is shown repeatedly opening
     then closing its head. Roll then kicks it to its senses, then it
     stops and looks left and right. Roll then fixes her ribbon a bit
     like in her taunt as that nutcase leaves the scene.


3. Taunt - Roll looks at her hair, fixes the knot of her ribbon a bit,
          and says, "Boku re nai wa?" which means, "Can't you hit me?"
          (!) My, my,... ain't she the cutest? ;)


4. In-game actions

  a) Hyper Roll - her head is still looking at her opponent, but her
                  eyes stray on you and then she winks. She does this
                  before and after she pours out all her energy to the
                  opponent.

  b) supers - Roll always kinda morphs before executing a super, and
              afterwards she has to "morph" back. Just one moment after
              she stabilizes and before you can control her again, she
              turns her back on you but still looks at you, gives a very
              happy look on her face, and raises one of her arms straight
              up with her hand opened while the other arm is pointing
              opposite direction.

  c) guard push - using both her wide-open hands, she pushes the opponent
                  with much force while raising one leg backwards, closing
                  her eyes, looking the other way, and leaving a trace
                  of pain in her face.

  d) time-over - she sits on the ground, knees together and feet apart.
                 (get it? like a top view of her would resemble a letter
                 "T" ?) Her hands hold her shins, and she starts crying
                 out loud. You'll notice her mouth is about half the size
                 of her face in this animation!


5. Background Song - "Kaze yo Tsutaete"
                    (Wind, Let Him Know)

* the words in ( ) are obviously the English translations while the words
 in [ ] ,I think, are just added to complete the sense in the English
 sentences and wasn't directly translated from Japanese.

                               I

                     Tsutaetai kono om oi
         (I want to let you know, know just what I feel)

                     Tomaranai modorenai
           (I'm not gonna stop, I can't ever go back)

                    Dakishimete Tsukamaete
          (I want you to hold me, want you to catch me)

                       Moh hanasanaide
                   (And never let me go...)

                              II

             Machi no akari Yureru om oi terashite
 (The lights of the city shine on the trembling thoughts I possess.)

             Hitogomi ni anata no Yasashisa kanjite
     (Even amid the crowds, I [clearly] feel your gentleness.)

                    Namida no ashiato sae
            (Before the tracks of tears [on my face])

                     Kiete shimau mae ni
             (Have a chance to [dry and] disappear)

                    Anata to ita jikan wo
              (Just once again, I want to be sure)

                   Moh inchido tashikamete
           (Of the time that I spent with you, [dear])

                             III

                    Aitakute samishikute
          ([Now] I want to see you, [cause] I'm lonely)

                 Nukum ori ga kienai yoh ni
       (So [I can be sure] that your warmth won't depart.)

                  Kono mune ga sakeru hodo
          (I want to feel it [now, want] it so badly)

                      Kanjite itakute
               (That it's breaking my heart.)


6. Winning Poses -

  a) Roll changes her outfit to that of a school girl, holds the straps
     of her back pack, and looks at YOU in a very, very cute way.

  b) The ever so reliable nutcase enters the screen, runs toward her,
     opens its head, and offers her flowers. Roll then picks up and smells
     these flowers in appreciation.

  c) Megaman comes running for Roll and does his taunt (THE most annoying
     taunt in the game! I personally make sure anyone who does that taunt
     to me gets a butt load of Shinkuus in his face) Roll then sheds
     some tears, but does not cry out loud.

  d) Megaman is flying the Beat Plane as he swoops down for Roll, making
     her skirt fly up. Roll holds her skirt back down and Megaman looks
     at you for approval. ($#%& you Megaman, you little...)

  e) Rush, being originally made for Megaman, is still loyal to his original
     master as he practically the same thing---make Roll's skirt fly!
     This time, however, he also projects a holographic image of a blabbing
     Dr. Light.

  f) Roll raises one of her arms, the other one resting on her bicep,
     (like a not-so-good sign) and yells a lot of Japanese words while
     raising one of her feet a little backwards.


7. Quotes -

  a) "Are you hurt? Maybe my doctor can fix you......"

  b) "Hehe...... I did it! Girl power!"

  c) "I didn't mean to hurt you badly!"

  d) "I should learn that absorption thing from Dr. Light."

  e) "I think you're due for an upgrade!"

  f) "Now all I need is my own series..."

  g) "Now how does Megaman do that absorption thing?"

  h) "See? I should have been in Power Battle!"


8. Pre-fight conversation with Onslaught:

  Roll     : "Don't get mad at me...... I'm just a girl!"
  Onslaught: "You shall be the first to fall, little one."


9. Partners you should really try, and why:

  Venom   - Venom has always been a good partner because of his "interactive"
            ending, but is especially wacky when it comes to Roll. This
            ending starts out just the same as Venom's normal ending,
            which features him(Venom) praising his partner and inviting
            him/her to be his tag teammate for their next adventures.
            But then after they both do their winning pose, the symbiote
            takes control of Venom and he starts saying gross things to
            Roll and that makes her cry.
          - additional reason: Try finishing the opponent with Venom
            doing a tag super; the resulting name? "Death Roll!" (Ha!)
          - another additional reason: for the obvious contrast: Venom
            being the scariest and most disgusting while Roll being the
            cutest and most adorable.

  Zangief - now, just you try his Double Final Atomic Buster with Roll
            and see her take part in the SLAM! (though I think she looks
            more like just trying to hold on for the ride of her life!
            hehe)

  Ryu     - this is strictly for an MVC expert only! Try executing a team
            work super and theennnnn....TAUNT!! TAUNT!! TAUUUUUNT!!!
            Bwahaha! Both do practically the same thing! Roll would look
            much like Ryu's daughter-student in this scene ;) But that
            does not come without strategy(!)...pull off a Shinkuu Tatsumaki
            Senpuu Kyaku (also activating Roll's Beat Plane) and manuever
            Roll into getting behind the opponent while he's being whacked
            by both Ryu's foot and the Beat Plane's projectiles then
            repeat the code for the Shinkuu Tatsumaki Senpuu Kyaku (which
            will now activate Roll's Rush Drill) and watch the opponent
            scream in sandwiched pain! But wait, if Roll's the daughter,
            then who's the mother? ;) That's simple: Roll has blonde
            hair right? She wouldn't have gotten that from Ryu, so it
            must've come from her mom! And who else in MVC is a blonde-haired
            babe, may I ask? (forgive my sick mind, ok?)

  Hulk    - well, just for the contrast of it. Imagine the biggest oaf
            in the game teammed up with the smallest doll. I think Roll
            here is just about as big as Hulk's foot!

  Megaman - no! I hate this team, mainly because I HATE Megaman and partly
            because I honestly think you'll lose if you choose them as
            a team (unless maybe if you go ULTRA cheap with the blue boy
            and take care of both your opponents!) Then why did I list
            Megaman here? Cause he and his sis looks plain cool in a tag
            super, nothing else.

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