X-MEN VS. STREET FIGHTER FAQ v0.4
for the Sega Saturn (import)
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Unpublished work Copyright 1998-2001 Chris MacDonald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 of Japan.  All Marvel characters
are (c) Marvel.


=================
TABLE OF CONTENTS
=================

1. BASIC CONTROLS
    - Basic Commands
2. CHARACTER MOVE LIST
    - Cammy
    - Chun-Li
    - Dhalsim
    - Gouki
    - Ken
    - Nash
    - Ryu
    - Vega
    - Zangief
    - Cyclops
    - Gambit
    - Juggernaut
    - Magneto
    - Rogue
    - Sabretooth
    - Storm
    - Wolverine
3. SECRETS AND TRICKS
4. COMBO PRIMER
5. MISCELLANEOUS
    - Translations
    - Revision History
    - Special Thanks


========================================================================
1. BASIC CONTROLS
========================================================================

  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


 LP  MP  HP      Light Punch         Medium Punch        Hard Punch

 LK  MK  HK      Light Kick          Medium Kick         Hard Kick


  qcf - d,df,f        hcf - b,db,d,df,f        360 - f,df,d,db,b,ub,u,f
  qcb - d,db,b        hcb - f,df,d,db,b        720 - 360 (x2)


  (air)     - the move can be done on the ground or while jumping
  x~x       - all possible ranges are allowed (ub / u / uf for example).
  Tech. Hit - this throw can be Tech. Hit out of.

  If you select Auto Mode, the gameplay changes somewhat:

 - You can press LP + LK to automatically perform your character's
   launcher when standing or crouching.  If it hits, you'll
   automatically jump up and perform a few attacks in the air.  This
   can be used to ignore the normal rule of combo progression (i.e.
   Cyclops can follow an MK with LP + LK to launch, even though his
   launcher is a standing MP).
 - You'll block all attacks and take reduced damage.  The only time
   when an attack will connect is if you've left yourself open (like
   being in the animation of a special move, etc.), or if it is a
   throw attack.
 - You can only store up to 2 levels of Hyper Combo power in your
   gauge.


------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------

Dash                    f,f / PPP
Backstep                b,b / b + PPP
Super Jump              d,u / KKK / u after a successful Launcher
Guard / Air Guard       Hold b / db  (air)
Advancing Guard         Tap PPP rapidly while guarding  (air)
Down Kaihi              b,db,d + P / K when reversed
Ukemi (Nage Nuki)       Press any direction but u + MP / MK / HP / HK
                        just as you are thrown  (Tech. Hit)
Reversal                Tap b / f + tap P / K rapidly when dizzied
Variable Attack         Press HP + HK
Variable Counter        b,db,d + HP + HK  (1+ level of power)
Variable Combination    qcf + HP + HK     (2+ levels of power)

- Advancing Guard doesn't reduce damage taken--it only attempts to
  create more distance between you and your enemy so you will take
  less hits / push yourself out of the line of fire.  It's wise to
  not always use it as it's possible to push yourself and then get
  hit by an attack.
- When you use any of the 'Variable' moves, you'll switch characters.
  Note that this doesn't always happen in the case of the V. Counter
  and V. Combination, if an ally is hit too early when they come in,
  or if their attack misses entirely.


========================================================================
2. CHARACTER MOVE LIST
========================================================================

Characters are listed alphabetically, SF players first, then Marvel
characters.  Special moves are written first, then any special abilites
that person has, then their Hyper Combos.  After that is a short list
of Variable Attack and combo information:

Aerial Rave Launcher :  What can be used to set up a S. Jumping Chain.
Ground Chain         :  The chain system used when standing / crouching.
Jumping Chain        :  The chain system used when jumping.
S. Jumping Chain     :  The chain system used when Super Jumping.
Aerial Knockdown     :  What attacks will knock down an enemy during
                        a Jumping Chain / Super Jumping Chain.
Flying Attack        :  What attacks cause an opponent to fly back when
                        hit.
Throws:                 What throws a character possesses.
Variable Counter     :  What attack a character will use during a
                        Variable Counter.
Variable Combination :  What attack you use during a V. Combination.

For more information on chains and combos, please refer to the 'Combo
Primer' section.


------------------------------------------------------------------------
CAMMY
------------------------------------------------------------------------

Axle Spin Knuckle              qcf + P
Cannon Drill                   qcf + K  (air)
Cannon Spike                   f,d,df + K
Cannon Revenge                 hcb + P
Cannon Strike                  qcb + K in air
Hooligan Combination           qcb + K, press MK / HK  (Tech. Hit)

2 Dan Jump                     Press ub~uf, then press ub~uf

Spin Drive Smasher             qcf + KK
Killer Bee Assault             qcb + KK  (air)

Aerial Rave Launcher :  Close Standing HK
Ground Chain         :  Weak to Strong Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HK, Cannon Strike
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        b / f + MP / MK / HP / HK  (air)
Variable Counter     :  Cannon Spike
Variable Combination :  Spin Drive Smasher

- If you don't press anything during the Hooligan Combination, Cammy
  will land with a sliding kick.  If you press MK or HK when Cammy is
  close to an opponent, Cammy will grab them and slam them to the
  ground.  Do this when Cammy's almost ready to land and she'll use
  a side throw instead.  Press it when she's not near her foe, and
  she'll land on her feet.  This move will hit jumping, standing, and
  crouching opponents.
- If hit during the Cannon Revenge, Cammy will counter with an attack.
  It's possible for her counterattack to miss, though, and she can't
  counter all attacks (in particular, projectiles).
- Note that Cammy has two sets of Punches and Kicks: one set is used
  when she's far away, and the other is used when she's closer.


------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------

Kikou Ken                      hcf + P
Sen'en Shuu                    hcb + K
Hyakuretsu Kyaku               Tap K rapidly  (air)
Tenshou Kyaku                  Charge d,u + K

Yousou Kyaku                   Jump, d + MK
Kaku Kyaku Raku                df + HK
Kuuchuu Dash                   Jump, f,f / PPP
3 Dan Jump                     ub~uf (x3)
Sankaku Tobi                   Jump against a wall, press f
(short kick)                   Jump, u + LK
(front kick)                   Jump, f + HK

Kikou Shou                     qcf + PP
Senretsu Kyaku                 qcf + KK
Hazan Tenshou Kyaku            qcb + KK

Aerial Rave Launcher :  Standing HK
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK, Front Kick
Flying Attack        :  Taunt  (Chouhatsu)
Throws               :  b / f + MP / HP  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Kikou Ken
Variable Combination :  Kikou Shou
                        Senretsu Kyaku  (if you're using 2 Chun-Lis)

- The Sen'en Shuu and Kaku Kyaku Raku are both overhead attacks.
- Remember that performing a Super Jump counts as one of your jumps
  during the 3 Dan Jump (i.e., you can Super Jump, then jump twice
  in air, or jump three times starting from the ground).
- Chun-Li can injure a person with her taunt, but she cannot use it
  to kill them.
- During the Kikou Shou, the field around Chun-Li will absorb most
  Hyper Combo beam / projectile attacks.


------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------

Yoga Fire                      qcf + P  (air)
Yoga Flame                     hcb + P
Yoga Blast                     hcb + K
Yoga Teleport                  f,d,df + PPP / KKK  (air)
Yoga Teleport                  b,d,db + PPP / KKK  (air)

Drill Zutsuki                  Jump, d + HP
Drill Kick                     Jump, d + K

Yoga Inferno                   qcf + PP, direct d / u
Yoga Strike                    qcf + KK  (Tech. Hit)

Aerial Rave Launcher :  Standing MP
Ground Chain         :  None
Jumping Chain        :  Weak to Strong Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HK
Flying Attack        :  Close HK
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        db / df + MK / HK  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Yoga Flame  (MP version)
Variable Combination :  Yoga Inferno

- The Yoga Strike will only hit an airborne opponent.  However, take
  this literally--even if your enemy's feet are just off the ground,
  the Yoga Strike can connect, with proper timing!  It's even possible
  to catch Ryu out of his Senpuu Kyaku with it!
- Dhalsim can also interrupt one Drill Kick with another or with the
  Drill Zutsuki.
- Dhalsim has an automatic teleportation ability that he'll use to
  avoid being floored or when he's been hit by an Aerial Rave combo
  that didn't end with a 'finisher'.  You can't use it manually.
- Like Cammy, Dhalsim has a different set of Punch and Kick attacks
  depending on his distance from his opponent.


------------------------------------------------------------------------
GOUKI
------------------------------------------------------------------------

Gou Hadou Ken                  qcf + P
Zankuu Hadou Ken               Jump, qcf + P
Tenma Kuujin Kyaku             Jump, qcf + K
Gou Shouryuu Ken               f,d,df + P
Ashura Senkuu                  f,d,df / b,d,db + PPP / KKK
Tatsumaki Zankuu Kyaku         qcb + K  (air)

Zugai Hasatsu                  f + MP
Senpuu Kyaku                   f + MK
(split kick)                   Jump, u + MK
(single kick)                  Jump, u + HK

Messatsu Gou Hadou             qcb + PP
Messatsu Gou Shouryuu          qcf + PP
Tenma Gou Zankuu               Jump, qcf + PP
Shun Goku Satsu                LP,LP,f,LK,HP

Aerial Rave Launcher :  Crouching HP
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK, Single Kick, Zankuu Hadou Ken
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Gou Shouryuu Ken
Variable Combination :  Messatsu Gou Hadou

- The Zugai Hasatsu is an overhead attack.


------------------------------------------------------------------------
KEN
------------------------------------------------------------------------

Hadou Ken                      qcf + P  (air)
Shouryuu Ken                   f,d,df + P  (air)
Tatsumaki Senpuu Kyaku         qcb + K  (air)

Inazuma Kakato Wari            f + MK
(split kick)                   Jump, u + MK
(single kick)                  Jump, u + HK

Shouryuu Reppa                 qcf + PP
Shinryuu Ken                   qcf + KK, tap K rapidly

Aerial Rave Launcher :  Crouching HP
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK, Single Kick, Hadou Ken, Shouryuu Ken
Flying Attack        :  Standing HK
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Shouryuu Ken  (HP version)
Variable Combination :  Shouryuu Reppa
                        Shinkuu Hadou Ken  (if Ken's partner is Ryu)

- Ken's Inazuma Kakato Wari is an overhead attack.


------------------------------------------------------------------------
NASH
------------------------------------------------------------------------

Sonic Boom                     Charge b,f + P
Somersault Shell               Charge d,u + K
Moonsault Slash                Jump, u,uf,f + K

Spinning Back Knuckle          f + HP
Jump Sobat                     b / f + MK
Step Kick                      b / f + HK

Sonic Break                    qcf + PP, tap P rapidly
Crossfire Blitz                qcf + KK
Somersault Justice             qcb + KK

Aerial Rave Launcher :  Crouching HP
Ground Chain         :  Weak to Strong Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Somersault Shell
Variable Combination :  Somersault Justice

- You can perform the Moonsault Slash just off the ground by entering
  the controller motion while standing.  Note that it cannot be comboed
  from the ground, though.
- The Rolling Sobat is an overhead attack.


------------------------------------------------------------------------
RYU
------------------------------------------------------------------------

Hadou Ken                        qcf + P  (air)
Shou Ryuu Ken                    f,d,df + P
Tatsumaki Senpuu Kyaku           qcb + K  (air)

Sakotsu Wari                     f + MP
Senpuu Kyaku                     f + MK
(split kick)                     Jump, u + MK
(single kick)                    Jump, u + HK

Shinkuu Hadou Ken                qcf + PP  (air)
Shinkuu Tatsumaki Senpuu Kyaku   qcb + KK

Aerial Rave Launcher :  Crouching HP
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK, Single Kick, Hadou Ken, Tatsumaki
                        Senpuu Kyaku
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Hadou Ken
Variable Combination :  Shinkuu Hadou Ken

- The Sakotsu Wari is an overhead attack.


------------------------------------------------------------------------
VEGA
------------------------------------------------------------------------

Psycho Shot                    hcf + P
Psycho Field                   hcb + P
Double Knee Press              hcf + K  (air)
Head Press                     Charge d,u + K  (air)
Somersault Skull Diver         Press P after Head Press
Somersault Skull Diver         Charge d,u + P, (hold) P  (air)
Vega Warp                      f,d,df + P / K  (air)
Hikou                          qcb + KK  (air)

Psycho Crusher                 qcf + PP  (air)
Knee Press Nightmare           qcf + KK

Aerial Rave Launcher :  Standing HP
Ground Chain         :  Weak to Any Chain
Jumping Chain        :  Weak to Strong Chain
S. Jumping Chain     :  Weak to Strong Chain
Aerial Knockdown     :  HP, HK
Throws               :  b / f + MP / HP  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Double Knee Press
Variable Combination :  Knee Press Nightmare

- During the Psycho Crusher, Vega can absorb multiple-projectile HCs,
  like the Tenma Gou Zankuu, Sonic Break, or Yoga Inferno.


------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------

Double Lariat                  PPP, move b / f
(Quick) Double Lariat          KKK, move b / f
Air Double Lariat              Jump, (b / f) + PPP
Air (Quick) Double Lariat      Jump, (b / f) + KKK
Screw Piledriver               Rotate 360 + P  (air)
Banishing Flat                 f,d,df + P
Aerial Russian Slam            hcb + K  (Tech. Hit)
Flying Powerbomb               hcf + K
Atomic Suplex                  When close, hcf + K

Body Press                     Jump, d + HP
Double Knee Drop               Jump, d + MK
Headbutt                       Jump, u + MP
(long punch)                   Jump, f + HP
(elbow dive)                   Jump, d + MP
(elbow drop)                   f + MP
(instant dashing throw)        Hold MP / MK / HP / HK, f,f
(delayed dashing throw)        f,f, then MP / MK / HP / HK

Final Atomic Buster            Rotate 360 + PP

Aerial Rave Launcher :  Crouching MP, MP Throw
Ground Chain         :  None
Jumping Chain        :  None
S. Jumping Chain     :  Weak to Strong Chain
Aerial Knockdown     :  HK
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        db / df + MP / HP  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Flying Powerbomb (Atomic Suplex)
Variable Combination :  Double Lariat (increased range / more hits)

- During the Flying Powerbomb and Final Atomic Buster, Zangief has
  one-hit Super Armor.  See Juggernaut's section for more info. on
  how this works.
- Zangief can throw someone behind him during the Dashing Throw.  To
  do so, use the delayed version (f,f), then press b + MP / HP once
  you grab onto your opponent.  Zangief can also switch sides with
  larger opponents (like Juggernaut), by performing this version of
  the Dashing Throw but not pressing any buttons.  This also has a
  nice use as a fakeout since you can wait until Zangief lets go, then
  quickly attack or launch your enemy.


------------------------------------------------------------------------
CYCLOPS
------------------------------------------------------------------------

Optic Blast                    qcf + P  (air)
Optic Sweep                    f,df,d + P
Rising Uppercut                f,d,df + P, tap P rapidly
Cyclone Kick                   qcb + K
Running Neckbreaker Drop       f,f, then HP + HK  (Tech. Hit)
Rapid Punch                    f,f, then LP + LK, tap P rapidly

2 Dan Jump                     ub~uf,ub~uf
(eye blast)                    HP while standing or crouching
(alternate attacks)            Jump, db~df + any button but LP
(double fist)                  Press LP,LP
(double leg)                   Press LK,LK
(double kick)                  Press HK,HK

Mega Optic Blast               qcf + PP
Super Optic Blast              f,df,d + PP, direct  (air)

Aerial Rave Launcher :  Standing MP / Crouching MK
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK, Alternate Attack  (df + MP)
Throws               :  b / f + MK / HP / HK  (ground)
                        db / df + MK / HK  (ground)
                        b / f + HP  (air)
Variable Counter     :  Optic Blast  (LP version)
Variable Combination :  Mega Optic Blast

- Remember that performing a Super Jump counts as one of your jumps
  during the 2 Dan Jump (i.e., you can Super Jump, then jump once in
  the air, or jump twice starting from the ground).
- You can direct the Super Optic Blast in any of eight directions.
  It will rebound off the walls and ground, too.


------------------------------------------------------------------------
GAMBIT
------------------------------------------------------------------------

Kinetic Card                   qcf + P  (air)
Trick Card                     qcb + P
Cajun Slash                    f,d,df + P
Cajun Escape                   Charge d,u + P,P
Cajun Strike                   Charge d,ub~uf + K

Royal Flush                    qcf + PP

Aerial Rave Launcher :  Crouching HP
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK
Flying Attack        :  Standing HP
Throws               :  b / f + MP / MK / HP / HK  (ground)
                       b / f + MK / HK  (air)
Variable Counter     :  Kinetic Card
Variable Combination :  Royal Flush

- When using the Cajun Escape, you can press in the opposite
  direction while touching a wall to leap to the other wall before
  falling.  While falling, you can adjust your descent by holding
  back or forward.
- During the Cajun Strike, you can press in the opposite direction
  while touching a wall to leap to the other wall before attacking.


------------------------------------------------------------------------
JUGGERNAUT
------------------------------------------------------------------------

Avalanche Punch                f,df,d + P
Juggernaut Punch               hcf + P
Juggernaut Body Press          hcf + K  (air)
Nail Slam                      qcb + K  (Tech. Hit)
Cyttorak Power-Up              f,d,df + PP

(double punches)               Press LP,LP
(forward punch)                f + HP

Juggernaut Headcrush           qcf + PP

Aerial Rave Launcher :  Crouching HP
                        Standing HP  (versus an airborne opponent)
Ground Chain         :  None
Jumping Chain        :  None
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK
Throws               :  b / f + MP / HP  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Juggernaut Punch
Variable Combination :  Juggernaut Headcrush

- After using the Cyttorak Power-Up, the next attack you perform using
  Juggernaut will cause increased damage.
- Juggernaut has Super Armor, which means that he can be hit once
  and will not go into block stun.  Because of this, if he starts
  an attack and you hit him, he will be able to finish the attack
  unless you land another hit on him.  This also means that he has
  to be hit twice in order to launch him.  For characters with no
  ground chains, the window of time in which to hit him twice is a
  bit more lenient.  His armor is not effective against jumping
  HP or HKs, nor will it protect him from any ground knockdown attack
  (usually a crouching HK for most characters).


------------------------------------------------------------------------
MAGNETO
------------------------------------------------------------------------

E-M Disruptor                  hcf + P  (air)
Hyper Gravitation              hcb + K
Magnetic Force Field           hcf + K
Magnetic Blast                 Jump, u,uf,f + P
Hikou                          qcb + KK  (air)

Kuuchuu Dash                   Jump, direction + PPP

Magnetic Shockwave             qcf + PP
Magnetic Tempest               qcf + KK  (air)

Aerial Rave Launcher :  Standing MP or HK  (2nd hit) / Crouching HP
Ground Chain         :  Weak to Any Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK
Flying Attack        :  Standing HP
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        b / f + MP / MK / HP / HK  (air)
Variable Counter     :  E-M Disruptor
Variable Combination :  Magnetic Shockwave

- If Magneto is attacked while his force field is showing during the
  Magnetic Force Field, his enemy will be knocked away.  This defense
  only works against physical attacks and not projectiles.
- You can perform the Magnetic Blast just off the ground by entering
  the command while standing.


------------------------------------------------------------------------
ROGUE
------------------------------------------------------------------------

Repeating Punch                qcf + P  (air)
Rising Repeating Punch         f,d,df + P
Power Dive Punch               f,d,df + K
Power Drain
 - Aite no Nouryoku Kyuushuu   qcb + K  (air)
 - Nouryoku Shiyou             qcf + K after Kyuushuu
Kuuchuu Dash                   Jump, f,f / PPP
(diving kick)                  Jump, d + HK

Goodnight Sugar                qcf + PP

Aerial Rave Launcher :  Standing HK / Crouching HP
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK
Flying Attack        :  Standing HP, Taunt (Chohatsu)
Throws               :  b / f + MP / HP  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Repeating Punch
Variable Combination :  Repeating Punch  (higher hit count)

- You can use the Power Drain (Aite no Nouryoku Kyuushuu) or the
  Goodnight Sugar Hyper Combo to absorb an ability from your
  opponent, as listed:

    Cammy               Cannon Drill
    Chun-Li             Kikou Ken
    Dhalsim             Yoga Flame
    Gouki               Zankuu Hadou Ken and Shun Goku Satsu
    Ken                 Shou Ryuu Ken
    Nash                Sonic Boom
    Ryu                 Hadou Ken
    Vega                Psycho Shot
    Zangief             Screw Piledriver
    Cyclops             Optic Blast
    Gambit              Kinetic Card
    Juggernaut          Earthquake Punch
    Magneto             Hyper Gravitation
    Rogue               (nothing)
    Sabretooth          Berserker Barrage
    Storm               Whirlwind
    Wolverine           Berserker Barrage

  Note that both Wolverine and Sabretooth will give you the same
  ability.  As for Gouki, the Zankuu Hadou Ken can only be used while
  jumping.  If you have one level of Hyper Combo power stored, you can
  also use the Shun Goku Satsu (it's performed the same as Gouki--press
  LP,LP,f,LK,HP).  Don't forget that Rogue's stolen abilities aren't
  exactly like her opponent's.  For instance, her Optic Blast doesn't
  go in three directions, and she cannot perform the Shou Ryuu Ken
  in mid-air.  Her Screw Piledriver can be Tech. Hitted!
- Rogue can injure a person with her taunt, but she cannot use it
  to kill them.


------------------------------------------------------------------------
SABRETOOTH
------------------------------------------------------------------------

Berserker Claw                 qcf + P
Wild Fang                      hcb + P  (Tech. Hit)
Armored Birdie                 hcb + K

Sankaku Tobi                   Jump against a wall, press f

Berserker Claw X               qcf + PP
Weapon X Dash                  f,d,df + PP
Heavy Armored Birdie           hcb + KK

Aerial Rave Launcher :  Standing HP  (2nd hit) / crouching HP
Ground Chain         :  Weak to Any
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HK
Flying Attack        :  Standing MP, Crouching MK
Throws               :  b / f + MP / HP  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Berserker Claw  (enemy is stunned afterwards)
Variable Combination :  Berserker Claw  (yup, just a plain ol' Claw!)

- It's possible to trade hits with the Wild Fang, in which case your
  enemy will be hit but not thrown.  This will leave them stunned
  for a moment, so if you recover fast enough, you can get close and
  attack them.


------------------------------------------------------------------------
STORM
------------------------------------------------------------------------

Whirlwind                      qcf + P  (air)
Double Typhoon                 qcb + P  (air)
Lightning Attack               (direction) + MP + LK  (x3; air)
Hikou                          qcb + KK  (air)

Kuuchuu Dash                   Jump, direction + PPP
(air float)                    Hold ub~uf after jumping
(spark ball)                   Jump, (direction) + MP

Lightning Storm                qcf + PP  (air)
Ice Storm                      qcb + PP

Aerial Rave Launcher :  Standing HK / Crouching HP or HK
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK
Flying Attack        :  Standing HP
Throws               :  b / f + MP / MK / HP / HK  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Lightning Attack  (can redirect)
Variable Combination :  Lightning Storm

- You can redirect the Lightning Attack by pressing in any direction
  before or after Storm starts flying.  You can also start a new
  Lightning Attack during the old one.


------------------------------------------------------------------------
WOLVERINE
------------------------------------------------------------------------

Berserker Barrage              qcf + P, tap P rapidly
Tornado Claw                   f,d,df + P, tap P rapidly
Drill Claw                     (direction) + MP + LK

Sankaku Tobi                   Jump against a wall, press f
(claw slide)                   df + HP
(dive knee)                    Jump, d + MK
(repeated claw)                Jump, tap MP repeatedly
(double claw)                  Tap MP,MP
(double kick)                  MK, press MK if first one hits

Berserker Barrage X            qcf + PP
Weapon X                       f,d,df + PP

Aerial Rave Launcher :  Standing HK
Ground Chain         :  Hunter Chain
Jumping Chain        :  Hunter Chain
S. Jumping Chain     :  Hunter Chain
Aerial Knockdown     :  HP, HK
Flying Attack        :  Standing HP, Crouching HK
Throws               :  b / f + MP / HP  (ground)
                        b / f + MP / HP  (air)
Variable Counter     :  Berserker Barrage  (tap P for more hits)
Variable Combination :  Berserker Barrage X


========================================================================
3. SECRETS AND TRICKS
========================================================================

------------------------------------------------------------------------
ENABLE GOUKI
------------------------------------------------------------------------

Highlight any of the characters on the top row, then press Up.


------------------------------------------------------------------------
FIGHT GOUKI
------------------------------------------------------------------------

Get two Variable Combination finishes before the 6th match.  If you're
successful, your 6th match will be against someone and Gouki.


------------------------------------------------------------------------
PLAY WITH SF ZERO CHUN-LI
------------------------------------------------------------------------

Highlight Chun-Li, hold Start, then press any button.


------------------------------------------------------------------------
RANDOM SELECT
------------------------------------------------------------------------

During the character select screen, go to the extreme right or left
columns and hold Left or Right depending on which side your cursor is
on.  After a moment, the random select will begin.  If you change your
mind, press in any direction to end random select.


------------------------------------------------------------------------
SHARPEN SOUND EFFECTS
------------------------------------------------------------------------

In the Options menu, highlight Audio and press the R or L buttons to
turn on or turn off the sharp sound effects option.


------------------------------------------------------------------------
LOTS OF EXTRAS
------------------------------------------------------------------------

Beat the game on any difficulty level (whether you continue or not), and
you get the following extras:

- You can select the same character twice.
- The character color layout changes for most characters: C and Z will
  give you new colors.
- There are now more turbo speeds (up to 8 stars), and if you can
  even choose two negative speeds (denoted as diamonds).

Beat the game without having your or your partner die, and you get a
new option in the Options Menu:

- When activated, your Hyper Combo Gauge automatically refills when
  it is used, allowing for near-infinite use of attacks that cost
  HC power.  Note that this effects both characters, and the computer
  will take advantage of this sometimes.


------------------------------------------------------------------------
QUICK REMATCH
------------------------------------------------------------------------

After losing a match either against a friend or the CPU, the loser can
restart the same match by pressing or holding the L or R button when the
winner's quote screen starts to apear.  You'll know if it worked because
you'll hear a sound cue.


------------------------------------------------------------------------
BEAT UP YOUR OPPONENT
------------------------------------------------------------------------

After you defeat both of your opponents, you can press Start once you go
into your winning pose and be able to move around.  You can even attack
your opponent and use Hyper Combos, should you have any levels of energy
stored.  However, you cannot use any of the Variable Attacks, nor can
you use the L or R buttons.


========================================================================
4. COMBO PRIMER
========================================================================

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.

------------------------------------------------------------------------
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 Dhalsim, who has no ground chains, it's pretty handy (he can
link his crouching LP into a crouching LK).  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).

Then there's the new stuff, such as:

-----------------------------------------------------------------------
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 their
airborne and continue to combo them.  This doesn't work all the time,
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 Ryu's
crouching HK and then juggle them with a Shinkuu Hadou Ken, or after
an aerial rave, OTG them with an attack, then launch them, and keep
comboing.  Some characters can really play cheap with this--Gouki can
use his Shun Goku Satsu on someone and they'll remain on the ground
afterwards (and in this case, they can't roll away).  He can then
knock them upwards and perform an Aerial Rave, or even juggle them
up into the path of a Messatsu Gou Hadou or worse.


------------------------------------------------------------------------
TYPES OF CHAIN SYSTEMS
------------------------------------------------------------------------

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

The most limited of combo systems, this one 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 two-hit combo.


-----------------------------------------------------------------------
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.  You can always tell which attack is your launcher
because there will be a bright flash when the 'launch' occurs.  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.


-----------------------------------------------------------------------
Continuing an Aerial Rave
-----------------------------------------------------------------------

There are three basic ways to do this.  One is that, if your character
has a double or triple jump, you can use it to stay in the air longer
and keep hitting your opponent.  Secondly, if you have a multi-
directional Kuuchuu Dash (Storm and Magneto only), you can use it to
stay next to your opponent to continue attacking them.  The third
method can be performed by anyone, but it's trickier.  If you're able
to land before your opponent does, you can then keep them in air with
your launcher, or else jump or super jump back up to continue hitting
them.  In all cases (especially the last one), timing is crucial.


-----------------------------------------------------------------------
Aerial Rave Knockdowns
-----------------------------------------------------------------------

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 Ken, Launcher -> HK would make Ken's enemy fly to
the ground, off-screen.

Launcher -> LP -> HK would have the screen follow Ken's opponent as
he smashes into the ground.  Ken 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 button), 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 Cammy, you can
knockdown with her HP, but press HK and it will still connect as her
enemy plummets to the ground).  You may be thinking "well, not all
attacks cause a knockdown, but they still prevent me from doing
anything afterward, so it's still the same".  This isn't entirely
true.  For instance, Ken can finish an aerial rave with a Tatsumaki
Senpuu Kyaku, then peg his opponent with a Shou Ryuu Ken as he falls.
The key here is to just be creative and try to see what you can do
after a non-knockdown attack or special move.


========================================================================
5. MISCELLANEOUS
========================================================================

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

All translations were done by yours truly.  My Japanese is not that
great, so there are undoubtedly some mistakes.  Some translations were
also based on information contributed by readers to my other FAQs.

GENERAL
  Down Kaihi                        Down Evade
  Oiuchi                            Pursuit Attack
  Ukemi (Nage Meke)                 Tumble (Throw Escape)

CHUN-LI
  3 Dan Jump                        Three Level Jump
  Hazan Tenshou Kyaku               Supreme Mountain Ascension Kick
  Hyaku Retsu Kyaku                 Hundred Rending Kick
  Kaku Kyaku Raku                   Crane Leg Drop
  Kikou Ken                         Chi Fist
  Kikou Shou                        Chi Palm
  Kuuchuu Dash                      Mid-Air Dash
  Sankaku Tobi                      Triangle Hop
  Sen'en Shuu                       Spinning Circle Kick
  Senretsu Kyaku                    Thousand Rending Kicks
  Tenshou Kyaku                     Ascension Kick
  Yousou Kyaku                      Hawk Talon Kick

DHALSIM
  Drill Zutsuki                     Drill Headbutt

GOUKI
  Ashura Senkuu                     (God of Destruction) Air Flash
  Gou Hadou Ken                     Great Surge Fist
  Gou Shouryuu Ken                  Great Rising Dragon Fist
  Messatsu Gou Hadou                Great Surge Deadly Attack
  Messatsu Gou Shouryuu             Great Rising Dragon Deadly Attack
  Shun Goku Satsu                   Imprisoning Death Flash
  Tatsumaki Zankuu Kyaku            Tornado Sky Slashing Kick
  Tenma Kuujin Kyaku                Demon Air Blade Leg
  Tenma Gou Zankuu                  Demonic Great Sky Slasher
  Zugai Hasatsu                     Skull Destroyer

KEN
  Inazuma Kakato Wari               Lightning Flash Heel Split
  Shinryuu Ken                      Divine Dragon Fist
  Shouryuu Reppa                    Rising Dragon Renderer

ROGUE
  Power Drain
   - Aite no Nouryoku Kyuushuu      Absorb Enemy's Ability
   - Nouryoku Shiyou                Use Ability

RYU
  Hadou Ken                         Surge Fist
  Tatsumaki Senpuu Kyaku            Tornado Whirlwind Kick
  Sakotsu Wari                      Collarbone Split
  Senpuu Kyaku                      Whirlwind Kick
  Shinkuu Hadou Ken                 Vacuum Surge Fist
  Shinkuu Tatsumaki Senpu Kyaku     Vacuum Tornado Whirlwind Kick
  Shouryuu Ken                      Rising Dragon Fist

STORM
  Hikou                             Aviation
  Kuuchuu Dash                      Mid-Air Dash


------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------

 ----------------------------------------------------------------------
 James Morsbach                                      [email protected]
 ----------------------------------------------------------------------
  - For some minor corrections.

 ----------------------------------------------------------------------
 James Chen                  www.geocities.com/TimesSquare/Arcade/6645
                                                     [email protected]
 ----------------------------------------------------------------------
  - Various combo information borrowed from his arcade version FAQ.


 ----------------------------------------------------------------------
 Charles MacDonald                                   cgfm2.home.ml.org
                                                      [email protected]
 ----------------------------------------------------------------------
  - For discovering that the Juggernaut Body Press can be done in air.


------------------------------------------------------------------------
AUTHOR'S NOTE
------------------------------------------------------------------------

It's all about Dan Hibiki!  You can spot him in Apocalypse's stage in
one of the lower containers to the left, and in Storm's ending.  Ken
also has a quote where he says, "Yatta ze, Oyajiiii!", Dan's trademark
cry. :)

Also, two questions:  I've been searching for info. on Rogue's different
winning poses, which are supposedly selectable.  The most complete
information I could find on the Net was at N. Cheung's page:
(http://lynx.dac.neu.edu/n/ncheung/arcade/roguechange.html/).  However,
nothing I've tried seems to work on the Saturn version of this game.
If anyone knows how to select her different outfits, I wouldn't mind
hearing from you.

My other question is: is it just me, or does the 'new' color extra only
work for some characters?  I assume that X / A give you the normal
colors, Y / B give you the Auto colors, and Z / C give you the new
colors, but it doesn't seem to be that way with some characters.

That's it!

Unpublished work Copyright 1998-2001 Chris MacDonald