X-Men VS Street Fighter

       If you're looking for a good X men VS SF FAQ, and not just a regular
one with just special moves, then you've come to the right place! Send your
comments and corrections to:  [email protected].

       This is version 2.0, and there are some more bonuses, corrections,
and small adjustments. You can download this and other versions on AOL.

       In case you couldn't figure it out, this is a guide to Capcom's
awesome fighter, X-MEN VS STREET FIGHTER. This game is so good, I had to write
a FAQ on it. It plays like Marvel Super Heroes, except without the gems. Sorry for
getting this out so late after the grand release. I just had a lot of projects to do.
I just thought some people might want this or need it. This game should be
distributed to all of your local arcades by now.

       For the character profiles, the strategies I've included are what I
use. You don't have to follow these strategies, but those are the ways I play
them, and these strategies are partially based on opinion, but also facts.

       For my combos, some players get confused by the system. The little
things at the beginning like: SJ. or DS. D. means WHEN you are supposed to
be pressing the buttons, not to do them. Okay, say the SJ., which stands
for Super Jumping. If the combo is: D. Fp, SJ. Wp, SJ. Mp, SJ. Fp, then it
means to do a Ducking Fierce Punch, and Super Jump while pressing the buttons
in sequence, not to do the Ducking Fierce Punch, Super Jump, press Weak Punch,
land, Super Jump again, press Medium Punch, land, Super Jump once more and
press Fierce Punch. I'm sorry if I've offended anyone, just a note.

What's new in 2.0:

1) New section for normal moves
2) Cammy's Cannon Drill/Thrust Kick Super has correct name
3) Corrected motion for Magneto's Force Field
4) More combos
5) Corrected combos that didn't usually work
6) Tid bits of info
7) Corrected " Taunt " feature
8) All the taunts for each character
9) The colors for each character ( No Auto Block colors, sorry )
10) Rogue's air dash
11) Chun Li's Double Jump
12) Cyclop's Double Jump
13) Top Ten Cheapest things in X-Men VS SF List
14) The Stages
15) Corrected name for Ken's QCF, 3x Kicks Super
16) Zangief's Super Leaping Death Snatch
17) Corrected, Off the Ground instead of On the Ground
18) Akuma/Ryu's Dragon Punch, made a mistake on it. It is ( G ),
   not ( G/A )
19) Other corrections

What's in here:

1) The Cast of Characters
2) Key of moves
3) The Story
4) Features
5) Combos
6) Quick Reference Guide
7) The Characters and their moves,
  each described in detail
8) The best or useful normal moves for each character
9) Good teams and Duals
10) Top Ten Cheapest Things List
11) The Stages
12) Codes and stuff
13) Endings
14) Credits

The Cast of Characters
************************

For team X-MEN:

Magneto
Juggernaut
Storm
Rogue
Gambit
Sabretooth
Wolverine
Cyclops

For team Street Fighter:

M. Bison
Dhalsim
Cammy
Chun-Li
Charlie
Zangief
Ryu
Ken
Akuma

Key of moves
**************

U = Up
D = Down
B = Back
F = Forward
UF = Up forward
UB = Up Back
DB = Down Back
DF = Down Forward
Jab or Wp = Weak Punch
Strong or Mp = Medium Punch
Fierce or Fp = Fierce Punch
Short or Wk = Weak Kick
Mk = Medium Kick or Forward ( confusing )
Roundhouse or Sk = Fierce Kick
P = Any Punch
K = Any Kick
3x Punches= All Punches
3x Kicks= All Kicks
D. = Ducking
S. = Standing
J. = Jumping
SJ. = Super Jumping
DS. = Dashing
ADS. = Air Dashing
DP = Dragon Punch motion: F, D, DF
QCF = Quarter Circle Forward
QCB = Quarter Circle Backwards
HCF = Half Circle Forward
HCB = Half Circle Backwards
OTG = Off the Ground
( G ) = Can be done on ground
( A ) = Can be done in air
( G/A ) = Can be done on ground and in air

  Button Layout

     Jab   Strong Fierce
     ( )    ( )    ( )

     ( )    ( )    ( )
    Short Forward Roundhouse

The Story
***********

   Apocalypse has captured mutants and Street Fighters to
   create an army. Ryu and Cyclops form a team to get the
   captured mutants and Street Fighters back. M. Bison,
   Magneto, and others have their own goals.

Features
**********

  In the latest addition to the Capcom family, you pick out a pair of
characters from the wide selection. To win, you must eliminate BOTH of
the other player's characters, not just one. After you've cleared out
all the teams, you face Apocalypse. The partner who kills Apocalypse
fights his other partner, and then sees his ending. So you must be careful
to see who you want to beat the game with when you fight Apocalypse.

Dashing- Simply press F, F or 3x Punches.

Super Jumping- Press D, U quickly, or 3x Kicks.

Blocking- This is a no brainer, unless you've been in a hole for
          9 years. Just hold back for a standing block, hold down back
          for a ducking block, or hold back in the air for an air block.

Overheads- Some people have overheads. These ground based moves hit a guy
           that is down blocking. You must do a standing block. They do come
           in handy once in a while. You DON'T have to jump to do these.

Tag Team- Press FP and FK at the same time. The fighter leaving will be
          invincible, and the partner coming in will leap in kicking,
          and then taunt for about 2 seconds. The fighter coming in is
          vulnerable, and can be damaged, so be careful! The red portion
          of your bar will slowly regenerate for the character that is
          not fighting. If your opponent looks like he's waiting for you
          to switch, don't. He probably wants to waste you with a massive
          combo. If he sucks, switch. Switch often to regain lost energy,
          but not too often. He'll wise up and strike you during your taunt.
          If you keep playing with the same character and never switch, your
          character will die, and the other character will be alone to fend
          for himself. No Dual Supers, no Tag Counters, and less energy to
          fall back on. Strategically switch at the right time when your
          opponent attacks to counter him or combo a Tag with a move! I've
          had a lot of players play me that just keep tagging. Fortunately,
          I was Juggernaut. Whenever he switched, I'd block and Double Fist
          him during his taunt. If I had Super bar, I'd Headcrush him. The,
          funny thing is, he kept on doing it in a blind attempt to hit me
          at least once with it. He eventually lost.


Rolling- Like in Marvel Super Heroes and the Alpha series, this move
         helps to escape corner traps, cheap ticking, and is pretty good
         for a suprise attack or escape. Do a HCF to roll forward or a
         HCB to roll backwards after being knocked down or out of the air.
         When you do this it goes under most projectiles and you can pass
         through your opponent to the other side and attack! This can really
         save you, if you roll and avoid further damage off the ground.

         NOTE: You can't roll after the Flying Screen, which is when the
               opponent being hit by an air combo or certain Special moves
               zooms across the screen or up the wall in the corner very
               fast.

Reversals- These are the best moves that only masters can do! ( kind of )
           To do a reversal, do a special move RIGHT when you get up. Say
           you have one tiny pixel left of life. You are on the floor, and
           your opponent launches a fireball your way. You do a Shoryuken
           as soon as you get up and the fireball that was right on you
           passes through you because you did the Dragon Punch ( which passes
           through fireballs ) right when you got up. Another example is you
           are on the floor, and say, Wolverine jumps at you. He does a Jab
           and you COULD block it, but as soon as you get up, you nail him
           with a Gene Splice. See? Reversals can be very useful against
           cheese kills, ticks, and can sometimes just catch your foe by
           suprise!

Throws- Those mighty cheap throws are back! Just hold forward or back and
        press a Medium or Fierce button. Just to warn you, you can't block
        these! This time around they do less damage and have shorter range.
        All the characters have air throws, too!

Ticks-  The tick! No, not the big blue guy. The tick is one of the cheapest
        features to hit a fighting game. It started with SF2. To do a tick,
        just hit the enemy, and if they block it, throw them! These do have
        limitations though. Throws have shorter range so it's harder to tick
        them. The opponent can push you away with a Push or even do a Tag &
        Counter on you. They could even throw you by holding back and tapping
        the Fierce button before you can throw them. They might possibly not
        even block the attack, and counter it or get hit by it on purpose to
        throw you! The throw can also be softened. Although there are many
        ways to avoid a tick, many people don't do a thing about it and just
        assume I won't throw them. Some people just don't learn after a few
        of these either. And if they decide to let themselves be hit to throw
        me, I just combo the move to kill them. I can only do this when I
        KNOW they've learned there lesson and want to do this. The tick is
        " cheap " and good to do, but use in moderation.

Throw Softening- This move is great to do! Simply do a throw motion
                 while being thrown. You will shake out of it and land on
                 your feet, lessening the damage greatly. You can't soften
                 special move throws, though. It's usually very useful.

Taunt- This move is useless, except for making your opponent angry and
       feeding your ego. Just press start. It can be used infinitely.

Push- Press 3x Punches while you are blocking a move. This will simply
      push the opponent away, preventing ticks and traps. A fairly useful
      move, but use in moderation.

Tag & Counter- This is a VERY useful move. B, DB, D, any punch while you are
               blocking a move. Your partner will come in and take a crack
               at your opponent, countering him! Your partner will stay in
               the battle and your current character will exit. This is a
               good way to switch without risking damage. Unfortunately, it
               takes away from your Super bar. Similar to Alpha Counters.

Special Moves- By doing standard Capcom motions ;), a move that will inflict
               good damage or that's useful will be executed. These are what
               really make Capcom games shine. Usually the strength of the
               button determines the direction, speed, or other variable of
               the special move. These do block damage, which means it still
               damages the enemy just a tiny bit even if they block it. Even
               though block damage isn't a sufficient way to kill people, it
               does come in handy sometimes. Usually, block damage does
               about the same as a Jab.

Super Bar- This wonderful feature makes quick kills and surviving easier.
           It enables you to do Supers, Duals, and Counters. It slowly
           builds up ( well, not always slowly ) whenever you attack, get
           hit, and especially when you do a Special move. I was informed
           that the Super Bar also gives you greater defense against
           Super Moves.

Super Moves- Ah yes.... the mighty Super moves. These moves can do vast
             amounts of damage, but don't do something dumb like throw a
             Super Fireball at a character with lots of energy and have
             them block it. These take up 1 level of your super bar. If
             your Super move connects, then most of the time pressing
             the buttons rapidly will equal more hits. Some moves do not
             increase hits when the buttons are hit. These do block damage
             like special moves. If you finish them off with these, there
             is a neat effect. If you do it with an X-Men character, there
             is a huge X and purple flash. If you finish them off with a SF
             character, then there is a huge yellow and white sunburst effect
             like in the Alpha series. Some Supers have big flags that warn
             you that they're gonna come, so watch for them, like when
             Cyclops folds his arms before he does his Mega Optic Blast.

Dual Supers- To do a Dual Super, simply do a QCF with FP & FK. You need at
             least a Level 2 bar to this. These are extremly deadly, but some
             Duals just don't work well together. Try to get Duals with two
             projectiles in it or one body attack and one projectile. Be very
             careful as the character coming IN pauses for a while before
             unleashing his/her attack. One example is my fav team of Akuma
             and Juggernaut. If you do the Dual with Akuma on the screen,
             Akuma will immediately throw the fireball and as they're getting
             pummeled Juggernaut will Headcrush 'em. However, if you do the
             Dual with Juggernaut on the screen, Juggernaut will pummel the
             foe with the Headcrush, and they will fly away and the fireball
             will miss!

 Combos
********

Two-in-Ones
-------------

      The classic method of combos. These add the spice to a move.
 Simply do a Special move in the middle of a regular move to cancel
 the rest of the animation and do the special move. These can be blended
 with all types of combos. You might want to know this if you want powerful
 combos to beat up opponents. All moves can be cancelled into a special move.

Chain Combos
--------------

      Sometimes called the Magic Series, these bad boys can take out a lot
 of energy from your opponents bar. Each character is limited to their own
 extent, so these combos may not always work. You can always start with a
 Jab, and work your way up. Characters like Juggernaut and Zangief are very
 limited, but guys like Ryu and Cyclops can dish out many hits. One chain
 with Ryu is a ducking WP, ducking MP, and a ducking FP. The ducking FP is a
 Pop Up, which can lead to more hits, as explained below.

Air Combos
------------

      Air Combos can do vast amounts of damage if blended well with other
 moves. To start one, you must do a Pop Up move. These moves knock your
 opponent up into the air, so you can Super Jump at them and start hammering
 away! A lot of the Pop Ups are different. Some knock the enemy very high
 up, medium, or knock them a tad up. Some of them also hit the enemy away at
 different angles. Air Combos are just Chain Combos in the air. After you
 super jump, you must press a sequence of buttons. You can start with Jab or
 Short, the lowest buttons, and work your way up to a Fierce button. The
 fierce button ( as in Roundhouse or sometimes Fierce ) usuallly sends the
 opponent flying! It is different for some characters. The order for this
 sequence is different for each character, which I have come to conclude.
 You can tag a special move on to the end instead of a Fierce button, doing
 more damage. You can also jump in with a Chain Combo, and start to work your
 way to a Pop Up move. If you are able to successfully mix a Jumping Chain,
 a Standing Chain, and an Air Combo, then you can dish out a helluva damaging
 combo. Some may find it difficult to Super Jump soon enough to Air Combo.
 You only have to press UP after any Pop Up, not Down, Up. If you know you're
 gonna do a Pop Up, then just get ready to press up and the buttons for your
 combo. Practice makes perfect. Just be sure you do the jump early, for at
 the peak of their" flight " they recover and they can attack you or block
 again. Some Pop Ups and moves don't always go smoothly, so just learn its
 timing and practice a lot. Some guys seem to act heavier and fall faster and
 not being sent up that high by hits when compared to other guys, so some
 things might not work on certain characters because of their light or heavy
 weight. Big guys won't really budge after a hit, so that means more possible
 hits than on a small character.

Off the Ground Combos
--------------------

      These combos are basically hitting/juggling opponents off the
 floor. As you may have noticed, you can hit opponents when they're on
 the floor, unlike in Street Fighter games. Start with an attack and link
 it to another attack, whether it be special or regular. With most of
 the characters, you can chain buttons together. Wolverine for example,
 can link buttons together. You may even be able to chain moves in to
 Pop Ups. Wolverine can dash in and do a ducking Wk to start, ducking Mp
 to hit them in to the air, and a standing Fk to launch them up for an
 Air combo. These moves are basically juggle combos, but not quite.
 These come in handy even if you don't do a combo, like bashing a fallen
 character with a Juggernaut Punch or Berserker Barrage.

Juggle Combos
---------------

      Juggle Combos aren't exactly the best kinds, but they are
 pretty powerful. Unlike in Marvel Super Heroes, you can juggle the
 foe easily after a throw. Juggle combos are just hitting them while
 they are helpless in the air. One example is Ken doing a ducking
 Roundhouse in to a Hurricane Kick. The sweep will make them fall back
 in to the air, and you follow them with a Hurricane Kick juggling them.
 Another example is Juggernaut doing a Mp throw. They bounce off the
 floor, and Juggernaut punches them as they are in the air. Juggle combos
 aren't hard to do, and they are powerful too.

Quick Reference Guide
***********************

Team Street Fighter

* Ryu

Special Moves

 Hadoken/Fireball - QCF, any punch ( G/A )

 Tatsu-maki-senpu-kyaku/Hurricane Kick - QCB, any kick ( G/A )

 Shoryuken/Dragon Punch - DP, any punch ( G )

 Collarbone Breaker - F, Strong ( G )

 Hop Kick - F, Forward ( G )

 Jumping Side Kick - U, Roundhouse ( A )

Super Moves

 Shinkuu Hadoken/Super Fireball - QCF, 3x Punches ( G/A )

 Shinkuu Tatsu-maki-senpu-kyaku/Super Hurricane Kick - QCB, 3x Kicks ( G )

* Ken

Special Moves

 Hadoken/Fireball - QCF, any punch ( G/A )

 Tatsu-maki-senpu-kyaku/Hurricane Kick - QCB, any kick ( G/A )

 Shoryuken/Dragon Punch - DP, any punch ( G/A )

 Crazy Kick - F, and Forward ( G )

 Jumping Side Kick - U, Roundhouse ( A )

Super Moves

 Shoryreppa/Rising Dragon Wave - QCF, 3x Punches ( G )

 Shinryuken/Vertical Dragon Wave - QCF, 3x Kicks ( G )

* Akuma

Special Moves

 Go-Hadoken/Great Fireball - QCF, any punch ( G )

 Zanku-Hadoken/Air Fireball - QCF, any punch ( A )

 Tatsu-maki-zanku-kyaku/Hurricane Kick - QCB, any kick ( G/A )

 Go-shoryuken/Great Dragon Punch - DP, any punch ( G/A )

 Ashura-senku/Teleport - DP, 3x Punches or 3x Kicks ( G )

 Dive Kick - QCF, any kick ( A )

 Overhead Chop - F, Strong ( G )

 Hop Kick - F, Forward ( G )

 Jumping Side Kick - U, Roundhouse ( A )

Super Moves

 Messatsu-go-hadoken/Super Fireball - QCB, 3x Punches ( G/A )

 Messatsu-go-shoryuken/Rising Dragon Wave - QCF, 3x Punches ( G )

 Tenma-go-zanku/Super Air Fireball - QCF, 3x Punches ( A )

 Shun-goku-satsu/Demon Rage - Wp, Wp, Wk + Forward, Fp ( G )

* Chun Li

Special Moves

 Kikoken - HCF, any punch ( G )

 Lightning Kick - press any kick rapidly ( G/A )

 Rising Bird Kick - Hold down for 2 seconds, up and any kick ( G )

 Axe Kick - HCB, any kick ( G )

 Head Stomp - D, Forward ( A )

 Neck Breaker - DF, Roundhouse ( G )

Super Moves

 Kiko-Sho - QCF, 3x Punches ( G )

 Sen-retsu-kyaka/Chaos Kick - QCF, 3x Kicks ( G )

 Super Spinning Bird Kick - QCB, 3x Kicks ( G )

* Cammy

Special Moves                             +

 Cannon Drill - QCF, any kick ( G/A )

 Thrust Kick - DP, any kick ( G )

 Spinning Knuckle - QCF, any punch ( G )

 Dive Kick - QCB, any kick ( A )

 Hooligan Jump - QCB, any kick ( G )

 Cannon Counter - QCB, any punch ( G )

Super Moves

 Spin Dive Smasher - QCF, 3x Kicks ( G )

 Maximum Cammy - QCB, 3x Kicks ( A )

* Charlie

Special Moves

 Sonic Boom - Hold back for 2 seconds, forward and any punch ( G )

 Flash Kick - Hold down for 2 seconds, up and any kick ( G )

 Blade Slice - U, UF, F, any kick ( A )

Super Moves

 Sonic Break - QCF, 3x Punches ( G )

 Somersault Justice - QCB, 3x Kicks ( G )

 Crossfire Blitz - QCF, 3x Kicks ( G )

* Zangief

Special Moves

 Spinning Lariat - 3x Punches ( G/A )

 Short Spinning Lariat - 3x Kicks ( G/A )

 Spinning Piledriver - 360 degrees, any punch ( G/A )

 Siberian Suplex - 360 degrees, any kick ( G ) ( close )

 Siberian Bear Crusher - HCF, any kick ( G ) ( close )

 Leaping Air Slam - HCB, any kick ( G )

 Banishing Punch/Green Glove - DP, any punch ( G )

 Elbow Slam - F, Strong ( G )

 Elbow Drop - D, Strong ( A )

 Body Splash - D, Fierce ( A )

Super Moves

 Final Atomic Buster - 360 degrees, 3x Punches ( G )

 Leaping Death Snatch - QCF, 3x Kicks ( G )

* M. Bison

Special Moves

 Psycho Shot - QCF, any punch ( G )

 Scissor Kick/Demon Knee Press - HCF, any kick ( G/A )

 Head Stomp - Hold down for 2 seconds, press up, any kick, punch ( G )

 Demon Fist - Hold down for 2 seconds, press up, any punch, punch ( G )

 Delayed Spark - QCB, any punch ( G )

 Flying - QCB, 3x Kicks ( G/A )

 Bison Warp - DP or reverse DP, any button ( G/A )

Super Moves

 Psycho Crusher - QCF, 3x Punches ( G/A )

 Demonic Knee Press Nightmare - QCF, 3x Kicks ( G )

* Dhalsim

Special Moves

 Yoga Fire - QCF, any punch ( G/A )

 Yoga Flame - HCB, any punch ( G )

 Yoga Blast - HCB, any kick ( G )

 Yoga Teleport - DP or backwards DP, 3x Kicks or 3x Punches ( G/A )

 Yoga Spear - D, any kick ( A )

 Yoga Torpedo - D, Fierce ( A )

Super Moves

 Yoga Inferno - QCF, 3x Punches ( G )

 Yoga Strike - QCF, 3x Kicks ( G )

Team X-Men:

* Magneto

Special Moves

 EM Disrupter - QCF, any punch ( G/A )

 Hyper Gravitation - HCB, any kick ( G/A )

 Magnetic Blast - U, UF, F any punch ( A )

 Flying - QCB, 3x Kicks ( G/A )

 Force Field- HCF, any kick ( G )

Super Moves

 Magnetic Shockwave- QCF, 3x Punches ( G )

 Magnetic Tempest- QCF, 3x Kicks ( G/A )

* Juggernaut

Special Moves

 Juggernaut Punch - QCF, any punch ( G )

 Earthquake - QCB, any Punch ( G )

 Body Splash - HCF, any kick ( G/A )

 Super Taunt Throw - QCB, any kick  ( G )

 Power Up! - DP, 3x Punches ( G )

 Object - D, D, 3x Punches ( G )

 Double Fist - F, Fierce ( G )

Super Moves

 Juggernaut Headcrush - QCF, 3x Punches ( G )

* Cyclops

Special Moves

 Optic Blast - QCF, any punch ( G/A )

 Ground Blast - QCB, any punch ( G )

 Gene Splice - DP, any punch ( G )

 Clothesline - Dash, Fierce and Roundhouse ( G )

 Cyclops Kick - QCB, any kick ( G )

 Fatal Flurry - Dash, Jab and Short, then punch rapidly ( G )

Super Moves

 Mega Optic Blast - QCF, 3x Punches ( G )

 Geometric Blast - QCB, 3x Punches ( G/A )

* Wolverine

Special Moves

 Drill Claw - Strong and Short ( G/A )

 Tornado Claw - DP, any punch ( G )

 Berserker Barrage - QCF, any punch ( G )

 Dart Kick - Down and Medium Kick ( A )

 Slide - DF, Fierce ( G )

Super Moves

 Berserker Barrage X - QCF, 3x Punches ( G )

 Weapon X - DP, 3x Punches ( G )

* Sabretooth

Special Moves

 Berserker Claw - QCF, any punch ( G )

 Jumping Grab - DP, any punch ( G )

 Birdie Gun - QCB, any kick ( G )

Super Moves

 Berserker Claw X - QCF, 3x Punches ( G )

 Saber X - DP, 3x Punches ( G )

 Armed Birdie - QCB, 3x Kicks ( G )

* Gambit

Special Moves

 Kinetic Card - QCF, any punch ( G/A )

 Upwards Card - QCB, any punch ( G )

 Cajun Strike - Hold down for 2 seconds, press up, any punch, then
                punch or kick ( G )

 Cajun Escape - Hold down for 2 seconds, press up, any kick ( G )

 Cajun Slash - DP, any punch ( G )

Super Moves

 Royal Flush - QCF, 3x Punches ( G )

* Rogue

Special Moves

 Multiple Punches - QCF, any punch ( G/A )

 Upward Punches - DP, any punch ( G )

 Kamikaze Drop - DP, any kick ( G )

 Power Stealing Kiss - QCB, any kick ( G/A )

 Stolen Power - QCF, any kick ( ? )

Super Moves

 Super Punches and Kiss - QCF, 3x Punches ( G/A )

 Demon Rage - Wp, Wp, Wk + Forward, Fp ( G )
     ( After kissing Akuma )

 Stolen Powers!

 Ryu - Hadoken
 Ken - Shoryuken
 Charlie - Sonic Boom
 Zangief - Spinning Piledriver
 Chun Li - Kikoken
 Cammy - Cannon Drill
 Dhalsim - Yoga Flame
 M. Bison - Psycho Shot
 Wolverine - Berserker Barrage
 Cyclops - Optic Blast
 Gambit - Kinetic Card
 Sabretooth - Berserker Claw
 Storm - Typhoon
 Juggernaut - Earthquake
 Magneto - Hyper Gravitation
 Akuma - Zanku-hadoken and Demon Rage

* Storm

Special Moves

 Typhoon - QCF, any punch ( G/A )

 Ground Typhoon - QCB, any punch ( G/A )

 Lightning Ball - Strong punch, control direction with joystick ( A )

 Shocking Charge - Strong and Short ( G/A )

 Flying - QCB, 3x Kicks ( G/A )

Super Moves

 Lightning Storm - QCF, 3x Punches ( G/A )

 Hail Storm - QCB, 3x Punches ( G )

* Apocalypse

Special Moves

 Mace Fist

 Lasers

 Missiles

 Energy Bolts

 Fist

 Earthquake

Super Moves

 Mega Drill

The Characters
****************

Character System

EXAMPLE
*******
Name: Pac Man ;)

Rating: Excellent, Great, Good, Average ( even though Average isn't used,
        I'm saving it if Dan is playable! ;] )
Power: 1-10
Speed: 1-10
Pop Ups: Put in a coin, and he will!
Type of
Chains: 1) Weak Start, Jab/Short -> Strong/Forward/Fierce/Roundhouse
        2) Weak to Fierce, Jab/Short -> Strong/Forward -> Fierce/Roundhouse
        3) Ultimate, Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
Good Partners: Ms. Pac Man, Pac Man Jr., Pac Baby
Colors: Yellow
Taunt: CHOMP!

Special Moves

 Chomp - U, D, B, F ( G/A )

     Good for eating pellets. Use with with Power Pellet to score big.

Super Moves

 Power Pellet - Chomp Power Pellet ( G/A )

     This move is GREAT! It keeps your opponents at bay, and gives
     you the power to devour them. This does a lot of damage to the
     ghosts. It kills them! They do come back after they switch with
     their partner for 1 second. The best move in the game!

The REAL Characters :)
*********************

Team Street Fighter:

Ryu

Rating: Great
Power: 7.5
Speed: 7.5
Pop Ups: Ducking FP
All Chains: Ultimate
Dash: He hops forward.
Good partners: Cyclops, Ken, Akuma
Colors: Punch - White Gi, Red Gloves, White headband
        Kick  - Black Gi, Yellow Gloves, Black headband
Taunt: Ryu adjusts his headband.
Switch: An average jump kick from the side. Fairly quick.

Special Moves

 Hadoken/Fireball - QCF, any punch ( G/A )

     Ryu's fireball is larger than him, this time around! This move is great
     for zoning and fireball wars. When it is done in the air, it still goes
     straight unlike Ken and Akuma. This can be helpful, but I usually prefer
     the diagonal fireball. It can be done multiple times in the air and
     that will result in good block damage and keeping the oppponent away.
     This move gives Ryu some air superiority that Ken lacks.

 Tatsu-maki-senpu-kyaku/Hurricane Kick - QCB, any kick ( G/A )

     This move is wonderful. With Ryu, it sends them flying in one hit.
     Unlike in Street Fighter games, this move doesn't leave you so
     vulnerable. When done in the air, it goes at a different arch that
     depends on when you do it. If you do it early, he'll go very high.
     If you do it at the peak of the jump, he falls down slower than usual
     kicking. If you do it late, he just falls while doing it. Good to do
     after someone switches and taunts. His has just a little less lag time
     at the end than Ken's.

 Shoryuken/Dragon Punch - DP, any punch ( G )

     A classic. Although this doesn't do multiple hits, you always get
     a good, solid amount of damage, unlike the risky multi-hitting version
     of Ken's or Akuma. This can't be done in the air, but is an unstoppable
     air counter or a suprise attack, but you descend a lot and that leaves
     you open for some nasty damage. Great air counter, and it sends the
     enemy flying! Careful for people who air block!

 Collarbone Breaker - F, Strong ( G )

     This one is like Akuma's, but it has more range. Ryu steps forward
     and punches downward. This is an overhead and it hits people who are
     blocking low. Don't use this a lot.

 Hop Kick - F, Forward ( G )

     Ryu hops forward and does a kick. This gives you a new chance to
     close in on the enemy after a few hits. This isn't an overhead,
     but it sure does come in handy.

 Jumping Side Kick - U, Roundhouse ( A )

     Ryu does the kick from the SF series when you jump straight up and
     press roundhouse.

Super Moves

 Shinkuu Hadoken/Super Fireball - QCF, 3x Punches ( G/A )

     This can do a good amount of damage even if they block it!
     A huge ray of death comes at your enemy and the damage is
     pretty darn good, too. Careful as it's easily avoided. Try to
     do it just a bit above the ground to insure some damage on
     those pesky Super Jumpers! ;)

 Shinkuu Tatsu-maki-senpu-kyaku/Super Hurricane Kick - QCB, 3x Kicks ( G )

     Although this move has medium range, it does a HECKA lot of
     damage. Jam on the buttons for more hits. Good for supremo
     block damage. Don't do this across the screen, because the
     vacuum effect of this move doesn't reach that far. You'll be
     very vulnerable if this doesn't connect. Great to do after a
     missed or blocked move that leaves the foe open. This move
     covers about a third of the screen's length.

 SHOTOKAN FURY!

     The best way for Ryu to start combos is with a Jump-In or Standing
     Chain. Link this with his Pop Up and Super Jump after your foe.
     After a few hits do any of his special moves for a good finish.
     Here are some combos for you to try out and variate.

     Classic Three Fierce Fireball: J. Fp, S. Fp, Hadoken

     Multi-Punch Combo: J. Wp, J. Mp, ( Jumping Chain ) DS. D. Wp, D. Mp
                       D. Fp ( Pop Up ), SJ. Wp, SJ. Mp, Shoryuken

     Brutal Chain: DS. S. Wp, S. Wk, S. Mp, S. Mk, S. Fk, D. Fp ( Pop Up ),
                   SJ. Wp, SJ. Mp, SJ. Fp

     Easy Damage: J. Fp, Shinkuu Hadoken ( A )

     Shinkuu Chain Combo: J. Wp, J. Mp, ( Jumping Chain ) DS. S. Wp, S. Wk,
                           S. Mp, S. Mk, S. Fk, D. Fp ( Pop Up ) SJ. Wp,
                           SJ. Wk, SJ. Mp, SJ. Mk, Shinkuu Hadoken

   A well rounded character that has everything you need to win. A good
projectile, air counters, good close up Super, a Super projectile, and
huge combos. Try to zone 'em with Hadokens and Jab Shoryukens. If a guy
wants to get in a fireball war with RYU ;), use a Super fireball to go
through their regular fireballs and counter them. Be patient and don't run
in to an opponent and start attacking. You could be countered. Ryu was made
and designed to play it tough, but not hasty like say, Wolverine. If you are
not that good at combos, then just play it safe with his special moves. If an
opponent misses a move or is open, don't attempt a combo if you aren't good
at them. Just use a Super or a Special. A good character for those partially
aggressive but counter happy players. A good all around character.

Ken

Rating: Great
Power: 7.5
Speed: 7.5
Pop Ups: Ducking FP
All Chains: Ultimate
Dash: He rolls! Pretty icky for Dash In combos.
Good partners: Sabretooth, Ryu, Akuma
Colors: Punch - Red Gi, Yellow Gloves
        Kick  - Blue Gi, Yellow Gloves
Taunt: Ken puts his hand on his face, waves his hand through his hair,
       gives you a thumbs up and says something like " Yat adde! "
Switch: Like Ryu's, an average jump kick that's fairly quick.

Special Moves

 Hadoken/Fireball - QCF, any punch ( G/A )

     Ken's fireball is one of the smallest in the game. Although
     small, it packs quite a punch. Good for fireball wars, but he
     pauses a bit longer than Ryu. When done in the air, it goes
     diagonal down, and is very useful. It keeps the enemy at bay,
     can be done multiple times while descending, and is good for
     those assaults from above. Watch out for characters who like
     to do a special move uppercut to pass through the Hadoken and
     hit you. Use this move occasionally to keep your foe guessing.

 Tatsu-maki-senpu-kyaku/Hurricane Kick - QCB, any kick ( G/A )

     A great move. Unlike Ryu, this does multiple hits. Press the button
     for an extra hit. This move is good to do as a fallen character is
     getting up. It will hit him in the back of the head if timed right,
     and if he successfully blocks it, the block damage will be decent and
     you will continue to fly away, and he will be sliding back from the
     kicks. When done in the air, it goes at a different arch that depends
     on when you execute it. If you do it early, he'll go very high kicking.
     If you do it at the peak of the jump, he falls down slower than usual
     kicking. If you do it late, he just falls while doing it. Good to do
     after someone switches and taunts, knocking them back and doing many
     hits. Usually better than a regular jump kick, unless you plan on
     blocking while descending. You pause for less than a second, but that
     can still make a difference in the heat of the battle.

 Shoryuken/Dragon Punch - DP, any punch ( G/A )

     This move is famous. If you do the Fierce version, Ken will be ignited
     in flames and do up to 3 hits! If all these connect, then it will do a
     lot of damage! The Jab version is good for a safe counter, and does a
     little less than Ryu's. Like Ryu, this can be done in the air, too. It's
     good for a suprise or a powerful air attack, but the descent leaves you
     way open if you miss or get blocked. This is Ken's best move. The Fierce
     version is powerful and engulfs the enemy, and you can try to juggle
     enemies in the corner with it and pester them. They can get out of it and
     hit you, so don't do too many. One or even two is fine and dandy. Don't
     counter air assaults with the Fierce version too much. They will block it
     and come down to hurt you while you descend. If you are lucky or are just
     good, you can counter them as you land, because most people try and throw
     you, so throw a punch to knock 'em back, or do this move again!

 Crazy Kick - F, and Forward ( G )

     Ken's overhead is the better of the three karate masters. He does
     a swirvy kick that psyches opponents out and hits them if they are
     blocking low. Don't use this a lot.

 Jumping Side Kick - U, Roundhouse ( A )

     Ken does the kick from the SF series when you jump straight up and
     press roundhouse.

Super Moves

 Shoryreppa/Rising Dragon Wave - QCF, 3x Punches ( G )

     This move is decent for block damage and hitting enemies a few feet away.
     Ken slides forward while doing the Jab, then Strong, and then the Fierce
     Shoryuken, when he's flaming. A good move for multiple hits, but if done
     on air borne opponents, then the other Shoryukens can be blocked. If an
     opponent is dying and trying to escape further damage, execute this move
     while dashing and they'll have to block the many hits or take some blows
     if they aren't fast enough. Use his other Super for close damage, do not
     use this one. This is better for counters, cheesy kills, and fairly
     decent block damage, not sheer damage. This is also good for people who
     are switching, so do it when they taunt. They must be pretty close after
     the switch, though. Best used on guys recovering from a move like a
     sweep or a big punch.

 Shinryuken/Vertical Dragon Wave - QCF, 3x Kicks ( G )

     A fantastic move! Ken flies up vertically in a HUGE pillar of fire while
 spinning. This move takes away a chunk of your foe's bar, and you can make
 that bar go down MORE if you jam on the buttons for extra hits. Be careful,
 this move has short range, and if you miss or get blocked, you are open for
 some damage. This is a good move against those people who Super Jump at you
 and kick you. Do this right before they hit you and see them squirm! A good
 move to do on an open character that is close.

 SHOTOKAN SKILL!

     Like Ryu, the best way for Ken to start combos is with a Jump-In
     or Standing Chain. Link this with his Pop Up and Super Jump after
     your foe. After a few hits do his Shoryuken or his multiple hit
     Tatsumakisenpukyaku for a good finish. Here are some combos for
     you to try out and change to your own taste.

     Classic Five Fierce Shoryuken: J. Fp, S. Fp, Fierce Shoryuken

     8-hit Kick Combo: J. Fk, DS. S. Wk, S. Mk, Fierce Tatsu-maki-senpu-kyaku

     Multi-Punch Combo: J. Wp, J. Mp, ( Jumping Chain ) D. Wp, D. Fp
                        ( Pop Up ), SJ. Wp, SJ. Mp, Fierce Shoryuken

     Brutal Chain: DS. S. Wp, S. Wk, S. Mp, D. Fp ( Pop Up ), SJ. Wp, SJ. Mp,
                   SJ. Fp

     Flamin' Dragon: J. Wp, J. Fp ( Jumping Chain ), S. Wp, S. Mp,
                     D. Fp ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp, SJ. Mk,
                     Fierce Shoryuken, DS. D. Wk ( OTG ), D. Mp, D. Fp,
                     Shinryuken, Taunt :)

   Ken is one of the best fighters that has almost everything Ryu does. The
thing that's usually better is that his Shoryuken and Tatsumakisenpukyaku
are multiple hit, sometimes doing more damage and just looking cooler. Ryu's
are solid hits that always do the same good amount of damage, while Ken's are
multiple hit that might do a little or a lot. His Hadoken goes diagonal in
the air, which is very good. Try to be aggressive but still cautious. Ken was
meant to be more aggressive than Ryu since Champion Edition. Incorporate his
multiple hit moves in to simple or complicated combos that will insure good
damage. If you're new to those chains, then just do the classic two-in-ones
with his specials or supers. The only thing about him that bites is that his
Supers are much riskier than Ryu's or Akuma's. His roll, as I have found
and been told, is terrible for combos, as you can only hit at the end of it
as he gets up, making air attacks in to a dash combo very difficult. It is
kind of slow, too. Otherwise, he's a good character if you don't rely on
huge combos.

Akuma

Rating: Excellent
Power: 8
Speed: 7.5
Pop Ups: Ducking FP
All Chains: Ultimate
Dash: He slides forward, like his teleport.
Good partners: Like he needs one! Never mind.
               Ryu, Ken, Storm, Cyclops, Juggernaut
Colors: Punch - Black Gi, Brown Gloves
        Kick  - Dark Red Gi, Brown Gloves
Taunt: Akuma stomps the floor.

Special Moves

 Go-Hadoken/Great Fireball - QCF, any punch ( G )

     Akuma's fireball is exactly like Ken's, except it causes more damage
     and is larger, but not as large as Ryu's. Great for fireball wars, and
     for keeping the guy away. Akuma's fireball has less recovery time than
     Ken, so it's safe to get in fireball wars with him, but you should be
     more cautious around Ryu and others.

 Zanku-Hadoken/Air Fireball - QCF, any punch ( A )

     This move made Akuma famous, so I had to put it by itself! Akuma's
     air fireball does more damage and is larger, but not as large as Ryu's.
     When done in the air, it goes diagonal down, and is very useful. It will
     keep the enemy at bay, can be done multiple times while descending, and
     is good for those assaults from above. Watch out for characters who like
     to do a special move uppercut to pass through the Hadoken and hit you.
     Use this move a lot to win. Also good for hitting an opponent who is
     still in the fireball stance. Simply jump over their fireball and launch
     this sucker at 'em for a good counter!

 Tatsu-maki-zanku-kyaku/Hurricane Kick - QCB, any kick ( G/A )

     A great move. Unlike Ryu, Akuma's does multiple hits. Press the button
     for an extra hit. This move is good to do as a fallen character is
     getting up. It will hit him in the back of the head if timed right,
     and if he successfully blocks it, the block damage will be decent and
     you will continue to fly away, and he will be sliding back from the
     kicks. When done in the air, it goes at a different arch that depends
     on when you execute it. If you do it early, he'll go very high kicking.
     If you do it at the peak of the jump, he falls down slower than usual
     kicking. If you do it late, he just falls while doing it. Good to do
     after someone switches and taunts, knocking them back and doing many
     hits. Usually better than a regular jump kick, unless you plan on
     blocking while descending. You pause for less than a second, but that
     can still make a difference in the heat of the battle. Much like Ken's,
     but it has less recovery time, does more damage, and electrifies the
     opponent!

 Go-shoryuken/Great Dragon Punch - DP, any punch ( G )

     This move is classic. If you do the Fierce version, Akuma will fly up
     with his mighty fist, and do up to 3 hits! If all these connect, then it
     will do a lot of damage! The Jab version is good for a safe counter, and
     does almost as much Ryu's! Unlike Ken, this can't be done in the air.
     It's good for suprises or a powerful air counter, but the descent leaves
     you way open if you miss or get blocked. This is a great move. The
     Fierce version is powerful and juggles the enemy, and you can try to
     juggle  enemies in the corner with it and pester them. They can get out
     of it and hit you, so don't do too many. One or even two is fine and
     dandy. Don't counter air assaults with the Fierce version too much. They
     will block it and come down to hurt you while you descend. If you are
     lucky or are just good, you can counter them as you land, because most
     people try and throw you, so throw a punch to knock 'em back, or do this
     move again for a good psyche! Even though there is no flame on his fist,
     the Fierce version ignites enemies.

 Ashura-senku/Teleport - DP, 3x Punches or 3x Kicks ( G )

     A good move to suprise opponents! Akuma slides invulnerable with
     shadows behind him, going through anything! Use this to pass through
     fireballs and strike 'em with a move! Use 3x Punches to go far, and
     use 3x Kicks to go short. To go backwards, then do the DP motion
     backwards, like if you were facing the other direction. There for you
     have four teleports: Far Forward, Far Backwards, Short Forward, and
     Short Backwards. Use this sparingly to give your opponent a shock,
     but use it when you see the opportunity to pass through something and
     strike, too. Good for passing through Super moves, completely avoiding
     it! Gets people real mad!

 Dive Kick - QCF, any kick ( A )

     This move is great for killing those pesky fireball happy players!
     Akuma dives down with a kick, and this move can do vast amounts of
     damage if you repeatedly press kick. Even if you don't, it does
     multiple hits. This goes almost vertical, so be careful. It also
     has a slight pause at the end, but it's worth it!

 Overhead Chop - F, Strong ( G )

     Akuma steps forward and does a karate chop. It does two hits, and it
     hits blockers who are ducking. A fairly useful move, but it sometimes
     gets in your way and you say, " I didn't want to do that! " It leaves
     you open and is a bit slow. Don't use it a lot.

 Hop Kick - F, Forward ( G )

     Akuma hops forward and does a kick. This gives you a new chance to
     close in on the enemy after some hits. This isn't an overhead, but
     it sure is more useful than his overhead.

 Jumping Side Kick - U, Roundhouse ( A )

     Akuma does the kick from the SF series when you jump straight up and
     press roundhouse.

Super Moves

 Messatsu-go-hadoken/Super Fireball - QCB, 3x Punches ( G/A )

     This can do a good amount of damage even if they block it!
     A huge ray of death comes at your enemy and the damage is
     pretty darn good, too. Careful as it's easily avoided. Try to
     do it just a bit above the ground to insure some damage on
     those Super Jumpers. Also, do this on a weak opponent that is
     getting up to kill him with block damage. Since Akuma can't be
     an all powerful god, his Super Fireball is weaker than Ryu's.

 Messatsu-go-shoryuken/Rising Dragon Wave - QCF, 3x Punches ( G )

     This move is good for block damage and hitting enemies a few feet away.
     Akuma slides forward while doing the Jab, then Strong, and then the
     Fierce Shoryuken. A good move for multiple hits, but if done when the
     guy's air borne, the other Shoryukens can be blocked. If an enemy
     is dying and trying to escape further damage, do this move while dashing
     and they'll have to block the many hits or take some blows if they just
     aren't fast enough. Use this Super for close damage, do not use his
     Super Fireball. The Demon Rage is better to do on descending foes.
     This is good for counters, cheesy kills, and extremely large block
     damage. This is also good for people who are switching
     so do it when they taunt.

 Tenma-go-zanku/Super Air Fireball - QCF, 3x Punches ( A )

     This move KICKS tush :p! It does superior block damage, does more damage
     than any of his other Supers, with the exception of his Demon Rage.
     It keeps enemies at bay, is a great counter for fireball happy guys,
     and is good to do on a player that is still doing his Super projectile
     or special move. Simply jump back from a move, or Super Jump over a
     Super projectile, and at the right distance, do it! Also good for those
     lovely cheese kills as they get up. Akuma launches tons of purple, red,
     yellow, and white fireballs diagonally down. He does slowly descend
     while doing it, though. This gives the opposition a LOT of time to hit
     you while doing it. The only flag is him making two fireball motions
     before it's released. A great move that makes Akuma even more fearsome.

 Shun-goku-satsu/Demon Rage - Wp, Wp, Wk + Forward, Fp ( G )

     Akuma slides forward, and if he grabs you, he pummels the heck out
     of you in a bright light, and he stands over your fallen body. It
     can be easily countered, so use this sparingly to suprise the other
     player. Also for a cheap maneuver, as they're getting up, do this
     move. The only way they can avoid it is to do a special move RIGHT
     when they get up. Many can not perform this feat. Or you can two-in-one
     this with a punch, and they will continue to block, and you will grab
     them out of the block, as this move is unblockable. After they've been
     hit by this, they can't roll ( hint: OTG ) and there is a big flash like
     when you win with a Super, with the sign of " destruction " in the
     background.

 DEMON FURY!!!!

     Like Ryu , the best way for Akuma to start his combos is with a
     Jump-In or Standing Chain. Link this with his Pop Up and Super Jump
     after your foe. After a few hits do his Go-shoryuken or his multi-hit
     Tatsu-maki-zanku-kyaku for a good finish. Here are some combos for you
     you to do and change to your own unique style.

     Five Fierce Go-shoryuken: J. Fp, S. Fp, Fierce Go-shoryuken

     8-hit Kick Combo: DS. S. Wk, S. Mk, S. Fk, Fierce Tatsu-maki-zanku-kyaku

     Multi-Punch Combo: J. Wp, J. Mp, ( Jumping Chain ) DS. D. Wp, D. Mp
                       D. Fp ( Pop Up ), SJ. Wp, SJ. Mp, Fierce Go-shoryuken

     Brutal Chain: DS. S. Wp, S. Wk, S. Mp, S. Mk, S. Fk, D. Fp ( Pop Up ),
                   SJ. Wp, SJ. Mp, SJ. Fp

     Easy Damage: J. Fp, Messatsu-go-hadoken ( A )

     Super Combo ( bad pun ;] ): Demon Rage, DS. D. Mk, Messatsu-go-shoryuken

     Messatsu Chain Combo: J. Wp, J. Fp, ( Jumping Chain ) DS. S. Wp, S. Wk,
                           S. Mp, S. Mk, S. Fk, D. Fp ( Pop Up ) SJ. Wp,
                           SJ. Wk, SJ. Mp, SJ. Mk, Messatsu-go-hadoken

     Demon Combo: J. Wp, J. Fp, ( Jumping Chain ) DS. S. Wp, S. Wk, S. Mp,
                  S. Mk, D. Fp ( Pop Up ) SJ. Wp, SJ. Wk, SJ. Mp, SJ. Mk,
                  Tatsu-maki-zanku-kyaku, DS. D. Wk ( OTG ), D. Fp, SJ. Wp,
                  SJ. Wk, SJ. Mp, SJ. Mk, Messatsu-go-hadoken

     Destruction: Demon Rage ( Ouch... That hurts ), DS. D. Wk, D. Mk, D. Fp
                  ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp, SJ. Mk, Fierce
                  Tatsu-maki-zanku-kyaku



   This guy is the BOMB!!!! He can dish out a helluva lot of damage, great
special moves, and a cool look to fit. His Go-shoryuken does a lot of damage
with multiple hits, and so does his Hurricane Kick. He can be played any way
you want to, and if you use his large selection of moves correctly and
incorporate his Supers and Special moves in to combos, you will definitely
win. Play a strong mix between Ryu and Ken. Use Akuma's powerful Shoryukens
like Ken, and Ryu's projectile power strategies. The air Hadoken isn't the
same as Ryu's but is like Ken's. Careful as his defense is really low. Heck,
this guy could probably take on Apocalypse by himself! No wonder he's a
secret character. . . .

Chun Li

Rating: Great
Power: 7
Speed: 8.5
Pop Ups: Standing Roundhouse
All Chains: Ultimate
Dash: She charges forward. She can air dash. She flies horizontal for
      a while and then stops.
Good Partners: Gambit, Cammy, Zangief, Sabretooth
Colors: SF2 Colors
        ----------
        Punch - Blue uniform
        Kick  - Pink and Red uniform

        SFA Colors
        ----------
        Punch - Blue jump suit, some yellow streaks
        Kick  - Green jump suit, some red streaks
Taunt: She stands on one foot, leans over, lifts her hand, and says,
       " Go Men Ne!. " It even hits the opponent, and lifts them a bit
       in to the air. Chun Li fans can rejoice, because you can use
       taunts infinitely!

Special Moves

 Kikoken - HCF, any punch ( G )

     Chun Li's projectile is good, but it is slow to come out. Her reeling
     back is a semi big flag and pause. Good for zoning. Don't use too much.
     This move isn't very good for fireball wars, but it can stand on its
     own for a while.

 Lightning Kick - press any kick rapidly ( G/A )

     This multi-hit move is a classic! It can be done in the air now, and
     it still does tons of damage! A great move that is great to do in air
     combos. Use this move every now and then or after an air attack for
     block damage. I've gotten 7 hits with the Forward button and 10 hits
     with the Roundhouse in the air!

 Rising Bird Kick - Hold down for 2 seconds, up and any kick ( G )

     This move is great! Chun-Li flies up kicking, and this does multiple
     juggles! Use the Short version to hit opponents standing. This way,
     you won't be vulnerable as you land. A great counter and it does good
     damage too.

 Axe Kick - HCB, any kick ( G )

     Chun Li flips forward and comes down with a powerful kick! This
     move goes over most projectiles and is also a great overhead!
     Short makes a high arc, Forward makes a medium arc, and Roundhouse
     goes mostly horizontally.

 Stomp - D, Forward ( A )

     Like her stomp in the SF games, she thrusts her foot down and if
     she connects, she continues to go forward, or backward if the enemy
     is in the corner.

 Neck Breaker - DF, Roundhouse ( G )

     Like her Neck Breaker in the SF games, she flips forward over and
     back and comes down with knee from the back.

Super Moves

 Kiko-Sho - QCF, 3x Punches ( G )

     Chun Li surrounds herself in a HUGE dome of energy. This move does
     a lot of damage, and block damage too. It counts as a projectile,
     so it can fend off super fireballs and other projectiles. Not a good
     use of it, but it can protect you from block damage. A great move that's
     real powerful.

 Sen-retsu-kyaka/Chaos Kick - QCF, 3x Kicks ( G )

     Chun Li rushes forward and does tons of kicks that does plenty of damage
     and block damage. Good to do on open opponents and in combos. It can be
     used as a suprise attack or on switching characters.

 Super Spinning Bird Kick - QCB, 3x Kicks ( G )

     She does a HUGE Rising Bird Kick, doing lots of juggle damage and
     fair block damage. A good air counter or move to do in combos. Do it
     right when the opponent is coming down and attacking to insure the most
     hits and damage.

KICKIN' COMBOS!!

     Chun Li's best opener for combos is her multi-hitting jumping
     Roundhouse. Here are some combos.

     Kickin' Away!: J. Fk, DS. S. Wp, S. Wk, S. Mk, Lightning Kick

     Kick-o-rama: J. Fk, D. Wp, D. Wk, D. Mk, Super Spinning Bird Kick

     Five Punch Fireball: DS. D. Wp, D. Mp, D. Fp, Kikoken

     Kicking Massacre: J. Fk, DS. D, Wp, D. Wk, D. Mk, S. Fk ( Pop Up ),
                       SJ. Wk, SJ. Mk, SJ. Fk

     Revenge!: J. Wk, J. Mk, J. Fk ( Jumping Chain ), DS. S. Wk, S. Mk,
               S. Fk ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mk, SJ. Mp, SJ. Fk,
               DS. D. Wk ( OTG ), D. Mp, D. Mk, Kikoken

     Die Bison!!: J. Fk., DS. S. Wp, S. Wk., S. Mp., D. Mk., Chaos Kick

   Chun Li has returned, and she's as deadly as she looks good! In other
words, she's great. Her fireball comes in handy, and her Lightning Kick
does a lot of damage. Her speed is fast, and her strength isn't bad either.
Her Supers are hecka powerful, and each has their own good purpose. Her
combos aren't as good as some others, but she still packs a punch. If you
thought she was good before, then you'll be suprised on how much she's
improved! Her Roundhouse is a good air counter, and her Jumping Roundhouse
is multiple hit and is one of the best. Her variety of Supers makes her
very versatile, with a multi-hit move, a sure hit close projectile ( Since
sometimes Supers are done on slightly air borne opponents, the Kiko-Sho
keeps them in place because it's a projectile, while sometimes the multiple
hit Sen-restu-kyaka can hit them only some and not get full damage, and the
Super Spinning Bird Kick has shorter range and could leave her open ) and
a good, powerful air counter and close up move. She can Double Jump, too!
Try her, and you'll see how good she is.

Cammy

Rating: Great
Power: 7
Speed: 8
Pop Ups: Standing Roundhouse ( close )
Ground Chains: Weak to Fierce
Jumping and Super Jumping Chains: Ultimate
Dash: Cammy runs forward.
Good Partners: Juggernaut, Chun Li, Zangief, Rogue
Colors: Punch - Blue hat & suit, Red Gloves
        Kick  - Green hat & suit, Red Gloves
Taunt:  Cammy turns to the side, waves her hand to the side, and
        says " One more! "

Special Moves

 Cannon Drill - QCF, any kick ( G/A )

     Cammy thrusts forward like an arrow, covered in energy. This
     move is great for far away, open opponents. This can also be
     done in the air. A good move that's been pumped up.

 Thrust Kick - DP, any kick ( G )

     Cammy flies up with a sparking foot! This move is like a Dragon
     Punch and is deadly. This is great for air counters and combos.
     If you miss, you descend and will be wide open.

 Spinning Knuckle - QCF, any punch ( G )

     Cammy hops forward, invulnerable to projectiles, and does
     a backhand. This move proves deadly, since the move is two
     solid hits that set you on blue flames! A good move that is
     good on projectile freaks.

 Dive Kick - QCB, any kick ( A )

     Cammy pauses for half a second and dives down with a
     flaming kick! This move is great for jumping over
     fireballs and then quickly hitting the opponent in
     his fireball stance. Also great for suprise attacks
     and a quick, safe air assault.

 Hooligan Jump - QCB, any kick, any kick ( G )

     Similar to the Akuma's jumping roll move in the Alpha games,
     Cammy flips forward, and she can do different things. If you
     don't press a button, when she lands she does a slide kick.
     If you press kick near them, she will do a Frankensteiner.
     If you press kick right next to their feet, she will do a
     Tumbling Roll throw. If you press kick next to them in the
     air, he will do an air throw. If you press kick but not near
     them, it will cancel the move and Cammy will land on her feet.

 Cannon Counter - QCB, any punch ( G )

     This is a counter. Do this and she will go in her block stance,
     and if she is hit she will do a Thrust Kick and attempt to hit
     the enemy.

 Close Range Attacks - Any button ( G )

     Like in the SF2 games, she is one of the two characters with
     close up moves. This can get in the way, like with her Pop Up.

Super Moves

 Spin Dive Smasher - QCF, 3x Kicks ( G )

     A great move! Cammy does a super powerful Cannon Drill, then
     she follows it up with a super powerful Thrust Kick. Great to
     do on open opponents and in combos. Jam on the buttons for extra
     hits! Use this one instead of the other one.

 Maximum Cammy - QCB, 3x Kicks ( A )

     Cammy does a flip back to the wall, and she flies off the wall.
     You can control the direction by holding the joystick that
     way. If Cammy is blocked, she flips back. If she connects, she
     bounces off the walls continuing to juggle the helpless foe,
     and slams them to the floor. Good for suprises, but the backflip
     is a big flag. Use the other Super more often.

 CANNON COMBO!!!!!

     Cammy is great with combos. Her best opener is a jump in.
     Here are some combos to work on.

     Kickin' Combo: J. Fk, D. Wk, D. Mk, D. Fk

     Cannon Combo: D. Wk, D. Mk, D. Fk, Cannon Drill ( OTG or Juggle )

     Multi-hit Flurry: J. Fp, DS. S. Wp, S. Mp, S. Fp, Cannon Drill

     Spark Air Combo: DS. S. Wp, S. Mp, S. Fk ( Pop Up ), SJ. Wp, SJ. Mp,
                      Cannon Drill

     Cannon Combo: J. Wk, J. Mk, J. Fk ( Jumping Chain ), DS. D. Wk,
                   D. Mk, S. Fk ( close )( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp,
                   SJ. Mk, Cannon Drill, DS. D. Wk ( OTG ), D. Mp, S. Fp,
                   Spin Dive Smasher

   Cammy is a great returning character. Her speed and movement will
leave players dizzy! All her moves are greatly improved from before,
and her moves are devastating! Her Cannon Drill is a good move to counter
and attck with, and her Thrust Kick is a superb counter. If you miss with
her Thrust Kick, she can usually pull out a super quick Fierce punch to
counter throwers as you land. Her Spinning Knuckle is powerful, but slow
to start. Her best Super is the Spin Dive Smasher. I wouldn't recommend the
other Super. Cammy is a fast and furious player, and she should be played
with hit and run tactics, or an all out rage. She is one of the only
characters with close moves besides Dhalsim. This ability can get in the
way sometimes. I wouldn't do the Hooligan Jump on experienced players, but
it's useful on intermediate players. A great character whose speed and moves
put her above others.

Charlie

Rating: Good
Power: 8
Speed: 7
Pop Ups: Ducking Fierce
All Chains: Ultimate ( Yes, it is. I have tested. )
Dash: He runs, bending down a bit.
Good partners: Rogue, Ken, Gambit, Wolverine
Colors: Punch - Yellow Vest, Green pants, blonde hair, light skin
        Kick  - Purple Vest, Magenta pants, dark blonde hair, dark skin
Taunt: Charlie turns his back to his foe and mumbles something.

Special Moves

 Sonic Boom - Hold back for 2 seconds, forward and any punch ( G )

     A good projectile that is good for zoning and fireball wars.
     Might I add the, you can follow it in to a combo, but that's
     seen from a mile away.

 Flash Kick - Hold down for 2 seconds, up and any kick ( G )

     This move is awesome! The Flash Kick is huge, and a massive
     wave of energy comes out at the end. If you're close, then the
     kick and the wave hit you, resulting in a 3-hit combo! The recovery
     time isn't that bad either for the Short one. His best special.

 Blade Slice - U, UF, F, any kick ( A )

     A good move. Charlie comes down with a reverse Flash Kick that is
     a pretty good move for any situation. The pause is very slight, but
     it's not enough to get you killed. This doesn't come all the way
     down if done at a high altitude. It stops after the kick is over,
     so the kick doesn't stay in place like Wolverine's or Cammy's.

 Lunging Kick - F, Roundhouse ( G )

     Like in Alpha, Charlie steps forward and does a long reaching
     kick. This move is pretty good and should be used over his
     standard Roundhouse.

 Overhead Hop Kick - F, Forward ( G )

     Charlie pauses for a little bit and then hops forward with
     a kick that is an overhead. This move has longer reach than
     Ryu's and is an overhead, but the only part that's worse is
     the pause at the beginning.

 Backhand - F, Fierce ( G )

     Charlie stretches out his arm for a clean useful punch. This
     has a slight pause at the end, but it's nothing much. A good
     finisher for his chains because of its reach and quickness to
     come out, unlike his lunging kick which has a pause at the
     beginning, which isn't good for combos. This can usually only
     combo in to a Super.

Super Moves

 Sonic Break - QCF, 3x Punches ( G )

     Charlie throws out lots o' Sonic Booms! This is good for block damage.
     The move isn't that bad for regular damage, either. It looks pretty
     cool when you juggle someone with it. Use this basically to keep guys
     away without putting yourself in danger or maybe even get in lots of
     damage with luck, because the sonic booms don't always all connect.
     Press the buttons rapidly for more sonic booms. A pretty good move!
     If done up close, the first one'll knock 'em away and they'll block
     the rest.

 Somersault Justice - QCB, 3x Kicks ( G )

     Charlie's best Super Move. Charlie does multiple Flash Kicks, all with
     the wave of energy at the end, too! This move does a lot of damage, and
     is good for air block damage also. A good air counter, too. This is his
     best move for juggling and close damage.

 Crossfire Blitz - QCF, 3x Kicks ( G )

     It's like a Weapon X now. Charlie dashes forward, and if you don't block
     then he starts to kick and punch the heck outta you. A useful move that
     is good to do on switching opponents. This doesn't go across the whole
     screen like the others. It only goes about half the screen, and is
     slightly slower.

 MILITARY MAUL!!!

     The best opener for him is a ducking dash-in. Link this with a special
     move, sweep, or Pop Up to achieve good damage. Here are some good ones
     for you to try out.

     Classic Flash Kick Combo: J. Fp, D. Wp, D. Mp, S. Mp, Flash Kick

     Chain of Death: J. Wk, J. Mk, J. Fk ( Jumping Chain ), DS. S. Wp, S. Wk,
                     S. Mp, D. Fp ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp, SJ. Mk,
                     SJ. Fk

     Military Mauler: J. Wp, J. Mp, J. Fp ( Jumping Chain ), S. Wp, S. Mp,
                      S. Fp, Somersault Justice, DS. D. Wk ( OTG ), D. Mp,
                      D. Fp, SJ. Wp, SJ. Wk, SJ. Mp, SJ. Mk, Blade Kick

   Even though he was a bad character in Alpha, he can be pretty good
if you actually try him out. His zoning, counters, combos, and especially
his Super Moves make him a formidable adversary. Just try him and you'll
see what I mean. His Flash Kick is his best special move. His assortment
of Supers are his best point. Use his Sonic Break occasionally for breaking
through an enemies defenses and killing him with block damage. His best
is the Somersault Justice, which can do vast amounts of damage. A good
( no, not good, decent ) Super is his Crossfire Blitz. It acts just like
a Weapon X, and can be used on projectile happy foes and open characters
or characters doing a move and still stuck in a the stance. He's not as
cheap as he was in SFA and SFA2, because of the arrival of Super Jumps.
Some say he's great, but some say he isn't the best ( isn't the best, not
bad ). Why? He has a decent projectile, but you must charge for it and
it can't be done in the air or different directions. Second, his lack of
good special moves, besides the Flash Kick. His Blade Kick has about as
much priority as Storm's Jumping Roundhouse. The Sonic Break has to be the
worst Super in the game, and his Crossfire Blitz goes only half or less of
the screen, and is terribly slow, but powerful. His Flash Kicks and normal
moves do give him a major plus, though. They may be the reason why he's a
good character.

Zangief

Rating: Great
Power: 9
Speed: 5
Pop Ups: Ducking Strong
Ground and Jumping Chains: None
Super Jumping Chains: Weak to Fierce
Dash: Zangief stumbles forward, and attempts a grab. If he grabs
      you, press any Medium or Fierce button to do the throw
      according to the button pressed.
Good Partners: Juggernaut, Sabretooth, Storm, Chun Li, Dhalsim
Colors: Punch - Red undies & boots
        Kick  - Dark Green undies & boots
Taunt: Zangief puts his arms down in front of him and flexes.

Special Moves

 Spinning Lariat - 3x Punches ( G/A )

     Zangief outstretches his arms and spins! This move is good for
     counters and air counters. When done in the air, Zangief
     descends while doing it.

 Short Spinning Lariat - 3x Kicks ( G/A )

     Zangief does his Spinning Lariat, except it doesn't last as long.

 Spinning Piledriver - 360 degrees, any punch ( G/A )

     Zangief attempts a grab, and if he grabs you, he flies up in to
     the air spinning and lands with a huge explosion! This does a
     great amount of damage, and can be used with cheeziness on cornered
     opponents. You are open for a while if you miss.

 Siberian Suplex - 360 degrees, any kick ( G ) ( close )

     Zangief attempts a grab, and if you are grabbed, he does his old
     double slam! This move does more damage than the Spinning Piledriver,
     but can not be done in the air like the Spinning Piledriver.

 Siberian Bear Crusher - HCF, any kick ( G ) ( close )

     Zangief stumbles forward and does a grab. If he grabs you, he
     takes you up with a jump and slams you! This goes farther than
     the dash, and is good on defensive players.

 Leaping Air Slam - HCB, any kick ( G )

     Zangief leaps up diagonally forward, and if he catches you
     when you're in the air, he slams you to the floor! This move
     is great for countering air attackers, and sailing over fireballs.
     You are very open if you miss though.

 Banishing Punch/Green Glove - DP, any punch ( G )

     Zangief does his trusty glowing hand move! Zangief steps forward
     and does a backhand that destroys projectiles! A good move, but
     I wouldn't rely on it.

 Elbow Slam - F, Strong ( G )

     Zangief drops forward with his elbow, smashing into the ground, or
     your head! This move is pretty good and I think it's an overhead.

 Elbow Drop - D, Strong ( A )

     This move is like his Slam, except he drops down vertical
     from the air. A good move too.

 Body Splash - D, Fierce ( A )

     Zangief does his classic Body Splash, but this time it goes farther.

Super Moves

 Final Atomic Buster - 360 degrees, 3x Punches

     Zangief stumbles forward, attempts a grab, and if he grabs you, he does
     two piledrivers, leans back and does a back slam, throws you up into
     the air, leaps up and slams you to the floor, and bada boom, bada bing!
     3/4 of your life down the drain! If you miss, you are open for a short
     period. Note he can withstand hits, so being hit out of it is a lot
     harder. Great move!!!

 Leaping Death Snatch - 360 degrees, 3x Kicks

     Basically a Super version of his Leaping Air Slam.

 SIBERIAN SMASHIN'!!

     Zangief isn't one for combos, but he can be pretty good with them
     if you pull them off. Here are some combos to work on.

     Russian Melee: J. Fp, S. Mp, Short Spinning Lariat

     Russian Combo: J. Fp, D. Mp ( Pop Up ), SJ. Wp, SJ. Mp, SJ. Fp,
                    D. Fk ( OTG )

     Punchin' Time: J. Fp, D. Mp ( Pop Up ), SJ. Wp, SJ. Mp, Spinning Lariat

     Siberian Smashin'!: Body Splash, D. Mp ( Pop Up ), SJ. Wp,
                         Spinning Piledriver

   Zangief is great in this one! His devastating Specials and Super make
him feared among the other fighters. His Super, when done, takes off 3/4
of a full bar! Now that's a move. He can withstand hits like Juggernaut
now, and his reach has been greatly improved. You need not worry about
projectiles any more, because of his Banishing Punch move and the mighty
Super Jump. His Fierce Punch is a useful asset, because of its range and
strength. Cornering is great for him, because of his throws and grabs.
His Final Atomic Buster is now very easy to do. I think it is even easier
than his Spinning Piledriver! His throws do massive amounts of damage when
compared to the other characters. His Strong throw is a Pop Up! Zangief is
a great character when played properly and with a tint of cheapness.

M. Bison

Rating: Good
Power: 8
Speed: 7
Pop Ups: Standing Fierce
Ground Chains: Weak Start
Jumping and Super Jumping Chains: Weak to Fierce
Dash: He flies forward fast.
Good Partners: Magneto, Cammy, Juggernaut
Colors: Punch - Red hat & uniform
        Kick  - White hat & uniform
Taunt: Bison folds his arms as his cape flows, and says something
       like, " Mwe! "

Special Moves

 Psycho Shot - QCF, any punch ( G )

     He fires a projectile that picks up speed! The direction
     is controlled with the joystick, and it is great for keeping
     people at bay and playing keep away.

 Scissor Kick/Demon Knee Press - HCF, any kick ( G/A )

     Bison does a flip forward, lands two kicks on the opponent.
     This can be done in the air. This move is good for combos,
     suprises, and psyches.

 Head Stomp - Hold down for 2 seconds, press up, any kick, punch ( G )

     Bison leaps to your opponent, and stomps on their head! After the
     stomp, press a punch to come down with a double handed blow!
     Great move for pestering and suprise attacks.

 Demon Fist - Hold down for 2 seconds, press up, any punch, punch ( G )

     Bison leaps forward, and you must press a punch button when you
     want Bison to flip and come down with a double handed attack.
     If you don't press the button, he won't do a punch at all.

 Delayed Spark - QCB, any punch ( G )

     Bison slowly lets loose a small spark, which soon explodes
     in to a 6-hit field. The move is very slow, and can confuse
     some players. The move does a lot of damage, and can be used
     for some nasty zoning.

 Flying - QCB, 3x Kicks ( G/A )

     Bison floats in the air and he can fly around the room. Not as
     good as Magneto's but it is still a great move. Fly around and
     confuse your opponent and fly down to hit your opponent once in a
     while. A good move that intermideate or experts should use. Do the
     motion again to land.

 Bison Warp - DP or reverse DP, any button ( G/A )

     Bison warps to a designated spot, according to the button pressed.
     Jab goes to the upper left. Strong just makes you disappear and
     reappear in the same spot. The Strong one is good for suprises and
     avoiding moves and countering them. Fierce sends you to the upper
     right corner. Short teleports you to the lower left. Forward ( medium
     kick ) brings you behind your opponent. Roundhouse teleports you to
     the lower right corner. A great move.

Super Moves

 Psycho Crusher - QCF, 3x Punches ( G/A )

     Bison flies forward horizontally, and is covered in Psycho Power.
     This move does lots of hits and is hecka powerful. Good block
     damage too. Incorporate this into a combo ( not air ) and your foe
     will be at a loss of one character. Great move.

 Demonic Knee Press Nightmare - QCF, 3x Kicks ( G )

     The Shadoloo man does a bunch of Knee Presses, and so do his clones!
     This move does a lot of damage and block damage. Great with combos.
     Be careful, as this has a delay at the end, leaving you open if it
     is avoided.

 PSYCHO POWER!!!

     M. Bison is a power character, and he always has been. His combos
     are small but pack a punch! His best combo openers are Jump Ins.
     Here are some combos to work on.

     Kickin' Combo: J. Fk, S. Wk, S. Fk

     6-hit Punch Flurry: J. Fp, S. Wp, S. Fp ( Pop Up ), SJ. Wp, SJ. Mp,
                         SJ. Fp

     Quick Combo: J. Fk, S. Wp, S. Mp, Scissor Kick/Demon Knee Press

     Psycho Power: J. Wk, J. Fk ( Jumping Chain ), DS. S. Wp, S. Fp
                   ( Pop Up ), SJ. Wp, SJ. Mp, Psycho Crusher

   M. Bison is a powerful character! His Flying is a great asset that
he gained. Use this in moderation. Unfortunately, his Psycho Shot can't
be used with his Flying or jump. His Bison Warp is a great move that
will keep your opponent guessing. He is powerful and quick. His Supers
are extremely powerful, and his Psycho Crusher can be used in his powerful
air combos. Use his Psycho Shot, and use his Ducking Roundhouse for suprise,
since it is his good old slide. His ordinary Standing Fierce has good range
and can be easily followed with a 3-hit air punch combo. Although his ducking
Fierce looks like his standing one, it doesn't launch. His projectiles allow
some pretty cheap zoning tactics. His standing Forward and Roundhouse are
great ground based moves because of their range and effectiveness at keeping
characters away or pegging them from long range. A good character if you know
how to use him.

Dhalsim

Rating: Good
Power: 7.5
Speed: 5.5
Pop Ups: Standing Strong ( close )
Ground Chains: None, except the combo: Jab, Short ( close )
Jumping chains: Weak to Fierce
Super Jumping Chains: Ultimate
Dash: Dhalsim floats forward in a meditation stance.
Good Partners: Rogue, Cyclops, Juggernaut, Zangief
Colors: Punch - Brown skin, Red head streaks, bright yellow shorts
        Kick  - Turquoise skin, Red head streaks, pale yellow shorts
Taunt: Dhalsim puts both of his arms together in a prayer stance,
       and says, " Yoga... "

Special Moves

 Yoga Fire - QCF, any punch ( G/A )

     Dhalsim spits out a fireball the size of about Ken's. This
     move is good for zoning and fireball wars. It goes horizontally
     in the air, too.

 Yoga Flame - HCB, any punch ( G )

     He spews a huge flame that sets the opponent on fire! This move
     can do up to 3 powerful juggle hits! A great move that's also
     good for fireball wars. Mix it up between this and the Yoga Blast
     to confuse 'em. A great move to do on open characters, because of
     its strength and range.

 Yoga Blast - HCB, any kick ( G )

     Identical to the Yoga Flame except it really fries those annoying
     air attackers. It goes diagonally up, unlike the Yoga Flame which
     goes straight. A great move that gets guys real mad!

 Yoga Teleport - DP or backwards DP, 3x Kicks or 3x Punches ( G/A )

     The way you control this is by the buttons and motion. Use 3x Punches
     and DP to appear close on their right side. 3x Punches and backwards DP
     to appear close on their left side. 3x Kicks and DP to appear far on
     their right side. 3x Kicks and backwards DP to appear far on their left
     side. There for you have four teleports: Far Left, Far Right, Close Left,
     and Close Right. Use this sparingly to give your opponent a suprise and
     strike 'em! Unlike Akuma, you teleport directly to that spot, just like
     M. Bison. A good move to keep foes guessing.

 Yoga Spear - D, any kick ( A )

     Dhalsim flies down in an about 75 for Short, 45 for Forward,
     or 30 degree angle for Roundhouse, and he acts like a drill.
     This move is very useful for air assaults.

 Yoga Torpedo - D, Fierce ( A )

     Dhalsim flies head first instead of feet first, and goes in
     an about 75 degree angle. This move is about the same as the
     Short version of the Spear. A good move.

 Close Range Attacks - Any button ( G )

     Like in Street Fighter 2, Dhalsim has close moves. He and Cammy
     are the only ones with close moves.

Super Moves

 Yoga Inferno - QCF, 3x Punches

     Dhalsim spews out a huge stream of fire that reaches to nearly
     the end of the screen! Lots of damage and block damage too.
     This move is great for open characters, fireball happy players,
     and cheesy kills! A great move. You can even control the direction!
     This is extremely useful for psyching people out. Point it in one
     direction, then when they attack, point it at them! Useful for OTGs
     too.

 Yoga Strike - QCF, 3x Kicks

     Dhalsim jumps up, and if he touches you, he grabs you and slams you
     into the floor with his legs! This move does good damage, but it can
     be easily countered. Otherwise, a good air counter.

 YOGA FURY!!!!

     Dhalsim's combos are very limited. He shouldn't really use
     ground combos, so stick to his air combos. Here are some
     combos to work on.

     Five-hit Flame: S. Wp, S. Wk ( close ), Yoga Flame

     Flying Fire: Yoga Spear, S. Mp ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp,
                  SJ. Mk, Yoga Fire

     Hot! Hot!: Yoga Flame, Yoga Inferno ( OTG )

                NOTE: Aim the Yoga Inferno downwards.

     Yoga Fury!: Yoga Spear/Wk, Yoga Spear/Mk, Yoga Torpedo, S. Fp ( close ),
                 Yoga Inferno, Yoga Teleport ( front ), D. Wk ( OTG ), D. Wk,
                 Yoga Fire

   Dhalsim lacked the raw fighting power and slowness in previous games.
Not any more! Now Dhalsim is faster. His Specials are hecka powerful,
and he has incredible range with good damage. His Standing Roundhouse
and Standing Fierce are some of his best assets. Before he was cheesy,
now he isn't as much, but he's made up for it with great fighting skills.
Counter the enemy with Yoga Flames and Yoga Blasts, and confuse him with
the Yoga Teleport. Use the Yoga Fire as a regular projectile. Dhalsim can
link his Yoga Spears and Torpedos. His Yoga Inferno is hecka powerful!
If you didn't know before, his attacks have long range, because he stretches
his limbs when he does them. Dhalsim is beefed up, and even though he may
not seem good at all, he truly rocks.


Team X-Men:

Magneto

Rating: Great
Power: 8
Speed: 6.5
Pop Ups: Ducking FP, Standing MP
Ground Chains: Weak Start
Jumping and Super Jumping Chains: Ultimate
Dash: He simply flies fast.
Good partners: M. Bison, Juggernaut
Colors: Punch - Red helmet & suit, Purple cape, gloves, boots, undies, helmet
                outline, and collar
        Kick  - Blue helmet & suit, Dark Purple cape, gloves, boots, undies,
                helmet outline, and collar
Taunt: Magneto folds his arms, and laughs while saying " Be gone! "

Special Moves

 EM Disrupter - QCF, any punch ( G/A )

     Good for zoning, traps, and just fireball wars. There is a slight
     pause after, but nothing significant. Good to do after the FP throw.

 Hyper Gravitation - HCB, any kick ( G/A )

     One of the best projectiles. It follows the opponent to a
     certain extent, damages them, and brings them to you. A nasty
     set up for a combo or Super Move! There is a delay after, however.
     This delay can be very deadly, as you are open for 2 seconds.

 Magnetic Blast - U, UF, F any punch ( A )

     A good suprise attack, zoning projectile, and defense. Really good
     when incorporated with the Flying! ( Remember X-MEN COTA? )
     This goes diagonally down, and can only be done in the air.

 Flying - QCB, 3x Kicks ( G/A )

     This one is lots of fun. You get to fly around the room, dodging
     attacks while bombarding your opponents withe Magneto's assortment
     of projectiles. All of your attacks are the same as your jumping ones.
     Keep in mind you can't block, and that the flying is somewhat limited.
     You have to hold up to touch the ceiling, and you touch it for a second.
     Otherwise, you're as free as a bird, able to move freely as high as you
     can Super Jump. To get down, repeat the motion, or just wait a while
     until the flying wears off. He can dash, or fly fast, during this move,
     by just double tapping the joystick in the direction like you would
     when regular dashing.

 Force Field- HCF, any kick ( G )

     This one is good! You do this while you are blocking an attack,
     and Magneto will surround himself in a force field and they will
     be hit by the field.

Super Moves

 Magnetic Shockwave- QCF, 3x Punches ( G )

     This pillar of energy slides across the floor, but can be Super Jumped.
     A powerful move! Best used with another character's Super projectile.
     Does more damage when you're closer. Don't use when enemy is cornered.
     The shockwave will go off the screen, resulting in less hits.

 Magnetic Tempest- QCF, 3x Kicks ( G/A )

     Much different from his previous, Magnetic Tempest. ( Which was a ball
     of magnetic foam that didn't always connect. ) Now, HUGE masses of
     magnetic foam radiate from Magneto's body, the mostly to the front. This
     move does a helluva lot damage. Good for close damage and defense, and
     as they say, the best defense, is the best offense!

 MAGNETIC COMBOS!

     For Magneto's combos, try to start them off with a Hyper Grav. If not,
     try to start his combos after his FP throw. They will be stunned for
     a while in magnetic foam, so dash in and do a Pop Up! Here are some
     combos for you to work on and vary on.

     Simple, yet Deadly Combo: Hyper Grav, Magnetic Shockwave

     Air Combo : D. Wk, D. Fp ( Pop Up ), SJ. Wp, SJ. Mp, SJ. Fp

     Air Combo #2: Hyper Grav, S. Wp, S. Mp ( Pop Up ), SJ. Wp, SJ. Mp,
                   Jab EM Disrupter

     Magnetic Combo: J. Wp, J. Fp ( Jumping Chain ) DS. D. Wp, D. Fp
                     ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp, SJ. Mk,
                     Magnetic Tempest

                     NOTE: The Magnetic Tempest has a pause coming out,
                           so it's sometimes difficult to combo it.

     I am supreme....: J. Wp, J. Mp, J. Fp ( Jumping Chain ), DS. D. Wp,
                       D. Fp ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp, SJ. Mk,
                       Magnetic Blast, DS. D. Wk, D. Mk, ( OTG ), Magnetic
                       Shockwave

   The king of the mutants is back, better than ever! This time he's a bit
stronger, but a bit slower, too. Most people won't notice though. This time
around, he's got the force field move, and it's a not a Super Move! Try to
keep your opponent guessing and use the Hyper Grav for setting up someone
for a Shockwave or two! Flying is good, but you have to be experienced for
this move to do you good. Otherwise, don't use it. If you're feeling lucky,
try and counter someone's move with a Force Field. It might just work. His
air combo is still so smooth and easy! Even though it's cheap, his Hyper Grav
can OTG! His Magnetic Tempest is now one of the strongest Supers in the game.
His Fp throw freezes in magnetic foam, trapping them for a while. Just take
advantage and throw a projectile or combo! Constantly use Magneto's heavy
projectile zoning and combos to win. Master this character, and you need not
worry about people who use other characters.

Juggernaut

Rating: Excellent
Power: 9.5
Speed: 4
Pop Ups: Ducking Fierce
Ground & Jumping Chains: None
Super Jumping Chains: Ultimate
Dash: Juggernaut slides a few inches with his head stretched out.
      The protruding head makes Juggernaut look farther than he really is.
Good partners: Cammy, Cyclops, Zangief
Colors: Punch - Red helmet, arm gauntlets, & suit, light red boots
        Kick  - Black helmet, arm gauntlets, & suit, brown boots
Taunt: Juggernaut folds his arms and says " Unstoppable! "

Special Moves

 Juggernaut Punch - QCF, any punch ( G )

     This move is fun and powerful, but don't overuse it. Its a long
     range punch that drives his hand in to the floor. Imagine
     the damage if it hit you! Good for hitting opponents on the
     ground that have just fallen. Also good for suprise attacks.
     If you want, this is a good trade off for projectiles. Juggie
     will take the fireball with his body ( ouch! ) and whack the
     opponent. With Jab he does a quick punch without moving. Strong
     will make him slide a bit and punch with a slight delay. Fierce
     will make him slide forward and punch but it has a small delay.
     Its also good for any old hit trade off, like his Roundhouse!

 Earthquake - QCB, any Punch ( G )

     A great move! This is powerful, easy, knocks opponents away,
     even if it is blocked, does multiple hits ( and block damage ),
     and is one of the few projectiles that hit fallen opponents
     multiple times. It goes along the ground, so it can be jumped and
     you will be open for a short period.

 Body Splash - HCF, any kick ( G/A )

     A fun move. You leap in an arch and come down fast, crushing your
     opponent. If you don't connect with your opponent at all, and they
     don't even have to block, you land on the floor and lay on your back
     for a while. If you get them with this, it stuns them and does a good
     amount of damage. If they block it, you pause for a bit, leaving you
     open. If you do this in the air, he comes down a bit faster and I think
     it's best used in the air. Don't do this move a lot. It is pretty handy,
     but your opponent will wise up and kill you. Good for going over those
     annoying fireballs.

 Super Taunt Throw - QCB, any kick ( G )

     This one is the funnest move of all! It has short range though. Good
     to tick with this move. It does good damage and makes them mad! The
     getting them mad part might not be smart in the real world, but it's
     good to do in video games! If you do it too far, you see Juggie's hand
     stretch out a few inches and grab nothing. If you grab 'em, the fun
     begins! First, there is a clutching noise, him grabbing the enemy. Then
     ( this is the best part ) he cackles mockingly at his foe, headbutts 'em
     a couple of times, hammers him, and then uppercuts him! Don't use this
     move too often. It takes away the fun and will get you killed. It's also
     a useful air counter.

 Power Up! - DP, 3x Punches ( G )

     This move increases your attack power for the next hit that you make.
     If they block your next hit, the power fades. A slightly useless and
     also useful move. It's useless unless you know you're gonna hit your
     opponent. Good when coupled with a Juggernaut Headcrush. Also good for
     intimidation!

 Object - D, D, 3x Punches ( G )

     Do this over an object and Juggie will put it to some good use!

 Double Fist - F, Fierce ( G )

     His primary attack move. Juggernaut will throw his arms forward
     for a huge hit! He did this in X-MEN COTA and it still packs a
     punch for a regular move! This move has intense power and range,
     and is a great counter and assault move. Careful as it has a delay
     if you do not damage your opponent. Great for switching characters.
     Watch out, because it us easily ducked.

Super Moves

 Juggernaut Headcrush - QCF, 3x Punches ( G )

     Personally, one of my favorites. This Super takes off a hefty amount
     from your foe's energy. He charges with his head, and if it connects,
     the Juggernaut Headcrush does 4 hits, max. In Marvel Super Heroes, it
     did 7. It still does a lot of damage. It's just each hit does more
     damage. The reason is if you do it from farther away, there is more
     chance that all the damage will take effect. That's because the move
     has a certain length to go and if you connect with it near the end of
     the Headcrush's length to go, all the hits might not connect. The least
     hits I ever did was one. That was from across the screen while they
     walked back! The computer somehow managed to pull off a whopping 8 hits
     with this. I can usually only get 4 hits. It is hard because you must
     begin to press the buttons as soon as the first hit, not too late, not
     too early. This is good to combo with an Earthquake. First do the
     Earthquake, then do the Headcrush as soon as you can. Also good to do
     when opponents switch. Execute it during their taunt. If this move is
     dodged or blocked, then you will be open. This move will surely come in
     handy, as long as you do it when it should be done. It can OTG!!

 UNSTOPPABLE COMBOS!!

     Juggernaut isn't really one for combos, but when he pulls 'em off,
     they take away chunks of life! Try to start them off with a Wp and
     chain it to a Pop Up. Quickly Super Jump and try his simple punching
     combo, Wp, Mp, Fp. This'll send 'em flying! Try to be cheap ( well,
     kind of cheap ) and finish combos by hitting your opponents off the
     floor with a Juggernaut Punch or Headcrush. This will give you more
     damage. Remember, you can't hit an opponent off the ground more than
     once in the same combo.

     Mauler Combo : D. Mp, Earthquake, Juggernaut Headcrush

     Monster Juggle : D. Fp ( Pop Up ), SJ. Wp, SJ. Mp, SJ. Fp,
                      Fierce Juggernaut Punch ( OTG )

     Cheapie Juggle : Mp Throw, Juggernaut Headcrush ( Juggle )



     Humiliation: ( In corner ) Super Taunt Throw, DS. S. Mk ( OTG )

     I'm Unstoppable! : ( In corner ) J. Mp, D. Fp ( Pop Up ), SJ. Wp,
                        SJ. Wk, SJ. Mp, SJ. Mk, SJ. Fp, Juggernaut Headcrush
                        ( OTG ), Taunt ;-)

   This behemoth is easily one of the cheapest and funnest characters! If you
don't already know, it's really hard to make this guy fall or get stunned.
Juggernaut players, take advantage of this and attack through their attacks.
His damage factor is big, so trade offs are usually in your favor. Don't go
on a TOTAL rampage and never block. You still lose the same amount of energy
as most of the other fighters do. Watch your life bar, and when it starts to
get low, switch! Let Juggie recover while your other character fights ( and
also gain Super bar for the mighty Headcrush ), and when he's weak, just let
Juggernaut take his place, and start attacking again. Even though he's REALLY
STRONG and all, you still have to play with strategy. Use combos, and avoid
running in to fireballs for the fun of it. Block when you have to, and start
attacking when the guy is open. Use the Juggernaut Headcrush for quick, easy
damage when they're open. As funny as it is, his walk is pretty indimidating.
Just walk towards them and they start to panic. This usually doesn't work on
experienced players though. His Double Fist and Strong button are probably
his most useful moves. His Mp Throw can be easily followed by an attack,
after they bounce off the floor. I noticed his defense is great, because a
guy did a Headcrush to me when I was Juggernaut too. The damage was very
small compared to when done against other characters like Ken or Wolverine.
If you follow these tips and use your COMMON SENSE, then you too will be
" unstoppable. "

Cyclops

Rating: Excellent
Power: 8
Speed: 7.5
Pop Ups: Standing Strong, Ducking Forward
All Chains: Ultimate
Dash: Cyclops runs forward.
Good Partners: Ryu, Akuma, Ken, Wolverine, Dhalsim
Colors: Punch - Blue suit, bright yellow undies, gloves, boots, visor, and
                strap
        Kick  - Red suit, pale yellow undies, gloves, boots, visor, and strap
Taunt: Cyclops holds his hand up, skims his visor with his hand, and
       says, " Yes! "

Special Moves

 Optic Blast - QCF, any punch ( G/A )

     Great move! If you've played X-MEN COTA, you'll remember it had
     major lag time coming out and recovering. Now however, it comes out
     in a flash! As soon as you do the motion, the beam comes out! It's
     that fast. Good for fireball wars, but great for keeping people away
     and causing block damage. Just be careful for Super projectile happy
     players, as it will go right through yours and fry you! The Jab version
     makes Cyclops duck and fire, while the Strong version makes you stand
     and fire, and the Fierce version makes him fire diagonal up. If done
     in the air, it always goes straight. Keep in mind it goes through most
     standard projectiles and hits them, because it does more than one hit!

 Ground Blast - QCB, any punch ( G )

     A useful move! Cyclops lays down and fires a beam to the floor, and
     it reflects and goes upwards. This can catch the enemy by suprise and
     is just as useful as a regular Optic Blast. Good for hitting fallen
     opponents.

 Gene Splice - DP, any punch ( G )

     This move is like the Shoryuken, but is very different, too. Cyclops
     flies up with his fist, and shoots a little blast of Optic energy at the
     end vertically. This move does not send the enemy flying unlike Ryu and
     Ken's. It juggles the enemy, and you can get more hits if you jam on the
     button for more damage. The only thing that's the same is that he jumps
     up and counters air attackers. It looks like the Shoryuken, but it's not
     like it. A good combo ender or move to do on open foes.

 Clothesline - Dash, Fierce and Roundhouse ( G )

     Cyclops clotheslines you, and he grabs you, jumps up and slams you.
     This does a lot of damage, but use in moderation. Some players find
     this move cheap, though. You must do this up close, or else you will
     switch.

  Cyclops Kick - QCB, any Kick ( G )

     Cyclops does a hopping kick similar to Ryu's and then does a sweep.
     If both connect, it is a 2-hit combo.

  Fatal Flurry - Dash, Jab and Short, then punch rapidly ( G )

     Cyclops does a whole mess of punches and kicks and shoots a small
     ball of optic energy at the end! A great move on open opponents,
     but don't do it when guys could counter you.

Super Moves

 Mega Optic Blast - QCF, 3x Punches ( G )

     A great Super! Cyclops emits a HUGE optic blast of death that's
     larger than Ryu's! This is good for tons o' block damage, which
     means cheesy kills. This one is harder to avoid than Ryu's because
     it is thicker and larger. It's as large as the screen! You have to
     Super Jump to avoid it. Great projectile counter and keeping foes
     away. You can OTG with this one!

 Geometric Blast - QCB, 3x Punches ( G/A )

     This move is cool! Cyclops shoots out a thick Optic Blast that
     reflects off of everything, and you control the direction of the
     blast with the joystick. This move does a good amount of damage
     and block damage, and is useful on people who usually try to dodge
     your beams! Simply aim it at them and with practice, they won't even
     be able to avoid block damage! Or you can shoot it straight and if they
     jump, nail 'em with it by pressing up! A good move that's fun, too!
     The only problem is it's short duration. In other words, it doesn't
     last very long.

 OPTIC COMBOS!!!

     Cyclops' best opener for combos is a simple Dash-in Combo or Jump-in.
     Link all his buttons for maximum damage! Here are some buttons to work
     and play with.

     Gene Splicer: J. Fk, DS. S. Wp, S. Wk, S. Mk, Fierce Gene Splice

     Power Charge: J. Fk, Clothesline

     Optic Flurry: J. Wk, J. Mk, J. Fk ( Jumping Chain ), DS. D. Wp, D. Mp,
                   D. Fk, Geometric Blast ( OTG )

                   NOTE: Fry your opponent when he's on the floor!!!

     Optic Chain Combo: J. Wk, J. Fk ( Jumping Chain ), DS. D. Mp, S. Mk,
                        D. Fk, DS. D. Wk ( OTG ), D. Mk, SJ. Wp, SJ. Wk,
                        SJ. Mp, SJ. Mk, Optic Blast

     Geometric Combo: DS. S. Wp, S. Wk, S. Mp, SJ. Wp, SJ. Wk, SJ. Mp, SJ. Mk,
                      Geometric Blast

                      NOTE: Be sure to keep the Geometric Blast on your foe,
                            and not stray off.

   Cyclops is leader of Team X-Men Blue. I can see why! This guy is a great
all around character that's got it all. For close up encounters, link his big
chains with his Gene Splice or Optic Blast. Keep the enemy far away with his
many versions of the Optic Blast. Jump and fire an Optic Blast when your foe
jumps. Just watch out for Super Jumps and Super projectiles. If the guy tries
to get in to a fireball war with you, suprise 'em with a Mega Optic Blast!
Keeping the enemy at bay and occasionally fighting close quarters with his
chains and Leg Throw is the key to winning. Also use his Standing or Ducking
Fierce to ward off enemies, because it is a projectile. Keep in mind he has
a double jump, so that can be useful. His Strong Throw is very powerful, as
he picks you up and blasts you! Use his Fierce throw in conjuction with his
Optic Blast. There is probably no way to really counter his Super after its
been blocked. His Optic Blasts go through regular fireballs and hit the foe!
Some might say cheap, but it's your call. If you press Roundhouse twice in
a row, he will do a kick, and then he'll do a flip kick. He can Double Jump.
A great well rounded character.

Wolverine

Rating: Great
Power: 7.5
Speed: 8.5
Pop Ups: Standing Roundhouse
All Chains: Ultimate
Dash: Wolverine sprints very quickly.
Good Partners: Sabretooth, Cyclops, Charlie, Dhalsim
Colors: Punch - Yellow suit, Light Blue boots, gloves, and shoulder rings
        Kick  - Yellow suit, Gollden Brown boots, gloves, and shoulder rings
Taunt: Wolverine clashes his claws together.

Special Moves

 Drill Claw - Strong and Short ( G/A )

     This move has lost it's glory. You used to be able to slash at the
     end when he flips back from the hit. Now, it is very difficult to
     do this. He flies forward and hits you with his claw, and flips
     back. You can control the direction with the joystick. Good for
     suprise attacks, but you are vulnerable at the end when he flips.
     This is still a good move though. They just removed the cheap aspect
     of the move.

 Tornado Claw - DP, any punch ( G )

     Very similar to Cyclops' Gene Splice, except there is no vertical
     projectile at the end. This juggles the enemy, and does a lot of
     damage. Jam on the buttons for more hits. A good move to do on
     open characters, but if you don't connect, you are vulnerable
     to an attack. Alternate between this and the Berserker Barrage.

 Berserker Barrage - QCF, any punch ( G )

     This move is now a regular move! It doesn't do as much block
     damage, but if it connects, press the button for more hits!
     Careful as if this misses or is blocked you are open. Great to
     do on fallen opponents. Good to do on open opponents and for
     juggles.

 Dart Kick - Down and Medium Kick ( A )

     Wolverine shoots down and kicks his adversary, and flies back up.
     When you fly back up, you can only move and you can't block or
     attack. This is risky, but if you bounce off the wall after the
     Dive Kick, then you can block or attack again.

 Slide - DF, Fierce ( G )

     Wolvie slides with his claws stretched out on his belly. Pretty useful.

Super Moves

 Berserker Barrage X - QCF, 3x Punches ( G )

     This move does tons of hits and sends your opponent flying! Press
     the buttons for more hits. A great move to do on fallen opponents.
     Good for block damage, and it will still do a good amount of damage
     if you are a few steps away. Powerful.

 Weapon X - DP, 3x Punches ( G )

     Wolverine dashes forward, and if you don't block, he starts to beat
     the heck out of you. This does a lot more damage than it used to, and
     it still goes through projectiles. Great to do on fireball happy foes.
     If the opponent blocks, you are stunned and vulnerable.

BERSERKER BARRAGE!!!

     Wolvie's best way to start combos is a simple dash-in with a Standing
     Chain. His combos are powerful and are hard to see coming. Finish them
     off with a Drill Claw. Here are some combos to work on.

     It's a cinch!: DS. S. Mk, Drill Claw

     Claw Combo: J. Wp, J. Mp, J. Mp ( Jumping Chain ), DS. S. Wp, S. Wk,
                 S. Mp, S. Mp, Drill Claw

     Multi-Hit Claw: J. Mp, J. Mp, S. Mp, S. Mp, S. Mp

     Heh Heh: J. Fp, DS. S. Wp, S. Mp, Fierce Tornado Claw

     Berserker Fury:

     Let's Go Bub: J. Mp, J. Mp, ( Jumping Chain ), DS. S. Wp, S. Mp, S. Mp,
                   S. Fk ( Pop Up ), SJ. Mp, SJ. Mp, SJ. Mp, Drill Claw/UF,
                   SJ. Fp, DS. D. Wk ( OTG ), D. Mp, S. Fk ( Pop Up ),
                   SJ. Mp, SJ. Mp, SJ. Mp, Mp Throw

     Adamantanium Rage: J. Wp, J. Mp, J. Fp ( Jumping Chain ), DS. S. Wp,
                        S. Wk, S. Mp, S. Mk, S. Fk ( Pop Up ), SJ. Wp,
                        SJ. Wk SJ. Mp, SJ. Mp, SJ. Mk, Drill Claw/DF,
                        DS. D. Wk ( OTG ), D. Mp, S. Fk, SJ. Wp, SJ. Wk,
                        SJ. Mp, SJ. Mp, SJ. Mk, Drill Claw

     Berserker Barrage: J. Mp, J. Mp, J. Mp ( Jumping Chain ), DS. S. Mp,
                        S. Mp, S. Fk ( Pop Up ), SJ. Mp, SJ. Mp, SJ. Mp,
                        Mp Throw, Berserker Barrage X ( OTG )

   Wolverine has been toned down, but he still kicks! His Drill Claw is now
a lot slower and you really can't stick the slash at the end when you flip
back. It's very limited. Rely on his Berserker Barrage instead. Play it fast
and up close to win. Be cheap ( kind of ) and do the Berserker Barrage X on
foes who are on the ground and can't do anything about it. It still does the
same amount of damage and the foe is helpless. Use his Berserker Barrage with
his Ducking Medium Kick, and pass through projectiles with his Weapon X and
catch them while they are still in the stance. His Strong throw does more
damage than the Fierce throw. His standing Fierce is a great offense and a
defense. His standing and jumping Strong can link to another one, and that
can link to another one. He can bounce off the wall, which comes in handy.
Logan here can build up vast amounts by doing a pretty simple maneuver. No,
it's not even a Special move. Simply Super Jump and press the Strong button
as fast as you can. I've had this build up about 3/4 of a bar after bouncing
off the wall from the Super Jump. Wolvie has been toned down, but he still has
what it takes to hang with the big boys.

Sabretooth

Rating: Great
Power: 8.5
Speed: 7
Pop Ups: Ducking Fierce, Standing Fierce ( second slash )
Ground Chains: Weak Start
Jumping and Super Jumping Chains: Ultimate
Good Partners: Wolverine, Ken, Juggernaut
Colors: Punch - Yellow suit, Brown toe tips, gloves, and stripe down middle,
                white collar
        Kick  - White suit, Purple toe tips, gloves, and stripe down middle
Taunt: Sabretooth clicks his fingers.

Special Moves

 Berserker Claw - QCF, any punch ( G )

     A good move. Sabretooth dashes forward, and if you don't block,
     then you get slashed and he moves past you. If you do block, he
     simply does one hit of block damage and passes by. A good move,
     but don't use it too much. Good to juggle with after a throw.

 Jumping Grab - DP, any punch ( G )

     A good move. Sabretooth jumps in an arch and if you don't block, he
     does a nasty throw on you. This throw does good damage, and can be
     followed up by a juggle. If you block, he hops back and lands. Don't
     use this too much.

 Birdie Gun - QCB, any kick ( G )

     A good move. Sabretooth calls for Birdie and stands there. Birdie takes
     out her gun and fires a couple of shots at you. Use Short for low shots,
     Forward for straight, and Roundhouse for high shots. It's good to keep
     enemies away and for block damage. A tad S..L..O..W though. ;)

Super Moves

 Berserker Claw X - QCF, 3x Punches ( G )

     A great move! Very similar to the Berserker Claw. He dashes forward,
     and if you block, he passes you and it only does one tint of block
     damage. If you don't block, then he strikes you, comes back, strikes you
     again, comes back, strikes you again, comes back, and strikes you. This
     move does a LOT of damage, even with only four hits. This move is great
     for juggles, adding a huge amount of damage to the combo.

 Saber X - DP, 3x Punches ( G )

     This move is like the Jumping Grab. He jumps at you and if you don't
     block, he catches you, and he beats the crap out of you. This move is
     good for a suprise and snagging fireball throwers. This move does a lot
     of damage and is good for switching characters. He steps back and pauses
     for a bit if you do block.

 Armed Birdie - QCB, 3x Kicks ( G )

     A great move! Sabretooth clicks his fingers, and Birdie comes out. She
     whips out her gun and fires a bazillion shots at you! This covers most
     of the screen, and is great for block or regular damage. Use this for
     cheezy kills and fireball happy players. It is seeable a mile away.

 BERSERKER BASH!

     Sabretooth's best asset are his powerful combos! Start with low hits
     in to his Pop Up. Follow up with an air combo and finish it off
     fancy! Here are some combos to work on.

     Fierce Claw Combo: J. Fp, D. Fp ( Pop Up ), SJ. Fp

     Air Throw Combo: DS. D. Wk, D. Fp ( Pop Up ), SJ. Wp, SJ. Mp, Fp Throw,
                      Berserker Claw ( Juggle )

     Slashin' Combo: J. Wp, J. Fp ( Jumping Chain ), DS. S. Wp, S. Fp,
                     Berserker Claw

     Berserker Bashin': J. Wp, J. Wk, J. Fp, ( Jumping Chain ), DS. D. Wp,
                         D. Fp ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp,
                         SJ. Mk, Fp Throw, Berserker Claw X ( Juggle )

   Sabretooth is one of the new characters, and he's a great one! His big
powerful combos and throw juggles make him one of the best characters. His
strategy: Play up close, keep moving in on the opponent, and do his combos
frequently. His range is long, too. Keep on the look out for the opponent
being open. Keep raging on 'em, but be weary of counters! Most of his moves
can be easily avoided. His Berserker Claw is slow coming out, but speeds up.
This is a total flag for the other player to launch a projectile or another
move. Most people block it, though. Do this move back and forth to get 'em
mad and block damage. The Super version is almost the same. Unfortunately,
it isn't as fast as the Weapon X type moves, so it's risky to do on far,
open opponents. The Jumping Grab moves shouldn't be used too often, but they
do come in handy for fireballs and open foes. Birdie's gun is a great plus
for Sabretooth. The Special version is not as deadly or useful as the Super
version, but it can be used for fun. Sabretooth is a great character.

Gambit

Rating: Great
Power: 7.5
Speed: 8
Pop Ups: Ducking Fierce
All Chains: Ultimate
Dash: Gambit hops forward.
Good Partners: Chun Li, Wolverine, Rogue, Ken
Colors: Punch - Red body armor & hair, brown coat, light blue boots & armor
                outline, black pants & hood
        Kick  - Magenta body armor & hair, teal coat, light blue boots &
                armor outline, Dark Blue pants & hood
Taunt: Gambit puts his staff behinds his back and gestures the opponent
       to come and get him with his hand.

Special Moves

 Kinetic Card - QCF, any punch ( G/A )

     Gambit draws a few cards, and he throws them. This is no ordinary
     projectile, though. Nothing comes out. It is like a gun. As soon
     as the streaks of energy come out of his hand, anything in the
     path of the cards automatically hit! If it hits them, you see cards
     stuck in them, and the cards explode. When done in the air, the cards
     go diagonally down.

 Upwards Card - QCB, any punch ( G )

     Gambit draws out his cards and throws them just like the Kinetic
     Card, but it goes diagonally up instead of straight.

 Cajun Strike - Hold down for 2 seconds, press up, any punch, then
                punch or kick ( G )

     Gambit jumps to the wall you designate ( up/right, up/left ), and
     comes down on your foe. Press a punch or kick button and he will
     wave his sword or do a kick. A good move that confuses and also
     is good for avoiding projectiles.

 Cajun Escape - Hold down for 2 seconds, press up, any kick ( G )

     This move is like the Cajun Strike, except he can bounce to the other
     wall after the first one. You can bounce to the other wall after the
     first one by holding the direction to the opposite wall.

 Cajun Slash - DP, any punch ( G )

     The move depends on what button is pressed. The Jab button makes
     Gambit do one quick swing. The Strong button makes him hop forward
     with three swings. For Fierce he does three fancy swings in a row
     while sliding forward that is a combo if done close enough. This
     move is great for combo enders and on open opponents.

Super Moves

 Royal Flush - QCF, 3x Punches

     Awesome! Gambit tosses his stick in to the air, and throws a whole
     mess of Kinetic Cards! This is a beefed up version of the Special
     move. If the opponent Super Jumps it, the stick could hit him and
     send him directly in to the path of the cards! This move does a lot
     of block damage and is great to do on open characters. Do the motion
     early because the stick takes time to get in to the air. If you're
     feeling lucky, do it on a foe Super Jumping above you to cleverly
     hit them with the stick and send them to the path of the cards!
     Jam on the buttons for more hits. After he throws it, he turns around
     for a while, leaving you way open for a Super projectile if they blocked
     your Royal Flush.

 KINETIC COMBOS!!!

     Gambit is an agile character that is great for combos. His combos
     are best started with his dash. Here are some combos to work on.

     Cajun Combo: DS. S. Wp, S. Mp, S. Mk, Cajun Slash

     Kinetic Juggle: J. Fp, D. Fp ( Pop Up ), SJ. Wp, SJ. Mp, SJ. Fp

     Cajun Maul: J. Fp, DS. D. Wp, D. Mp, D. Fp ( Pop Up ), SJ. Wp,
                 SJ. Wk, SJ. Mp, SJ. Mk, SJ. Fk, DS. D. Wk ( OTG ), D. Mk,
                 D. Fk

     Kinetic Combo!: J. Wp, J. Fp ( Jumping Chain ), DS. S. Wp, S. Wk,
                     S. Mp, S. Mk, S. Fk, Royal Flush

   Gambit has long been a wanted character. Now that he's here, he rocks!
His finesse and speed are his best assets. His Kinetic Cards are great for
zoning and block damage. His combos are great and his Super is better than
Ryu's Super fireball! His wall jumping moves come in handy, and his Cajun
Slash is great for combos. His Fierce punch is great for defense or offense.
Gambit can't really do anything destructive on open opponents quickly, for
his Super is slow to come out. His combos should be used on open opponents.
If not, just throw a card. Careful as his Kinetic Cards do have a delay.
A great character that's a good addition to any pair.

Rogue

Rating: Great
Power: 8
Speed: 8
Pop Ups: Standing Roundhouse, Ducking Fierce
All Chains: Ultimate
Dash: She flies forward fast. She can dash in the air, too.
      Her air dash is similar to the way she flies when she
      does her Power Stealing Kiss.
Good Partners: Ken, Cammy, Gambit, Dhalsim
Colors: Punch - Green suit with yellow streaks, boots, gloves, golden brown
                jacket, and brown and white hair
        Kick  - Grey jacket & suit with pink streaks, boots, gloves, and brown
                and white hair
Taunt: Rogue blows a kiss.

Special Moves

 Multiple Punches - QCF, any punch

     A good move, but if blocked, leaves you WAY open. She flies
     forward punching like crazy, and finishes with an uppercut.
     After the uppercut, you descend and either you've just blown
     away your foe, or he's waiting at the bottom. The uppercut
     sends your opponent upwards, like a Pop Up.

 Upward Punches - DP, any punch

     This one's better, hitting your opponent upwards and countering
     air attackers. The final hit sends your opponent crashing to the
     ground. This one doesn't leave you so open.

 Kamikaze Drop - DP, any kick

     Rogue flies vertically up, and then she dive bombs down. Similar to
     Colossus' Super from X-MEN COTA, and it is pretty powerful. The move
     is usually avoided and countered. Don't use this a lot.

 Power Stealing Kiss - QCB, any kick ( G/A )

     This one is great. Rogue does her best with the powers of others.
     You must do this semi-up close. She floats forward, grabs you and
     smooches you, then you fall to the floor. If you miss, you are open
     as you are stopping from the dash. A really unique move. It also hurts
     you, too.

 Stolen Power - QCF, any kick

     What's the point of taking something if you're not gonna use it?
     These moves come in a wide variety and you should try them all out
     for yourself. Some favorites are Zangief's Spinning Piledriver and
     Ken's Shoryuken. This makes her real cool to play.

Super Moves

 Super Punches and Kiss - QCF, 3x Punches ( G/A )

     This move is much like a Weapon X. It also goes through projectiles too.
     This move is great! She flies at you, and if you don't block, she starts
     to punch the living heck outta you, and then steals your power and says,
     " Night, night sugar. " This does a lot of damage but doesn't get you a
     power! Good for suprise attacks, too. The bad part is if they block, it
     hardly does any damage, and you stop, open to any attacks. Her pause is
     less than that of other Weapon X type moves, though, Incorporate this
     one in to a combo and see the life bar go down, down, down . . . .

 Demon Rage - Wp, Wp, Wk + Forward, Fp ( G )

     After kissing Akuma, you can do his Demon Rage! It is identical to
     his, so use it the same way you would for Akuma.

 POWER COMBOS!!!

     Rogue is an all out battle character, so these are pretty darn useful.
     Start her combos by dashing in, because her air attacks knock them
     pretty far to combo. Some people might not agree with me, but I start
     her combos with a dash and not a jump in. Here are some combos to work
     on.

     Kickin' & Kissin' Combo: DS. S. Wk, S. Mk, S. Fk, SJ. Wk, SJ. Mk,
                              Power Stealing Kiss

     Punches Away: J. Fp, S. Wp, S. Wp, S. Mp, Fierce Multiple Punches

     Power Combo: J. Wp, J. Fk ( Jumping Chain ), DS. S. Wp, S. Wk, S. Mp,
                  S. Mk, Stolen Power

     Night Night Sugar!: J. Wp, J. Mp, J. Fp ( Jumping Chain ), DS. S. Mp,
                         S. Mk, D. Fp ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mp,
                         SJ. Mk, SJ. Fp, DS. D. Wk, D. Mk, Super Punches and
                         Kiss

 Stolen Powers!

 Ryu - Hadoken
 Ken - Shoryuken
 Charlie - Sonic Boom
 Zangief - Spinning Piledriver
 Chun Li - Kikoken
 Cammy - Cannon Drill
 Dhalsim - Yoga Flame
 M. Bison - Psycho Shot
 Wolverine - Berserker Barrage
 Cyclops - Optic Blast
 Gambit - Kinetic Card
 Sabretooth - Berserker Claw
 Storm - Typhoon
 Juggernaut - Earthquake
 Magneto - Hyper Gravitation
 Akuma - Zanku-Hadoken and Demon Rage

   Rogue is one of the new characters to hit the X-Men team, and I can tell
you she kicks! Her strength is brutal. She doesn't have any projectiles, but
she can if you use her Power Stealing Kiss. She only has one Supers, but she
can get more Specials if she uses her Power Stealing Kiss. Play it up close
and back away after you've struck. Basically, I hit and run, or I get up real
close and personal if you know what I mean. Her Kiss makes her one of the
most unique characters and makes her deadly as she is pretty. Rogue's Super
Punches and Kick is very good, and does great damage, especially on fireball
happy players. Even if she is powerful, Rogue should take the defensive too
and strike on the foe when they are open. She's a great character that is
good with any partner.

Storm

Rating: Good
Pop Ups: Ducking Roundhouse, Standing Roundhouse, Ducking Fierce
All Chains: Ultimate
Dash: She simply flies quickly.
Good Partners: Akuma, Magneto, M. Bison, Zangief
Colors: Punch -  Golden hair & suit
        Kick  -  Silver hair & suit
Taunt: Storm twirls around, and lifts her lightning covered hand.

Special Moves

 Typhoon - QCF, any punch ( G/A )

     This time, the typhoon does multiple hits, is larger, and has two
     at a time. The only problem is it has a delay before it comes out.
     Great for zoning and damage.

 Ground Typhoon - QCB, any punch ( G/A )

     A powerful move! This move comes up from underneath your opponent
     and goes up to the ceiling! A great suprise attack, good for block
     damage, and it's very powerful! A solid six hits! Jab is close to you,
     Strong is in the center. and Fierce is on the other side of the screen.

 Lightning Ball - Strong punch, control direction with joystick ( A )

     Although still considered a regular move, it's useful enough to be
     considered a special move. A lightning ball shoots out of Storm's
     hand, and you can control which direction to fire it. You can make
     it turn direction a bit after it's been shot. It's good for harassing
     people and zoning, but it doesn't do block damage. This doesn't help
     her air combos at all.

 Lightning Attack - Strong and Short ( G/A )

     Storm charges forward head first with a ball of lightning in
     front of her head. This move is pretty useful, and if it
     is blocked she continues to fly on, leaving her way open.
     This does good damage and is good for combo finishers and
     suprise attacks. Note that you can point it in different
     directions, and can chain 3 of them in a row! Cooool.

 Flying - QCB, 3x Kicks

     A great move for Storm! You can fly around the room at a fast speed,
     and hurl all of her special moves at the attacker! It keeps the enemy
     at bay, and does a steady amount of block damage. Do her Ground Typhoon,
     and mix it up with her Typhoon to confuse opposers. This move is only
     for pros and good players. Beginners shouldn't use this move. Just
     remember, you can't block while Flying. Her Flying is fast, and she
     can go as high as Magneto or Bison, and sometimes you can't tell if
     you are still flying or not, due to her style of " walking ". She can
     dash, or fly fast, during this move, by just double tapping the stick
     in the direction like you would when regular dashing.

Super Moves

 Lightning Storm - QCF, 3x Punches ( G/A )

     This move is good, but it is fairly weak. It doesn't last very long
     either, which means it doesn't do much block damage. It is best used
     in a combo, and sometimes for quick counters. This radiates from Storm
     herself.

 Hail Storm - QCB, 3x Punches ( G )

     This move does a lot of damage! This Super is better, because it does
     more damage and block damage. The only problem is it is predictable.
     Storm flies up and backwards, and then the storm starts. The whole
     screen is showered with hailstones and the enemy can not avoid it.

 SHOCKING COMBOS!!!

     Combos are not her best suit, but they do come in handy when your
     opponent doesn't want to play keep away any more. Here are some
     combos to work on.

     Shocker: J. Fp, S. Mp, S. Fp

     Whirlwind: J. Wk, J. Fk ( Jumping Chain ), D. Wk, D. Fk ( Pop Up ),
                SJ. Wk, SJ. Mk, SJ. Fk

     Lightning Combo: J. Wk, J. Fk ( Jumping Chain ), D. Wp, D. Mp, D. Fk
                      ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mk, Lightning
                      Storm

     Shocking Combo: J. Wk, J. Mk, J. Fk ( Jumping Chain ), DS. S. Wp,
                     S. Wk, S. Mk, D. Fk ( Pop Up ), SJ. Wp, SJ. Wk, SJ. Mk,
                     SJ. Fk, DS. D. Wk ( OTG ), D. Fk ( Pop Up ) SJ. Wp,
                     SJ. Wk, Lightning Storm

   Storm is one of the most cheesy characters. All her Specials combined
with her Flying make her deadly. Her best ( cheesy ) strategy is to do her
Flying, and repeatedly throw Special moves at your opponent. Fly out of
harm's way, and use her Lightning Ball to keep opponents blocking while you
move to the other side of the screen. The Lightning Ball doesn't do block
damage, though. All the block damage from her Supers and Specials will
weaken your opponent, so rely on your other character to finish the job off.
Fly down occasionally and attack. If you don't feel like being cheap, use
her Flying only for a while and to escape. Her ground based moves are pretty
good, too. Her Typhoon and Ground Typhoon do multiple hits, and alternate
between the two to confuse 'em. She has great potential to be a powerful
character, but most choose to take the easy way out by being cheap. I played
an 9 year old at the arcade and that's all he seemed to do. He just flew
around and shot Lightning Balls. Eventually, he fell to my Shinryuken, since
he couldn't block during Flying. A semi-cheap character, but a good one.

Apocalypse

Rating: WHOA MAMA!
Power: YIKES
Speed: Pretty slow, but quick on the draw.
Chains: He chains special moves together!
Dash: None
Good Partners: None
Color: Blue body, light blue hands, streaks, marks, lips, brownish peach
       face, and some white

Special Moves

 Mace Fist

     Apocalypse turns his hand in to a huge spiked ball.
     He usually uses this to hit close attackers. His
     hand is invulnerable in this form.

 Lasers

     Multiple hit Lasers are shot at you.

 Missiles

     Missiles are fired at you.

 Energy Bolts

     5-6 bolts of energy spread out in a wave that does
     tons of damage. These come from his head.

 Fist

     He whacks you with his hand.

 Earthquake

     Apocalypse slams the floor and an Earthquake similar to
     Juggernaut's comes out. This version is much more powerful.
     His fist slamming the floor is also a hit.

Super Moves

 Mega Drill

     His fist turns into a HUGE drill and he thrusts it forward.
     If it is BLOCKED, it takes off about 1/2 to 3/4 of your life!
     If it isn't blocked, you can probably die from it. This move
     is extremely lethal. Super Jump to avoid this.

THE APOCALYPSE!!!!!

     Apocalypse can't chain his fist attacks, but he sure
     knows how to juggle! Here are some nasty ones to watch
     out for.

     Bombarding Barrage: Laser ( Juggle ), Energy Bolts ( Juggle )

     Heavy Beating: Fist, Earthquake ( OTG )

     You're Dead: Laser, Mega Drill ( Juggle )

                  NOTE: He hardly ever does the You're Dead combo,
                        but believe me, he did it to my poor, old,
                        helpless Magneto. He was using his Flying
                        and had a full bar. Fell like a rock.

   Apocalypse starts out regular sized, but when the round starts, he
transforms in to a gargantuan screen sized boss! His two energy bars,
( notice how I said two bars ), are located in the spot where the other
player's Super Bar is supposed to be. He can take a whole lot of damage,
and he can dish it out as well. His attacks are made up of fist attcks
and powerful projectiles. Get behind his arm for the maximum safety that
is possible. As you may have guessed, throws don't work on him. You may
have also guessed that preset combo moves like the Weapon X and Demon
Rage don't work on him. Don't do juggling Supers like Ken's Shinryuken
and Chun Li's Super Spinning Bird Kick. I wouldn't encourage chain combos,
but they do seem to work pretty well. Use all out powerful hits. Apocalypse
is one of the most creative bosses in an arcade fighting game for a long
time. He's also one of the funnest to fight too. Don't attempt air assaults,
because he'll probably just try to juggle you with his projectiles. Here are
a list of some Supers that are the best at hurting Apocalypse for each
character:

Ken's Shoryureppa/Rising Dragon Wave
Juggernaut Headcrush ( Guess who's it is? )
Magneto's Magnetic Tempest
Sabretooth's Armed Birdie
Storm's Hail Storm
Ryu's Shinkuu Tatsu-maki-senpu-kyaku/Super Hurricane Kick
Charlie's Somersault Justice
Cammy's Spin Dive Smasher
Dhalsim's Yoga Inferno
Chun Li's Sen-retsu-kyaka
M. Bison's Psycho Crusher
Gambit's Royal Flush
Wolverine's Berserker Barrage X
Cyclops' Mega Optic Blast
Akuma's Tenma-go-zanku/Super Air Fireball

 Basic/Normal Moves
********************

  Here is a list of some standard moves that are good for each character
 and how it's important. I didn't include the moves where you must hold
 a direction and press a button because they have their place in the
 character section. This is just to help you fight off or attack characters
 if you don't really know about the character you want to play.

Basic Moves Setup

EXAMPLE
*******

Sentinel
--------

Offensive Moves

 Standing Strong

     Sentinel's Standing Strong is a pair of missiles that will either
     fire immediately if tapped or when the button is released. This is
     a great move to attack from afar and peg somebody standing or on the
     floor.

 Ducking Jab

     Basically one of his few close attacks, which can be done repeatedly
     without much pause that does good damage and has range, too.

Defensive Moves

     His Standing Forward is a kick followed by a path of carpet bombs,
     doing multiple hits, and covering his entire front.

Overall Moves

     The Standing Roundhouse can be used as a defensive counter and also
     a good offensive move that usually isn't dodged.

REAL CHARACTERS
***************

Ryu
-----

Offensive Moves

  Jumping Roundhouse

     Ryu's Jumping Roundhouse has good range and can hit enemies out of
     the air and can hit ground based opponents easily, because of its
     angle.

 Jumping Strong

     Ryu's Jumping Strong does two hits which add up to more damage
     than a Fierce or Roundhouse. The first hit is low and the second
     is an upwards punch, so time it right.

 Standing Forward

     A strong two hit axe kick that has average range. There isn't much
     chance they will dodge it. Be careful as you must let go of the stick
     when you walk forward to do this, because you might do his Hop Kick.

Defensive Moves

 Ducking Roundhouse

     Ryu's Ducking Roudhouse is a sweep. It has always been a good defensive
     move in the SF series because it is easily done while walking back and
     it hits low and sends them a good distance away. It's the same case in
     this game.

Overall Moves

 Standing Roundhouse

     Ryu's Standing Roudhouse is a high kick that is good as a counter
     against jumpers and is also good for attacking enemies. Be careful
     as it can be ducked.

 Ducking Fierce

     Ryu's Ducking Fierce is an uppercut that doesn't have that much
     range. Even though it has short range, there are some reasons it
     is useful. It is a good air counter, because it reaches high.
     Another reason it's good is because it is an effective Pop Up
     that is easily put in a combo.

Ken
-----

Offensive Moves

  Jumping Roundhouse

     Ken's Jumping Roundhouse has good range and can hit enemies out of
     the air and can hit ground based opponents easily, because of its
     angle.

 Standing Forward

     Ken's Standing Forward is a high hitting kick that does two hits.
     There is chance that they will duck it, so be careful.

Defensive Moves

 Ducking Roundhouse

     Ken's Ducking Roudhouse is a sweep. It has always been a good defensive
     move in the SF series because it is easily done while walking back and
     it hits low and sends them a good distance away. It's the same case in
     this game.

Overall Moves

 Standing Roundhouse

     Ken's Standing Roudhouse is a straight turning kick that is good as a
     defense on the floor that can't be ducked and is also good for assaults
     because of its range. There is a slight pause after, however.

 Ducking Fierce

     Ken's Ducking Fierce is an uppercut that doesn't have that much
     range. Even though it has short range, there are some reasons it
     is useful. It is a good air counter, because it reaches high.
     Another reason it's good is because it is an effective Pop Up
     that is easiliy put in a combo.

 Akuma
 ------

Offensive Moves

  Jumping Roundhouse

     Akuma's Jumping Roundhouse has good range and can hit enemies out of
     the air and can hit ground based opponents easily, because of its
     angle.

 Standing Forward

     A strong two hit axe kick that has average range. There isn't much
     chance they will dodge it. Be careful as you must let go of the stick
     when you walk forward to do this, because you might do his Hop Kick.

Defensive Moves

 Ducking Roundhouse

     Akuma's Ducking Roudhouse is a sweep. It's always been a good defensive
     move in the SF series because it is easily done while walking back and
     it hits low and sends them a good distance away. It's the same case in
     this game.

Overall Moves

 Standing Roundhouse

     Akuma's Standing Roudhouse is a high kick that is good as a counter
     against jumpers and is also good for attacking enemies. Be careful
     as it can be ducked.

 Ducking Fierce

     His Ducking Fierce is an uppercut that doesn't have that much
     range. Even though it has short range, there are some reasons it
     is useful. It is a good air counter, because it reaches high.
     Another reason it's good is because it is an effective Pop Up
     that is easily put in a combo.

 Chun Li
 -------

 Offensive Moves

  Jumping Roudhouse

     If you jump forward, not up, then Chun Li will do a multiple hitting
     kick that's good for air encounters.

  Standing Fierce

     This move has good range and does good damage, too. It is a straight
     punch, and is usually blocked. The good thing is, that sometimes you
     throw instead of this when they expect to block it!

 Defensive Moves

  Standing Roudhouse

     This kick goes straight up, and is a great air counter! The other
     thing that's good about it is that it's a Pop Up! It can be used
     as an offensive, but usually only in a combo.

 Overall Moves

  Ducking Roundhouse

     Chun Li's sweep has good range and is fairly quick. This knocks
     enemies away a good distance, but it always doesn't trip them.
     If you're not close enough, it just hurts them and they get hit
     back a little.

  Ducking Fierce

     A good, long reaching punch that goes straight. This is good for
     knocking back offenders and is useful as a low hitting offensive
     attack that they might not block.

 Cammy
 ------

 Offensive Moves

  Jumping Fierce

     Cammy's Jumping Fierce has good range and can beat enemies out of
     the air and can hit ground based opponents easily.

  Ducking Roundhouse

     Her ducking Roudhouse has pretty good range and can be followed
     up by a Cannon Drill for more damage! Great when chained with her
     Ducking Short and Forward.

 Defensive Moves

  Ducking Fierce

     Really her only good defensive move, this has short range, and is
     a semi-effective air counter.

 Overall Moves

  Standing Fierce

     This move is one of her best! It comes out very, very quickly, has
     hardly any pause, and has decent range. This usually is good for
     hitting throwers after a missed Thrust Kick. It's just a good move
     to do on the ground, end of story.

 Charlie
 --------

 Offensive Moves

  Jumping Roundhouse

     Charlie's Jumping Roundhouse has good range and is also
     aimed diagonally down to hit low and also straight ahead.

  Standing Fierce

     Charlie's Standing Fierce has somewhat small range, but it's
     quick and damaging. His Backhand is good, but this has less
     pause and a long extension means a bigger target.

 Defensive Moves

  Standing Roundhouse

     His Standing Roundhouse is a good air counter and high hitting
     attack. Be careful you don't do his Lunging Kick.

  Ducking Fierce

     A high reaching air counter that can be followed up by a combo,
     because of the fact that it's a Pop Up. It has short range, but
     it reaches high.

 Overall Moves

  Ducking Roundhouse

     His sweep has long range and does decent damage, but it is a bit
     slow. Great when chained with his other ducking attacks. It is a
     good defensive maneuver to knock enemies back, too.

 Zangief
 --------

 Offensive Moves

  Standing Roundhouse

     His Standing Roundhouse is a powerful two hit kick, where he turns,
     leans back, and lets out two kicks. Although it has short range, it
     is powerful and is pretty good at defense. It is better used as an
     offensive move, though.

  Ducking Roundhouse

     Zangief's Ducking Roundhouse is a long reaching sweep. He leans
     back and stretches out his leg. This is good because of it's range
     and it trips the opponent, setting them up for a tick or sending them
     closer towards the corner. It also hits low which they might not block.

 Defensive Moves

  Ducking Strong

     His Ducking Strong is a ducking uppercut. Meaning he doesn't stand
     up when he does the uppercut. This has decent range and snags jumpers.
     If they get hit by this, they will be launched in to the air! Follow
     this up with a 3-hit punch Air Combo!

  Standing Forward

     Zangief does a side kick that has pretty good range. This knocks the
     enemy away and is powerful for a medium attack. It can't be ducked,
     so you don't have to worry about that.

 Overall Moves

  Standing Fierce

     Zangief's primary move. Zangief pauses, steps, forward and lets loose
     a long reaching, powerful punch. It is pretty good for hitting enemies
     in the air, and will knock the enemy back. It is also good for offense,
     because of its range. The only things to worry about are people ducking
     it, and when you try to do his suplex, you might do this and the pause
     could get you hurt.

  Ducking Fierce

     This move is much like the standing version, except for a few things.
     He ducks while doing it, it has a bit more pause at the beginning, but
     not as much at the end. He doesn't move forward at all when he does it.

 M. Bison
 --------

 Offensive Moves

  Ducking Roudhouse

     Bison does his slide from the Alpha series. This time around, the
     pause is very slight. This can catch the enemy off guard easily,
     but after a while they'll catch on. Use it in moderation to knock
     them over. Do this while walking forward or dashing. It goes pretty
     far, too.

  Jumping Roundhouse

     Bison's Jumping Roundhouse is aimed downwards at a 45 degree angle.
     It has great air superiority and is powerful. It can hit foes on the
     ground easily.

 Defensive Moves

  Standing Forward

     Bison's Standing Forward has medium range, and can usually snuff
     your opponent's attack. It is pretty quick on the draw, too.
     The kick goes straight forward.

 Overall Moves

  Standing Roundhouse

     Bison's Standing Roundhouse is a high hitting kick, that is two
     hits when done up close. It is a decent air counter and does good
     damage when up close. If you aren't close enough, they might be able
     to duck under it.

  Standing Fierce

     His Standing Fierce is powerful, ignites them in Psycho Power,
     and it is a Pop Up! This can be followed up by a 3-hit punch air
     combo. It is also good as an air counter.

 Dhalsim
 -------

 Offensive Moves

  Standing Fierce ( close )

     Dhalsim's close up Standing Fierce is his good ol' two hit
     headbutt. This does good damage, but it has short range.

  Ducking Roundhouse ( far )

     Dhalsim does his slide, and it trips the enemy. This goes pretty far,
     but not that far. Be careful as it has some pause at the end.

 Defensive Moves

  Standing Roundhouse ( far )

     Dhalsim's Standing Roundhouse is a great air counter and is good
     for snagging the other player out of the air. It has immense range,
     but it is a tad slow, but fast enough.

 Overall Moves

  Standing Fierce ( far )

     This move has long range, and does good damage. Peg them with this
     a lot. It can be used to fend off foes, or as part of an assault.
     It is is a bit slow like the Roundhouse, but it's fast enough.

 Magneto
 -------

 Offensive Moves

  Standing Roundhouse

     Magneto does two kicks, one with each leg. This means two hits.
     It has relatively short range, but it doesn't have much pause.
     It does good damage if both kicks connect.

  Ducking Roundhouse

     Magneto slides on the floor with his leg stretched out. This can
     catch your foe off guard and can set him up for an OTG combo. This
     has some lag time at the end, but it doesn't matter if you trip them.
     It does if you don't hit them, though. This goes pretty far, but not
     much.

  Jumping Fierce

     Magneto thrusts a spike of magnetic energy diagonally down. This move
     has good range, damage, and it's quick. It can be easily followed by
     his Pop Up.

  Jumping Roundhouse

     Magneto does an energy covered kick that goes at a 35 degree angle.
     This has more range and air superiority than the Fierce, but it
     doesn't reach as far diagonally and is a bit slower.

 Defensive Moves

  Standing Strong

     Magneto does an upwards punch with a huge magnetic spike on his fist.
     This has decent range and also hits jumpers! Another good thing about
     it is that it's a Pop Up! The only thing is you have to watch out
     is for duckers.

 Overall Moves

  Standing Fierce

     Magneto swings his arm and a wave of magnetic energy follows it!
     This move covers all of his front and can also whack jumpers. It
     has great range, and it sends the enemy flying! A great air counter
     and also a good attack. It can be ducked, however.

  Ducking Fierce

     Magneto folds his arms and a swirl of magnetic energy surrounds him.
     This move is a great air counter and attack. There isn't much chance
     it will miss, either. Another thing is that it's a Pop Up! It covers
     his front, too. Great move! It has decent range.

  Ducking Strong

     Magneto waves his arm and a small, dark blue dome of magnetic energy
     comes out. This move is a great attack that sends them tumbling back,
     and also a good defensive move when you back up and do it on jumpers.
     It is damaging and has pretty good range. One of my favorite moves.

 Juggernaut
 ----------

 Offensive Moves

  Jumping Fierce

     Juggernaut's Jumping Fierce makes him swing his arm with immense
     force. This covers his front and upper front. It makes them fly if
     you hit them out of the air. It is very powerful, has good range, and
     doesn't have that much lag time, except at the beginning with a slight
     pause.

  Jumping Strong

     Juggernaut swings his arm downwards like a hammer, and covers his
     front and lower front. It is very quick for a guy like Juggernaut,
     and can be followed up by another hit. It has pretty good range, too.

  Standing Strong

     Juggernaut swings his arm downwards like a hammer, like his Jumping
     Strong. It covers most of his front, has decent range, and is quick.
     It's pretty damaging for such a quick move.

  Ducking Strong

     Juggernaut slams the floor with both of his hands in a fist, and it
     a is pretty good fake Earthquake. It looks like his Earthquake, and does
     good damage when you combo this with the Earthquake. This has good range
     and comes out at an average speed. It has some lag time at the end.

  Standing Forward

     Juggernaut stomps the floor very hard. It looks like what he does
     to the dead opponent when he wins. It has short range, but if a
     character happens to stretch out his limb, his limb will get stomped.
     Juggernaut will take some damage, but it's a good trade off. It comes
     out pretty quickly, too. After you knock down an opponent, you can
     stomp them with this if you're close enough. It is suitable to do after
     his Mp throw. Even if they get up before you can OTG them, sometimes it
     still hits them if they stick out a limb or if they are close enough.

  Ducking Forward

     Juggernaut scoots forward and slides his foot out. This sweeps the
     foe and does pretty good damage. It has good range, but its lag time
     could get you hurt if you don't hit them. It is best followed up by
     his Juggernaut Punch or Earthquake.

 Defensive Moves

  Standing Fierce

     Juggernaut does a hook uppercut that covers most of the space above
     him. It has short range, and is best used as an air counter. It is
     a Pop Up, so do his 5 hit air combo after you hit someone out of
     the air.

  Standing Roundhouse

     Juggernaut turns and lets loose a HUGE kick. This kick has great range,
     is very powerful, and goes up high. Even though it goes high, it goes
     from low to high, so it hits duckers if you're close enough. It has some
     lag time at the end. Great trade off move.

 Overall Moves

  Standing/Ducking Jab

     Juggernaut does big, quick jabs. If pressed again and again, Juggie
     will alternate arms when doing his punches. This is quick, as mentioned
     previously, has good range, and does suprisingly good damage for a move
     with hardly any lag time and good range.

  Jumping Forward

     Juggernaut lashes out a straight kick. This has great range and is
     pretty powerful. Since it goes straight, it is sometimes difficult
     to hit enemies below you. It has average recovery time. You can jump
     away and still hit them with this for defense.

  Ducking Fierce

     Juggernaut does a HUGE uppercut that goes pretty high. It has decent
     range and is a good air counter. It is also a Pop Up! The uppercut
     covers most of his upper front and some of his front. The only thing
     is its lag time at the end, which lasts for about 1 and a half seconds.
     You have to see it to actually see how high it goes.

 Cyclops
 -------

 Offensive Moves

  Jumping Roundhouse

     Cyclops does a powerful flip kick that is difficult for others
     to counter. It has good range and covers his entire front. It
     is quick, too. This gives him good air superiority.

  Standing Strong

     Cyclops takes both of his fists and throws them upwards. This is
     a great air counter and it is also a Pop Up. It has decent range,
     and is fairly quick.

 Defensive Moves

  Standing Roundhouse

     Cyclops does a high kick. If pressed again, Cyclops will do a
     powerful flip kick. This means two hits. The Kick has decent range
     and the flip kick has good range. The flip kick can also be used
     to counter air borne attackers.

 Overall Moves

  Standing Fierce

     Cyclops shoots a small ball of Optic energy. This is useful move
     to keep enemies away and to just hit them from afar. This projectile
     can even Two-in-One in to an Optic Blast!

  Ducking Fierce

     Cyclops ducks and shoots a small ball of Optic energy. Much like the
     standing one, except he ducks and shoots it.

 Wolverine
 ---------

 Offensive Moves

  Standing Strong

     Wolverine's Standing Strong has good range, and can be chained
     together! Just keep linking the Strongs together for many hits
     that do a lot of damage. There isn't that much pause either.

  Standing Forward

     Wolverine does a knee bash. It has short range, but is very quick.
     If you press Forward again, he will do a kick with his other leg,
     doing two hits.

  Jummping Strong

     Wolverine's Jumping Strong is similar to his Standing Strong,
     where he does a side swipe. These can link in to another Jumping
     Strong, and that can link in to another one, and so on. After a
     Pop Up, you can link up to 5 Jumping Strongs! This equals a ton
     of damage. The range is good and there is hardly any lag time.

  Ducking Forward

     Wolverine does a decent ranged sweep. This knocks the opponent
     over, setting them up for a Berserker Barrage! There isn't much
     pause, being the quick character that Wolverine is.

  Ducking Roundhouse

     Wolverine pauses for a bit and then launches himself forward
     with his claws, and does a kick. It is like a slide, but he
     isn't on the ground and is a bit above the ground. This can
     catch the opponent off guard, because of its speed. It has some
     pause at the end, so be careful. It goes pretty far.

  Jumping Roundhouse

     Wolverine spins around while doing kicks. This has pretty good
     range and is multiple hit. You aren't that invulnerable when you
     do it, so be more cautious. It does good damage and looks cool.

  Jumping Fierce

     Wolverine throws both of his claws downward while doing a flip.
     This does good damage, has great range, and doesn't have that
     much pause. You aren't very susceptible to attacks because of the
     sheer range and the slash waves.

 Defensive Moves

  Standing Roundhouse

     Wolverine sticks his claws in to the floor and does a hand stand
     kick with both of his legs. This move is a Pop Up, and it is a great
     air counter. Although it has short range, it is pretty useful when
     inserted in a combo or when used as an air counter. It has some delay,
     but not much.

  Ducking Strong

     When he does his Ducking Strong, he twists and does an upwards slash
     while on the floor. This hits them into the air a bit towards Wolvie,
     which can be chained in to his Standing Roundhouse. It is a useful air
     counter and can also be used in a combo. There isn't much pause here.

 Overall Moves

  Ducking Fierce

     Wolverine scoots forward a little and slashes outwards with both
     of his claws. This is two hits, and has decent range. It has a bit
     of a pause at the end, but not much. You can do this to keep foes
     away or to suprise hit them. It is best comboed with a Drill Claw.

  Standing Fierce

     Great move! Wolverine does a huge slash with both of his claws
     that covers his entire front. This move does a good amount of
     damage, and is great for defense and also assaults when you dash
     in with this. This has great range and doesn't have that much lag
     time. It can even hit fallen enemies.

 Sabretooth
 ----------

 Offensive Moves

  Standing Fierce

     Sabretooth does two slashes. First he slashes downwards, then upwards.
     This is a two hit combo, and the second slash is a Pop Up. This is
     fairly quick, and not that much lag time. People tend to block this
     a lot. It is still good for assaults.

  Jumping Roundhouse

     Sabretooth kicks downwards with both of his feet. This isn't good
     for air battles, but easily hits an enemy standing on the floor.
     This is quick and has decent range.

 Defensive Moves

  Standing Forward

     He does a straight kick that has great range and not that much pause.
     Do this while walking back to boot them away. It even has the ability
     to kick most of the characters that are coming in from a switch! This
     works on smaller characters like Ryu, Cammy, and so on. It doesn't
     work on big guys like Juggernaut and Sabretooth.

  Ducking Roundhouse

     Sabretooth does a long ranged sweep. This is kind of slow, but it
     goes far and knocks enemies away for defense. Don't use this too
     much. Sabretooth isn't really one for defense. The time it takes
     for him to turn back around might get you hurt if you're too close.

 Overall Moves

  Ducking Fierce

     Sabretooth's Ducking Fierce is a kneeling uppercut. He grabs one
     hand and lifts it. This is a powerful Pop Up, and is the best setup
     for his most powerful asset: damaging combos. It covers most of his
     front and some of his upper front. It is a good air counter and you
     should use this frequently in his assaults.

 Gambit
 ------

 Offensive Moves

  Jumping Fierce

     Gambit's Jumping Fierce covers almost all of his front and lower front.
     This is hard to beat in the air and can easily peg foes below you. It
     has great range and good recovery time. Use this the most when using
     air assaults.

  Ducking Roundhouse

     Gambit's sweep has good range and decent recovery time. It is best
     used offensively, because it sets them up for a nasty OTG.

 Defensive Moves

  Standing Fierce

     Ganbit swings his staff sideways, which covers most of his front.
     This is great for hitting foes away while throwing Kinetic Cards.
     It is also a useful attack. It has some lag time at the end, but
     it has great range to make up for it.

 Overall Moves

  Standing Roundhouse

     Gambit turns and does a high roundhouse kick, hence the name.
     This hits them high, and can be ducked. This is a fairly good
     air counter, and also a good offensive move.

  Ducking Fierce

     Gambit waves his staff upwards, making one of the highest Pop Ups
     in the game. It does good damage and sets them up for a nasty air
     combo. It has only a bit of pause, and covers most of his upper front,
     and has decent range.

 Rogue
 ------

 Offensive Moves

  Jumping Fierce

     Rogue takes her hands and clobbers the enemy in a hammer like motion.
     This is quick and covers her lower front. It does good damage but hits
     them pretty far away, so you'll have to dash as soon as you land to
     get it to be an effective opener for a big combo. It doesn't matter if
     you're going to do a small combo.

  Standing Fierce

     Rogue pauses for a bit, then does a hook punch. This has great range,
     and is pretty powerful for its speed. It does have some pause after
     the punch, but the punch itself is fast.

  Ducking Roundhouse

     Rogue's sweep has decent range and can be easily buffered in to her
     Super. It has hardly any lag time, and best used when chained with
     her other ducking attacks.

 Defensive Moves

  Ducking Fierce

     Rogue's Ducking Fierce is an uppercut that goes straight up. It is
     a good air counter and covers her upper front. It has short range,
     and is a Pop Up. It has some lag time, but not much.

 Overall Moves

  Standing Roundhouse

     Rogue does a back flip kick that sends them straight up in to the
     air for a nasty air combo finished off with a Power Stealing Kiss.
     This has good range and is very quick, so lag time is not a worry.

 Storm
 ------

 Offensive Moves

  Standing Fierce

     Storm takes both of her hands and lets loose a spike of lightning.
     This has good range and a bit of lag time at the end. It does good
     damage, but it can be ducked.

  Jumping Roundhouse

     Storm does a flip kick similar to Cyclops', except it does has more
     range. It does good damage and covers her entire front. It hardly has
     any lag time. This is hard to counter and can hit foes below, in front,
     or above her!

  Ducking Roundhouse

     Storm kicks and a small tornado forms. This tornado has good range,
     has hardly any pause, and is a very high Pop Up! This can even hit
     fallen characters! Follow this up with her 3 Hit Kick Air Combo.

 Defensive Moves

  Ducking Fierce

     Storm does a kneeling uppercut with a ball of electricity that
     sends the enemy away with one hit! This is a Pop Up, if you
     wanted to know. It is a good air counter and a move to knock the
     opponent away.

 Overall Moves

  Standing Roundhouse

     Storm kicks and a big tornado forms and covers her entire front.
     This sends the enemy sky high, and is an effective Pop Up. This has
     decent recovery time and good range. Great for defense or offense.

 Good Teams and Duals
**********************

 Here are some teams that do well together, along with their
 Duals.

 Ryu & Ken: Ryu & Ken are a classic match up. Ryu's large fireballs
            and solid hits are just what Ken needs with his small
            fireballs and multi hit moves. When they do a Dual, Ken
            does a Super Fireball which he normally can't do. The Dual
            kinda reminds me of the anime when they finish off Bison!

 Wolverine & Sabretooth: While they seem similar, they are quite
                         different. Sabretooth's raw power combined
                         with Wolverine's speed and finesse equal
                         a great team. Their Supers also compliment
                         each other, too.

 Zangief & Juggernaut: These two giants rumble the arena! There power
                       is incredible, and their speed isn't that bad
                       either. When they do a Dual, Juggie does his
                       Headcrush and Zangief does a Super Lariat which
                       he normally can't do.

 Ryu & Cyclops: Both are well rounded, powerful characters with heavy
                duty projectiles. When they fight together, they are
                unstoppable. Ryu's solid power with Cyclops' finesse
                make them well balanced. When they do a Dual, they
                both unleash a HUGE ray of utter destruction.

 Wolverine & Juggernaut: Wolverine is quick and powerful, and Juggie
                         is slow but POWERFUL. Wolverine's quickness
                         and multiple moves well compliment Juggernaut's
                         power, but lack of variety. Logan can REALLY
                         build up Super bar, but doesn't really need it.
                         Juggernaut, however, can really use the Super
                         Bar, for his Headcrush. Their Dual is a barrage
                         of claws and a huge headbutt. Do it with Wolvie
                         on the screen.


 M. Bison & Magneto: Heavy power and maneuverability make these
                     two an unholy pair. Magneto's back up power
                     with M. Bison's full frontal power make them
                     lethal. Both have heavy zoning tactics, which
                     also compliments their ability to fly at will.
                     Their Dual will send the opponent reeling with
                     pain from a Shockwave and Psycho Crusher.

 Cammy & Juggernaut: Juggernaut's awesome power is helped by Cammy's
                     speed and combos. Cammy is great for building
                     up Super bar, which Juggie can put to some good
                     use. Their Dual is powerful, with both of them
                     launching themselves at their opponents.

 Akuma & Storm: Akuma's got a slew of great moves, but his air superiority
                is lacking. Storm makes up for this loss with her Flying,
                Typhoons, and just her fighting style. Their Dual is a
                barrage of lightning and a ray of death at the same time,
                utterly frying an opponent.

 Chun Li & Gambit: Chun Li has great air superiority and good ground
                   strength, and Gambit has great ground superiority
                   and good air superiority. These two make a marvelous
                   team and will beat up the competition! Their Dual
                   is powerful, as Gambit is chucking cards, Chun Li
                   lets loose a huge dome of energy!

 Magneto & Juggernaut: Magneto's superior air power and zoning warmly
                       accompanies Juggernaut's brute strength and
                       ground superiority. The duo was great in X-MEN
                       COTA, and they make a good pair now. Their Dual
                       is a Headcrush and a Shockwave at the same time.
                       This Dual is powerful, and is good on switching
                       characters. One of my favorite teams.

 Akuma & Juggernaut: Akuma has the artillery to destroy opponents,
                     and Juggernaut's raw power is a good asset.
                     This team is one of the most powerful in the
                     game. Akuma is good for building up Super bar,
                     and Juggernaut is good at using Super bar!
                     Although they are very powerful, their Dual
                     must be done with Akuma on the screen. If not,
                     Juggernaut will instantly do the Headcrush and
                     the Messatsu-go-hadoken will miss, because of it's
                     lag time at the beginning.

 Zangief & Dhalsim: Dhalsim is faster now, and Zangief is stronger!
                    Dhalsim is great for cheese factor and keeping
                    enemies away. His counters are undeniable. Zangief
                    is great for close encounters, so the opponent will
                    not know what strategy to maintain. Thier Dual is
                    a powerful flaming lariat. Dhalsim spews fire, and
                    Zangief does a massive Super version of his Lariat
                    which he can't normally do.

 Storm & Zangief: Storm is great at damaging opponents from a far, but
                  close encounters leave her endangered. Zangief has a
                  plethora of close attacks, and his fighting style is
                  suited to close quarters. Their Dual is Storm's hot
                  Lightning Storm and Zangief's Super Lariat.

 Charlie & Akuma: Charlie is pretty powerful and his Somersault is
                  a great asset. When matched up with Akuma, they are
                  unstoppable. Focus on Akuma's projectiles and Charlie's
                  fighting power. There Dual is a lot of Sonic Booms and
                  a grand Shoryuken.

 Charlie & Ryu: Same story here, except for the Dual.

 Top Ten Cheapest Things List
 ****************************

   Ah, yes. The bickering of players, the whining of foes, and the
  violent pounding, which damages the controls >:(, and swearing of
  losers. What causes this? Cheapness. Although some are reasonable,
  and some are unreasonable, some are just obnoxious. Here are the
  top ten cheapest things that players have done and complained about.


  10) Cyclops' Optic Blast

     Although a tad cheap, this move can be countered, pretty easily.
     It eats through most projectiles and hits the opponent. There is
     a simple way to overcome this. Don't throw projectiles at Cyclops.
     Simply Super Jump at him, and he can no longer push you back with
     Optic Blasts.

  9) Rogue's Power Stealing Kiss

     People think this is cheap. Why? Some guy said all those powers
     make her too powerful. Ha! She can only have one power at a time,
     and it makes up for her lack of unique special moves, like no
     projectiles. Another complaint is that it is unblockable and
     they can't avoid it. Funny. When I do the move, they automatically
     try to block an unblockable move. Then after, they try to soften
     the move. Why? You can't soften her Power Stealing Kiss. And for
     the players out there who think it's cheap, it hardly does any
     damage. But don't worry all you people out there who think it's cheap,
     there's a simple counter: hit Rogue out of it.

  8) Blocking the Shoryuken

     Is this so wrong? Now that air blocking is so easy and you can
     block almost anything, some players still complain, " That's
     cheap! You can't block my Dragon Punch! " Sigh. It was considered
     pretty lucky if you could block it in SFA. But since this game has
     the engine of the X-Men games, this is reasonable. I usually block
     their Dragon Punch and hit them as they land. Little do they know,
     they could just do the Jab version, preventing me from hitting them.

  7) Storm's Flying Cheese

     Storm has great potential, but this is the thing that makes players
     mad. She does her Flying, and just keeps hurling Special moves and
     Lightning Balls at you. This does a lot of block damage and sometimes
     gets you. The problem is most players can't seem to get past all of
     her projectiles and get her. Remember, she CAN'T block. So just Super
     Jump and hold back while going forward, and strike! Also use characters
     with an air Super projectile, like Ryu. It's not that cheap if you know
     how to counter it. You can also run under her and attack, with upwards
     attacks like Ken's Shinryuken or Charlie's Somersault Justice.

  6) Juggernaut's Ability To Withstand Hits

     Players think this is cheap, but I don't. That's how he's supposed
     to be: unstoppable. Say a guy throws his Kinetic Cards at me. When
     Gambit is about to throw his cards, he pauses with his cards. So,
     I just happen to think it would be a good trade off with a Juggernaut
     Punch. I dash, take the cards ( which still damages me ), and wallop
     him. I get more damage, and he gets mad. Juggernaut also needs this
     power. Since he's so slow, if he got knocked back by small hits, he
     wouldn't be as good as he is. Maybe one of the worst. He still takes
     damage. Chains can break through his " invulnerability ", so it isn't
     that cheap. It just gives Juggernaut players a reason to play as him,
     in which the reason is the not-so-cheap power.

  5) Cyclops' Mega Optic Blast

     People complain about this all the time. It does pretty good damage,
     but I don't think it's cheap. The reason people say it's cheap is
     because it fills the whole screen, and it is virtually uncounterable.
     It usually is blocked, but little do they know I am just wasting my
     Super bar for petty block damage. It fills the entire screen, not the
     stage, so you can Super Jump, because there is a flag before he does
     it. He flails out his arms and his visor glows. Of course, it does
     have its moments of CHEAPNESS when I am OTGed by it.

  4)  Throws/Ticks

     A lot of people think throwing is cheap. Although they do take
     off a generous amount for a simple motion, they aren't as powerful
     as an air combo or a simple 3-hit Shoryuken. Another reason is
     because it's unblockable. So what? You have to be pretty darn close
     to throw, and smart people keep their distance from throwers or just
     throw them back. The throwing range isn't that great. You can even
     soften throws for less damage. Ticks are a different story. While ticks
     were considered cheap in SFA, it isn't that cheap here. In SFA, you
     could sometimes throw them out of their throw attempt, and you needed
     at least a level of Super bar to smack tickers away with an Alpha
     Counter. Now you can simply do a Push without using any Super bar.
     You have Alpha Counter type moves now, too. It requires your partner
     and some of the Super bar. This has a link to the #1 cheapness factor,
     because sometimes the #1 cheap thing affects ticks.

  3) Off the Ground Combos

     This is semi-reasonable. The reason for this is after a massive
     combo, they will just repeat it, ( like some Sabretooth player
     did to me ). If you're like me, I only follow up a combo or a
     knockdown with two or three hits. Some guys just do the same
     damaging combo again and again in a corner. It is kind of cheap
     if you just hit them with a Super when they're on the ground, though.
     There is a way to avoid this, though. You can roll out of harm's way.

  2) Throwing in to a Super

     Some people find this very cheap, because the throw does pretty
     good damage, and the Super usually does a lot. Although this is
     reasonable, the people who complain to me are so stupid! I had
     this one guy play me, who was being Ryu & Ken. I was Juggernaut
     and Sabretooth. Whenever I jumped at him, he would do a Dragon
     Punch, and I would always block it. Since he always did the Fierce
     version, I could throw him or do a massive air combo as he landed.
     When I was Sabretooth, I did my air combo, air threw him, and then
     juggled him with my Super. I only did this once, and he slammed
     the controls. If he thought about it, he let me do this by missing
     with his Shinryuken or Shoryuken.

  1) The number one cheap thing is......... TAKING ADVANTAGE OF POOR
     ARCADE QUALITY!!! Yes, I've heard this many times, and it is true.
     Of all the ways you can counter moves and be cheap, it all boils down
     to this. Some examples are to repeatedly trip someone who's joystick
     doesn't work that well when trying to down block. Ticking someone who
     can't Push because one of the punch buttons doesn't work, and doing
     a Super on a player when a certain button doesn't always work and
     presses itself automatically, leaving him open during the stance.
     This aspect of cheapness tests your true character. Be it mercy, or
     lack of sympathy.

 The Stages
************

 Temple of Big Fists

  This stage has a large temple in the background on the right side of the
  stage. There is a lot of wild vegetation. This is nothing very special
  about this stage.

 Raging Inferno

  This stage starts out a calm factory facility of some sort. There are
  domes, pipes, and other objects in the background. After a character is
  defeated, the screen flashes white. The factory bursts in to a raging
  inferno ( hence its name ). Flames are everywhere, changing the look of
  the stage.

 Manhattan

  This stage has a lot of cops, police cars, and others in the background.
  There is a police van on the left side of the stage. If a player is hit
  hard and flies at it, the van will get dented and the character will
  bounce off of it ( combo time ). After a while, the floor will break and
  the players will fall in to the sewer below. The sewer has a lot of rats
  and tunnels in the background. Biggest stage.

 Dead Or Live: The Show ( Mall Mayhem for Japanese Version )

  You fight at a mall, with people in the back, escalators, cameras, and
  a bunny =). The stage seem a bit bigger than the others.

 The Cataract

  This is a jungle type stage with a few little creatures, many vines,
  and a dirt floor. Oh yeah, there's also many pretty ( hee hee )
  waterfalls on the right side of the stage. A cool stage.

 Code Red

  You fight atop the Black Bird. On the left side is inside the docking
  place. On the right side is outside, where you see the sky.

 On The Hill Top

  You fight on a hill top ( yup! ), and there are some vines and many
  large trees in the background.

 Apocalypse Now!

  Apocalypse's stage. You fight on some platform, with many devices
  and structures around you. Can't see much with Apocalypse hulkin'
  over everything. Keep in mind you can shatter those tubes with the
  characters in it.

 Codes and Stuff
*****************

  Codes
 -------

 After some testing, I figured out a few cool codes.

 Street Fighter Alpha Chun Li: Hold Start on Chun Li for 5 seconds,
                               press any button.

 Play as Akuma: Press up on Dhalsim or Juggernaut.

 Random Select: Hold left on X-Men Characters, right on Street Fighter
                Characters, and either way on Akuma.

 Same character team: Do get two of the same character, you must do
                      Random on that person first ( except Chun Li ),
                      and get that person on Random and let go of
                      the stick. It will lock on that person, so just
                      press the button again. Here's some more info:
                      People on the left or right borders/sides,
                      just random. Don't let go of the stick too
                      quick. Hey, that rhymes! Anyways, for people
                      in the middle, or not on the left or right
                      border, go to the person left of 'em, then press
                      and hold right to Random on them. Just hold right
                      for Akuma.


 Rumors
--------

 Some rumors are going around that you can play as the following
 characters.

 1) Apocalypse
 2) Thanos
 3) Doctor Doom

 These guys are found trapped in tubes in
 Apocalypse' stage. Maybe you can free them......

 4) Psylocke
 5) Blanka
 6) Shuma Gorath
 7) Dan
 8) Forge
 9) Sakura

 There is also a rumor of being able to fight the human sized
 Apocalypse. This could be true, but I doubt it.

 I hear of a two players VS Apocalypse with two characters on the same
 screen at a time killing Apocalypse. Then, supposedly, you fight each
 other with your one character, and it resumes to the normal mode after
 someone has been defeated. This is a rumor.

 Endings
*********

 Ryu: Ryu and the other good Street Fighters and X-Men stand
      over the ruins of Apocalypse' base.

 Ken: Ken is playing X-Men VS SF on his home arcade system with
      Mel, his son. Then his wife calls him.

 Charlie: Charlie is captured before he escapes and is experimented
          on. Guile holds Charlie's tags and says he will find and
          avenge his friend.

 Zangief: Omega Red is taking over Mother Russia again. Colossus
          enlists the aid of Zangief to help him defeat Omega Red.

 Chun Li: Professor Xavier, Cyclops, and Jean Grey come over
          to Chun Li and ask her to train and join the X-Men.
          She gladly decides to become part of the X-Men.

 Cammy: Cammy is surrounded by Matsuo and ninjas. Psylocke
        comes and defeats them, and helps Cammy escape.
        But with her memory gone forever, she must start
        from scratch and affiliates with the team in her
        SF ending.

 Dhalsim: Dhalsim wins the tournament, but then wakes up
          with his wife and kid, realizing it was just
          an all too realistic dream.

 M. Bison: With Magneto out of the way, M. Bison realizes his
           dream of genetic mutation. After he takes over the
           world, he looks toward the universe, and thinks
           that no one can stop him now!

 Cyclops: Cyclops shakes hands with Ryu and thanks him for
          helping to free his friends. With people like Ryu,
          humans and mutants can co-exist in harmony!

 Wolverine: Wolverine sadly tells Cyclops to take care
            of Jean, then he rides off in his motorcycle.

 Gambit: Gambit sees Rogue sadly sitting on the grass
         and comes over and comforts her. Then he holds
         Rogue in his arms.

 Sabretooth: Birdie says Sabretooth has defeated everyone,
             standing over dead bodies of Ryu, Chun Li, and
             Charlie. Sabretooth says not yet. He still saved
             this little runt for last. Sabretooth jumps at
             Wolverine. Wolverine says, " Go for it bub. "

 Rogue: Rogue is sitting on the grass, and she is cursing
        her mutant powers. Chun Li comes over and tries
        to cheer her up. Rogue says she doesn't understand
        because she's normal. Chun Li then asks how many
        normal people throw fireballs.

 Storm: Storm frees everyone, including Forge. They reaquaint
        themselves, but Shuma Gorath breaks out and attacks!
        They decide it's not time for romance.

 Juggernaut: Juggernaut tells Apocalypse that he shouldn't have
             gotten in his way. " Now look at yourself! All da'
             losers in the world think I'm dumb. Lemme tell you
             'bout the time I whipped the Hulk nye outsmartin'
             him. " I think that's what he says.....

 Magneto: Magneto is satisfied that he has destroyed Bison and
          his wicked dreams about genetic mutation. The three
          servants of Bison, Vega, Balrog, and Sagat, are behind
          him and decide to join Magneto and become Acolytes to
          help him take over Earth.

 Akuma: Akuma takes a trip to the land of China. Wolverine is
        in Madripor, when a shadowy figure appears. Wolvie asks
        what Akuma knows about his past, and Akuma replies to
        come and find out by beating it out of him.

 Credits
*********

 I did most of the stuff by myself, but here's a list of people
 that helped me complete my FAQ.

 - [email protected] for lots of corrections
 - Vudude for a code, endings, and stuff
 - G235 for some Supers and stuff
 - JYang91968 for some tid bits
 - GodIsEmpty for Sabretooth's rule on chains
 - Yosimitsu for Cammy's Cannon Counter
 - Rekka 6073 for some cool stuff
 - My cousin Kha, who gave me info on some moves
 - VGO Thug for Cyclops' Kick
 - My brother for letting me test EXTENSIVELY instead
   of really fighting
 - Ryu44 for info on Akuma and Super Bar
 - All those people that I played at Nickel City :)

   NOTE: Nickel City is an arcade place where you use nickels
         instead of quarters. Free games, like SSF2T and Galaga.
         One nickel to play games like SFA, Shadow Over Mystara,
         and Killer Instinct. Here's the cool part. Only two nickels
         to play new games like X-Men VS SF, SF3, and Street Fighter EX.
         Three nickels to play arcade games like Cruisin' the World,
         Virtual On, San Francisco Rush, and Cyber Cycles. It even has
         pinball machines and ticket games! A pretty big place, too.
         Admission is $1.95. You may have read about it in EGM2.
         Cool, huh? By the way, I got E-mail asking for the address.
         It is in San Jose, CA. Located on Almaden Expwy and Camden Ave.

 Please don't stick your name on this FAQ like you made it and
 receive credit. I worked long and hard on this. No part of this
 FAQ may be rewritten, except for some basic stuff, without my
 consent. If you have any Q's, comments, or corrections,

 E-mail: [email protected]