MARVEL SUPER HEROES VS. STREET FIGHTER FAQ v0.5
for the Sega Saturn (import)
by Chris MacDonald

Unpublished work Copyright 1998-2001 Chris MacDonald

This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976.  It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise).  It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift.  This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission.  This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.

I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games.  Remember, plagiarism is a crime and is punishable by
law.

The Street Fighter series is (c) Capcom of Japan.  All Marvel characters
are (c) Marvel.

If you've been thinking of purchasing this game, I highly suggest
you do so now.  Marvel apparently has an issue with this game being
imported into the US (they think people will mistake Norimaro for
a Marvel character), and are pressuring Capcom into doing something
about it.  As a result, Capcom is cracking down on stores selling
this title, and it's already getting hard to find.  I'd suggest
looking for a specialty store instead of trying for a video game
chain store or a mail-order company.

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

1.  HOW TO PLAY
      - Key to Controls
      - Basic Moves List
      - Using Easy Mode
      - Super and Hyper Armor
2.  CHARACTER MOVES LIST
      - Blackheart
      - Captain America
      - Chun-Li
      - Cyclops
      - Dan Hibiki
      - Dhalsim
      - Gouki
      - Hulk
      - Ken
      - Norimaro
      - Omega Red
      - Ryu
      - Sakura Kasugano
      - Shuma-Gorath
      - Spider-Man
      - Vega
      - Wolverine
      - Zangief
3.  HIDDEN CHARACTER MOVES LIST
      - Armor Spider-Man
      - Hiyakeshita Sakura
      - Mech-Gouki
      - Mega Zangief
      - Mephisto
      - Shadow
      - US Agent
4.  SECRETS AND TRICKS
      - Bonus Options
      - Select the Hidden Characters
      - Fight a Hidden Team
      - "Mech-Gouki Now!!" Mode
      - Select Mech-Gouki
      - Change Characters
      - Quick Continue
      - Beat Up Your Opponent / Partner
      - Dan's Secret Introduction / Special Finish
      - Sakura's Win Poses
      - Norimaro's Quadruple Jump
5.  COMBO PRIMER
      - Basic Combo Theory
      - Types of Chains
      - Starting and Finishing an Aerial Rave
6.  MISCELLANEOUS
      - Survival Mode
      - Easy Mode Moves Chart
      - Translations
      - Special Thanks


=========================================================================
 1.  H O W   T O   P L A Y
=========================================================================

-----------------------------------------------------------------------
KEY TO CONTROLS
-----------------------------------------------------------------------

This section outlines the basic controls for all characters:

(joystick directions and results)

 ub  u  uf      Jump Up-Back            Jump Up        Jump Up-Forward
   \ | /
b -- n -- f     Walk Back / Guard       Neutral        Walk Forward
   / | \
 db  d  df      Defensive Crouch        Crouch         Offensive Crouch

(button layout and effect)

LP  MP  HP      Light Punch         Medium Punch       Hard Punch

LK  MK  HK      Light Kick          Medium Kick        Hard Kick

(FAQ abbreviations)

 qcf / qcb  -  Press d,df,f or d,db,b on the joystick.

 hcf / hcb  -  Press b,db,d,df,f or f,df,d,db,b on the joystick.

 Rotate 360 -  Rotate the joystick in a complete circle.  You can start
               and end the circle at any point (i.e. start at uf and
               end at uf, or b to b, etc.)

 PP / PPP   -  Press any two / all three Punch buttons.

 KK / KKK   -  Press any two / all three Kick buttons.

 (air)      -  The move can be performed while on the ground, or while
               in the air (during a jump or after an air recovery).

 x~x        -  All possible ranges are allowed (for example, ub through
               uf, or MK through HP).

 dir.       -  Any direction can be used.


-----------------------------------------------------------------------
BASIC MOVES LIST
-----------------------------------------------------------------------

Dash                    f,f / PPP
Backstep                b,b / b + PPP
Super Jump              d,u / KKK / ub~uf after hitting w/ a launcher
Long Jump               Tap uf during Dash / Tap ub during Backstep
Block / Low Block       Hold b / db against high / low attacks
Air Block               In air, hold b / db against an attack
Advancing Guard         While blocking, tap PPP rapidly  (air)
Tech. Hit               Perform a throw as you are thrown  (air)
Recovery                Tap b / f + P / K rapidly when dizzied
Down Escape             b,db,d + P / K when knocked down
Variable Assist         Press MP + MK
Variable Attack         Press HP + HK
Variable Counter        While blocking, b,db,d + HP + HK  (at Level 1+)
Variable Combination    qcf + HP + HK  (at Level 2+)

 - Zangief and Mega Zangief cannot Backstep or Long Jump backwards.
 - Using the Advancing Guard doesn't reduce the amount of damage
   taken; it only attempts to create more distance between you and
   your opponent.  It's wise to not always use it as it's possible
   to be hit by an attack as you recover from pushing yourself
   forward.
 - You can Tech. Hit (Ukemi), out of almost any throw in the game,
   including ground and air throws, as well as:

       - Cyclops' Running Neckbreaker Drop
       - Dan's Otoko Michi
       - Hulk's Gamma Tornado
       - Spider-Man's Web Throw
       - Zangief's Flying Powerbomb / Air Spinning Piledriver
       - Zangief's Running Throw (either version)
       - Mech-Gouki's Air Shining Gou Shock
       - Shadow's Final Mission

 - When you use any of the 'Variable' moves (aside from the Variable
   Assist), you'll switch characters.  This won't always happen in
   the case of the Variable Counter / Variable Combination, usually
   if your ally is attacked as he or she comes on-screen.  Keep in
   mind that you have to have both characters alive to use any of the
   Variable moves.


-----------------------------------------------------------------------
USING EASY MODE
-----------------------------------------------------------------------

Easy Mode functions just like Normal Mode, but with some notable
differences:

 - To do your launcher, press LP + LK while standing or crouching.
   This is the _only_ way to launch someone, you can't do the launcher
   manually.
 - Tapping MP, MK, HP, or HK will result in a special move being
   performed (not all characters can use all the buttons).  Some
   characters can do this in the air, too.
 - Pressing MP + HP or MK + HK will result in a Hyper Combo being
   performed if you have enough power (not all characters can use
   MK + HK).
 - If you hit an opponent with LP or LK while standing, crouching,
   or jumping, you can tap LP or LK repeatedly for a combo (or press
   any button to control the combo yourself).


-----------------------------------------------------------------------
SUPER ARMOR AND HYPER ARMOR
-----------------------------------------------------------------------

Normally, when you get hit, your character goes into "hit stun"; you
can't do anything for the brief moment that they're reacting to getting
socked in the head, etc.  Characters with Super Armor have a one-hit
buffer, so if you hit them once, they'll flash but will not go into
hit stun.  This means that if they were starting an attack as you hit
them, they'll still go through with it and you'll get hit instead.
This also means that they can't be launched unless you've just hit them
previously (or depending on your ground chain type, if you've chained a
hit before you did the launcher).  In some cases, this also applies to
sweeps (you have to hit them once, then sweep them if you want to knock
them down).  Note that the Web Throw / Carbonadium Coil attacks will
not connect unless they combo it or have just hit their enemy with an
attack within the last second or so, due to the effects of the Super
Armor. Hulk has Super Armor; Zangief has it too, but only during
certain special moves.  Armor Spider-Man also has it but it seems to
only apply to certain attacks (usually only LP or LK attacks; it
varies against special moves--see his section for details).

Hyper Armor works just like Super Armor, but provides it's user with
an infinite hit buffer.  This means that they cannot be launched or
sweeped (and Spidey cannot connect with his Web Throw; nor can
Blackheart connect with his HK demons, or Omega Red connect with his
Carbonadium Coils).  In addition, any HC that results in an auto combo
(such as Wolverine's Weapon X, Spider-Man's Maximum Spider, Shadow's
Final Mission, etc.) won't work (excluding either Sakura's Midare
Zakura or Shadow's Cross Shadow Blitz).  Also, a character's stun meter
(the half circle surrounding the timer), will not increase if they are
hit, so they can never be dizzied!  Luckily, only Mega Zangief has
Hyper Armor.


=========================================================================
 2.  C H A R A C T E R   M O V E S   L I S T
=========================================================================

Characters are listed alphabetically.  All move names are official
except those listed in lowercase in parenthesis.  A short list of
attack, combo, and Variable move information is shown afterwards:

Ground Combo Chain:    The chain type used when standing / crouching
Jumping Combo Chain:   The chain type used when jumping
Super Jumping Chain:   The chain type used when super jumping
Aerial Rave Launcher:  The attack used to start a Super Jumping chain
Aerial Rave Finisher:  Any attack that finishes a Super Jumping chain*
Flying Attack:         Any attack that sends an enemy flying away
Knockdown Attack:      Any attack that knocks an enemy off their feet
Ground Throws:         What throws a character has while on the ground
Aerial Throws:         What throws a character has while in the air
Variable Assist:       What move is used during a Variable Assist
Variable Counter:      What move is used during a Variable Counter
Variable Combination:  What HC is used during a Variable Combination+

* Depending on the size of your opponent, and whether you're in the
  corner or not, it's possible to hit your opponent after hitting
  them with a finisher.
+ If 2 attacks are listed for, the second one is used if this character
  is an ally and not currently in use).

Any important comments concerning each character are written after
their moves list.  For more information on chains and combos, please
refer to section 5, the Combo Primer.

-----------------------------------------------------------------------
BLACKHEART
-----------------------------------------------------------------------

Dark Thunder                     hcf + P
Inferno                          hcb + P

Kuuchuu Dash                     In air, f,f / PPP
Kuuchuu Backstep                 In air, b,b / b + PPP
(long dash)                      f,f (hold f)
(long backstep)                  b,b (hold b)

Armageddon                       qcf + PP
Heart of Darkness                qcf + KK
Judgment Day                     qcb + PP  (air)

Ground Combo Chain:    Kick to Punch
Jumping Combo Chain:   Kick to Punch
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing MP
Aerial Rave Finisher:  MK, Judgment Day
Flying Attack:         Crouching MP
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MK / HK
Variable Assist:       LP Dark Thunder
Variable Counter:      LP Dark Thunder
Variable Combination:  Armageddon

 - Blackheart's HP attack produces demons that fly around, then
   return to him.  If they hit an enemy, they latch on and slowly
   drain life from him or her.  You'll lose less life if less
   demons are attached to you.  Although an enemy is not stunned,
   they do get knocked around a bit (during the crouching HP
   attack, you have more than ample time to follow up with an
   attack or Hyper Combo while the demons knock around your foe).
 - Blackheart's HK attack produces demons that will move forward,
   then disintegrate.  If they hit an opponent, they latch on to
   him or her and prevent them from moving.  You can escape this
   the same way you would when dizzied (shake the joystick and tap
   the buttons), and you'll be stunned for a shorter period of time
   if less demons are attached to you.
 - The Judgment Day HC does the best block damage in the game.  For
   a cheap tactic, jump towards an opponent with low life and use
   it repeatedly in air to whittle down their life and kill them.


-----------------------------------------------------------------------
CAPTAIN AMERICA
-----------------------------------------------------------------------

Shield Slash                     qcf + P  (air)
Charging Star                    qcf + K
Stars & Stripes                  f,d,df + P
Zenten                           hcb + P

(double kick)                    Press MK,MK
(heel kick)                      In air, d + HK
2 Dan Jump                       ub~uf (x2)

Final Justice                    qcf + PP
Hyper Charging Star              qcf + KK
Hyper Stars & Stripes            f,d,df + PP

Ground Combo Chain:    Hunter
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing MP / Crouching HP
Aerial Rave Finisher:  HP, HK, Heel Kick, Shield Slash
Flying Attack:         Standing HP
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       MK Charging Star
Variable Counter:      HP Stars & Stripes
Variable Combination:  Hyper Stars & Stripes / Hyper Charging Star

 - Captain America can lose his shield if he misses a Shield Slash.
   Without the shield, he cannot perform the Shield Slash until he
   picks it up again by passing over it.  Furthermore, his Punch
   attacks do less damage when he doesn't have the shield equipped,
   although they do come out faster than normal.  If his shield
   falls off screen, it will drop from the sky into the Captain's
   hand a few moments later.
 - His Charging Star can neutralize normal projectiles (doing this
   reduces the speed and distance that this move goes, though).
   It won't neutralize projectiles if he doesn't have his shield.
 - Captain America's Zenten can be used to pass through most any
   attack, execept for special throws.
 - His Hyper Charging Star can pass through normal projectiles and
   resist Hyper Combo projectiles (at the cost of reducing his
   speed and distance travelled), but only if he has the shield.
   Otherwise, he can't pass through anything.


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

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

Reishiki Kikou Ken               f + HP
Kaku Kyaku Raku                  df + HK
Yosou Kyaku                      In air, d + MK  (can do repeatedly)
(split kick)                     In air, u + LK
(front kick)                     In air, f + HK
Sankaku Tobi                     Jump against a wall, press f
3 Dan Jump                       ub~uf (x3)
Kuuchuu Dash                     In air, f,f / PPP

Kikou Shou                       qcf + PP
Senretsu Kyaku                   qcf + KK
Hazan Tenshou Kyaku              f,d,df + KK

Ground Combo Chain:    Hunter
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing HK
Aerial Rave Finisher:  HP, HK, Front Kick, Hyakuretsu Kyaku,
                       Yousou Kyaku
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       MP Kikou Ken
Variable Counter:      MP Kikou Ken
Variable Combination:  Kikou Shou / Senretsu Kyaku (w/ Chun-Li)

 - The Reishiki Kikou Ken can negate normal projectiles.  It also
   fits nicely into a chain combo, although it can't be cancelled.
 - The Sen'en Shuu and Kaku Kyaku Raku moves are overhead attacks
   and must be blocked high.
 - Chun-Li's Kikoushou can negate normal projectiles and resist
   Hyper Combo projectiles.
 - Chun-Li's taunt (press Chouhatsu) hits for minor damage.  You
   can't kill someone with it, though.


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

Optic Blast                      qcf + P  (air)
Optic Sweep                      f,df,d + P
Rising Uppercut                  f,d,df + P, tap P rapidly
Cyclone Kick                     qcb + K
Rapid Punches                    Charge b,f + P, tap P / K rapidly
Running Neckbreaker Drop         Charge b,f + K

(optic bullet)                   Press HP while standing or crouching
(double attacks)                 Press LP,LP / LK,LK / HK,HK
(alternate attacks)              In air, d + LK~HP
2 Dan Jump                       ub~uf (x2)

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

Ground Combo Chain:    Hunter
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing MP
Aerial Rave Finisher:  HP, HK, Optic Blast, any Alternate Attack
                       except d + LK
Knockdown Attack:      Crouching HK / MK (lifts them slightly upward)
Ground Throws:         b / f + MP / HP / HK  (db / df + MK / HK)
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       MP Rising Uppercut  (can't add extra hits)
Variable Counter:      LP Optic Blast
Variable Combination:  Mega Optic Blast

 - The Optic Bullet is just a normal move, so you can fire it and
   cancel into any other attack while it's hitting.  It's a useful
   setup for any of his long-range attacks.
 - You can direct Cyclops' MP throw; just hold in any direction
   immediately after it starts.  The directions are reversed, too,
   so holding up-back _or_ down-back makes him fire them up-back.
 - When used, the Super Optic Blast "locks on" to your enemy.  You
   can direct it in any of 8 directions by using the joystick, though.
   If the blast hits the floor, walls, or corners, it rebounds in the
   opposite direction.


-----------------------------------------------------------------------
DAN HIBIKI
-----------------------------------------------------------------------

Gadou Ken                        qcf + P
Kouryuu Ken                      f,d,df + P
Dankuu Kyaku                     qcb + K
Premium Sign                     qcf + K
Zenten Chouhatsu                 qcf + Chouhatsu
Kouten Chouhatsu                 qcb + Chouhatsu

Jump Chouhatsu                   In air, press Chouhatsu
Shagami Chouhatsu                Crouch, press Chouhatsu

Shinkuu Gadou Ken                qcf + PP
Kouryuu Rekka                    qcf + KK
Hisshou Burai Ken                qcb + KK
Chouhatsu Densetsu               qcf,qcf + Chouhatsu
Otoko Michi                      HP,LK,b,LP,LP  (at Level 3)

Ground Combo Chain:    None
Jumping Combo Chain:   None
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP
Aerial Rave Finisher:  HP, HK
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       MP Gadou Ken
Variable Counter:      HK Dankuu Kyaku
Variable Combination:  Shinkuu Gadou Ken

 - Most normal characters and all small characters can crouch beneath
   the Dankuu Kyaku.
 - There is a 1-in-8 chance that Dan will flash during the Kouryuu Ken.
   If this happens, he becomes invincible while flashing (normally,
   the Kouryuu Ken isn't invincible).
 - The Premium Sign is an interesting attack.  Dan will spend a while
   signing his autograph (depending on the button used), show it to
   his opponent, then throw it (the range and direction travelled also
   depends on the button used).  When he's showing it, this move has
   really high priority and will out-hit most incoming attacks.  When
   thrown, it can negate normal projectiles.
 - Dan gains HC energy from any of his taunt moves (including the
   rolling taunts), but not his Chouhatsu Densetsu.
 - If his opponent doesn't block, Dan can hit an opponent with any
   attack after his Kick throw, or even Super Jump up and air combo
   them.
 - If you connect with an Otoko Michi, you will lose all of your
   remaining life except for a tiny bit (so you'll die if you take
   even one hit of block damage, too).  Furthermore, none of this
   damage is recoverable.  However, doing another Otoko Michi later
   will not take away any more life.


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

Yoga Fire                        qcf + P  (air)
Yoga Flame                       hcb + P
Yoga Blast                       hcb + K
Yoga Teleport                    f,d,df / b,d,db + PPP / KKK  (air)
Fuyuu                            qcb + KK, then move in any dir.  (air)

Drill Zutsuki                    In air, d + HP
Drill Kick                       In air, d + K

Yoga Inferno                     qcf + PP, then direct d / u  (air)
Yoga Strike                      qcf + KK

Ground Combo Chain:    None
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing close MP
Aerial Rave Finisher:  MP, MK, HP, HK
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       MP Yoga Fire
Variable Counter:      MP Yoga Flame
Variable Combination:  Yoga Inferno  (can't direct)

 - Dhalsim's limbs automatically extend if you're far away or contract
   if you're close by.  This is pretty handy, but you have to make
   sure you're really close if you want to use the shorter version of
   his Punch or Kick attacks.
 - He has an automatic teleport that kicks in whenever there's a
   pause between you getting hit by one attack to the next.  It's
   useful, but don't depend on it.
 - Dhalsim can teleport repeatedly in the air.
 - During the Fuyuu, you can move around and attack freely.  You can
   use special moves, too (the Drill attacks or the Yoga Teleport will
   end this moe, the Yoga Fire / Inferno will not).  Repeating the
   Fuyuu ends it.
 - You can cancel a weaker Drill Kick into a stronger one, and can
   cancel either the LK or MK Drill Kick into the Drill Zutsuki.  If
   you like, you can cancel the Drill Kicks into normal Punch and
   Kick attacks instead.


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

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

Zugai Hasatsu                    f + MP
Senpuu Kyaku                     f + MK
(alternate kicks)                In air, u + MK / u + HK

Messatsu Gou Hadou               qcb + PP
Messatsu Gou Shouryuu            qcf + PP
Tenma Gou Zankuu                 In air, qcf + PP
Shun Goku Satsu                  LP,LP,f,LK,HP  (at Level 3)

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP
Aerial Rave Finisher:  HP, HK, u + HK, Zankuu Hadou Ken, Tenma
                       Kuujin Kyaku, Tenma Gou Zankuu
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       MK Tatsumaki Zankuu Kyaku
Variable Counter:      LP Gou Shouryuu Ken
Variable Combination:  Messatsu Gou Hadou

 - The Zugai Hasatsu is an overhead and must be blocked high.
 - The Shun Goku Satsu is unblockable.


-----------------------------------------------------------------------
HULK
-----------------------------------------------------------------------

Gamma Slam                       qcf + P
Gamma Tornado                    hcb + P
Gamma Charge (Taichi)            Charge b,f + K,(direction +) K
Gamma Charge (Taikuu)            Charge d,u + K,(direction +) K

Gamma Wave                       qcf + PP
Gamma Crush                      qcb + PP, then direct b / f

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP - 2nd hit / Standing HK - 2nd hit
Aerial Rave Finisher:  HP, HK
Flying Attack:         Standing HP
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       LK Gamma Charge (Taichi)
Variable Counter:      HK Gamma Charge (Taichi)  (can redirect)
Variable Combination:  Gamma Wave

 - The Hulk has Super Armor while on the ground.
 - His punches and kicks do block damage, too.
 - The Gamma Tornado can be blocked.  Once Hulk grabs someone,
   rotate the joystick repeatedly to increase the damage done.
 - If the Gamma Charge isn't blocked, you can press K again for
   a second charge (both versions go straight up).  Or, you can
   pick the direction you travel in (ub / u / uf + K for the
   Taichi version; b / ub / u / uf / f + K for the Taikuu version).
   You can also reverse the direction if you want (i.e., press
   db to charge up-forward).
 - The Gamma Charge hits on the way up.


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

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

Inazuma Kakato Wari              f + MK
(alternate kicks)                In air, u + MK / u + HK

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

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP
Aerial Rave Finisher:  HP, HK, u + HK, Hadou Ken, Shouryuu Ken
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       HP Shouryuu Ken
Variable Counter:      HP Shouryuu Ken
Variable Combination:  Shouryuu Reppa / Shinkuu Hadou Ken (w/ Ryu)

 - The Inazuma Kakato Wari is an overhead and must be blocked high.
 - If the Shippuujinrai Kyaku is blocked, Ken will stop the move
   early.


-----------------------------------------------------------------------
NORIMARO
-----------------------------------------------------------------------

Super Fantastic Treasure         qcf + P  (air)
Great Fighting Jump              f,d,df + P
Powerful Rolling Arms            qcf + K

(spin kick)                      Jump ub / uf + MK
2 Dan Jump                       ub~uf (x2)
4 Dan Jump                       ub~uf (x4)

Hyper Strong Miracle Treasure    qcf + PP
Ultimate Grand Champion Jump     f,d,df + PP
Ultra Variety Private Memories   qcf + KK

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing HK
Aerial Rave Finisher:  HP, HK, Super Fantastic Treasure
Flying Attack:         Standing HP
Knockdown Attack:      Crouching HK / MP (lifts them slightly upward)
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MK / HK
Variable Assist:       MP Super Fantastic Treasure
Variable Counter:      MK Powerful Rolling Arms
Variable Combination:  Hyper Strong Miracle Treasure

 - Norimaro's standing HK makes him throw a banana peel.  Walking
   over this causes minor damage (yes, Norimaro can dash into it
   himself).  You can throw it, then cancel the HK into an attack
   to push your enemy back for 2+ hits, if you want to.
 - Norimaro can't use the 4 Dan Jump unless you've activated it via
   a code.  To use it, hold (LP + MP + LK) between stages.  You
   can't do the fourth and final jump right after the 3rd jump, you
   have to wait a moment beforehand.


-----------------------------------------------------------------------
OMEGA RED
-----------------------------------------------------------------------

Carbonadium Coil                 qcf + P  (qcf + P / K in air)
Death Factor                     Tap P after C. Coil / Energy Drain
Energy Drain                     Tap K after C. Coil / Death Factor
(single flip)                    Dir. + P / K from any of 3 above moves
(double flip)                    Dir. + P / K from Coil -> Single Flip
(coil retract)                   Before C. Coil hits, press P
(air coil retract)               Before air C. Coil hits, press P / K
Omega Strike                     qcf + K
(strike cancel)                  d + K during Omega Strike
(strike recall)                  b + K during Omega Strike

(coil hit)                       db~df + HK
Kuuchuu Dash                     In air, f,f / PPP

Omega Destroyer                  qcf + PP
Omega Smasher*                   In air, qcf + PP

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing MP
Aerial Rave Finisher:  HP, HK, Carbonadium Coil, Omega Smasher
Ground Throws:         b / f + MP / HP
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       Standing HP
Variable Counter:      LK Omega Strike
Variable Combination:  Omega Destroyer

 - Using the Death Factor drains your foe's life and gives it to
   you.  The Energy Drain does the same thing, but affects HC
   energy instead.  Note that the Death Factor will even work if
   you've restored all your red life and so have only unrecoverable
   life remaining.
 - The Double Flip can't be used if you preceeded the first flip with
   the Death Factor or Energy Drain.  You need to press in the desired
   direction + P / K as the first flip ends.  It's considerably easier
   to do in the air than on the ground (but it is possible with
   practice).
 - If you want to retract a Carbonadium Coil after you've begun the
   move press any P to do so.  This must be done before the coil is
   blocked or connects.  In air, you can use P or K interchangably
   (so if you did qcf + MK in air, you could cancel it with any P and
   vice versa).

 * The manual (and Capcom's web page) list this move as the "Omega
   Smasher".  Omega Red himself says, "Carbonadium Smasher".  But in
   the game, what appears on the screen (and what the announcer says)
   is "Carbonadium Smash".  Hey, go figure! ;)


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

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

Sakotsu Wari                     f + MP
Senpuu Kyaku                     f + MK
(alternate kicks)                In air, u + MK / u + HK

Shinkuu Hadou Ken                qcf + PP  (air)
Shin Shouryuu Ken                f,d,df + PP
Shinkuu Tatsumaki Senpuu Kyaku   qcb + KK

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP
Aerial Rave Finisher:  HP, HK, u + HK, Hadou Ken, Shinkuu Hadou Ken
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       LP Hadou Ken
Variable Counter:      LP Hadou Ken
Variable Combination:  Shinkuu Hadou Ken

 - The Sakotsu Wari is an overhead and must be blocked high.
 - The Shin Shouryuu Ken hits 3 times if you hit an opponent with
   it; if they evade the intial hit then they'll take around 8
   hits as you rise up.


-----------------------------------------------------------------------
SAKURA KASUGANO
-----------------------------------------------------------------------

Shouo'u Ken                      qcf + P  (air)
Hadou Ken                        qcb + P  (air)
Shunpuu Kyaku                    qcb + K  (air)

Flower Kick                      f + MK

Midare Zakura                    qcf + PP
Shinkuu Hadou Ken                qcb + PP
Haru Ichiban                     qcb + KK

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP
Aerial Rave Finisher:  HP, HK, Hadou Ken
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MK / HK
Variable Assist:       HK Shunpuu Kyaku
Variable Counter:      HP Shou'ou Ken
Variable Combination:  Shinkuu Hadou Ken

 - The Shou'ou Ken has a shield around it that will negate normal
   projectiles.  If Sakura can't hit her opponent, she'll stop and
   won't do the uppercut part.  In the air, she'll just drop the the
   ground.
 - The Shunpuu Kyaku and Flower Kick are overheads and must be
   blocked high.
 - Sakura's taunt (press Chouhatsu) hits for minor damage.  You can't
   kill someone with it, though.


-----------------------------------------------------------------------
SHUMA-GORATH
-----------------------------------------------------------------------

Mystic Stare                     Charge b,f + P
Mystic Smash                     Charge b,f + K  (air)
Devitalization                   hcb + K

Sekika                           In air, d + MK
(upward stare)                   In air, u + HP

Chaos Dimension                  qcf + PP  (at Level 3)
Chaos Split                      qcf + KK

Ground Combo Chain:    Punch to Kick
Jumping Combo Chain:   Punch to Kick
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing MK
Aerial Rave Finisher:  HP, HK, Upward Stare, Sekika
Flying Attack:         Standing / Crouching HP, Standing HK
Knockdown Attack:      Crouching MK / HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MP / HP / MK / HK
Variable Assist:       LK Mystic Smash
Variable Counter:      MK Mystic Smash
Variable Combination:  Hyper Mystic Smash

 - If the Mystic Stare hits, Shuma's eyes cling to his opponent for
   a while, flash brown, then explode.  While clinging to his foe,
   Shuma can't use the Mystic Stare.  To get the eyes off yourself,
   simply hit Shuma with an attack or switch characters.  Note that
   this move only causes damage if it is blocked or if the eyes
   explode--actually hitting with it causes no damage.
 - During Shuma's Kick Throw, he gains back life that he drains from
   his opponent, even if he only has non-recoverable life remaining.
 - Once Shuma activates the Chaos Dimension, he will glow for a while.
   His LP and LK attacks remain the same, but his Medium and Hard
   attacks all change to short-ranged touch attacks whether Shuma
   is crouching, standing, or jumping.  You must hit an opponent
   with one of these "touches" in order to trigger the actual attack.
 - It should be noted that Shuma can't use _any_ move (even the Upward
   Stare), during the Chaos Dimension.  Any moves that were previously
   in effect (the Chaos Split, or an attached Mystic Stare), will end.
 - However, Shuma can hit an opponent with the "activation" frame of
   this move (which occurs just as you press qcf + PP), then jump after
   them and touch them in air easily.  You can even kill someone with
   the activation, and it will still count as an HC finish (even though
   the activation won't trigger the actual throw part of this move; you
   have to touch someone to do that).
 - During the Chaos Split, Shuma is followed by a double, which does
   everything that he does.  If you try the Mystic Stare, the double
   will go through all the animations but no eyes are fired.  If that
   isn't bad enough, you can't even perform the Devitalization, nor
   can you perform any type of normal throw or air throw.  The Chaos
   Split ends if you get hit or if some time passes.


-----------------------------------------------------------------------
SPIDER-MAN
-----------------------------------------------------------------------

Web Ball                         qcf + P  (air)
Web Throw                        hcb + P
Web Swing                        qcb + K  (air)
Spider Sting                     f,d,df + P,P

Sankaku Tobi                     Jump against a wall, press uf~df

Maximum Spider                   qcf + PP, then direct d / f / u  (air)
Crawler Assault                  qcf + KK

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing MP, Crouching HK  (see notes)
Aerial Rave Finisher:  HP, HK, Web Swing
Flying Attack:         Standing HP
Knockdown Attack:      Crouching HK / MK (lifts them slightly upward)
Ground Throws:         b / f + MP / HP
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       LK Web Swing
Variable Counter:      MP Spider Sting (can add extra hit)
Variable Combination:  Crawler Assault

 - Hitting someone with a Web Ball will stun them momentarily.
 - The Web Throw can be blocked.  Once Spider-Man grabs someone,
   rotate the joystick repeatedly to make him spin them around
   faster (doesn't seem to increase damage, though).
 - Spidey's Sankaku Tobi works a little differently than other
   character's wall jumps.  Once you press in any forward direction,
   Spider-Man clings to the walls.  He'll stay there for a few
   seconds, or until you release whatever direction you were pressing
   in.
 - The Maximum Spider can home in on your enemy's location a bit,
   but not very well.  If someone is above you or below you, it's
   best to direct the attack by pressing up or down.
 - Spidey's second launcher is a standing HK.  If he hits an enemy
   with it, you can press up to Super Jump--however, the enemy will
   not fly up into the air with you.  They won't be launched unless
   they get hit by the HK while they're already airborne.  So, if you
   want to get both you and your enemy in the air at the same time,
   either hit them with the HK while they jump at you, or knock them
   off the ground with a crouching MK and chain into the standing HK.


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

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

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

Ground Combo Chain:    Weak to Any
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Weak to Strong
Aerial Rave Launcher:  Standing HP
Aerial Rave Finisher:  HP, HK, Psycho Crusher
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       MP Psycho Shot
Variable Counter:      HK Double Knee Press
Variable Combination:  Knee Press Nightmare

 - You can use the Vega Warp repeatedly in the air.
 - During the Hikou, you can move around and attack freely.  You can
   use special moves, too (but using any move will end the Hikou).
   Repeating the Hikou ends it.
 - Vega's Psycho Crusher can negate normal projectiles and resist
   certain Hyper Combo projectiles (the multiple kind, like Dhalsim's
   Yoga Inferno, Gouki's Tenma Gou Zankuu, or Shadow's Shadow Break).
   However, if he resists an HC projectile, he'll spin in place and
   won't move forward.


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

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

Fumitsuke                        In air, d + HK
(repeated claw)                  In air, tap MP rapidly
(double claw)                    Press MP,MP
(double kick)                    Press MK, if it hits, press MK again
(sliding claw)                   df + HP
Sankaku Tobi                     Jump against a wall, press f

Berserker Barrage X              qcf + PP
Berserker Charge                 qcb + PP
Weapon X                         f,d,df + PP
Fatal Claw                       f,d,df + KK  (air)

Ground Combo Chain:    Hunter
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Standing HK
Aerial Rave Finisher:  HP, HK, Drill Claw, Fumitsuke
Flying Attack:         Standing HP
Knockdown Attack:      Crouching HK / MP (lifts them slightly upward)
Ground Throws:         b / f + MP / HP
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       LP Berserker Barrage  (can't add extra hits)
Variable Counter:      LP Berserker Barrage  (can't add extra hits)
Variable Combination:  Berserker Barrage X

 - The Drill Claw goes straight forward unless you hold in a direction
   while pressing the buttons.  On the ground, you cannot Drill Claw
   backwards or in any of the downward directions.
 - You can use the Drill Claw after a successful Fumitsuke and vice
   versa.
 - During the Berserker Charge, afterimages trail Wolverine, who
   moves faster and jumps further.  In addition, all his moves come
   out faster and are easily cancelled.


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

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

Headbutt                         In air, u + MP
Double Knee Press                In air, d + MK
Body Press                       In air, d + HP
(long punch)                     In air, f + HP
(elbow drop)                     f + MP  (or in air, d + MP)
(instant running throw)          Hold MP / MK / HP / HK, f,f
(delayed running throw)          f,f, then MK / HK or b / f + MP / HP

Final Atomic Buster              Rotate 360 + PP

Ground Combo Chain:    None
Jumping Combo Chain:   None
Super Jumping Chain:   Weak to Strong
Aerial Rave Launcher:  Crouching MP, MP Throw
Aerial Rave Finisher:  HP, HK, Body Press, Long Punch, Headbutt,
                       Double Lariat, Screw Piledriver
Knockdown Attack:      Crouching HK  (standing HK knocks into air)
Ground Throws:         b / f + MP / HP / MK / HK  (db / df + MP / HP)
Aerial Throws:         any direction but d / u + MP / HP / MK / HK
Variable Assist:       KKK Double Lariat  (can't move b / f)
Variable Counter:      MK Flying Powerbomb
Variable Combination:  Double Final Atomic Buster / Hyper Double Lariat

 - You can move back or forward as you start the Double Lariat, or
   after it begins.
 - Zangief has Super Armor during the Flying Powerbomb and Final
   Atomic Buster.
 - The Banishing Flat can negate projectiles.


=========================================================================
 3.  H I D D E N   C H A R A C T E R   M O V E S   L I S T
=========================================================================

None of these characters are normally available.  You must use a code
to select them; please refer to section 4 (Secrets and Tricks) for
information on how to do this.

-----------------------------------------------------------------------
ARMOR SPIDER-MAN
-----------------------------------------------------------------------

 He plays just like Spider-Man, but with Super Armor (which only
 functions while on the ground)  However, Spidey's Super Armor seems
 to only work against certain attacks (i.e. it will stop a Shield
 Slash, but not a Carbonadium Coil).


-----------------------------------------------------------------------
HIYAKESHITA SAKURA
-----------------------------------------------------------------------

Hadou Ken                        qcf + P  (air)
Shunpuu Kyaku                    qcb + K  (air)
Shou'ou Ken                      f,d,df + P  (air)
Ashura Senkuu                    f,d,df / b,d,db + PPP / KKK

Flower Kick                      f + MK

Shinkuu Hadou Ken                qcf + PP
Midare Zakura                    qcf + KK
Haru Ichiban                     qcb + KK
Shun Goku Satsu                  LP,LP,F,LK,HP  (at Level 3)

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP
Aerial Rave Finisher:  HP, HK, Hadou Ken
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MK / HK
Variable Assist:       HK Shunpuu Kyaku
Variable Counter:      HP Shou'ou Ken
Variable Combination:  Shinkuu Hadou Ken

 - In the air, the Shou'ou Ken has a shield around it that will negate
   normal projectiles.  This version of Sakura does the uppercut part
   of this move regardless of whether she hits or misses.  Like normal
   Sakura, she'll bounce away if the move is blocked, but if you're
   far enough to allow her to do the uppercut part, the enemy will
   take those hits for block damage.  If this move is done in the air
   and misses, Sakura will drop to the ground.
 - The Shunpuu Kyaku and Flower Kick are overheads and must be
   blocked high.
 - Sakura's taunt (press Chouhatsu) hits for minor damage.  You can't
   kill someone with it, though.  She gains HC energy from taunting,
   by the way.


------------------------------------------------------------------------
MECH-GOUKI
------------------------------------------------------------------------

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

Mech Zugai Hasatsu               f + MP
Mech Senpuu Kyaku                f + MK
(alternate kicks)                In air, u + MK / u + HK
(hard knuckle)                   Press HP while standing or crouching

High Mega Gou Beam               qcb + PP
Scramble Gou Punch               qcf + PP
Thunder Gou Shower               In air, qcf + PP
Shining Gou Shock                LP,LP,f,LK,HP  (air) (at Level 1)

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP
Aerial Rave Finisher:  HP, HK, u + HK, Mech Zankuu Hadou Ken, Mech
                       Tenma Kuujin Kyaku, Thunder Gou Shower, Shining
                       Gou Shock
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         any direction but d / u + MP / HP

 - Mech-Gouki can only be used by himself, so he has no 'Variable'
   moves.
 - The Mech Zugai Hasatsu is an overhead and must be blocked high.
 - CPU Mech-Gouki can interrupt the Scramble Gou Punch with the
   Shining Gou Shock while he's on the ground.  I don't know if you
   can do it if you're using Mech-Gouki.
 - The Shining Gou Shock is unblockable.


-----------------------------------------------------------------------
MEGA ZANGIEF
-----------------------------------------------------------------------

Double Lariat                    Press PPP / KKK  (move b / f)
Screw Piledriver                 Rotate 360 + P  (air)
Flying Powerbomb                 hcf + K
Atomic Suplex                    When close, hcf + K
Vodka Fire                       qcf + P
Aerial Russian Slam              f,d,df + K

Headbutt                         In air, u + MP
Double Knee Press                In air, d + MK
Body Press                       In air, d + HP
(long punch)                     In air, f + HP
(elbow drop)                     f + MP  (or in air, d + MP)
(instant running throw)          Hold MP / MK / HP / HK, f,f
(delayed running throw)          f,f, then MK / HK or b / f + MP / HP

Final Atomic Buster              Rotate 360 + PP
Siberian Blizzard                Rotate 360 + KK

Ground Combo Chain:    None
Jumping Combo Chain:   None
Super Jumping Chain:   Weak to Strong
Aerial Rave Launcher:  Crouching MP, MP Throw
Aerial Rave Finisher:  HP, HK, Body Press, Long Punch, Headbutt,
                       Double Lariat, Screw Piledriver
Ground Throws:         b / f + MP / HP / MK / HK  (db / df + MP / HP)
Aerial Throws:         Any direction but d / u + MP / HP / MK / HK
Knockdown Attack:      Crouching HK  (standing HK knocks into air)
Variable Assist:       KKK Double Lariat  (can't move b / f)
Variable Counter:      MK Flying Powerbomb
Variable Combination:  Double Final Atomic Buster / Hyper Double Lariat

 - You can move back or forward as you start the Double Lariat, or
   after it begins.
 - Zangief has Hyper Armor while on the ground and in the air.
   However, he cannot block or air block, and his speed / jumping
   range are severely reduced.


-----------------------------------------------------------------------
MEPHISTO
-----------------------------------------------------------------------

 He plays just like Blackheart, but any physical attack (LP through MK,
 and his crouching HP or standing HK from up close) will set an enemy
 on fire.  This doesn't seem to cause any extra damage though, so I'm
 still unsure what makes him better than Blackheart.


-----------------------------------------------------------------------
SHADOW
-----------------------------------------------------------------------

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

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

Shadow Break                     qcf + PP, tap P rapidly
Cross Shadow Blitz               qcf + KK
Shadow Justice                   qcb + KK
Final Mission                    Charge b,f,b,f + PP  (at Level 3)

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP
Aerial Rave Finisher:  HP, HK, Moonsault Slash
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP / MK / HK
Aerial Throws:         Any direction but d / u + MP / HP
Variable Assist:       HP Sonic Boom
Variable Counter:      HK Somersault Shell
Variable Combination:  Shadow Justice

 - The Jump Sobat is an overhead and must be blocked high.
 - The Final Mission can be blocked.


-----------------------------------------------------------------------
US AGENT
-----------------------------------------------------------------------

 He plays just like Captain America...and that's just about it.  I
 don't know what's supposed to be different about him.


=========================================================================
 4.  S E C R E T S   A N D   T R I C K S
=========================================================================

-----------------------------------------------------------------------
BONUS OPTIONS
-----------------------------------------------------------------------

Beat the game once (on any difficulty, even if you lose and continue),
and you get an infinite Life Gauge option, eight speed stars total,
and same character select.  The color layout changes from Punch or
Kick for two colors to LP / MP or LK / MK for two colors, minus HP for
one new color or HK for another new color.

Beat the game again (on eight star difficulty, even if you lose and
continue), and you get a Hyper Combo Gauge option.

Optionally, beat the game one time on eight star difficulty and
don't lose to get all of these options enabled.


-----------------------------------------------------------------------
SELECT THE HIDDEN CHARACTERS
-----------------------------------------------------------------------

To play as a hidden character, simply highlight the character listed,
hold Start, and press any P or K, or even the L or R buttons.

       Armor Spider-Man    :  Highlight Spider-Man
       Hiyakeshita Sakura  :  Highlight Hulk
       Mega Zangief        :  Highlight Blackheart
       Mephisto            :  Highlight Omega Red
       Shadow              :  Highlight Dhalsim
       US Agent            :  Highlight Vega

If you want to, you can use two hidden characters in the same team.
You can't use the same two hidden characters, though, unless you've
activated the bonus option for "select same character" (see above).
Until that option is activated, note that you can't use Spider-Man
and Armor Spider-Man in a team, either.  However, there is a trick
to do just that: pick anyone for your first character, then Spidey
for your second.  Play and lose, then continue and pick Armor
Spider-Man.  The cursor will then default to Spider-Man, who you
can pick, because he was your last chosen character.


-----------------------------------------------------------------------
FIGHT A HIDDEN TEAM
-----------------------------------------------------------------------

To fight a special team consisting of one hidden character and either
Gouki or Vega, fulfill the following requirements before Stage 6:

       MEGA ZANGIEF and VEGA
        - No continues
        - Don't let yourself or your ally die
        - Get 2 Variable Combination Finishes
        - Get Hyper Combo Finishes on all other rounds

       HAYAKESHITA SAKURA and GOUKI
        - No continues
        - Don't let yourself or your ally die
        - Get 4 Variable Combination Finishes
        - Get Hyper Combo Finishes on all other rounds

       SHADOW and VEGA
        - No continues
        - Don't let yourself or your ally die
        - Get 4 Variable Combination Finishes
        - Get the 'First Attack' bonus on each round.
        - Use the Change Characters trick (hold PPP between rounds)
          between each round.


-----------------------------------------------------------------------
MECH-GOUKI NOW!! MODE
-----------------------------------------------------------------------

Beat Survival Mode once (on any difficulty) and this becomes available.
To use it, highlight "Survival Mode" in the main menu and press L or R
once.  It will now read "Mech-Gouki Now!!" mode.  If you select it, you
can fight Mech-Gouki.  However, note that, like Survival Mode, none of
the bonus options work in this mode.


-----------------------------------------------------------------------
SELECT MECH-GOUKI
-----------------------------------------------------------------------

To select Mech-Gouki, beat Mech-Gouki!! mode once (at any difficulty).
You also need to beat the game once (to enable same character select).
Then, in Arcade or Versus mode, highlight Gouki, hold Start, and press
any button.  Highlight Gouki again (for your second choice), hold
Start, and press any button.  You'll get Mech-Gouki instead.

Note that Mech-Gouki can only be used by himself.  If killed, he cannot
be attacked with the "Beat Up Your Opponent" trick.  If you beat the
game with Mech-Gouki, another one will fall down and you can attack
it.  Mech-Gouki actually gets one line of text here, but the ending
is the same generic kind you get for using the Marvel hidden characters
(Armor Spider-Man, Mephisto, or US Agent).


-----------------------------------------------------------------------
CHANGE CHARACTERS
-----------------------------------------------------------------------

Normally, the character you pick first fights first.  However, if you'd
like your second character to go first from now on, simply hold down
PPP between stages, and the character order is switched for all the
rest of the stages.  If you want to switch back, simply repeat the
trick between the next two stages.  You can do this trick twice between
rounds (i.e. if you switch once so that Dan is first and Sakura is 2nd,
then change your mind and press PPP again, Sakura will show up first
once the round starts).


-----------------------------------------------------------------------
QUICK CONTINUE
-----------------------------------------------------------------------

If, at the end of an Arcade or Versus Mode match, you decide you'd like
a rematch using the same characters, just have the loser press L or R
and the message "Quick Continue" will appear.  After the winner
delivers his winning quotes, the match will restart.


-----------------------------------------------------------------------
BEAT UP YOUR OPPONENT / PARTNER
-----------------------------------------------------------------------

After beating both opponents, you can press Start to make your
character stop his or her victory pose.  You can now move around and
use special moves (and even Hyper Combos if you have enough power
left).  You can't use Variable moves, though.  Hitting your opponent
knocks them into the air, allowing you to beat them up for a couple
of seconds until the game continues onto the next stage.

Once you beat Mech-Gouki and your opponent drops down, you can do
the same thing to attack him or her.  If you keep hitting them, they'll
fight back!


-----------------------------------------------------------------------
DAN'S SECRET INTRODUCTION / SPECIAL FINISH
-----------------------------------------------------------------------

To see Dan slam into the floor in an explosion, make sure that he's
the first up to fight, and hold LP prior to the battle starting.
This has no effect on the game but is always worth a laugh ;)

Dan also has a special finish; if he kills a person with his Premium
Sign attack (even if they're killed by block damage), you'll get the
black finish usually reserved for Hyper Combos.  Note that this only
works if they're hit by the _thrown_ autograph, not if they're killed
while Dan is holding his autograph.


-----------------------------------------------------------------------
SAKURA'S WIN POSES
-----------------------------------------------------------------------

When using Sakura or Hiyakeshita Sakura, hold down a button after
winning a round to select your win pose, as shown below:

  Hold LP - Sakura throws her arm up and cherry blossoms appear.
  Hold MP - Sakura does some attacks and her shoe hits her head.
  Hold HP - Sakura does some attacks and yells.
  Hold LK - Sakura does her groovy dance from SFA2.
  Hold MK - Sakura rubs her nose and holds out her hand.
  Hold HP - Kei (Sakura's friend) flies in and lands on her face.


-----------------------------------------------------------------------
NORIMARO'S QUADRUPLE JUMP
-----------------------------------------------------------------------

To use Norimaro's quadruple jump, hold down LP + MP + LK before the
battle begins.  Once it has begun, Norimaro can now jump 4 times in
a row (just like Chun-Li's triple jump or Cyclops' double jump).  If
you want to keep using this trick, you have to do it between every
stage.  His quadruple jump is a little different from most people with
mid-air jumps in that you have to wait a moment between the 3rd and
4th jumps.


=========================================================================
 5.  C O M B O   P R I M E R
=========================================================================

This section is my attempt to explain how combos work in this game, as
the Marvel / VS series' combo method is pretty complex and extensive.

------------------------------------------------------------------------
BASIC COMBO THEORY
------------------------------------------------------------------------

Although this game is full of massive chain combos, launchers, aerial
raves, and all that other junk, the basic stuff still applies and is
important.  Here's a quick run-down of what you can do:

A combo is any series of attacks which are unblockable after the
fist hit connects.  A basic combo usually falls into one of the
four examples listed below:

 ---------------------------------------------------------------------
 Attack -> Special Move
 ---------------------------------------------------------------------

 Also known as a two-in-one.  You simply perform an attack during
 the input for a special move (or Hyper Combo), and the two will
 occur rapidly upon execution.  (i.e.  down + Medium Kick, down-
 forward, forward + Punch would make Ryu combo a crouching kick
 into his Hadou Ken.  Replace Punch with two Punch buttons and he'd
 combo into the Shinkuu Hadou Ken Hyper Combo.)


 ---------------------------------------------------------------------
 Jumping Attack -> Standing / Crouching Attack -> Special Move
 ---------------------------------------------------------------------

 Jumping attacks can preceed a two-in-one in order to do added
 damage.


 ---------------------------------------------------------------------
 Attack -(link)-> Attack -> Special Move
 ---------------------------------------------------------------------

 In any type of chain combo, the animation of one normal attack is
 cancelled by the animation of another.  A link is when two normal
 attacks can combo without having their animation cancel.  Usually,
 this is limited to quick attacks, like LP and LK.  It may sound
 useless considering the many chains in this game, but for characters
 like Dhalsim, who has no ground chains, it's pretty handy (he can
 link his crouching LP into a crouching LK).  It's also useful for
 preceeding a chain combo (Wolverine can dash in and hit with his
 standing LP attack several times, then cancel normally into a
 chain combo).


 ---------------------------------------------------------------------
 Dashing, then attacking
 ---------------------------------------------------------------------

 When you dash, you move forward (hehe)!  Press any Punch or Kick
 while dashing (this even applies to crouching Punches or Kicks), and
 you'll still move forward a bit as your initial attack comes out.
 This means that you'll be closer to your opponent by the time you hit
 than you would be if you walked up and attacked him / her, and since
 you're closer, any attack that you follow up with also has a greater
 chance of hitting due to the decreased proximity between you and your
 foe.


 ---------------------------------------------------------------------
 Flying Attacks
 ---------------------------------------------------------------------

 Flying Attacks are somewhat useful, but they can also put a kink in
 your ground combos.  When you hit someone with a Punch or Kick that
 also has the Flying Attack effect, your opponent will fly across the
 screen for a fair distance.  This can be handy if you want to get
 your opponent away from you, but it can be annoying if you're
 performing a ground chain, and in the middle of it, send your foe
 flying before you can finish.


 ---------------------------------------------------------------------
 Oiuchi / Off The Ground  (OTG)
 ---------------------------------------------------------------------

 The idea behind this is simple: in certain cases, if you knock your
 opponent to the ground and they don't roll away, you can hit them
 with any attack that is low to the ground (most crouching attacks,
 etc.)  Doing so will bounce them up, and you can hit them again while
 their airborne and continue to combo them.  This doesn't work all the
 time, and you have to attack your enemy quickly or they will get up.
 This can be used in many ways: you can bounce your opponent up with
 Spidey's crouching HK and then juggle them with a Crawler Assault, or
 after an aerial rave, OTG them with an attack, then launch them, and
 keep comboing.


------------------------------------------------------------------------
TYPES OF CHAINS
------------------------------------------------------------------------

There are lots of different chain combos in this game, each character
using different varieties.  They are explained in detail here:

 ---------------------------------------------------------------------
 Hunter Chain*
 ---------------------------------------------------------------------

 This is the generic chaining system taken from DarkStalkers.  Two
 rules apply to it, and they are: a weak attack can be followed by a
 strong one, and the button progression must go from Punch to Kick in
 regards to the same set of buttons.

 This means that you can do this:  LP -> LK -> MP -> MK -> HP -> HK.
 Or, you can skip buttons and do:  LK -> MK -> HP -> HK.
 Or even:                          MP -> HP -> HK.

 However, you can't do a combo that violates the rules, such as:

 MK -> MP  (violates 'Punch to Kick using same set of buttons' rule)
 HP -> LP  (violates 'Weak to Strong progression' rule)

 * It's actually called 'the chain combo', but since that terminology
   is a little confusing, I'll use the commonly-accepted 'Hunter
   Chain' term which is referring to DarkStalkers / Vampire Hunter.


 ---------------------------------------------------------------------
 Weak to Strong Chain
 ---------------------------------------------------------------------

 This combo system functions on one premise of the Chain Combo, but
 not the other.  You have to go from a weak attack to a stronger
 attack, but you cannot go from Punch to Kick in the same set of
 buttons.

 This means that LP -> MP -> HP  or  LK -> MP -> HK will work.

 However, LP -> MP -> MK will not because you're going from a Punch
 to a Kick in the same set of buttons (in this case, MP and MK).


 ---------------------------------------------------------------------
 Weak to Any Chain
 ---------------------------------------------------------------------

 This chain combo states that you can go from any of the weakest
 attacks (Light Punch or Light Kick) into any other, stronger, attack.
 This means that LP -> HK or LK -> MK are both usable, but LP -> LK is
 not, nor is MP -> HP.  This also means that unless a Punch or Kick
 hits more than once naturally, the best you can do is a 2 hit combo.


 ---------------------------------------------------------------------
 Punch to Kick (or Kick to Punch) Chain
 ---------------------------------------------------------------------

 This type of chain combo is probably the most simple one to explain.
 You can interrupt any Punch attack with any Kick attack.  If your
 character uses Kick to Punch instead, they can interrupt any Kick
 with any Punch.  So you can use LP -> HK, HP -> HK, MP -> LK, and so
 on.


 ---------------------------------------------------------------------
 None
 ---------------------------------------------------------------------

 Some characters simply can't combo a normal move into another one. :(


------------------------------------------------------------------------
STARTING AND FINISHING AN AERIAL RAVE
------------------------------------------------------------------------

Perform a combo while in the air (during a jump or super jump) and it's
called an 'aerial rave'.  Okay...whatever--it's still an air combo.
However, there are some notable differences between the 'aerial rave'
and a ground combo:

 ---------------------------------------------------------------------
 Launchers
 ---------------------------------------------------------------------

 All characters have an attack that, when it hits, will knock an enemy
 high into the air.  This can be used to force a Super Jumping Chain,
 rather than having two characters Super Jump and meet in the air.  If
 the 'launcher' attack hits, you have a small amount of time in which
 to press Up (or Up-Back, or Up-Forward), and you will Super Jump as
 well (as opposed to tapping Down, Up or pressing KKK).  You can then
 steer yourself towards your opponent and hit them with an attack or
 chain combo, because your opponent cannot block until after he begins
 falling.


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

 Certain attacks, when used during an aerial rave, will cause your
 opponent to quickly fall to the ground, and the screen will scroll
 after him or her.  Doing this almost always prevents you from
 continuing the combo in the air (although there are some exceptions,
 see below).  Note that in most cases, the knockdown move will not
 cause the screen to scroll unless it was preceeded by another move
 aside from the launcher.

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

 Launcher -> LP -> HK would have the screen follow Ken's opponent as
 he smashes into the ground.  Ken will leap onto the screen a moment
 later.

 So what's the importance?  Well, if the screen doesn't scroll, you
 can still perform moves after the aerial rave has technically ended.
 If it does scroll, then you can't move and will dash on screen a
 moment later, regardless of your location in the air at the time
 that the screen began scrolling.  Note that some attacks will also
 cause the screen to scroll (Wolverine's Berserker Barrage is one of
 them, if you get all the hits in).

 Keep in mind that you can bend the rules a bit when it comes to
 ending an aerial rave.  For example, if you finish a jumping or super
 jumping chain without ending it with a knockdown attack, it's
 possible to hit again with another attack (even with the same
 attack), while you fall.  In some situations, you can even do this if
 you did connect with a knockdown blow (for instance, in the corner
 with Cyclops, you can knockdown with his HP, but press HK and it will
 still connect as his enemy plummets to the ground).  You may be
 thinking "well, not all attacks cause a knockdown, but they still
 prevent me from doing anything afterward, so it's still the same".
 This isn't entirely true.  For instance, Ken can finish an aerial
 rave with a Tatsumaki Senpuu Kyaku, then peg his opponent with a
 Shouryuu Ken as he falls.  The key here is to just be creative and try
 to see what you can do after a non-knockdown attack or special move.


=========================================================================
 6.  M I S C E L L A N E O U S
=========================================================================

-----------------------------------------------------------------------
SURVIVAL MODE
-----------------------------------------------------------------------

This mode can be pretty fun.  You have to fight through 14 stages, all
with pre-set characters :(  However, you get to fight against teams
of hidden characters / normal characters near the end.  If you lose
both characters, the game ends with no chance to continue.

The distinguishing feature of this mode is that after every stage,
any lost life changes to red (recoverable), even if it was
unrecoverable previously, so you can earn back to full health again.
Furthermore, if one character should die, in the next stage, they'll
be usable again but with a small amount of life.  Both characters
also gain back some life after every stage, too.  The only downside
is that none of the Bonus Options work in this mode (so you can't use
the same character, or the new colors, or Mech-Gouki, etc.)  Only
the bonus turbo speed settings will work here.


-----------------------------------------------------------------------
EASY MODE MOVES CHART
-----------------------------------------------------------------------

This section lists what buttons produce what moves for Easy Mode users:

BLACKHEART

   Tap MP         :  Dark Thunder
   Tap HP         :  Inferno
   Press MP + HP  :  Armageddon
   Press MK + HK  :  Judgment Day  (air)

CAPTAIN AMERICA

   Tap MP         :  Shield Slash  (air)
   Tap HP         :  Stars & Stripes / Shield Slash in air
   Tap MK / HK    :  Charging Star
   Press MP + HP  :  Final Justice
   Press MK + HK  :  Hyper Charging Star

CHUN-LI

   Tap MP         :  Kikou Ken
   Tap HP         :  Tenshou Kyaku
   Tap MK         :  Hyakuretsu Kyaku  (air)
   Tap HK         :  Sen'en Shuu
   Press MP + HP  :  Kikou Shou
   Press MK + HK  :  Senretsu Kyaku

CYCLOPS

   Tap MP         :  Optic Blast  (air)
   Tap HP         :  Rising Uppercut / Optic Blast in air
   Tap MK         :  Cyclone Kick
   Tap HK         :  Running Neckbreaker Drop
   Press MP + HP  :  Mega Optic Blast
   Press MK + HK  :  Super Optic Blast  (air)

DAN HIBIKI

   Tap MP         :  Gadou Ken
   Tap HP         :  Kouryuu Ken
   Tap MK         :  Dankuu Kyaku
   Tap HK         :  Premium Sign
   Press MP + HP  :  Shinkuu Gadou Ken
   Press MK + HK  :  Hisshou Burai Ken

DHALSIM

   Tap MP         :  Yoga Fire  (air)
   Tap HP         :  Yoga Flame / Yoga Fire in air
   Tap MK         :  Yoga Blast
   Tap HK         :  Yoga Teleport  (air)
   Press MP + HP  :  Yoga Inferno  (air)
   Press MK + HK  :  Yoga Strike

GOUKI

   Tap MP         :  Gou Hadou Ken / Zankuu Hadou Ken in air
   Tap HP         :  Gou Shouryuu Ken / Zankuu Hadou Ken in air
   Tap MK         :  Tatsumaki Zankuu Kyaku  (air)
   Tap HK         :  Ashura Senkuu / Tenma Kuujin Kyaku in air
   Press MP + HP  :  Messatsu Gou Hadou
   Press MK + HK  :  Messatsu Gou Shouryuu

HULK

   Tap MP         :  Gamma Tornado
   Tap HP         :  Gamma Slam
   Tap MK         :  Gamma Charge (Taichi)
   Tap HK         :  Gamma Charge (Taikuu)
   Press MP + HP  :  Gamma Wave
   Press MK + HK  :  Gamma Crush

KEN

   Tap MP         :  Hadou Ken  (air)
   Tap HP         :  Shouryuu Ken  (air)
   Tap MK / HK    :  Tatsumaki Senpuu Kyaku  (air)
   Press MP + HP  :  Shouryuu Reppa
   Press MK + HK  :  Shinryuu Ken

NORIMARO

   Tap MP         :  Super Fantastic Treasure  (air)
   Tap HP         :  Great Fighting Jump / S.F. Treasure in air
   Tap MK / HK    :  Rolling Powerful Arms
   Press MP + HP  :  Hyper Strong Miracle Treasure
   Press MK + HK  :  Ultra Variety Private Memories

OMEGA-RED

   Tap MP / MP    :  Carbonadium Coil  (air)
   Tap MK / HK    :  Omega Strike / Carbonadium Coil in air
   Press MP + HP  :  Omega Destroyer
   Press MK + HK  :  Omega Smasher  (only in air)

RYU

   Tap MP         :  Hadou Ken  (air)
   Tap HP         :  Shouryuu Ken  (air)
   Tap MK / HK    :  Tatsumaki Senpuu Kyaku  (air)
   Press MP + HP  :  Shinkuu Hadou Ken  (air)
   Press MK + HK  :  Shinkuu Tatsumaki Senpuu Kyaku

SAKURA KASUGANO

   Tap MP         :  Shou'ou Ken  (air)
   Tap HP         :  Hadou Ken  (air)
   Tap MK / HK    :  Shunpuu Kyaku  (air)
   Press MP + HP  :  Midare Zakura
   Press MK + HK  :  Shinkuu Hadou Ken

SHUMA-GORATH

   Tap MP / HP    :  Mystic Stare
   Tap MK         :  Mystic Smash  (air)
   Tap HK         :  Devitalization / Mystic Smash in air
   Press MP + HP  :  Chaos Dimension
   Press MK + HK  :  Chaos Split

SPIDER-MAN

   Tap MP         :  Web Ball  (air)
   Tap HP         :  Spider Sting / Web Ball in air
   Tap MK         :  Web Swing  (air)
   Tap HK         :  Web Throw / Web Swing in air
   Press MP + HP  :  Maximum Spider  (air)
   Press MK + HK  :  Crawler Assault

VEGA

   Tap MP         :  Psycho Shot
   Tap HP         :  Psycho Field
   Tap MK         :  Double Knee Press  (air)
   Tap HK         :  Head Press  (air)
   Press MP + HP  :  Psycho Crusher  (air)
   Press MK + HK  :  Knee Press Nightmare

WOLVERINE

   Tap MP         :  Berserker Barrage / Drill Claw in air
   Tap HP         :  Tornado Claw / Drill Claw in air
   Press MP + HP  :  Berserker Barrage X
   Press MK + HK  :  Fatal Claw

ZANGIEF

   Tap MP         :  Screw Piledriver  (air)
   Tap HP         :  Double Lariat  (air)
   Tap MK         :  Flying Powerbomb / Atomic Suplex when close
   Tap HK         :  Banishing Flat
   Press MP + HP  :  Final Atomic Buster

HIYAKESHITA SAKURA

   Tap MP         :  Shou'ou Ken  (air)
   Tap HP         :  Hadou Ken  (air)
   Tap MK         :  Shunpuu Kyaku  (air)
   Tap HK         :  Ashura Senkuu / Shunpuu Kyaku in air
   Press MP + HP  :  Midare Zakura
   Press MK + HK  :  Shinkuu Hadou Ken

MECH-GOUKI

   Press LP + LK  :  Mech Gou Hadou Ken

MEGA ZANGIEF

   Tap MP         :  Screw Piledriver  (air)
   Tap HP         :  Vodka Fire
   Tap MK         :  Flying Powerbomb / Atomic Suplex when close
   Tap HK         :  Aerial Russian Slam
   Press MP + HP  :  Final Atomic Buster
   Press MK + HK  :  Siberian Blizzard

SHADOW

   Tap MP / HP    :  Sonic Boom
   Tap MK / HK    :  Somersault Shell / Moonsault Slash in air
   Press MP + HP  :  Shadow Break
   Press MK + HK  :  Shadow Justice


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

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

BLACKHEART
 Kuuchuu Dash                    Mid-Air Dash
 Kuuchuu Backstep                Mid-Air Backstep

CAPTAIN AMERICA
 Zenten                          Forward Spin
 2 Dan Jump                      Two Level Jump

CHUN-LI
 Kikou Ken                       Chi Fist
 Sen'en Shuu                     Spinning Circle Kick
 Tenshou Kyaku                   Ascension Kick
 Hyakuretsu Kyaku                Hundred Rending Kicks
 Yousou Kyaku                    Sparrow Talon Kick
 Kaku Kyaku Raku                 Crane Leg Drop
 Reishiki Kikou Ken              Zero Style Chi Fist
 Sankaku Tobi                    Triangle Hop
 Kikoushou                       Chi Palm
 Senretsu Kyaku                  Thousand Rending Kick
 Hazan Tenshou Kyaku             Supreme Mountain Ascension Kick

DAN HIBIKI
 Gadou Ken                       Self Taught Fist
 Kouryuu Ken                     Shiny Dragon Fist
 Dankuu Kyaku                    Sky Cutting Kick
 Zenten Chouhatsu                Forward Rolling Taunt
 Kouten Chouhatsu                Backward Rolling Taunt
 Jump Chouhatsu                  Jump Taunt
 Shagami Chouhatsu               Crouching Taunt
 Shinkuu Gadou Ken               Quaking Sky Self Taught Fist
 Kouryuu Rekka                   Shiny Dragon Conflageration
 Hisshou Burai Ken               Certain Victory Bandit Fist
 Chouhatsu Densetsu              Legendary Taunt
 Otoko Michi                     Path of Man

DHALSIM
 Fuyuu                           Floating
 Drill Zutsuki                   Drill Headbutt

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

HULK
 Gamma Charge (Taichi)           Gamma Charge (Anti-Earth)
 Gamma Charge (Taikuu)           Gamma Charge (Anti-Air)

KEN
 Hadou Ken                       Surge Fist
 Shouryuu Ken                    Rising Dragon Fist
 Tatsumaki Senpuu Kyaku          Tornado Whirlwind Kick
 Inazuma Kakato Wari             Lightning Flash Heel Splitter
 Shouryuu Reppa                  Rising Dragon Render
 Shinryuu Ken                    Divine Dragon Fist
 Shippuujinrai Kyaku             Swift as Lightning Kick

RYU
 Sakotsu Wari                    Collarbone Splitter
 Shinkuu Hadou Ken               Vacuum Surge Fist
 Shinkuu Tatsumaki Senpuu Kyaku  Vacuum Tornado Whirlwind Kick
 Shin Shouryuu Ken               True Rising Dragon Fist

SAKURA KASUGANO
 Shou'ou Ken                     Cherry Blossom Fist
 Shunpuu Kyaku                   Spring Breeze Kick
 Midare Zakura                   Cherry Trees Blooming in Profusion
 Haru Ichiban                    First Storm of Spring

SHUMA GORATH
 Sekika                          Petrification

VEGA
 Hikou                           Aviation

WOLVERINE
 Fumitsuke                       Trampling

HIYAKESHITA SAKURA               ("Sunburned" Sakura)
 Shun Goku Satsu                 Spring Imprisoning Flash

MECH-GOUKI
 High Mega Gou Beam              High Mega Great Beam
 Scramble Gou Punch              Scramble Great Punch
 Thunder Gou Shower              Thunder Great Shower
 Shining Gou Shock               Shining Great Shock


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

People I'd like to thank:

Ultima                                                <[email protected]>
 - For many various corrections.

Capcom                                              (www.capcom.co.jp/)
 - For Mech-Gouki name info. taken from their FAX Section.

OccyValdes                                         <[email protected]>
 - For some misc. info taken from his MSH vs. SF FAQ.

John Culbert                                   <[email protected]>
 - For some misc. info. taken from his MSH vs. SF Omega Red FAQ.

Darklancer                                     <[email protected]>
 - For the trick to select Sakura's win poses.

Peter Parker                                 <[email protected]>
 - For the trick to use Spidey and Armor Spider-Man together.

R. Hopkins                                        <[email protected]>
 - For the Hidden Character codes.

The Axledental DJ                                   <[email protected]>
 - For how to do Mech-Gouki's Shining Gou Shock in air.

James Chen                                          <[email protected]>
 - For various combo information taken from his X vs. SF FAQ.

Charles Washington                                    <[email protected]>
 - For misc. info taken from his MSH vs. SF FAQ.

Hiro                                                <[email protected]>
 - For the Mech-Gouki Now!! and Select Mech-Gouki codes.

Unpublished work Copyright 1998-2001 Chris MacDonald