MARVEL SUPER HEROES: WAR OF THE GEMS MINI-FAQ v0.2
for the Sega Saturn
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Unpublished work Copyright 1998-2001 Chris MacDonald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 and Darkstalker series are (c) Capcom of Japan.
All Marvel characters are (c) Marvel.
=================
TABLE OF CONTENTS
=================
BASIC CONTROLS
CHARACTER MOVE LIST
- Blackheart
- Captain America
- Hulk
- Iron Man
- Juggernaut
- Magneto
- Psylocke
- Shuma-Gorath
- Spider-Man
- Wolverine
- Dr. Doom
- Thanos
- Anita
SECRETS AND TRICKS
COMBO PRIMER
MISCELLANEOUS
=========================================================================
BASIC CONTROLS
=========================================================================
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Guard Neutral Walk Forward
/ | \
db d df Defensive Crouch Crouch Offensive Crouch
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
-----------------------------------------------------------------------
FAQ ABBREVIATIONS
-----------------------------------------------------------------------
qcf - d,df,f hcf - b,db,d,df,f 360 - f,df,d,db,b,ub,u,f
qcb - d,db,b hcb - f,df,d,db,b 720 - 360 (x2)
(air) - the move can be done on the ground or while jumping
x~x - all possible ranges are allowed (ub / u / uf for example).
-----------------------------------------------------------------------
BASIC MOVES
-----------------------------------------------------------------------
Every character can use the following abilities:
Guard / Air Guard Hold b / db (air)
Dash f,f / PPP
Backstep b,b / b + PPP
Super Jump d,u / KKK / u after a successful Launcher
Down Kaihi b,db,d + P / K when reversed
Ukemi (Nage Meke) Press any direction but u + MP / MK / HP / HK
just as you are thrown (Tech. Hit)
Reversal Tap b / f + tap P / K rapidly when dizzied
Infinity Counter Block, then b,db,d + same P + K (costs 1 level)
Infinity Gem Use qcb + PP
Taunt d,d + L + R
-----------------------------------------------------------------------
THE INFINITY GEMS
-----------------------------------------------------------------------
There are six kinds of Infinity Gems. These are sometimes lying around
on the ground, or an opponent has them. If you want to get a gem from
your opponent, hit him with an attack (only certain attacks will force
someone to relinquish a gem). Once they've let go of a gem (or if it
was on the ground to begin with), you can pick it up by walking over it.
You can store up to six gems at a time.
To use a gem, make sure it is highlighed (it will appear larger than
the other gems). To select which gem you want to use, press L + R
to cycle through the ones you have. Then input qcb + PP to activate a
gem. When you do this, the gem flares briefly and anyone nearby is
damaged slightly and knocked away. Each Gem has it's own power that
lasts for a brief while (a timer will replace your gem list to show
you how much longer the gem's power remains in effect). Generally,
getting hit while you have a Gem activated reduces the amount of time
that it stays active. The Gem powers are explained below:
Power Gem - Any attack you make does increased damage.
Time Gem - You'll move faster and jump higher and longer.
Space Gem - You get Super Armor for a limited period.
Mind Gem - You'll slowly have your Infinity Gauge fill.
Soul Gem - You'll slowly recover lost life for your Life Gauge.
Reality - You fire projectiles when you press P / K, or taunt.
"Super Armor" is explained in Juggernaut's section, in the notes.
In addition to the powers that each gem bestows, there is also an
added, unique ability that every character can use when they equip
a certain gem (the bosses and Anita do not have a unique gem power).
Note that the Mind Gem is rather rare (but it does show up when you
fight Thanos). Oh yes, speaking of, any gems you grab are carried
over from round to round, battle to battle, until your opponent gets
them or they are used by you. However, when you fight Thanos, he
takes any Gems you may have for his own use (and has any other gems
already in stock that you do not; put simply, he starts with all
six gems).
=========================================================================
CHARACTER MOVE LIST
=========================================================================
Characters are listed alphabetically. Special moves are written first,
then any special abilites that person has, then their Infinity Combos.
Listed after an Infinity Combo is a number (x#) letting you know how
many levels of Infinity Power you can build up with that character.
Aerial Rave Launcher : What attack can be used to start an S.J. Chain
Ground Chain : The chain system used when standing / crouching
Jumping Chain : The chain system used when jumping
Super Jumping Chain : The chain system used when Super Jumping
Aerial Knockdown : What attacks will knock down an opponent during
a Jumping / Super Jumping Chain
Flying Attack : What attacks cause a foe to fly back when hit
Ground Throws : What throws a character possesses.
Air Throws : What air throws a character possesses.
Infinity Counter : What move this person uses during a I. Counter.
Any important comments concerning that character are written after the
aforementioned list, not to mention special Infinity Gem powers that
are unique to each character. For more information on chains and
combos, please refer to the Combo Primer.
------------------------------------------------------------------------
BLACKHEART
------------------------------------------------------------------------
Dark Thunder hcf + P
Inferno hcb + P (then press MP / HP for type)
Kuuchuu Dash Jump, f,f / PPP
Kuuchuu Backstep Jump, b,b / b + PPP
(long dash) f,f (hold f) / b,b (hold b)
Armageddon (x1) qcf + PP
Heart of Darkness (x1) qcf + KK
Aerial Rave Launcher : Standing MP
Ground Chain : Kick to Punch Chain
Jumping Chain : Kick to Punch Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : MK
Ground Throws : b / f + MP~HK
Air Throws : b / f + MP~HK
Infinity Counter : Dark Thunder (LP version)
- Blackheart's HP and HK attacks and nullify projectiles. The HP
demons will siphon life from an opponent after they hit for a
few moments, while the HK demons leave a challenger immobile.
The more demons that hit, the longer either effect is in place.
You can escape from the HK demons by shaking the controller and
mashing the buttons, as if you were dizzy.
- Blackheart's special gem is Reality. He turns invisible when he
uses it, although any attack he makes (demons, Dark Thunder,
Inferno, etc.), can be seen.
------------------------------------------------------------------------
CAPTAIN AMERICA
------------------------------------------------------------------------
Shield Slash qcf + P (air)
Stars & Stripes f,d,df + P
Charging Star qcf + K
Zenten hcb + P
2 Dan Jump Press ub~uf (x2)
(double kick) Press MK,MK
(angled kick) Jump, d + HK
Final Justice (x2) qcf + PP
Aerial Rave Launcher : Standing MP, Crouching HP
Ground Chain : Weak to Strong Chain
Jumping Chain : Hunter Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK, d + HK, Shield Slash
Flying Attack : Standing HP
Ground Throws : b / f + MP~HK
Air Throws : b / f + MP / HP
Infinity Counter : Stars & Stripes
- The Captain can lose his shield if he misses on a Shield Slash
attempt. Without it, he cannot absorb projectiles when he does
a Charging Star, and his Stars & Stripes becomes a 7-hit attack
instead of a single-hit one.
- You can use the Zenten to pass through attacks and even your
opponent.
- Captain America's Special Gem is Power. When used, his special
moves (except for the Zenten), do more damage and hit more times.
------------------------------------------------------------------------
HULK
------------------------------------------------------------------------
Gamma Tornado hcb + P
Gamma Slam hcf + P
Gamma Lift d,d + PPP, move / jump and press P / K
Gamma Charge (Taichi) Charge b,f + K, then (dir.) + K
Gamma Charge (Taikuu) Charge d,u + K, then (dir.) + K
Gamma Crush (x3) qcf + PP, move b / f
Aerial Rave Launcher : Crouching HP
Standing HK (versus an airborne opponent)
Ground Chain : Weak to Any Chain
Jumping Chain : Weak to Strong Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Flying Attack : Standing HP
Ground Throws : b / f + MP / HP
Air Throws : b / f + MP / HP
Infinity Counter : Gamma Charge (Taichi - cannot redirect)
- The Gamma Tornado can be Tech. Hit out of.
- Once you hit with the Gamma Charge, you can redirect it upwards
simply by pressing any Kick, or you can use the controller + a
Kick button to choose the Hulk's flight path.
- Hulk's Special Gem is Time. With it activated, his launchers will
all hit 4 times. While this does increase damage, it often makes
it harder to perform a successful air combo afterwards.
------------------------------------------------------------------------
IRON MAN
------------------------------------------------------------------------
Uni-Beam hcf + P (air)
Repulsor Blast hcb + P
Smart Bomb Press same P + K (air)
Kuuchuu Dash In air, any direction + PP
Hikou qcb + KK, repeat to end (air)
(knee dive) Jump, d + MK
(upward kick) Jump, u + HK
(directed laser) Jump, u / d + HP
(missile launch) d + HP
Proton Cannon (x2) qcf + PP
Aerial Rave Launcher : Crouching MP, Standing HK
Ground Chain : Weak to Strong Chain
Jumping Chain : Weak to Strong Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : (none!)
Flying Attack : Standing HP
Ground Throws : b / f + MP / HP
Air Throws : b / f + MP / HP
Infinity Counter : Repulsor Blast
- You can't use the Kuuchuu Dash while flying (during the Hikou).
Note that you must perform it manually (press in a direction + two
Punch buttons, instead of assigning a button to x3 Punch).
- Iron Man's Special Gem is Soul. Once it's been equipped, all of
his attacks do added electrical damage, and they drain a bit of
your opponent's Life Gauge and give some life back to you as well.
------------------------------------------------------------------------
JUGGERNAUT
------------------------------------------------------------------------
Earthquake Punch f,df,d + P
Juggernaut Punch hcf + P
Juggernaut Body Press hcf + K (air)
Cyttorak Power-Up f,d,df + PP, then make an attack
(object lift) d,d + PPP when near a foreground object
(double punch) Press LP,LP
(hammer fists) f + HP
Juggernaut Headcrush (x2) qcf + PP
Aerial Rave Launcher : Crouching HP
Standing HP (versus an airborne opponent)
Ground Chain : None
Jumping Chain : None
S. Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Ground Throws : b / f + MP / HP
Air Throws : b / f + MP / HP
Infinity Counter : Juggernaut Punch
- After performing the Cyttorak Power-Up, the next single hit that
Juggernaut makes will do increased damage.
- Unlike the Hulk, who can rip off and throw parts of the ground
repeatedly, Juggernaut can only pick up objects in the foreground,
limiting the number of times he can use his object lift attack.
After picking up an item, press any P or K to throw it.
- Juggernaut has Super Armor. This means that he will not go into
hit stun the first time he is hit. Not only does this prevent
him from being launched unless the launcher is preceeded by another
attack, but it also allows him to continue through with an attack
even after he is hit once. Some special moves (like Spider-Man's
Web Ball) won't affect Juggernaut unless he's just been hit with
another attack.
- Juggernaut's Special Gem is Space. He gains Hyper Armor with this
gem in hand, which is like Super Armor but requires that Juggernaut
be hit twice before he goes into hit stun / can be launched.
------------------------------------------------------------------------
MAGNETO
------------------------------------------------------------------------
E-M Disruptor hcf + P (air)
Hyper Gravitation hcb + K (air)
Magnetic Blast u,uf,f + P (air)
Hikou qcb + KK, repeat to end (air)
Magnetic Shockwave (x3) qcf + PP
Magnetic Tempest qcf + KK (air)
Aerial Rave Launcher : Standing MP or HK (2nd hit) / Crouching HP
Ground Chain : Weak to Any Chain
Jumping Chain : Hunter Chain
S. Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Flying Attack : Standing HP
Ground Throws : b / f + MP~HK
Air Throws : b / f + MP~HK
Infinity Counter : E-M Disruptor
- An opponent hit by the Hyper Grav. will be brought close to Magneto
and will be left open to attack briefly.
- Magneto's special gem is Space. Should he activate it, he's
surrounded by a force field that reduces the damage done and
prevents some attacks and throws from hitting him. It won't work
against all attacks, though (such as Blackheart's demons).
------------------------------------------------------------------------
PSYLOCKE
------------------------------------------------------------------------
Psi-Blade qcf + P (air)
Psi-Spin qcf + K (air)
Ninjitsu hcb + P / K (air)
Psi-Drill Dir. + P / K during Ninjitsu
Sankaku Tobi Jump against a wall, press f
3 Dan Jump Press ub~uf (x3)
Moonsault Kick Jump, u + HK
(flip kick) f + MK
(leap kick) b + HK
(kick and slide) f + HK, hold f
(leap kick and slide) b + HK, hold f
Psi-Thrust (x3) qcf + PP, dir., then dir. + P / K
Psi-Maelstrom qcf + KK, tap P / K rapidly
Kochou Gakure qcb + KK (air)
Aerial Rave Launcher : Crouching HP
Ground Chain : Hunter Chain
Jumping Chain : Hunter Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Flying Attack : HP, Taunt
Ground Throws : b / f + MP / HP
Air Throws : b / f + MP / HP
Infinity Counter : Psi-Spin
- You can follow up a Psi-Spin with a stronger version simply by
pressing the next button of a higher strength. So, (qcf + LK, then
MK, then HK) gets you all three hits, whereas (qcf + LK, HK) or
(qcf + MK, HK) will get you two hits.
- When you use the Ninjitsu, LP / LK / HP / HK takes you to the
corners of the screen, while MP and MK leaves you in the same
position on the ground or in the air.
- Psylocke's Special Gem is Power. If she uses it, two copies of her
appear on either side of her. While she herself must still be hit
to do damage, her doubles' attacks can hit and do damage, allowing
her to attack from a safe distance.
------------------------------------------------------------------------
SHUMA-GORATH
------------------------------------------------------------------------
Mystic Stare Charge b,f + P
Mystic Smash Charge b,f + K (air)
Devitalization hcb + K
Sekika Jump, d + MK
(upward blast) Jump, u + HP
Chaos Dimension (x1) qcf + PP, then MP / MK / HP / HK
Aerial Rave Launcher : Standing MK
Ground Chain : Punch to Kick Chain
Jumping Chain : Punch to Kick Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK, d + MK, u + HP
Flying Attack : Standing HP
Ground Throws : b / f + MP~HK
Air Throws : b / f + MP~HK
Infinity Counter : Mystic Smash
- Shuma can combo the Devitalization if it's done after a standing
LP, LK chain. Note that this is a glitch in the game (albeit a
very useful one), and the hit counter will register the entire
combo as zero hits.
- After performing the Chaos Dimension, Shuma will glow. During this
time, all his normal attacks (MP through HK only) result in him
going into a "touch" pose rather than making a normal attack, even
if he's crouching or jumping. If he grabs someone with his "touch",
he'll do the rest of the Chaos Dimension attack on them. If he's
unable to hit them within a certain period, this move ends. Shuma
cannot use special moves or command attacks during the Chaos
Dimension, either. However, it's worth noting that he can hit an
enemy during the startup animation of the attack, although he won't
throw them if he hits (but you can move close to your enemy by
jumping towards them after hitting them and try for an easy "touch"
attempt).
- Shuma's Special Gem is Time. All of his normal attacks will petrify
an enemy if they hit, although this effect is very brief. Hitting
a petrified enemy then unpetrifies him or her. A cheap tactic is to
petrify your opponent, then get close and hit with a standing HK.
If all six hits are made, your opponent is left petrifed, meaning
that you can repeat this until your Gem Power runs out for a bunch
of free hits.
------------------------------------------------------------------------
SPIDER-MAN
------------------------------------------------------------------------
Web Toss qcf + P (air)
Web Throw hcb + P
Spider Sting f,d,df + P,P
Web Swing qcb + K (air)
Sankaku Tobi Jump against a wall, press f
Maximum Spider (x3) qcf + PP, direct d / u (air)
Aerial Rave Launcher : Standing MP
Standing HK (versus an airborne opponent)
Ground Chain : Weak to Strong Chain
Jumping Chain : Hunter Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Flying Attack : Standing HP
Ground Throws : b / f + MP~HK
Air Throws : b / f + MP / HP
Infinity Counter : Spider Sting (one hit only)
- An opponent hit by the Web Ball is stunned briefly. This duration
increases during the MP or HP Web Ball.
- Spidey's Web Ball and Web Throw won't work against a person with
Super Armor, however, if they are hit and then quickly attacked
with either move, they will be unable to move / thrown.
- Spider-Man's Special Gem is Power. A double of him appears opposite
him (on your his opponent's other side). This double is off-screen
if Spider-Man is far away, but gets closer if Spidey gets close to
his enemy. All attacks that Spidey makes are mimicked by the double,
making this move useful for doing added damage in combos.
------------------------------------------------------------------------
WOLVERINE
------------------------------------------------------------------------
Berserker Barrage qcf + P, tap P rapidly
Tornado Claw f,d,df + P, tap P rapidly
Drill Claw (any dir.) + same P + K (air)
Sankaku Tobi Jump against a wall, press f
(diving kick) Jump, d + MK
(double claw) Press MP,MP
(repeated claw) Jump, tap MP repeatedly
(knee kick) Press MK, if MK hits, press MK again
(sliding claw) df + HP
Berserker Barrage X (x3) qcf + PP
Weapon X f,d,df + PP
Aerial Rave Launcher : Standing HK
Ground Chain : Hunter Chain
Jumping Chain : Hunter Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Flying Attack : Standing HP, Crouching HK
Ground Throws : b / f + MP / HP
Air Throws : b / f + MP / HP
Infinity Counter : Berserker Barrage
- Every few seconds, Wolverine will gain back a tiny amount of
normally unrecoverable life if he has beend damaged.
- Wolverine's Special Gem is Time. He is followed by afterimages
when the gem is used, and all of his attacks hit four times as
much as they would normally.
------------------------------------------------------------------------
DR. DOOM
------------------------------------------------------------------------
Plasma Beam qcf + P (air)
Photon Shot hcb + P (air)
Molecular Shield hcb + K
Hikou qcb + KK, repeat to end (air)
(laser gun) Jump, press HP
(knee dive) Jump, d + HK
Photon Array (x4) qcf + PP (air)
Aerial Rave Launcher : Standing MK (2nd hit), Crouching HP
Ground Chain : Weak to Strong Chain
Jumping Chain : Hunter Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Flying Attack : Standing HP
Ground Throws : b / f + MP / HP
Air Throws : b / f + MP / HP
Infinity Counter : Plasma Beam
- The Molecular Shield can hit both while Dr. Doom is summoning
rocks and while they are moving forward.
- There are no Gems that give Dr. Doom a special ability.
------------------------------------------------------------------------
THANOS
------------------------------------------------------------------------
Titanic Rush hcf + P (air)
Death Sphere qcf + K
(shoulder dive) Jump, d + HP
Gauntlet Reality (x4) b,d,db + LP
Gauntlet Space b,d,db + MP
Gauntlet Power b,d,db + HP
Gauntlet Time b,d,db + LK
Gauntlet Soul b,d,db + MK
Gauntlet Mind b,d,db + HK
Aerial Rave Launcher : Crouching MP
Ground Chain : Hunter Chain
Jumping Chain : Hunter Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Flying Attack : Standing HP
Ground Throws : b / f + MP~HK
Air Throws : b / f + MP / HP
Infinity Counter : Titanic Rush
- Someone hit by the Death Sphere is stunned momentarily.
- Thanos has six Infinity Specials which he can use regardless
if he has the corresponding gem or not.
- There are no Gems that give Thanos a special ability.
------------------------------------------------------------------------
ANITA
------------------------------------------------------------------------
Killshred (Hanasu) Press same P + K
Killshred (Modosu) Press same P + K after Hanasu (air)
Gouki Shoukan f,d,df + P (air)
Lin-Lin Shoukan b,d,db + P, tap P rapidly (air)
Yon Dan Jump Gadekiru Press ub~uf (x4)
Love For You (x3) qcf + PP
Aerial Rave Launcher : Crouching HP
Ground Chain : Hunter Chain
Jumping Chain : Hunter Chain
Super Jumping Chain : Hunter Chain
Aerial Knockdown : HP, HK
Ground Throws : b / f + MP / HP
Air Throws : b / f + MP / HP
Infinity Counter : Gouki Shoukan
- Using the Killshred move makes Anita bury her sword in the ground.
All of her attacks become a hand poke, although they still have the
same properties (crouching HP still launches, etc.) Using the move
again causes Killshred to fly across the screen, hitting for damage
before it rejoins Anita.
- Anita can use either Shoukan move repeatedly in the air. These
moves are lame parodies of Donovan's Efreet Sword and Lightning
Sword attacks. However, note that she has to have Kilshred with
her in order to use them (this also means that without Kilshred,
she can't Infinity counter). Gouki may be more recognizable as
Akuma from the SF series, while Lin-Lin is the sister of Lei-Lei
(Hsien-Ko in the US), from DarkStalkers 2.
- The Love For You Infinity Special hits 98 times. Someone who
is hit with it from up close will usually die, unless they have
full life (in which case, they're left with almost nothing).
- There are no Gems that give Anita a special ability.
=========================================================================
SECRETS AND TRICKS
=========================================================================
-----------------------------------------------------------------------
PLAY AS DR. DOOM
-----------------------------------------------------------------------
Beat the game once on any difficulty setting. Then, from the Player
Select screen, press d,d and press HP, hold it and press MP, hold that
too and press LP. This needs to be done fairly quickly. If you did
it right, Doom's face will appear. You cannot use this code with the
Shortcut turned on, but if you save the game after using this code,
you can choose Doom automatically with the Shortcut option on.
-----------------------------------------------------------------------
PLAY AS THANOS
-----------------------------------------------------------------------
Once Dr. Doom is playable, go into the Player Select screen. Press u,u
and then press LK, hold it and press MK, hold that too and press HK.
This needs to be done fairly quickly. If you did it right, Thanos'
face will appear. You cannot use this code with the Shortcut turned
on, but if you save the game after using this code, you can choose
Thanos automatically with the Shortcut option on.
-----------------------------------------------------------------------
PLAY AS ANITA
-----------------------------------------------------------------------
Anita is usable in the Japanese version of the game by first making Dr.
Doom and Thanos available, then entering u,f,d,b,uf,d,b,u + LP, then
hold that + MP, then hold that + HP. However, she was disabled from
the US version (and was actually removed from the game's code in the
PlayStation version)!
However, you can still select her using a Game Shark code, providing
that you have a Game Shark or Pro Action Replay. Because you have to
be able to turn the code on and off, you also need a Comms Link
hooked up to your PC and Game Shark. I _do not_ know where you can
get all the required equipment myself and neither does the guy who
made this code so _don't ask_! Thanks goes to Charles Mac Donald for
whipping up this code:
Master Code: 16040000 - FFFF
Character Code: 060CB4E0 - 000C
You must use Shortcut Mode. Turn the code on so that the cursor is
highlighting where Anita's name would be, then turn it off and press
any button to select her. Note that Anita has no boss text in the
fight against Thanos, nor does she have an ending, if you use her in
Arcade Mode.
Those of you who want to know what Anita is like, well, think of Roll
from MvC with the combo potential of Striderine-Man (in joke from
alt.games.sf2). In other words, she has fanastic comboing ability, and
since her attacks come out quickly, they're easy to connect. Her
special moves are really sort of worthless for anything aside from
being cheap or as aerial rave enders. For instance, you can simply
jump up when your opponent jumps and do the Lin-Lin Shoukan against your
enemy repeatedly, killing them before they even reach the ground. Her
Infinity Special is too powerful to have any strategic use; just start
it up and wait for the next round to start ^^; Definitely the
strongest Capcom character ever, but also the most boring.
The extremely limited and gimpy animation doesn't help either--for
instance, her "Gouki Shoukan" move has Akuma from SSF2T appear in his
win pose and vanish (it's one frame of animation), while Kilshred
swings upward, colored red as if to simulate being on fire. Anita
herself was ported from NightWarriors with no noticable additions (no
taunt, either), and Kilshred was redrawn a bit smaller to be
proportionate to her size.
Ah, yes, and don't try to Chaos Dimension her or the game crashes ;)
-----------------------------------------------------------------------
NO GEMS IN A VS. BATTLE
-----------------------------------------------------------------------
If you don't want to have any gems in a two player battle, simply have
both players hold the L and R shoulder buttons on their controllers
after selecting their characters.
-----------------------------------------------------------------------
BEAT UP YOUR OPPONENT
-----------------------------------------------------------------------
After you defeat any opponent on the final round (aside from Thanos),
press the L and R shoulder buttons together. You can now move around
and use normal attacks to hit your enemy. BTW, if there are some gems
lying around after you win, doing this trick, then quickly walking
over them will add them to your collection and give you the added gem
bonus to your score. But if you don't do it quickly, then grabbing
the gem won't add to your score or stay in your inventory.
-----------------------------------------------------------------------
CHOOSE AN ALTERNATE COLOR
-----------------------------------------------------------------------
To pick the second player color scheme for your character, highlight
them and press d,d (if you're on the bottom of the screen), or u,u (if
you're on the top). Hold the second press for a few seconds and then
press any button. This doesn't work if you have the Shortcut mode
turned on.
-----------------------------------------------------------------------
1-MEG / 3-MEG RAM CART MODE
-----------------------------------------------------------------------
If you have a ram cart plugged into your Saturn (they're not available
domestically, as far as I know), you'll get an option to turn on the
1-meg or 3-meg ram cart in the Options menu. In Japan, this game was
sold with an optional 3-meg cart that could be used to improve the
game's graphics, speed, etc. This cart was never released in the US.
If you use either cart with this game, it'll crash sometimes, however,
I find that if you save the "3 Meg" Option as ON in the Options Menu,
the game should play okay (I don't actually know if the cart is being
used though).
=========================================================================
COMBO PRIMER
=========================================================================
This section is my attempt to explain how combos work in this game, as
the Marvel series' combo method is pretty complex and extensive.
-------------------------------------------------------------------------
BASIC COMBO THEORY
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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.
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Attack -> Special Move
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Also known as a two-in-one. You simply perform an attack during
the input for a special move (or Infinity Combo), and the two will
occur rapidly upon execution. (i.e. down + LK, down-forward,
forward + Punch would make Spider-Man combo a crouching kick into
his Web Ball).
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Jumping Attack -> Standing / Crouching Attack -> Special Move
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Jumping attacks can preceed a two-in-one in order to do added
damage.
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Attack -(link)-> Attack -> Special Move
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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's useful for
preceeding a chain combo (Wolverine can dash in and hit with his
standing LP attack several times, then cancel normally into a
combo or chain combo).
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Dashing, then attacking
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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.
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Flying Attacks
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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.
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Oiuchi / Off The Ground (OTG)
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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. Some
characters can really play cheap with this--Shuma can use his Chaos
Dimension on someone and they'll remain on the ground afterwards (and
in this case, they can't roll away). He can then hit them with an
attack while falling down from the end of the C. Dimension, or once
he stands up.
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TYPES OF CHAIN SYSTEMS
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Hunter Chain*
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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.
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Weak to Strong Chain
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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).
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Weak to Any Chain
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The most limited of combo systems, this one states that you can go from
any of the weakest attacks (Light Punch or Light Kick) into any other,
stronger, attack. This means that LP -> HK or LK -> MK are both
usable, but LP -> LK is not, nor is MP -> HP. This also means that
unless a Punch or Kick hits more than once naturally, the best you can
do is a two-hit combo.
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Punch to Kick (or Kick to Punch) Chain
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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 LK -> HP, HK -> HP, MK -> LK, and so on.
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None
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Some characters simply can't combo a normal move into another one. :(
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STARTING AND FINISHING AN AERIAL RAVE
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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:
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Launchers
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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.
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Aerial Rave Knockdowns
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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 Blackheart, Launcher -> MK would make his enemy
fly to the ground, off-screen.
Launcher -> LP -> MK would have the screen follow his opponent as
he smashes into the ground. Blackheart will come onto the screen a
moment later.
So what's the importance? Well, if the screen doesn't scroll, you
can still perform moves after the aerial rave has technically ended.
If it does scroll, then you can't move and will dash on screen a
moment later, regardless of your location in the air at the time
that the screen began scrolling. Note that some attacks will also
cause the screen to scroll (Wolverine's Berserker Barrage is one of
them, if you get all the hits in).
Keep in mind that you can bend the rules a bit when it comes to ending
an aerial rave. For example, if you finish a jumping or super jumping
chain without ending it with a knockdown attack, it's possible to hit
again with another attack (even with the same button), while you fall.
In some situations, you can even do this if you did connect with a
knockdown blow (for instance, in the corner with Capt. America, you can
knockdown with his HP, but press HK and it will still connect as his
enemy plummets to the ground).
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MISCELLANEOUS
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TRANSLATIONS
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BLACKHEART
Kuuchuu Dash Mid-Air Dash
CAPTAIN AMERICA
Zenten Forward Revolve
2 Dan Jump Two Level Jump
HULK
Gamma Charge (Taichi) Gamma Charge (Anti-Ground)
Gamma Charge (Taikuu) Gamma Charge (Anti-Air
IRON MAN / DR. DOOM
Hikou Aviation
PSYLOCKE
Ninjitsu Secret Technique
Sankaku Tobi Triangle Jump
3 Dan Jump Three Level Jump
Kochou Gakure Foreigner's Butterfly Conceal
SHUMA-GORATH
Sekika Petrification
ANITA
Killshred (Hanasu) Killshred (Releae)
Killshred (Modosu) Killshred (Return)
Gouki Shoukan Gouki Summon
Lin-Lin Shoukan Lin-Lin Summon
Yon Dan Jump Gadekiru Four Level Jump Ability
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REVISION HISTORY
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v0.1 - Initial writing.
v0.2 - Official names for Thanos' and Dr. Doom's moves added, thanks to
Capcom of Japan and Cyril Caniot <
[email protected]>.
Unpublished work Copyright 1998-2001 Chris MacDonald