Updated Marvel vs. Capcom FAQ from K. Megura v0.7 MARVEL vs. CAPCOM: CLASH OF SUPER HEROES FAQ v0.7 by K. Megura Unpublished work Copyright 1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The Street Fighter series is (c) Capcom Co., Ltd. The Marvel characters are (c) Marvel Inc. Strider is (c) Moko Hikaku. All rights reserved. ------------------------------------------------------------------------- This FAQ, and future revisions of it, can be found at: ------------------------------------------------------------------------- Kao Megura's Home Page www.kao.home.ml.org GameFAQs www.gamefaqs.com Marvel vs. Capcom: The Site! www.geocities.com/Area51/Vault/5027/ ------------------------------------------------------------------------- These pages have good info. and are just plain cool: ------------------------------------------------------------------------- The MadMan's Cafe mmcafe.telnet.or.jp Marvel vs. Capcom: The Site! www.geocities.com/Area51/Vault/5027/ Capcom Gals: Sakura and Lilith www.geocities.com/Tokyo/Ginza/7141/ ------------------------------------------------------------------------- CONTENTS ------------------------------------------------------------------------- I REVISION HISTORY / KEY II CAPCOM CHARACTERS MOVES LIST - Captain Commando - Chun-Li - Jin Saotome - Megaman - Morrigan - Ryu - Ryu (in Ken Mode) - Ryu (in Akuma Mode) - Strider Hiryu - Zangief - Zangief (in Mega Zangi Mode) III MARVEL CHARACTERS MOVES LIST - Captain America - Gambit - Hulk - Spider-Man - Venom - War Machine - Wolverine IV HIDDEN CHARACTERS MOVES LIST V SUPPORT CHARACTERS VI PLAYING THE GAME VII TRICKS, CODES, MISCELLANEOUS VIII SPECIAL THANKS +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I. REVISION HISTORY / KEY +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ REVISION HISTORY _______________________________________________________ Version 0.7 (March 5, 1998) - More name and move corrections. A big rehaul for Megaman and Strider's sections, too. Hidden character info. has also been added. Version 0.6 (March 1, 1998) - Helper section updates and other updates throughout. Helper codes taken from the the Li's page (Capcom Gals) and Migs' page. Version 0.5 (February 25, 1998) - More move corrections and general info., including ending descriptions from Matt Hall. I've gotten a few requests about adding helper information and intend to do so in a bit. No info. on Onslaught yet because there's too many people playing (I rarely get a shot at the CPU). Those of you wanting immediate helper info. (or at least pics of all the normally available helpers) can check out the Marvel vs. Capcom section at Capcom's Japanese site (look in the Special Thanks section). Also, someone sent me a letter with various corrections, among them the Saotome Typhoon mistake and Shoulder Cannon correction (it was also CC'd to Migs' page.) Could this individual resend it to me? For some reason, it's vanished from my mail folder. Version 0.4 (February 16, 1998) - Yes! I've played the game! I can't believe a new game has shown up in my arcade-forsaken area. For those of you living in the Bay Area, you can find M vs. C at Newpark Mall, in Newark, in the Tilt (the mall's only arcade). Take Mowry from the freeway and you'll see the mall near the Mowry Plaza. It's 50 cents a play! (Grrrr...) But all games are like that now, anyway. Anyway, more info. from James Kuroki as well as my own personal observations have been added in this revision. Version 0.3 (February 10, 1998) - More corrections and additions, thanks again to Migs Rustia. Version 0.2 (February 5, 1998) - Minor corrections/additions. Version 0.1 (January 30, 1998) - Initial release. Version 0.0 created on 1/1/98 KEY ____________________________________________________________________ Familiarize yourself with these basic commands if you are unsure of how to read each warrior's moves. UB U UF Jump Backward Jump Up Jump Forward \ | / B -- N -- F Walk Backward Neutral Walk Forward / | \ DB D DF Defensive Crouch Crouch Offensive Crouch This diagram shows the joystick functions for a player facing right. If you are facing left, reverse the left/right controls. Normal Mode Controls: LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick Easy Mode Controls:* 1 A B 1+2 for Launcher Tap for Move A Tap for Move B 2 C D 1+2 for Launcher Tap for Move C Tap for Move D * Not all characters have moves assigned to buttons C or D. Advanced Moves Listing: ------------------------------------------------------------------------- Guard Reduces/nullifies damage from attacks. Hold B/DB (in air) You can be thrown while blocking. ------------------------------------------------------------------------- Dash Your character will dash/roll/hop Tap F,F or press 3P forward. You also gain more momentum, allowing you to get in more hits in a ground combo. ------------------------------------------------------------------------- Backstep Your character will dash/roll/hop Tap B,B or press B + 3P backward. ------------------------------------------------------------------------- Super Jump This can also be performed by simply Tap D,U or press 3K pressing Up after a launcher. When used, your character leaps high into the sky. ------------------------------------------------------------------------- Advancing Guard Your character "shoves" forward while Tap 3P while blocking blocking. This can be used to reduce block damage and to move closer to your opponent, but it's possible to get knocked out of an Advancing Guard. Advancing Guard is weird now--it's not as reliable before and tends to 'push' you around depending on where you are when you block a super. (For instance, I AG'd against a close Royal Flush and got pushed back _very_ far, but held my ground against another one from almost across the screen). ------------------------------------------------------------------------- Tech. Hit Your character will immediately escape Press F + Punch when thrown any _normal_ throw and take minor or no damage. Doesn't work vs. air throws. ------------------------------------------------------------------------- Down Kaihi Your character will roll forward upon (Down Evade) landing, and not take any damage from B,DB,D + P (when falling) crashing into the floor. ------------------------------------------------------------------------- Taunt While taunting, you are open to attack. Press Start Taunting has no benefit aside from making you opponent mad. ------------------------------------------------------------------------- Variable Assist One of your 'helper' characters will Press MP + MK appear and perform an attack. Costs one 'helper' stock (you have seven normally, five for hidden helpers). ------------------------------------------------------------------------- Variable Change You will taunt, then leap away as your Press HP + HK teammate comes in with an attack, and taunts before becoming controllable. ------------------------------------------------------------------------- Variable Combo Your character will begin a predetermined QCF + HP + HK Hyper Combo. A moment later, your teammate jumps in and performs their predetermined Hyper Combo, and you are left controlling your teammate. Costs two Hyper Gauge stocks. ------------------------------------------------------------------------- Variable Cross Your teammate will jump in and both of QCB + HP + HK you will taunt. Afterwards, you can control both characters with the controller for a limited period of time. In addition, you'll have a maxed out Hyper Gauge during the V. Cross. Costs two Hyper Gauge stocks. Note that if you do this move with 3 stocks, they are all used up. The tradeoff is that the Variable Cross lasts for about 15 seconds as compared to 10 seconds. Note that during the Variable Cross, what you do applies to both characters. For example, if using Morrigan and Ryu, pressing QCB + K would make Ryu do his Tornado Whirlwind Kick, but Morrigan wouldn't do anything. Similarily, if Morrigan was still in the air when this move was performed, she'd do the air version of the Soul Fist while Ryu did his ground Hado Ken. It is possible to get your other character on the other side of your opponent, which is not too advisable because while it'd be easy to do some mad combos, blocking makes your temmate walk forward, doing qcf + P would _not_ make Morrigan use a special move (in the above example) and so on. Finally, when doing combos, be careful. It's possible that your combo will be flubbed because a person hit by one character's launcher is knocked down or out of range by your teammates' attack. ------------------------------------------------------------------------- Variable Counter Your teammate will jump in and counter B,DB,D + P (while blocking) with an attack. It's possible to do this and have both characters eat an attack. Costs one Hyper Gauge stock. ------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ II. CAPCOM CHARACTERS MOVES LIST +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================= CAPTAIN COMMANDO ========================================================================= ------------------------------------------------------------------------- Captain Fire CapCom pulls out a flamethrower and fires Normal: QCF + P (air) a swath of flame from it. Easy: Tap A rapidly ------------------------------------------------------------------------- Captain Coleda CapCom slams his fist into the ground and Normal: QCB + P a blast of energy shoots up from the Easy: Tap B rapidly point of impact. Very effective as an anti-air attack. ------------------------------------------------------------------------- Captain Kick CapCom leaps forward, striking out Normal: QCB + K rapidly with his legs, which are on fire. Easy: Tap C / D rapidly ------------------------------------------------------------------------- Commando Strike CapCom summons one of his pals to assist Normal: QCF + K him. Using WK calls Kakeru, MK summons Genity, and HK makes Hoober appear. ------------------------------------------------------------------------- Captain Sword CapCom whips out a huge gun that fires a Normal: QCF + 2P laser beam which slices up a hit enemy. Easy: Press A + B The beam starts at a 45-degree angle and Hits: 8 slowly moves downwards. ------------------------------------------------------------------------- Captain Storm CapCom runs forward. If his opponent Normal: QCF + 2K isn't blocking, then a bunch of the Easy: Press C + D Captain's allies run out and help him Hits: 12 beat up his foe, knocking him/her up into the air. At the end, all of CapCom's friends and himself stand together for a group pose. ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Medium Punch Team Counter: Captain Kick Variable Combo: Captain Sword ------------------------------------------------------------------------- ========================================================================= CHUN-LI ========================================================================= ------------------------------------------------------------------------- Kiko Ken Chun-Li leans back and then pushes her (Chi Fist) palms forward, firing an oval-shaped ball Normal: HCF + P of blue light from her hands. Easy: Tap A rapidly Hits: 1,1,1 ------------------------------------------------------------------------- Ten Sho Kyaku Chun-Li rises into the air while turning (Rising Heaven Leg) and kicking out with both legs. Normal: F,D,DF + K Easy: Tap B rapidly ------------------------------------------------------------------------- Hyaku Retsu Kyaku Chun-Li kicks so fast that her leg (Hundred Tearing Legs) becomes a blur. Normal: Tap K rapidly (air) Easy: Tap C rapidly ------------------------------------------------------------------------- Sen'en Shu Chun-Li jumps forward in a wide arc, (Spinning Circle Kick) turning upside down and coming down with Normal: HCB + K her leg. Easy: Tap D rapidly Hits: 1,1,1 ------------------------------------------------------------------------- Rei Shiki Kiko Ken Chun-Li holds her hands out and a blast (Zero Style Chi Fist) of whirling light forms before her for a Normal: Hold F + Punch brief moment. This move works well in Hits: 2,2,2 chain combos. It has surprisingly high priority and works well both as a quick anti-air attack and as a way to snuff other incoming attacks. It also causes block damage. ------------------------------------------------------------------------- Yo So Kyaku She stomps on her opponent. You can (Eagle Talon Leg) repeat the motion or press Punch or Kick Normal: Jump, D + MK for an air attack. Will hit a large opponent more times. ------------------------------------------------------------------------- Kaku Kyaku Raku She flips in the air and comes down with (Crane Leg Drop) a knee attack, reversing the direction Normal: DF + HK that her opponent is facing. Hits: 1 ------------------------------------------------------------------------- Triangular Jump Your standard triangle jump. Normal: Jump back against a wall, then press F ------------------------------------------------------------------------- Triple Jump She's the only character who can leap up Normal: UB/U/UF (x3) to three times in a row. ------------------------------------------------------------------------- Air Dash Chun-Li quickly moves back or forward. Normal: Jump, then B,B / F,F or b + 3P / f + 3P ------------------------------------------------------------------------- Ki Ko Sho Looks like a normal Kikosho at first, (Chi Palm) but the actual projectile is a huge Normal: QCF + 2P stationary 'bubble' of energy that Easy: Press A + B surrounds Chun-Li. ------------------------------------------------------------------------- Sen Retsu Kyaku Chun-Li slides across the screen, while (Thousand Rending Legs) attacking with the Hyaku Retsu Kyaku. Normal: QCF + 2K She draws her leg back and pauses for a Easy: Press C + D moment afterward, which leaves her open to attack. ------------------------------------------------------------------------- Ha Zan Ten Sho Kyaku Chun-Li leaps into the air while (Supreme Mountain Rising perfomring multiple Ten Sho Kyakus. Heaven Leg) Normal: F,D,DF + 2K ------------------------------------------------------------------------- Nana Sei Sen Ku Kyaku Chun-Li moves forward in air and kicks. (Seven Star Air Flash Leg) If her kick hits, she jump-kicks through Normal: Jump, QCF + 2K them, while the screen turns black. As she kicks, each kanji appears for the name, as well as stars, and then the screen flashes. Their are seven stars total that form the Big Dipper in the background. ------------------------------------------------------------------------- Aerial Rave Launcher: Standing HK Team Counter: Sen'en Shu Variable Combo: Ki Ko Sho ------------------------------------------------------------------------- ========================================================================= JIN SAOTOME (The Saotome Typhoon) ========================================================================= When Jin's life is less than 1/4th and he has no unrecoverable life, his clothes will glow. When this happens, he gains one-hit Super Armor, and his body will negate most projectiles. Jin's Medium and Hard attacks inflict block damage. ------------------------------------------------------------------------- Saotome Typhoon Jin spins, becoming a moving typhoon. He Normal: Charge B,F + P then moves towards his opponent. Since Easy: Tap A / B rapidly the typhoon is as tall as the screen, the only way to not get hit is to block it or Super Jump over it. ------------------------------------------------------------------------- Saotome Dynamite Jin rips off his clothes and explodes, Normal: Charge D,U + P bursting into a mass of fire. Works well Easy: Tap C / D rapidly as an anti-air attack. ------------------------------------------------------------------------- Saotome Crush Jin hurls himself forward and tackles his Normal: HCB + K opponent. He then grabs their face and drags them across the floor, up the wall, on the ceiling (!) and down the other wall, setting them on fire. If only the Daikyo Burning had been as cool as this move....! ------------------------------------------------------------------------- Saotome Fire Jin taunts, then makes a fire attack (?) Normal: Press Start, then tap P rapidly ------------------------------------------------------------------------- (unknown 1) On the ground, this is a slide. In the Normal: d + HK (air) air, Jin descends at an angle feet first. ------------------------------------------------------------------------- Bloodia Punch Jin's huge mecha appears and throws a Normal: QCF + 2P punch across the screen with one huge Easy: Press A + B mechanical fist. ------------------------------------------------------------------------- Bloodia Vulcan If the Bloodia hits, you see a 1st person Normal: QCB + 2P view of the Bloodia's vulcan guns firing. Easy: Press C + D Jin himself appears in the "cockpit" of the mecha and spazzes on the buttons, just like a scrub! ------------------------------------------------------------------------- Saotome Cyclone Jin is surrounded by a towering, column- Normal: QCF + 2K like cyclone. You can still control Jin, and if he touches his opponent, they are sucked in get hit many times as they spin around in the air. ------------------------------------------------------------------------- Aerial Rave Launcher: Standing Medium Punch Team Counter: Saotome Dynamite Variable Combo: Bloodia Punch ------------------------------------------------------------------------- ========================================================================= MEGAMAN ========================================================================= Note: Due to his true-to-life size, Megaman can't crouch. Don't worry, his standing block works against both normal and low attacks. One really annoying thing about him is that if you want to run the other way, he actually turns and runs. Megaman will explode into energy balls when he is killed :) ------------------------------------------------------------------------- Mega Upper Megaman performs an imitation of Ken's Normal: F,D,DF + P Sho Ryu Ken, complete with a flaming Easy: Tap A rapidly fist. Goes up very high into the air. ------------------------------------------------------------------------- Mega Buster Megaman will shoot a blast of energy Normal: Press HP (air) from his Mega Buster. Easy: Tap B rapidly Hits: 1 ------------------------------------------------------------------------- Charge Shot The longer you charge, the bigger the Normal: Charge HP (air) Charge Shot attack becomes. You can move Hits: 12+ while charging, and can fire the Charge Shot while jumping, falling, etc. ------------------------------------------------------------------------- Eddie Yobi - Item Shutsugen This move summons lil' ol Eddie, who (Eddie Call - Item Appear) drops an item on the ground which Megaman Normal: QCB + K must collect via walking over it. The button used determines what is dropped. QCB + LK - Megaball QCB + MK - Tornado Hold QCB + HK - Leaf Shield ------------------------------------------------------------------------- Eddie Yobi - Item Change If you change your mind and want a new (Eddie Call - Item Change) item instead of the one Eddie gave you, Normal: QCB + K then use this move. The button layout is the same as before, so for example, if (Use after Item Appear) you want the Leaf Shield, press QCB + HK. ------------------------------------------------------------------------- Item Kougeki Megaball - Hitting this ball with a kick (Item Attack) attack after dropping it with this move Normal: QCF + P makes it bounce around. It disappears Easy: Tap C / D rapidly after rebounding four times or hitting Megaman's opponent. (Use after collecting an item via Item Appear or Whirlwind Hold - Megaman fires a Item Change.) little pod that shoots a column of wind into the air (it's as tall as the screen). Can hit OTG--it's a bit like Blackheart's Inferno attacks from MSH. Leaf Shield - Megaman is surrounded by whirling leaves. The shield lasts for seven seconds, and Megaman gains one-hit Super Armor (sorta) with the shield activated. You can also press the Punch button to fire the shield on the ground or in the air, and it hits seven times. ------------------------------------------------------------------------- (unknown 1) Megaman will slide down the wall. You Normal: Jump against a wall, can also charge/fire the Mega Buster then hold F while sliding. It may be possible to jump and cling to walls repeatedly (?) ------------------------------------------------------------------------- (unknown 2) Megaman will slide along the ground. Normal: Down + Hard Kick ------------------------------------------------------------------------- Hyper Megaman Megaman dons his Limited Edition armor Normal: QCF + 2P (air) from MMX4 and increases in size. He then Easy: Press A + B fires a laser beam from his X Buster Hits: 38 along with a swarm of missiles. The 'size increase' part of this move will actually hit your opponent. ------------------------------------------------------------------------- Rush Drill Ever-faithful Rush turns into a drill. Normal: QCF + 2K Megaman hops atop him, and then Rush Easy: Press C + D darts forward, hitting his opponent many times. ------------------------------------------------------------------------- Beat Plane Beat flies onscreen and Megaman hops up, Normal: QCB + 2K "riding" him. You can then control Beat Hits: 42 (w/ fwd. bombs) with the controller and make him drop bombs by pressing Kick repeatedly, or fire bombs forward by pressing Punch repeatedly. ------------------------------------------------------------------------- Aerial Rave Launcher: Standing Hard Kick Team Counter: Mega Upper Variable Combo: Hyper Megaman ------------------------------------------------------------------------- ========================================================================= MORRIGAN ========================================================================= Well, her attacks are all the ES version of her moves from NightWarriors, but all in all, I found her to be a bit disappointing. Same animation, same tactics, etc. At least her Hyper Combos are nice. ------------------------------------------------------------------------- Soul Fist Morrigan holds out an arm and puts her Normal: QCF + P (air) hand on her outstretched wrist. A Easy: Tap A rapidly glowing, skull like face surrounded by fire appears and flies forward. In the air, it moves at a downwards angle, and can be thrown multiple times. Note that the air version cannot be blocked low! ------------------------------------------------------------------------- Shadow Blade Morrigan's strikes out with one of her Normal: F,D,DF + P bat wings, which has a blade-like Easy: Tap B rapidly appearance. This move hits multiple times. Your standard Sho Ryu Ken parody attack. ------------------------------------------------------------------------- Shell Kick (unknown) Normal: Jump, D + MK ------------------------------------------------------------------------- Shell Pierce Morrigan faces the other way and the Normal: Jump, D + HK lower half of her torso and legs becomes a drill surrounded by spiked tails. This move will change the arch and speed of Morrigan's jump. It works very well if done quickly, resulting in a low to the ground attack. ------------------------------------------------------------------------- Vector Drain Morrigan grabs her opponent, then Normal: HCB + P (close) propels herself into the air using jets. She spins around and then slams them into the ground head first. This move is blockable, however. ------------------------------------------------------------------------- (unknown 1) Morrigan flies up into the air at a very Normal: Hold LK, B,B or F,F steep angle. ------------------------------------------------------------------------- Vania Dash Morrigan will dash forward (down), or Normal: Jump, then press backward (up). U,U / D,D or U + 3P / D + 3P ------------------------------------------------------------------------- Soul Eraser Morrigan summons together a swarm of Normal: QCF + 2P bats, which form into a large rotating Easy: Press A + B cannon. Morrigan uses it to fire beams of revolving light at her enemy. ------------------------------------------------------------------------- Silhouette Blade Morrigan summons Lilith, who performs Normal: F,D,DF + 2P multiple Shining Blade attacks. Easy: Press C + D ------------------------------------------------------------------------- Darkness Illusion Morrigan flies forward using her jets, Normal: QCF + 2K (air) glowing in different colors. If she hits her opponent, a double appears opposite her and they perform an auto-combo together. ------------------------------------------------------------------------- Eternal Slumber Morrigan will throw a small heart across Normal: LP, MK, B, MP, HK the screen, which moves slowly but is (Use at Level 3) unblockable. If it hits, a pink curtain falls over her opponent and through it you can see Morrigan (and perhaps Lilith) frolicking on a bed with him/her. It would seem that there are 2 versions of this move, one in which Morrigan tosses a heart, and another in which she actually grabs you and performs the rest of the move. ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Hard Punch Team Counter: Shadow Blade Variable Combo: Soul Eraser ------------------------------------------------------------------------- ========================================================================= RYU ========================================================================= Normal ol' Ryu. Using the Mode Change with LP won't do anything to him, as far as I know. His 1P outfit color is weird....what'd Capcom do to it? ------------------------------------------------------------------------- Hado Ken You know it, I know it. A large blue (Surge Fist) fireball that moves horizontally even Normal: QCF + P (air) when thrown in air. Easy: Tap A rapidly Hits: 1,1,1 ------------------------------------------------------------------------- Sho Ryu Ken A rising uppercut attack. Doesn't have (Rising Dragon Fist) much horizontal range. Normal: F,D,DF + P Easy: Tap B rapidly ------------------------------------------------------------------------- Tatsumaki Senpu Kyaku Ryu flies across the screen, spinning and (Tornado Whirlwind Leg) kicking out with one leg. A hit foe is Normal: QCB + K knocked down to the ground. Easy: Tap C / D rapidly ------------------------------------------------------------------------- Kuchu Tatsumaki Senpu Kyaku Ryu moves in an arc, spinning and kicking (Air Tornado Whirlwind Leg) out with one leg. He moves downward if Normal: Jump, QCB + K this move is performed after a jump, but or QCB,UB + K moves upward if done from the ground as Easy: Tap C / D rapidly listed. ------------------------------------------------------------------------- Sa Kotsu Wari Ryu moves forward while punching downward (Collar Bone Split) with his fist. Acts as an overhead Normal: F + MP attack. Hits: 2 ------------------------------------------------------------------------- Senpu Kyaku Ryu turns and strikes out with his leg (Whirlwind Leg) while making a short hop. Works okay as Normal: F + MK a surprise attack, but not good for much Hits: 1 else. ------------------------------------------------------------------------- Shinku Hado Ken Ryu fires a large beam of energy at his (Vacuum Surge Fist) opponent. Doesn't do much block damage, Normal: QCF + 2P (air) but does lots of damage if it hits. Easy: Press A + B ------------------------------------------------------------------------- Shinku Tatsumaki Senpu Kyaku Ryu remains in place while spinning and (Vacuum Tornado Whirlwind Leg) kicking. This move has a 'suck-in' Normal: QCB + 2K effect and will draw in and hit an enemy Easy: Press C + D who tries to attack from nearby, even if they weren't hit initially. ------------------------------------------------------------------------- Shin Sho Ryu Ken If this move connects, Ryu hits his (True Rising Dragon Fist) opponent with a powerful jumping uppercut Normal: F,D,DF + 2P accompanied by flashing blue bursts. If it doesn't hit, he just does a very high Sho Ryu Ken that does poor block damage. ------------------------------------------------------------------------- Mode Change Ryu turns his back to the screen a la Normal: HCB + LP (Ryu) Akuma as his outfit changes color. He HCB + MP (Ken) then gains the moves and Hyper Combos of HCB + HP (Akuma) the character he has become/imitated. Ryu can Mode Change no matter what style (Use the HCB + LP version of attack (Ryu, Akuma, or Ken) that he when you're in Ken or Akuma is using. He'll stay in a new mode even mode and want to change back if you switch him out to play with your into Ryu.) other character. ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Hard Punch Team Counter: Hado Ken Variable Combo: Shinku Hado Ken ------------------------------------------------------------------------- ========================================================================= RYU (in Ken Mode) ========================================================================= Ryu's outfit turns red, and he gains the powers of Ken. Woohoo! This includes Ken's normal moves, so Ryu loses attacks like his jumping MP double-hit, but has Ken's long-range Hard Kick, his double-hit close Medium Kick, and so on. ------------------------------------------------------------------------- Hado Ken A large fireball. In the air, it moves (Surge Fist) at a downwards angle. Either way, it Normal: QCF + P (air) has a limited range as it dissapates Easy: Tap A rapidly shortly after being thrown. Hits: 1,1,1 ------------------------------------------------------------------------- Sho Ryu Ken Unlike Ryu's Sho Ryu Ken, it has more (Rising Dragon Fist) horizontal range, plus sets the opponent Normal: F,D,DF + P (air) on fire. Easy: Tap B rapidly ------------------------------------------------------------------------- Tatsumaki Senpu Kyaku This move hits multiple times. It also (Tornado Whirlwind Leg) has an upwards arc to it. This can Normal: QCB + K result in Ryu being left open to attack Easy: Tap C rapidly if his enemy isn't close enough to be hit by the first few kicks. ------------------------------------------------------------------------- Kuchu Tatsumaki Senpu Kyaku Ryu moves in an arc, spinning and kicking (Air Tornado Whirlwind Leg) out with one leg. He moves downward if Normal: Jump, QCB + K this move is performed after a jump, but or QCB,UB + K moves upward if done from the ground as Easy: Tap C rapidly listed. ------------------------------------------------------------------------- Inazuma Kakato Wari Ryu lifts his leg up high, then brings it (Lightning Heel Split) down, hitting his opponent with his heel, Normal: F + MK then his leg. Hits: 2 ------------------------------------------------------------------------- Sho Ryu Reppa Ryu performs multiple Sho Ryu Kens while (Rising Dragon Render) moving forward, his fist surrounded by Normal: QCF + 2P flame for the final rising uppercut. Easy: Press A + B ------------------------------------------------------------------------- Shin Ryu Ken Ryu leaps straight up into the air, (God Dragon Fist) performing a spinning uppercut while Normal: QCF + 2K surrounded by a helix of flame. Connects Easy: Press C + D easily after a launcher. ------------------------------------------------------------------------- Shippu Jin Rai Kyaku Ryu pulls back his leg, then runs across (Gale Swift Thunder Leg) the screen while kicking, his feet Normal: QCB + 2K surrounded by fire. He then performs a Tatsumaki Senpu Kyaku and kicks his opponent back to the ground for the last hit. ------------------------------------------------------------------------- Mode Change Ryu turns his back to the screen a la Normal: HCB + LP (Ryu) Akuma as his outfit changes color. He HCB + MP (Ken) then gains the moves and Hyper Combos of HCB + HP (Akuma) the character he has become/imitated. Ryu can Mode Change no matter what style (Use the HCB + LP version of attack (Ryu, Akuma, or Ken) that he when you're in Ken or Akuma is using. He'll stay in a new mode even mode and want to change back if you switch him out to play with your into Ryu.) other character. ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Hard Punch Team Counter: Hado Ken Variable Combo: Sho Ryu Reppa ------------------------------------------------------------------------- ========================================================================= RYU (in Akuma Mode) ========================================================================= Ryu's outfit turns black, and he gains the power of Akuma! Hey, this beats 'Satsui no Hado Mezame ta Ryu' (Evil Ryu) anyday! In this mode, Ryu gains Akuma's normal attacks (i.e. he loses his double-hit jumping Medium Punch). ------------------------------------------------------------------------- Go Hado Ken Ryu hurls a medium-sized projectile made (Great Surge Fist) of purple energy across the screen. Normal: QCF + P Easy: Tap A rapidly Hits: 1,1,1 ------------------------------------------------------------------------- Zan Ku Hado Ken Ryu throws a purple fireball at a (Killing Sky Surge Fist) diagonally-down angle through the air. Normal: Jump, QCF + P You can throw multiple fireballs while Easy: Tap A rapidly jumping. Hits: 1,1,1 ------------------------------------------------------------------------- Go Sho Ryu Ken Ryu performs a Sho Ryu Ken, his fist (Great Rising Dragon Fist) lit with purple flame. Normal: F,D,DF + P Easy: Tap B rapidly ------------------------------------------------------------------------- Tatsumaki Zan Ku Kyaku Ryu delivers a powerful spinning kick (Tornado Killing Sky Leg) attack, his leg awash with electricity. Normal: QCB + K Easy: Tap C rapidly ------------------------------------------------------------------------- Kuchu Tatsumaki Zan Ku Kyaku Ryu moves in an arc, spinning and kicking (Air Tornado Killing Sky Leg) out with one leg. He moves downward if Normal: Jump, QCB + K this move is performed after a jump, but or QCB,UB + K moves upward if done from the ground as Easy: Tap C rapidly listed. ------------------------------------------------------------------------- Ashura Sen Ku Ryu pauses for a moment, then glides (Ashura's Air Flash) forward or backward for a short or long Normal: F,D,DF/B,D,DB + 3P/3K distance, depending on the buttons and Easy: Tap D rapidly direction used. While moving, he is trailed by shadows, and is invincible. ------------------------------------------------------------------------- Tenma Ku Jin Kyaku Ryu dives downward at a steep angle, (Demon Air Blade Leg) spinning as he drills into his enemy Normal: Jump, QCF + K with an outstretched leg. ------------------------------------------------------------------------- Zugai Hassatsu Ryu moves forward while punching downward (Head Bone Destroyer) with an open-handed chop. Acts as an Normal: F + MP overhead attack. Hits: 2 ------------------------------------------------------------------------- Senpu Kyaku Ryu turns and strikes out with his leg (Whirlwind Leg) while making a short hop. Works okay as Normal: F + MK a surprise attack, but not good for much Hits: 1 else. ------------------------------------------------------------------------- Messatsu Go-Hado Ryu gathers together his ki in both hands (Deadly Roaring Surge) and unleashes a large blast of purple Normal: QCB + 2P energy. Doesn't seem to last as long as Easy: Press A + B the Shinku Hado Ken. ------------------------------------------------------------------------- Messatsu Go-Sho Ryu Ryu performs multiple Sho Ryu Kens while (Deadly Great Rising Dragon) moving forward, his fist surrounded by Normal: QCF + 2P purple fire during the attack. Easy: Press C + D ------------------------------------------------------------------------- Tenma Go-Zan Ku Ryu moves his hands as if he was throwing Demon Great Killing Sky many air fireballs, then a blitz of Normal: Jump, QCF + 2P Zan Ku Hado Kens rain down from his hands Easy: C + D at an angle. ------------------------------------------------------------------------- Shun-goku-satsu Ryu glides forward, followed by shadows. Instant Hell Murder He grabs his opponent and the screen Normal: LP,LP,F,LK,HP flashes. When it's all over, Ryu is (A Level 1 Super!) standing with his back to the screen and his opponent is lying on the floor. Damage inflicted by this attack is permanent and non-recoverable. ------------------------------------------------------------------------- Mode Change Ryu turns his back to the screen a la Normal: HCB + LP (Ryu) Akuma as his outfit changes color. He HCB + MP (Ken) then gains the moves and Hyper Combos of HCB + HP (Akuma) the character he has become/imitated. Ryu can Mode Change no matter what style (Use the HCB + LP version of attack (Ryu, Akuma, or Ken) that he when you're in Ken or Akuma is using. He'll stay in a new mode even mode and want to change back if you switch him out to play with your into Ryu.) other character. ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Hard Punch Team Counter: Go Hado Ken Variable Combo: Messatsu Go-Hado ------------------------------------------------------------------------- ========================================================================= STRIDER HIRYU (Flying Dragon) ========================================================================= Strider really rocks. His sword has the same sound effect from the original Strider, and he has tons of moves. From my (so far) brief experience, he is very overpowered. A guy using him was really wailing away on everyone else. Think of him like Guy and Gen combined (a bad comparison, but good enough for purposes of the FAQ). Strider teleports away when he loses instead of just dying. ------------------------------------------------------------------------- Ame no Murakumo Strider dashes forward and slashes out (Rain Cloud Mass) with the Cypher. Incidentally, the name Normal: QCF + P of this move is the title for one of Easy: Tap A rapidly the soundtracks in the original Strider. ------------------------------------------------------------------------- Cypher Strider moves very quickly and attacks Normal: Jump, QCF + P / K with the Cypher. Use Punch to make him Easy: Jump, tap A rapidly move upward, or Kick to make him move downward. ------------------------------------------------------------------------- Gram Strider attacks with the Cypher; the Normal: F,D,DF + P / K (air) blade is substantially longer (think Easy: Tap B rapidly "sword power-up" from Strider). Use Punch for a high sword attack, or Kick for a low sword attack. ------------------------------------------------------------------------- Vagula Strider splits into five images which Normal: QCB + K reform into his normal self in mid-air. Easy: Tap C rapidly He then performs a diving kick. ------------------------------------------------------------------------- Formation A Strider's Terapodal Panther runs up and Normal: QCF + K attacks his opponent. Easy: Tap D rapidly ------------------------------------------------------------------------- Formation B Strider calls forth a Dipodal Saucer Normal: Charge B,F + P robot which rotates around him. Strider can move and attack freely while the robot is orbiting him. ------------------------------------------------------------------------- (unknown) This move makes the robot become an Normal: Charge B,F + P (air) extremely large projectile that flies (during Formation B) forward and rams into Strider's foe. ------------------------------------------------------------------------- Formation C Strider makes a black bomb attached to a Normal: Charge B,F + K parachute fall to the ground (you're probably tired of Strider references by now, nevermind). The Kick button used determines the location at which the bomb is dropped. ------------------------------------------------------------------------- Warp Strider teleports to one of six points on Normal: B,D,DB + P / K the screen. This ranges from using LP to appear in the upper-left, to using HK to appear in the lower-right corner. ------------------------------------------------------------------------- Heki Hari Tsuki Strider leaps away and clings to the wall (Attached Hold to Wall) behind him using a hand sickle. Normal: qcb + P ------------------------------------------------------------------------- Chaku Ji Strider makes a hop kick back to the (Ground Arrival) ground. Normal: Press F ------------------------------------------------------------------------- Uwa Idou Strider scales up the wall. (Moving Up) Normal: Press U ------------------------------------------------------------------------- Shimo Idou Strider climbs down the wall. (Moving Down) Normal: Press D ------------------------------------------------------------------------- Han ?? no Heki he Idou Strider flips to the opposite wall (?) (Anti ?? Wall Movement) Normal: Tap b, then f ------------------------------------------------------------------------- Cypher Kougeki Strider strikes out behind him with the (Cypher Attack) Cypher. Normal: Press P ------------------------------------------------------------------------- Jimen ni Habatobi-geri Strider makes a long-ranged jumping kick (Long Jump Kick to Ground) back to the ground. Normal: Press K ------------------------------------------------------------------------- Sliding Kick Strider slides forward with one leg out. Normal: D + HK ------------------------------------------------------------------------- Double Jump A double jump. 'Nuff said. Normal: UB/U/UF (x2) ------------------------------------------------------------------------- Ragnarok Strider dashes forward. If he hits his Normal: F,D,DF + 2P opponent, they're knocked up into the Easy: Press A + B air, where Strider attacks them with Hits: 17 multiple images. ------------------------------------------------------------------------- Legion Strider summons a host of Terapodal Normal: QCF + 2K Panthers and Hawk Robots which bum rush Easy: Press C + D his opponent. Hits: 18 ------------------------------------------------------------------------- Urobolos Strider calls forth several Dipodal Normal: QCF + 2P Saucers which follow him and move around Hits: (n) x2-3 the screen, shooting rings of firepower each time he attacks. The name of this move is a little odd, considering that the original Urobolos was the snake-like boss in the arcade version of Strider. This Hyper Combo will automatically end if you use Ragnarok or Legion. ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Hard Punch Team Counter: Ame no Murakumo Variable Combo: Legion ------------------------------------------------------------------------- ========================================================================= ZANGIEF ========================================================================= Zangief has one-hit Super Armor during his Flying Powerbomb, and two-hit Armor during his Double Final Atomic Buster. ------------------------------------------------------------------------- Screw Piledriver Zangief reaches out. If he grabs his Normal: 360 + P (air) opponent, he jumps into the air while Easy: Tap A rapidly spinning, and slams them down head first Hits: 1,1,1 onto the floor. ------------------------------------------------------------------------- Double Lariat Zangief spins while holding his arms out. Normal: Press 3P / 3K, The Punch version lasts longer than the move B/F (air) Kick version, although the latter Lariat Easy: Tap B rapidly is invincible vs. low-aimed attacks. Hits: 1,1,1 ------------------------------------------------------------------------- Atomic Suplex Zangief grabs his opponent, suplexes Normal: HCF + K (close) them, then jumps into the air and Easy: Tap C rapidly suplexes them again. Hits: 1,1,1 ------------------------------------------------------------------------- Flying Powerbomb Zangief walks forward with his arms out, Normal: HCF + K nabs his challenger, and jumps up. He Easy: Tap C rapidly inverts them and slams them head first Hits: 1,1,1 into the ground. ------------------------------------------------------------------------- Banishing Flat Zangief steps outward and brings his Normal: F,D,DF + P palm before him, his hand surrounded by Easy: Tap D rapidly a green glow. Will negate projectiles. Hits: 1,1,1 ------------------------------------------------------------------------- Aerial Russian Slam Zangief leaps into the air, grabs his Normal: F,D,DF + K opponent, inverts them, and slams them Hits: 1,1,1 head first into the ground. ------------------------------------------------------------------------- Body Press Zangief hold out his arms and drops on Normal: Jump, D + HP his opponent using his torso. Hits: 1 ------------------------------------------------------------------------- Headbutt While jumping, Zangief butts his head Normal: Jump, U + MP / HP forward. Dizzies after 2-3 hits. Hits: 1 ------------------------------------------------------------------------- Double Knee Drop Zangief utilizes a falling knee smash Normal: Jump, D + LK / MK while in mid-air. Hits: 1,1 ------------------------------------------------------------------------- (unknown 1) Zangief crouches and grabs his opponent Normal: DF + MP (close) with one hand, squeezing their abdomen repeatedly. ------------------------------------------------------------------------- (unknown 2) Putting his hands together, Zangief Normal: F + MP falls down while driving his elbow into Hits: 1 the ground. ------------------------------------------------------------------------- (unknown 3) Zangief performs a short range trip kick. Normal: DB + MK / HK Hits: 1,1 ------------------------------------------------------------------------- (unknown 4) A normal dash, but if Zangief's opponent Normal: F,F or 3P is close, he suplexes them. Hits: 1 ------------------------------------------------------------------------- Final Atomic Buster Zangief performs multiple suplexes and Normal: 360 + 2P then two Screw Piledrivers. Easy: Press A + B Hits: 1 ------------------------------------------------------------------------- Ultra Final Atomic Buster A souped-up version of the FAB. However, Normal: 360 + 3K this move doesn't do that much more Hits: 1 damage, and has a near-nil range (you (Use at Level 3) have to be very close for it to work). ------------------------------------------------------------------------- Iron Body Zangief's skin changes color and he Normal: B,D,DB + LK becomes Mega Zangi (it's his name, really! Go to CoJ's home page if you don't believe me! ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Medium Punch Team Counter: Flying Powerbomb Variable Combo: Super Double Lariat (if not in use) - Zangief moves horizontally and performs a continuous Double Lariat across the screen. Double Final Atomic Buster (if currently in use) - Zangief and his partner rush forward and grab their opponent, then piledrive him/her. ------------------------------------------------------------------------- ========================================================================= ZANGIEF (in Mega Zangi Mode) ========================================================================= Mega Zangi has poor jumping range, and can't block. However, he does have plenty of Super Armor (3-hit). When he's killed, he explodes! ------------------------------------------------------------------------- Screw Piledriver Zangief reaches out. If he grabs his Normal: 360 + P (air) opponent, he jumps into the air while Easy: Tap A rapidly spinning, and slams them down head first Hits: 1 onto the floor. ------------------------------------------------------------------------- Double Lariat Zangief spins while holding his arms out. Normal: Press 3P / 3K, The Punch version lasts longer than the move B/F (air) Kick version, although the latter Lariat Easy: Tap B rapidly is invincible vs. low-aimed attacks. Hits: 1 ------------------------------------------------------------------------- Atomic Suplex Zangief grabs his opponent, suplexes Normal: HCF + K (close) them, then jumps into the air and Easy: Tap C rapidly suplexes them again. Hits: 1 ------------------------------------------------------------------------- Flying Powerbomb Zangief walks forward with his arms out, Normal: HCF + K nabs his challenger, and jumps up. He Easy: Tap C rapidly inverts them and slams them head first Hits: 1 into the ground. ------------------------------------------------------------------------- Wocca Flame Zangief taunts while breathing a blast Normal: QCF + P of blue fire from his mouth. Easy: Tap D rapidly Hits: 1 ------------------------------------------------------------------------- Aerial Rave Zangief leaps into the air, grabs his Normal: F,D,DF + K opponent, inverts them, and slams them Hits: 1 head first into the ground. ------------------------------------------------------------------------- Body Press Zangief hold out his arms and drops on Normal: Jump, D + HP his opponent using his torso. Hits: 1 ------------------------------------------------------------------------- Headbutt While jumping, Zangief butts his head Normal: Jump, U + MP / HP forward. Dizzies after 2-3 hits. Hits: 1,1 ------------------------------------------------------------------------- Double Knee Drop Zangief utilizes a falling knee smash Normal: Jump, D + LK / MK while in mid-air. Hits: 1,1 ------------------------------------------------------------------------- (unknown 1) Zangief crouches and grabs his opponent Normal: DF + MP (close) with one hand, squeezing their abdomen repeatedly. ------------------------------------------------------------------------- (unknown 2) Putting his hands together, Zangief Normal: F + MP falls down while driving his elbow into Hits: 1 the ground. ------------------------------------------------------------------------- (unknown 3) Zangief performs a short range trip kick. Normal: DB + MK / HK Hits: 1 ------------------------------------------------------------------------- (unknown 4) A normal dash, but if Zangief's opponent Normal: F,F or 3P is close, he suplexes them. Hits: 1 ------------------------------------------------------------------------- Final Atomic Buster Zangief performs multiple suplexes and Normal: 360 + 2P then two Screw Piledrivers. Easy: Press A + B Hits: 1 ------------------------------------------------------------------------- Siberian Blizzard Zangief flies into the air while using Normal: 360 + 2K the Double Lariat. Easy: Press C + D Hits: 12 ------------------------------------------------------------------------- Iron Body When you're Mega Zangi, using this turns Normal: B,D,DB + LK you back into normal Zangief (but it may be that Zangief only stays in his 'Iron Body' mode for a period of time, I dunno.) ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Medium Punch Team Counter: Flying Powerbomb Variable Combo: Super Double Lariat (if not in use) - Zangief moves horizontally and performs a continuous Double Lariat across the screen. Double Final Atomic Buster (if currently in use) - Zangief and his partner rush forward and grab their opponent, then piledrive him/her. ------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ III. MARVEL CHARACTERS MOVES LIST +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================= CAPTAIN AMERICA ========================================================================= The Captain seems faster in this version (his chain combos come out at lightning speed). I suppose that's good, but I had just gotten used to him in MSH vs. SF when they changed him. ------------------------------------------------------------------------- Shield Slash The Captain throws his shield at his Normal: QCF + P (air) opponent, either low (LP), at a standard Easy: Press A rapidly height (MP), or upward at an angle (HP). Hits: 1,1,1 In air, he throws it downward (LP), staright forward (MP) or slightly upward (HP). He has to retrieve his shield if he wants to use this attack again. ------------------------------------------------------------------------- Stars & Stripes Captain America uses his shield for your Normal: F,D,DF + P standard rising uppercut attack. He can Easy: Press B rapidly do this move w/o the shield, but it does less damage. ------------------------------------------------------------------------- Charging Star Captain America charges forward, ramming Normal: QCF + K with his shield/body. If he has his Easy: Press C/D rapidly shield, this move has higher priority and negates projectiless, too. If he doesn't have it, then he doesn't get any of those bonuses. ------------------------------------------------------------------------- Zenten The Captain cartwheels forward. He is (Forward Revolve) momentarily invincible, but not against Normal: HCB + P throws. ------------------------------------------------------------------------- Double Jump A double jump. 'Nuff said. Normal: UB/U/UF (x2) ------------------------------------------------------------------------- Final Justice Captain America dashes forward. If he Normal: QCF + 2P hits, he performs an auto-combo. Easy: Press A + B ------------------------------------------------------------------------- Hyper Charging Star A souped-up Charging Star in which Cap'n Normal: QCF + 2K is surrounded by a blue aura. Easy: Press C + D ------------------------------------------------------------------------- Hyper Stars & Stripes A souped-up multiple Stars n' Stripes Normal: F,D,DF + 2P attack in which the Captain is trailed by shadows. ------------------------------------------------------------------------- Aerial Rave Launcher: Standing Medium Punch, Crouching Hard Punch Team Counter: Stars and Stripes Variable Combo: Hyper Stars and Stripes (if not in use) Hyper Charging Star (if currently in use) ------------------------------------------------------------------------- ========================================================================= GAMBIT ========================================================================= ------------------------------------------------------------------------- Kinetic Card Gambit charges up several playing cards Normal: QCF + P and tosses them forward. They can stun Easy: Tap A rapidly or knockdown a hit opponent. In air, the cards fly downwards. ------------------------------------------------------------------------- Trick Card Works like the Kinetic Card, but Gambit Normal: QCB + P tosses several cards at an upward angle Easy: Tap B rapidly instead. ------------------------------------------------------------------------- Cajun Slash Gambit strikes out with a single bo swing Normal: F,D,DF + P (LP), three bo attacks (MP), or a sliding Easy: Tap C rapidly three-swing bo combo (HP) Can hit an enemy off-the-ground. ------------------------------------------------------------------------- Cajun Strike Gambit leaps against the left or right Normal: Charge D,UB/U/UF + wall (the one nearest him if you use Up) P, P / K then comes down with a bo or kick attack Easy: Tap D rapidly depending if Punch or Kick was used. ------------------------------------------------------------------------- Cajun Escape Gambit leaps against the left or right Normal: Charge D,UB/U/UF + K wall (the one nearest him if you use Up). You can then press in the direction of the opposite wall to make him jump over to it and then fall to the ground. ------------------------------------------------------------------------- Royal Flush Gambit tosses his bo into the air, then Normal: QCF + 2P lets loose with a flurry of charged cards. Easy: Press A + B Like the other card attacks, the actual cards themselves can't be seen as they move across the screen; only the impact is seen. ------------------------------------------------------------------------- Cajun Explosion (Right) Gambit leaps to the right wall Normal: QCF + 2K and throws a charged card down towards Easy: Press C + D the ground, which explodes upon impact. Hits: 3-12 An open opponent is hit repeatedly until they collide with the wall. ------------------------------------------------------------------------- Cajun Explosion (Left) Gambit leaps to the left wall and Normal: QCB + 2K throws a charged card down towards the Hits: 3-12 ground, which explodes upon impact. An open opponent is hit repeatedly until they collide with the wall. ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Hard Punch Team Counter: Kinetic Card Variable Combo: Royal Flush ------------------------------------------------------------------------- ========================================================================= HULK ========================================================================= The Incredible Hulk has one-hit Super Armor. In addition, his normal moves cause block damage. ------------------------------------------------------------------------- Gamma Tornado The Hulk reaches out with an arm. If Normal: HCB + P his opponent isn't blocking, he grabs Easy: Tap A rapidly them by the head and whirls them around Hits: 1,1,1 in the air. ------------------------------------------------------------------------- Gamma Slam The Hulkster digs his hands into the Normal: QCF + P ground and then lifts them up, causing Easy: Tap B rapidly a deluge of broken earth to surge forth. ------------------------------------------------------------------------- Gamma Charge (Horizontal) The Hulk rushes forward with one fist Normal: Charge B,F + K out, surrounded by yellow streaks of Easy: Tap C rapidly light. While he's moving, you can press Hits: 1,1,1 (x2) in any direction and tap Kick again to make him do a second Gamma Charge in that direction. ------------------------------------------------------------------------- Gamma Charge (Vertical) Hulk hurls himself into the air, hitting Normal: Charge D,U + K his opponent with his head while his body Easy: Tap D rapidly is surrounded by yellow light. While Hits: 1,1,1 (x2) he's moving, you can press in any direction and tap Kick again to make him do a second Gamma Charge in the specified direction (yes, really). ------------------------------------------------------------------------- Gamma Wave Hulk performs a Gamma Wave, but instead Normal: QCF + 2P a 'tidal wave' of earth moves along the Easy: Press A + B ground, pushing it up. ------------------------------------------------------------------------- Gamma Crush The Hulk braces himself, then jumps into Normal: QCB + 2P the air, coming down a second later with Easy: Press C + D a large meteorite which he slams against Hits: 2 the ground. This move homes in on the Hulk's foe normally, but you can control his descent with the joystick if you'd like. Holding down makes the Hulk drop back to the location you started the move at, but he comes down faster than normal. ------------------------------------------------------------------------- Gamma Quake The Hulk slams his fists into the ground, Normal: QCF + 2K causing large pointed rocks to fall from the ceiling. ------------------------------------------------------------------------- Aerial Rave Launcher: Crouching Hard Punch Team Counter: Gamma Charge (Horizontal) Variable Combo: Gamma Wave ------------------------------------------------------------------------- ========================================================================= SPIDER-MAN ========================================================================= ------------------------------------------------------------------------- Web Ball Spidey press his fingers against his palm Normal: QCF + P (air) and fires a gob of web fluid. When done Easy: Tap A rapidly while jumping, the gob flies downward at Hits: 1,1,1 an angle, and Spidey hops back a bit. A hit enemy is ensnared in webs for a brief moment--the stronger the button used, the longer the webs remain. ------------------------------------------------------------------------- Spider Sting A rising uppercut attack. You can press Normal: F,D,DF + P Punch again after the first hit to add Easy: Tap B rapidly a downward punch at the end. Hits: 1,1,1 (x2) ------------------------------------------------------------------------- Web Swing Spidey quickly creates a web rope that's Normal: QCB + K (air) affixed to the top of the screen and then Easy: Tap C rapidly propels himself forward, kicking out with Hits: 1,1,1 his legs. When the move ends, he flips and lands on the ground. ------------------------------------------------------------------------- Web Throw Spidey fires a sticky length of web fluid Normal: HCB + P either horizontally (LP), at an angle Easy: Tap D rapidly (MP), or straight up (HP). If it hits, Hits: 1,1,1 he spins the length of webbing over his head, spinning his opponent around in the air before letting go, sending them flying. You can rotate the joystick around after this move hits to make Spidey spin his opponent around more. ------------------------------------------------------------------------- Triangular Jump Your standard triangle jump. Normal: Jump back against a wall, then press F ------------------------------------------------------------------------- Delayed Jump Spidey will remain crouched against the Normal: Jump back against a wall until you release the controller. wall, then hold F ------------------------------------------------------------------------- Air Dash Spidey quickly moves back or forward. Normal: Jump, then B,B / F,F or b + 3P / f + 3P ------------------------------------------------------------------------- Maximum Spider Spiderman leaps against the wall behind Normal: QCF + 2P (air) him and then dives towards his opponent; Easy: Press A + B you can help control his dive using the joystick. If he hits, he knocks his enemy up into the air and bounces from wall to wall as he punches them. ------------------------------------------------------------------------- Crawler Assault Spiderman races along the ground, Normal: QCF + 2K punching and kicking. This move can hit Easy: Press C + D off-the-ground, and the final hit can hit an opponent who is _behind_ Spidey. ------------------------------------------------------------------------- Ultimate Web Throw Spidey leaps against the wall directly Normal: QCB + 2P behind him and fires a large blast of web fluid that creates a huge spider web in the middle of the screen. If his opponent is hit, they become stuck in the web. Spidey then hits them with a long gob of web fluid (like the Web Throw), and spins them around, moving faster and faster before slamming them into the ground. ------------------------------------------------------------------------- Aerial Rave Launcher: Standing Medium Punch Team Counter: Spider Sting Variable Combo: Crawler Assault ------------------------------------------------------------------------- ========================================================================= VENOM ========================================================================= ------------------------------------------------------------------------- Venom Fang Venom turns into a black, spherical blob Normal: QCF + P and flies across the screen in an arc. Easy: Tap A rapidly Hits multiple times. ------------------------------------------------------------------------- Web Throw Venom strikes out with a black tendril Normal: HCB + P that moves forward (LP), upward at an Easy: Tap B rapidly angle (MP) or straight up (HP). If his opponent is hit, he slams them into the ground on either side of him repeatedly. ------------------------------------------------------------------------- Venom Rush Venom's outfit sinks into the ground, Normal: QCF + K and black tendrils rise out of the ground Easy: Tap C / D rapidly a certain distance away. ------------------------------------------------------------------------- (unknown 1) (unknown) Normal: QCB + K ------------------------------------------------------------------------- Air Dash Venom quickly moves back or forward. Normal: Jump, then B,B / F,F or b + 3P / f + 3P ------------------------------------------------------------------------- Venom Web Venom leaps into the midst of the screen Normal: QCF + 2P and creates a large web. If his opponent Easy: Press A + B is hit, he runs up and nails them with an Hits: 12 auto-combo. ------------------------------------------------------------------------- Death Bite Venom's outfit oozes into the ground. Normal: QCF + 2K Hundreds of outfits then surge out of Easy: Press C + D the ground and knock around Venom's foe, similar in effect to Magneto's Magnetic Shockwave. ------------------------------------------------------------------------- Aerial Rave Launcher: Standing Medium Punch Team Counter: Venom Fang Variable Combo: Death Bite ------------------------------------------------------------------------- ========================================================================= WAR MACHINE ========================================================================= ------------------------------------------------------------------------- Shoulder Cannon War Machine fires a large blast of light Normal: QCF + P (air) from a shoulder-mounted cannon. Similar Easy: Tap A / B rapidly both in appearance and effect to Iron Man's Uni Beam. Hits multiple times. ------------------------------------------------------------------------- Low Shoulder Cannon War Machine fires a large blast of light Normal: QCF + K from a shoulder-mounted cannon while Easy: Tap A / B rapidly kneeling. Works just like the Shoulder Cannon, but hits low. ------------------------------------------------------------------------- Repulsor Blast War Machine holds both his hands over his Normal: HCB + P heads and fires a creeping blast of light Easy: Tap C rapidly in various directions: lower left, upper right, lower right, then upper left. This move can hit off-the-ground. ------------------------------------------------------------------------- Smart Bomb War Machine fires two bombs from his Normal: Press MP + LK (air) shoulder caches that fall to the floor. Easy: Tap D rapidly ------------------------------------------------------------------------- Flight War Machine's boots emit a burst of fire. Normal: QCB + 3K (air) You can then move around in the air using the joystick and use air special moves. You can also air dash by tapping twice in any of the eight directions, or by pressing in any direction + 3P. ------------------------------------------------------------------------- Palm Repulsor While flying, War Machine can fire a Normal: Any direction + HP short ranged burst of energy in eight (during Flight) directions from his palm. It's possible Hits: 1 to do this move when not using Flight, but it only works when jumping and you can only use the forward-directed angles. ------------------------------------------------------------------------- Hard Knee War Machine performs a knee press with Normal: Jump, D + MK both legs, diving down at an angle. Hits: 1 ------------------------------------------------------------------------- (unknown 1) War Machine will fire a missile from his Normal: D + HP (from afar) shoulder. The missile goes full screen, Hits: 1 and travels low to the ground. ------------------------------------------------------------------------- Proton Cannon A large mechanical cannon forms in the Normal: QCF + 2P air and floats down. War Machine sets Easy: Press A + B the cannon on his shoulder, then a wide Hits: 30 burst of energy shoots forth from the weapon. This move will hit an opponent during the initial animation (when the cannon appears on screen and moves downwards). ------------------------------------------------------------------------- War Destroyer War Machine exposes a pack on the back of Normal: F,D,DF + 2P his body. A pillar of rockets then fire Easy: Press C + D up and out of the pack, then fall down to Hits: 6 (on way down) the ground. 14 (up, and down) ------------------------------------------------------------------------- Aerial Rave Launcher: Standing Hard Kick Team Counter: Repulsor Blast Variable Combo: Proton Cannon ------------------------------------------------------------------------- ========================================================================= WOLVERINE ========================================================================= ------------------------------------------------------------------------- Berserker Barrage Wolverine runs forward while slashing Normal: QCF + P madly with his claws. Tap the Punch Easy: Tap A rapidly buttons for more hits; get them all in on the HP version, and Wolverine's enemy will fly across the screen. ------------------------------------------------------------------------- Tornado Claw Wolverine leaps into the air while Normal: F,D,DF + P spinning and slicing with his claws. Easy: Tap B rapidly Again, tapping Punch increases the number of his possible. ------------------------------------------------------------------------- Berserker Slash Wolverine runs forward and delivers a Normal: QCB + P single powerful slash. This move will Easy: Tap C / D rapidly go under some attacks, like projectiles. Hits: 1,1,1 It's easier to connect with the LP ver., but the HP version has a better chance of going through attacks. ------------------------------------------------------------------------- Drill Claw Wolverine flies in the desired direction, Normal: Any direction spinning his whole body like a drill. + MP + LK (air) Hits: 1,1,1 ------------------------------------------------------------------------- Sliding Claw Wolverine slides along the ground stomach Normal: DF + HP first, holding his claws before him. Hits: 1 ------------------------------------------------------------------------- Head Stomp Wolverine drops down out of the air, Normal: Jump, D + HK using a knee smash attack. Hits: 1 ------------------------------------------------------------------------- Weapon X Wolverine unsheaths his claws, then Normal: F,D,DF + P races forward. If he hits, he performs Easy: Press A + B an auto-combo. ------------------------------------------------------------------------- Fatal Claw Wolverine spins in place while jumping, Normal: Jump, F,D,DF + K then pauses, an X-shaped blast of energy Easy: Press C + D emitting from his body. ------------------------------------------------------------------------- Berserker Barrage X Wolverine unsheathes his claws and uses Normal: QCF + 2P an enhanced Berserker Barrage attack. Tap the Punch buttons for more hits. ------------------------------------------------------------------------- Berserker Charge Wolverine is trailed by multiple images. Normal: QCB + 2P For a short period, all of his attacks hit more times than usual. In addition, he also moves and jumps faster. ------------------------------------------------------------------------- Aerial Rave Launcher: Standing Hard Kick Team Counter: Berserker Barrage Variable Combo: Berserker Barrage X ------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ IV. HIDDEN CHARACTERS MOVES LIST +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ========================================================================= CARNAGE ========================================================================= ------------------------------------------------------------------------- (unknown 1) Normal: QCF + P ------------------------------------------------------------------------- (unknown 2) Normal: HCB + P ------------------------------------------------------------------------- (unknown 3) Normal: QCF + K, tap K ------------------------------------------------------------------------- (unknown 4) Normal: QCF + 2P ------------------------------------------------------------------------- (unknown 5) Normal: QCF + 2K ------------------------------------------------------------------------- Aerial Rave Launcher: Team Counter: Variable Combo: ------------------------------------------------------------------------- ========================================================================= MORRIGAN + LILITH ========================================================================= ------------------------------------------------------------------------- (unknown 1) Normal: QCF + P (air) ------------------------------------------------------------------------- (unknown 2) Normal: F,D,DF + P ------------------------------------------------------------------------- (unknown 3) Normal: Jump, D + MK ------------------------------------------------------------------------- (unknown 4) Normal: Jump, D + HK ------------------------------------------------------------------------- (unknown 5) Normal: HCB + P (close) ------------------------------------------------------------------------- (unknown 6) Normal: Jump, then press U,U / D,D or U + 3P / D + 3P ------------------------------------------------------------------------- (unknown 7) Normal: QCF + 2P ------------------------------------------------------------------------- (unknown 8) Normal: F,D,DF + 2P ------------------------------------------------------------------------- (unknown 9) Normal: QCF + 2K ------------------------------------------------------------------------- (unknown 10) Normal: LP,LP,f,LK,HP (Level 1) ------------------------------------------------------------------------- Aerial Rave Launcher: Team Counter: Variable Combo: ------------------------------------------------------------------------- ========================================================================= ROLL ========================================================================= ------------------------------------------------------------------------- (unknown 1) Normal: F,D,DF + P ------------------------------------------------------------------------- (unknown 2) Normal: Press HP (air) ------------------------------------------------------------------------- (unknown 3) Normal: Charge HP (air) ------------------------------------------------------------------------- (unknown 4) Normal: QCB + K ------------------------------------------------------------------------- (unknown 5) Normal: QCB + K after unknown 4 ------------------------------------------------------------------------- (unknown 6) Normal: QCF + P after unknown 4 / 5 ------------------------------------------------------------------------- (unknown 7) Normal: Jump against a wall, then hold f ------------------------------------------------------------------------- (unknown 8) Normal: D + HK ------------------------------------------------------------------------- (unknown 9) Normal: QCF + 2P ------------------------------------------------------------------------- (unknown 10) Normal: QCF + 2K ------------------------------------------------------------------------- (unknown 11) Normal: QCB + 2P ------------------------------------------------------------------------- Aerial Rave Launcher: Team Counter: Variable Combo: ------------------------------------------------------------------------- ========================================================================= SHADOW LADY ========================================================================= ------------------------------------------------------------------------- (unknown 1) Normal: QCF + P ------------------------------------------------------------------------- (unknown 2) Normal: F,D,DF + P, tap P ------------------------------------------------------------------------- (unknown 3) Normal: QCF + K ------------------------------------------------------------------------- (unknown 4) Normal: HCB + K ------------------------------------------------------------------------- (unknown 5) Normal: QCF + 2P ------------------------------------------------------------------------- (unknown 6) Normal: QCF + 2K ------------------------------------------------------------------------- (unknown 7) Normal: Charge B,F,B,F + 2K ------------------------------------------------------------------------- Aerial Rave Launcher: Team Counter: Variable Combo: ------------------------------------------------------------------------- ========================================================================= ORANGE HULK ========================================================================= ------------------------------------------------------------------------- (unknown 1) Normal: HCB + P ------------------------------------------------------------------------- (unknown 2) Normal: QCF + P ------------------------------------------------------------------------- (unknown 3) Normal: Charge B,F + K, direction + K ------------------------------------------------------------------------- (unknown 4) Normal: Charge D,U + K, direction + K ------------------------------------------------------------------------- (unknown 5) Normal: QCF + 2P ------------------------------------------------------------------------- (unknown 6) Normal: QCB + 2P ------------------------------------------------------------------------- (unknown 7) Normal: QCF + 2K ------------------------------------------------------------------------- Aerial Rave Launcher: Team Counter: Variable Combo: ------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ V. THE HELPERS +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After picking your second character, quickly press and hold the following buttons to get a certain helper: ------------------------------------------------------------------------- Unknown Soldier Fires a beam from his gun and Code: Start + LP from his satellite. Uses: 4 times per battle ------------------------------------------------------------------------- Lou Shoots arrows from his bow. Lou Code: Start + MP is so short that his attacks must Uses: 8 times per battle be blocked low. ------------------------------------------------------------------------- Saki Saki fires a laser from her Code: Start + HP large cannon. Uses: 7 times per battle ------------------------------------------------------------------------- Pure and Fur Causes a bunch of dice to rain Code: Start + LK down from the sky. Uses: 5 times per battle ------------------------------------------------------------------------- Psylocke Psylocke does her original Hyper Code: Start + MK X (a Psi-Thrust) across the Uses: 5 times per battle screen. Cannot be re-directed. ------------------------------------------------------------------------- Michelle Heart She'll fire three beams digonally Code: Start + LP + LK downward from the air. Uses: 6 times per battle ------------------------------------------------------------------------- Iceman He causes many icicles to appear Code: Start + MP + MK in the air and fall downwards. Uses: 4 times per battle ------------------------------------------------------------------------- King Arthur Arthur chucks three lances at Code: Start + LP + MP his opponent. Uses: 8 times per battle ------------------------------------------------------------------------- Ton-Pu (East Wind) Ton-Pu leaps into the screen Code: Start + LP + HP while kicking, a blade-like arc Uses: 9 times per battle following her foot. ------------------------------------------------------------------------- Juggernaut Performs a Juggernaut Headcrush. Code: Start + LP + MK This move can cancel projectiles. Uses: 3 times per battle ------------------------------------------------------------------------- Devilot Devilot appears in her Cyberbots Code: Start + MP + HP mech, which explodes and causes Uses: 5 times per battle damage to anyone nearby. ------------------------------------------------------------------------- Thor Thor lifts Mjollnir and a beam Code: Start + LK + MP of thick lightning streams from Uses: 8 times per battle it across the screen. ------------------------------------------------------------------------- Magneto Throws an EM Disruptor. Slow Code: Start + LK + HP to start, but a useful attack. Uses: 7 times per battle ------------------------------------------------------------------------- US Agent Performs a Charging Star. He Code: Start + MK + HP can negate projectiles during Uses: 5 times per battle this move. ------------------------------------------------------------------------- Cyclops Cyclops fires a crouching Optic Code: Start + LP + LK + MP Blast. Uses: 7 times per battle ------------------------------------------------------------------------- Storm Storm waves her hands and a Code: Start + LP + LK + HP swirling column of wind rises up Uses: 6 times per battle from the ground. ------------------------------------------------------------------------- Colossus Appears in the air and moves Code: Start + LP + MP + MK forward as well as down while Uses: 5 times per battle ramming with his shoulder. ------------------------------------------------------------------------- Anita She appears with various objects Code: Start + LP + MP + HP rotating around her. After a Uses: 5 times per battle moment, she fires them forward. ------------------------------------------------------------------------- Shadow Performs his Shadow Justice Code: Start + LP + MK + HP Hyper Combo. Cannot be chosen Uses: 4 times per battle randomly. ------------------------------------------------------------------------- Sentinel Sentinel flies forward while Code: Start + MP + MK + HP making multiple attacks. Cannot Uses: 3 times per battle be chosen randomly. ------------------------------------------------------------------------- Jubilee Sparks appear in the air and Code: Start + LK + MP + HP home in on your opponent. Uses: 8 times per battle ------------------------------------------------------------------------- Rogue Rogue does her multi-punch attack Code: Start + LP + MP + HP + LK from X-Men vs. SF (the anti-air Uses: 7 times per battle version). ------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ VI. PLAYING THE GAME +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Aspects of gaming include: Helper Stocks: After picking your characters, you get to pick from twenty 'helper' characters, using a roulette style select similar to MSH's random select. During each battle, you have a predetermined number of helper stocks, and you can expend one to have your helper appear and deliver an attack. Early Hyper Level: You now begin each battle with one level of Hyper Gauge power already stored. Regaining Life: While fighting, you may get damaged and lose life. You'll notice that of the damage inflicted, some of it completely reduces the life bar, and the rest of it is represented by a red bar. If you switch characters, so that the person who was injured was inactive, their life bar will begin to refill and they'll slowly regain life, up to the amount shown in the red bar. Wolverine has a 'healing' power that is always active and so regains more life while inactive than other characters. Easy Mode: (I only use Easy Mode if I pick it by accident, so this may not be correct. Also, it's based on MSH vs. SF, not M vs. C, so there may be some minor differences). Easy Mode uses this layout for the buttons: Light Punch Medium Punch (A) Hard Punch (B) Light Kick Medium Kick (C) Hard Kick (D) When you tap one of the "letter buttons" three times in about half a second, your character will automatically perform the Hard version of the assigned special move. In some cases, more than one move can be done with the same button (such as a Tatsumakisenpukyaku (ground) or Kuchu Tatsumakisenpukyaku (air), depending on the location of your character. For some characters, a lettered button will have no effect, or more than one button will produce the same move when tapped. Furthermore, when you have one level of Hyper Power and you press together two buttons (it's always A+B and/or C+D), you'll automatically perform a Hyper Combo. Again, you may be able to do more than one Hyper Combo depending on the location of your character. You can also take advantage of Automatic Chain Combos. Simply hit your opponent with a Light or Medium Attack (?) and you'll tack on an extra attack (for Medium) or an extra two attacks (for Light). This works on the ground as well in the air, and you can interrupt it with a special move by performing that move or tapping the appropriate button during the combo (see above). Finally, you can perform automatic Aerial Rave Combos. Even if you don't know your character's launcher, pressing together Light Punch + Light Kick, will make your current player perform his launcher (you still have to be standing/crouching according to your character). If it connects, you need only press up and then press either Light Punch or Light Kick (?) to perform an automatic Aerial Rave. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ VII. TRICKS, CODES, MISCELLANEOUS +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ CHANGE CHARACTER LINEUP ------------------------------------------------------------------------- Press and hold all three Punches during the 'vs.' screen in order to change the lineup (2nd chosen character is now first up). You can repeat this code again to reset the lineup. BEAT UP A BEATEN OPPONENT ------------------------------------------------------------------------- After killing your last opponent with any move except for a Variable Combo or Variable Cross, you can press START to move around and attack your opponent using normal attacks, special moves, even Hyper Combos! However, some characters have win poses that prevent them from using this trick. ??? ------------------------------------------------------------------------- After killing your last opponent, press START, then hold all three kick buttons to make something happen (?). FIGHT HIDDEN CHARACTERS ------------------------------------------------------------------------- I have yet to see any of these guys/gals myself, but I guess it's a two- on-one battle between your team and the hidden character. 'Finishes' mean you do that move/requirement against the last surviving opponent to kill him/her and win the battle. CARNAGE - Never let you or your partner die. - Get the First Attack bonus every battle. Also, switch your character lineup for each battle. - Get 2 Variable Cross Finishes and 1 Support Character Finish before moving on to stage 6. MORRIGAN + LILITH (Morrigan with Lilith's color scheme) - Never let you or your partner die. - Use your Support Character at least once per battle. - Get 2 Variable Cross Finishes and 1 Support Character Finish before moving on to stage 6. ROLL (Looks different, but plays just like Megaman) - Never let you or your partner die. - Use your Support Character at least twice per battle. - Get 2 Variable Cross Finishes and 2 Support Character Finishes before moving on to stage 6. This must be quite a funny fight! BTW, Roll is Megaman's girlfriend, not his sister, if I recall correctly (perhaps I don't!) SHADOW LADY - Never let you or your partner die. - Get 5 Variable Cross Finishes. - Get 1 Support Character Finish. - Use your Support Character at least once per battle. - Switch your character lineup during the first battle. SPECIAL WAR MACHINE - Never let you or your partner die. - Get 2 Variable Cross Finishes before moving on to stage 6. ORANGE HULK - Never let you or your partner die. - Get 2 Variable Cross Finishes and 2 Hyper Combo Finishes before moving on to stage 6. PLAY WITH THE HIDDEN CHARACTERS ------------------------------------------------------------------------- All these codes are unconfirmed: CARNAGE Move your cursor to Chun-Li and enter the following code: R, D^4, L, U^4, R^2, D^2, L^2 D^2, R^2, U^4, L^2, U MORRIGAN + LILITH Move your cursor to Chun-Li and enter the following code: L^2, D^2, R^2, U^2, D^4, L^2, U^4, R, L, D^4, R^2, U^4, L^2, D^4, R, D ROLL Move your cursor to Zangief and enter the following code: L^2, D^2, R^2, D^2, L^2, U, R, U^2, R^2 SHADOW LADY Move your cursor to Morrigan and enter the following code: U, R^2, D^4, L^2, U^4, R^2, L^2, D^2, R^2, D^2, L^2, U^2, R^2, U^2, L^2, D^5 ORANGE HULK Move your cursor to Chun-Li and enter the following code: R^2, D^2, L^2, R^2, D^2, L^2, U^4, D^2, R^2, U^2, D^4, U^4, L, U FIGHTING ONSLAUGHT ------------------------------------------------------------------------- Onslaught comes in two flavors, vanilla and strawberry. Er...I mean, he has two forms. The first form is a Magneto rip-off with the following moves: - Magnetic Shockwave (like Magneto's move) - Mega Optic Blast (like Cyclops's move) - Shoulder Charge (like Thanos' move) - Hyper Grav (like Magneto's move; it's also unblockable) - Magnetic Tempest (like Magneto's move) These aren't the actual names of the moves, nor are they exactly like these moves, but they're similar in use and appearance :) Onslaught also has two original abilities as well: the first one is to teleport, which he usually does while you're attacking, especially during combos. The second one is his ability to take a breather from battle and let one of the hidden characters fight for him. Luckily for you, they always start with 1/3rd energy or less. The second form is an Apocalypse-off with the following moves: - Eye Laser (like Apocalypse's Eye Laser) - Claw Smash (Apocalypse's spiked mace attack) - Claw Attack (Apocalypse's drill attack; hits less times) - Hyper Grav (a la Magneto; it's also unblockable) - Magnetic Tempest (Magneto's Magnetic Tempest) After beating both forms, the game is over. It's not known at this time if you can still beat up your partner as in MSH vs. SF, or if there are any secret bosses like Akuma or Cyber-Akuma. To beat Onslaught with: Strider Hiryu - Against his first form, keep sliding at him when he attempts the Mega Optic Blast from close range. CHARACTER ENDINGS ------------------------------------------------------------------------- RYU: Ken is telling Sean how Ryu created all the special moves involved in Shotokan karate and that he should ask Ryu for training. Once he does, Ken jumps away saying "Now I can go shopping with Eliza!" and Ryu says something like "Okay Sean... give me your best shot!" CHUN-LI: The Chunster confronts Bison, saying that he is trapped, but then Bison says that SHE is the one who is trapped, and she gets zapped by something. Bison plans to bring her to Shadoloo, but then Shadow jumps in and gives Bison a Somersault Justice. Chun comes to and wonders who it was that saved her. ZANGIEF: Boasts about his invincible iron body and then picks a fight with a Cyberbots robot. A view is shown of the Earth with an explosion, presumably Zangief FAB'ed it. STRIDER: "Target terminated. Mission completed." He jumps onto his hang glider, then jumps on to the back of a whale. The End. (if you didn't beat the arcade Strider, you might not get the reference). CAPTAIN COMMANDO: Back at Avengers HQ, a guy mentions that Onsalught has been defeated. Then, Captain appears on the big-ass monitor of theirs and says "We have defeated Onslaught. Now some peace will be restored to the world." "Who are you?" "I am Captain Commando." (Note: if you've seen the end of the Captain Commando arcade game, this should look familiar) MEGAMAN: The blue bomber picks up the item left behind by Onslaught then teleports away. A screen is then showing saying "You got Magnetic Shockwave!" with Mega Man doing a Magnetic Shockwave. Cute. (I see the rumors have already started so let me say right now... NO YOU CAN'T USE IT!!) MORRIGAN: She states that there isn't anyone strong enough, then Ryu jumps on the screen to challenge her. The game does a "READY... FIGHT!" message, but then they end up playing Puzzle Fighter! Best ending by far! JIN: Onslaught (as a bunch of molecules) says that he is not defeated, and then Jin does his Jin Tornado move. The screen whites out, and Ryu is looking up at the sky, wondering if Jin will return. SPIDER-MAN: Gets the idea for a great headline "Spider-Man and team up to defeat Onslaught!" and so he takes a picture of themselves. He says that "J.J. will probably make me look like the bad guy, but I need the money to make a living!" CAPTAIN AMERICA: All the "good guys" are back at Avengers HQ, where he tells them that they were summoned here to help fight Onslaught, and that now that he's been defeated they can return to where they came from. HULK: Captain America sacrifices himself to defeat Onslaught's final form (as thosem molecules or whatever). Hulk tries to stop him, but to no avail. Professor X tells Hulk and the other Marvel characters that what he did was unselfish and brave, or something. Cool ending. GAMBIT: Hits on Morrigan, but Rogue shows up saying "Havin fun without me sugah?" and carries him away. WOLVERINE: Logan and Professor X talk about how Onslaught was created from the bad side of the Prof and Magneto, or something. They talk about rebuilding the earth or some crap. I don't remember this one that well. WAR MACHINE: "Mission completed", and Iron Man... er, War Machine flies away, "The war for peace still continues", blah blah blah. VENOM: Decides to team up with whoever his partner is to fight evil. I don't really remember this one either, it was pretty cheesy. COMMENTS ------------------------------------------------------------------------- This section is primarily because the game isn't in a lot of places yet and I want to let people know what it's like, and what it's pros and cons are. First of all, TURBO speed is really really fast. Much more so than MSH vs. SF. It's a little disorienting and is actually annoying. I'll have to start playing Normal again until I get used to it (which I haven't done since SSF2T)! The backgrounds are full of stuff but are ultimately not interesting. It's very annoying though, as the X-Men vs. SF and MSH vs. SF backgrounds were very clean, and now the cluttered backgrounds only make things hard to see. There's a new background for Hyper Combos as well, which sort of looks like flowing blue-green glaciers. It's really uninspired (a lot like the SF3 background for SAs), but enough of that. There's also some sort of weird color change during a Variable Cross, but the guy who did it to me killed me so fast that I couldn't tell what it was. About the characters: Well, the characters all have funky colors, and none of them are too interesting aside from the new characters. Venom, in particular, is very slick looking and so is Strider. Others, like Wolverine and Ryu, have the same old graphics as last time, which makes moves like the Weapon X look pretty lame when compared to a flashy move like Strider's Ragnarok. To be quite frank, all of the new characters outshine the old ones, except recently new characters like Gambit. More importantly, the damage in this game is NUTS. Remember back in MSH vs. SF, when some characters were way overpowered and/or certain moves did ridculously high or low damage? Well, it's like that again in M vs. C. For instance, the Berseker Barrage X doesn't do much damage (thankfully), but the Hyper Megaman move does _insane_ damage (it killed my opponent who had just under half life). I don't know about you, but I like the balance in the last VS. game, and why Capcom would go back to X-Men vs. SF's damage levels is just plain incomprehensible. Of the six games I played, I lost/won against both characters in a very short period of time. It may be that the healing rate has been lessened for non-active characters, I don't know, but the damage ratings really suck. Air combos are seemingly not as abuseable in this game. One person who I fought against only manged to launch me up two or three times, and his 6-hit air combo didn't do much damage. This is really nice, especially because "floaters" (people who do air combos exclusively) were far too prevalent in former VS games. The downside is that special move damage is so pumped up that there's no point in doing air combos when a normal move will take off lots of life. Still though, it's a welcome change. I, for one, got tired of being endlessly comboed against by some "skilled" Wolvie player. Finally, the team helpers are cool. Some of them are very useful, like the Unknown Soldier, who's gun attack is very fast, but others are predictable, like Colossus or the little elf who drops dice. Most of them don't seem to do much damage, but in most cases you can move during the end of the move. Even though your character poses or taunts when you summon them, it's entirely possible, for example, to have the Unknown Soldier fire his beam, then dash forward and attack your opponent, who is still reeling from the gun beam attack. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ VIII. SPECIAL THANKS +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------------------------------------------------------------------- Shinichi Nakada ------------------------------------------------------------------------- - Information on the hidden character's moves taken from his post to alt.games.sf2. ------------------------------------------------------------------------- Dark Blaze ------------------------------------------------------------------------- - LOTS of various tips and hella info. on the number of hits for the Hyper Combos. Provided all the new Onslaught information, too! ------------------------------------------------------------------------- Ezekiel Li <8986@ipoline.com> (www.geocities.com/Tokyo/Ginza/7141/) ------------------------------------------------------------------------- - Information on selecting your helpers. ------------------------------------------------------------------------- Matt Hall ------------------------------------------------------------------------- - Info on the Eternal Slumber, UFAB, Variable Cross timing, and other misc. corrections. Also provided _all_ of the ending info. ------------------------------------------------------------------------- Ken "Hoju" Gaskell ------------------------------------------------------------------------- - Also provided info. on the Eternal Slumber. ------------------------------------------------------------------------- Edward T. Ma ------------------------------------------------------------------------- - Notes on several characters and gameplay notes taken from his guide. ------------------------------------------------------------------------- Silver Sage ------------------------------------------------------------------------- - Several gameplay and character notes and corrections taken from his guide. ------------------------------------------------------------------------- Lancer (home1.pacific.net.sg/~lancer/yr98.htm) ------------------------------------------------------------------------- - For the Shadow and Sentinel codes. - (v0.6) For the 'Fight Secret Character' codes. ------------------------------------------------------------------------- Migs Rustia (www.geocities.com/Area51/Vault/5027/) ------------------------------------------------------------------------- - Most of the move descriptions for the new guys are from his excellent page. - (v0.3) Some information on the new characcters taken from his page. - (v0.5) More good stuff borrowed from Migs' page. - (v0.6) Specific helper info. taken from his page, as well as the codes letting you play as M+L, Mecha Chun-Li, and Roll. - (v0.7) More codes borrowed from his page. ------------------------------------------------------------------------- Capcom of Japan (www.capcom.co.jp) ------------------------------------------------------------------------- - Lots of good info. gleaned from their page. All ya gotta know is a little Japanese! - (v0.7) More info. from CoJ's page. ------------------------------------------------------------------------- Anthony Cannon ------------------------------------------------------------------------- - Strider info. taken from his mini-moves list. ------------------------------------------------------------------------- James Kuroki ------------------------------------------------------------------------- - Lots of various Marvel vs. Capcom information. Some of the descriptions are from him, too. Nice job! ------------------------------------------------------------------------- Henry Moriarty (mmcafe.telnet.or.jp) ------------------------------------------------------------------------- - All of the game system info. and some new character/new move info. taken from his M vs. C Perfect Player's Guide. ------------------------------------------------------------------------- John Culbert (www.geocities.com/SiliconValley/Heights/1910/) ------------------------------------------------------------------------- - Some combo info. and move notes borrowed from his MSH FAQ. ------------------------------------------------------------------------- Yow Hong Chieh (www.geocities.com/TimesSquare/Castle/3009/) ------------------------------------------------------------------------- - Some info. taken from his MSH vs. SF moves list. ------------------------------------------------------------------------- Nammy ------------------------------------------------------------------------- - Some various info. in here was from Nammy's X-Men vs. SF guide. ------------------------------------------------------------------------- Charles Washington ------------------------------------------------------------------------- - Some info. in here was from his MSH vs. SF FAQ. Remember folks, copying sucks! So please don't use info. without giving credit! My question is: Where's DAN!? Maybe Ryu can Mode Change into him!? Let's face it, a Capcom game without Dan just isn't a good game :) That's it! Unpublished work Copyright 1998 Kao Megura