MARVEL VS. CAPCOM: CLASH OF SUPER HEROES MINI-FAQ v1.1
for the Arcade and Sony PlayStation (import) versions
by Chris MacDonald

 Unpublished work Copyright 1998-2001 Chris MacDonald

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

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

 The Street Fighter series is (c) Capcom Co., Ltd.  The Marvel characters
 are (c) Marvel Inc.  Strider is (c) Moto Hikaku.  All rights reserved.


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

 1.  HOW TO PLAY
       - Key to Controls
       - Basic Moves List
       - Using Easy Mode
       - Super Armor and Hyper Armor
 2.  CHARACTER MOVES LIST
       - Captain America
       - Captain Commando
       - Chun-Li
       - Gambit
       - Jin Saotome
       - Megaman
       - Morrigan
       - Hulk
       - Ryu
       - Ryu in Ken Mode
       - Ryu in Akuma Mode
       - Spider-Man
       - Strider Hiryu
       - Venom
       - War Machine
       - Wolverine
       - Zangief
       - Zangief in Mega Zangief Mode
 3.  HIDDEN CHARACTER MOVES LIST
       - High Speed Venom
       - Hyper Armor War Machine
       - Lilith-Style Morrigan
       - MSH Performance Hulk
       - Roll-chan
       - Shadow Lady
 4.  SECRETS AND TRICKS
 5.  PSX-SPECIFIC INFORMATION
       - Changes from the Arcade Version
       - Secrets and Tricks
       - Play as Onslaught
       - Using Beginner Mode
 6.  COMBO PRIMER
 7.  MISCELLANEOUS
 8.  AUTHOR'S NOTE
       - Revision History
       - Special Thanks


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

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

 This section outlines the basic controls for all characters:

 (joystick directions and results)

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

 (button layout and effect)

 LP  MP  HP      Light Punch         Medium Punch       Hard Punch

 LK  MK  HK      Light Kick          Medium Kick        Hard Kick

 (FAQ abbreviations)

  qcf / qcb  -  Press d,df,f or d,db,b on the joystick.
  hcf / hcb  -  Press b,db,d,df,f or f,df,d,db,b on the joystick.
  Rotate 360 -  Rotate the joystick in a complete circle.  You can start
                and end the circle at any point (i.e. start at uf and
                end at uf, or b to b, etc.)
  PP / PPP   -  Press any two / all three Punch buttons.
  KK / KKK   -  Press any two / all three Kick buttons.
  (air)      -  The move can be performed while on the ground, or while
                in the air (during a jump or after an air recovery).
  x~x        -  All possible ranges are allowed (for example, ub through
                uf, or MK through HP).
  dir.       -  Any direction can be used.


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

 Standing Block         Hold b when attacked
 Crouching Block        Hold db when attacked
 Mid-Air Block          Hold b / db when attacked while in air
 Advancing Guard        While blocking, press PPP  (can use repeatedly)
 Dash                   Tap f,f / press PPP (tap d to end dash)
 Backstep               Tap b,b / press b + PPP  (tap d to end backstep)
 Super Jump             Tap d,ub~uf / press KK
 Dash Jump              Press uf while dashing
 Throw Escape           Perform a throw when you are thrown  (air)
 Taunt (Chouhatsu)      Press Start
 Hold Recovery          Shake joystick and tap buttons when in a hold
 Dizzy Recovery         Shake joystick and tap buttons when dizzied
 Recovery Roll          b,db,d + P / K when knocked down
 Variable Counter       b,db,d + P / K while blocking (at Level 1+)
 Variable Attack        Press HP + HK
 Variable Assist        Press MP + MK  (has limited uses)
 Variable Cross         qcb + HP + HK  (at Level 2+)
 Variable Combination   qcf + HP + HK  (at Level 2+)

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

        - Hulk's Gamma Tornado
        - Zangief's Flying Powerbomb / Mid-air Screw Piledriver
        - Zangief's Dash Throw (either version)

 - All of the "Variable" moves will switch your active character with
   your partner when the move finishes, except the Variable Assist.
   In the case of the Variable Combination and Variable Cross, you may
   not switch characters if the incoming ally is hit.
 - Remember that the Variable Assist can be used a certain number of
   times per battle, depending on the helper you've chosen.  So be
   careful and don't waste this move if you can help it.
 - During the Variable Cross, both characters will come on screen and
   remain there for a while (it lasts longer if performed at Level 3).
   You can control both of them during this time, and you'll have an
   infinite Hyper Combo bar for the duration of the Variable Cross.
 - Also, note that during a Variable Cross, you cannot use your helpers
   (the Variable Assist move).  This also means that you can't use a
   Variable Cross while one of your helpers is onscreen.


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

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

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


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

 Normally, when you get hit, your character goes into "hit stun"; you
 can't do anything for the brief moment that they're reacting to getting
 socked in the head, etc.  Characters with Super Armor have a one-hit
 buffer, so if you hit them once, they'll flash but will not go into
 hit stun.  This means that if they were starting an attack as you hit
 them, they'll still go through with it and you'll get hit instead.
 This also means that they can't be launched unless you've just hit them
 previously (or depending on your ground chain type, if you've chained a
 hit before you did the launcher).  This also applies to some special
 moves; Spidey and Venom's Web Throw attacks won't work on a person with
 Super Armor unless the Web Throw was preceeded by an attack.  However,
 Super Armor isn't completely foolproof; sweep attacks, jumping heavy
 attacks, and most special moves (excluding projectiles), will still
 make a Super Armor user go into hitstun / get knocked down / etc. when
 they connect.

 So who has Super Armor?  Luckily, just a few charactes; Hulk (only when
 he's on the ground or doing a special move), Zangief (only during his
 Flying Powerbomb, Final Atomic Buster, and Ultra Final Atomic Buster
 attacks), and Jin (but only when his life is low and his other teammate
 is out of comission).

 The other type of armor found in MvC is Hyper Armor.  Unlike Super
 Armor, Hyper Armor gives it's user an infinite hit buffer.  This means
 that they cannot be launched or sweeped (and Spidey / Venom cannot
 connect with their Web Throws, nor can Hulk connect with his Gamma
 Tornado).  In addition, any Hyper Combo that results in an auto-combo
 (such as the Weapon X, Maximum Spider, Final Mission, etc.) will only
 hit once.  What's more, Hyper Armor is always active, even if a
 character is in the air, etc.  As if this wasn't bad enough, a
 character with Hyper Armor can never be dizzied!  However, Hyper Armor
 users take added damage from "beam" HCs, like the Shinkuu Hadou Ken,
 Captain Sword, Proton Cannon, etc.

 Both Zangief (when in "Mega Zangief" mode) and Hyper Armor War Machine
 (duh!) have Hyper Armor.  Coincidence or not, both of them move slowly
 and make the screen shake when they walk, in addition to not being
 able to jump very well.  More importantly, they cannot block!  This also
 means that you can't use the Advancing Guard or Variable Counter when
 using either of these characters.


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

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

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

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

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

 This FAQ uses all of the Japanese names (since they're correct!)  This
 means that Morrigan's "Soul Laser" is "Soul Eraser", and Strider's
 "Formation B" is the satellite summon, not the bomb drop (which is
 Formation C; these two got switched in the US version.)


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

 Shield Slash                   qcf + P  (air)
 Charging Star                  qcf + K
 Stars & Stripes                f,d,df + P
 Zenten                         hcb + P
 (aerial kick)                  In air, u + HK
 (heel kick)                    In air, d + HK
 (double kick)                  Press MK twice
 2 Dan Jump                     Press ub~uf  (perform 2 times)

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

 Ground Combo Chain:     Weak to Strong
 Jumping Combo Chain:    Weak to Strong
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing MP  (if opponent is in the air)
                         Crouching HP
 Aerial Rave Finisher:   HP, HK, Aerial Kick, Heel Kick
 Flying Attack:          Standing HP  (only when shield is equipped)
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Charging Star
 Variable Combination:   Hyper Stars & Stripes  (as current player)
                         Hyper Charging Star    (as partner)

 - The Shield Slash does less damage the further away you are from your
   opponent.  Conversely, the Charging Star does more damage the further
   away you are.
 - If the Shield Slash is blocked or if it misses, then the Captain's
   shield will not return to him.  Without the shield, he cannot use
   the Shield Slash, and all his Punch attacks do less damage (except
   for the standing and jumping LP, which don't use the shield).  Also,
   Stars & Stripes inflicts less damage (although all other moves,
   including the Hyper Stars & Stripes, still do roughly the same amount
   of damage).  He can reclaim his shield simply by walking over it.  If
   the screen is scrolled away from the shield, it will fly out of the
   air after a while and land in the Captain's hand.
 - The Zenten can be used to move behind an opponent, and to go through
   projectiles and other attacks (even Hyper Combos)!  You can be thrown
   during this move, though.
 - The Charging Star can negate normal projectiles, but only if the
   Captain has his shield.  Furthermore, upon passing through a
   projectile, the range and speed of the Charging Star is reduced.
 - Similarily, the Captain can pass through projectiles with the
   Hyper Charging Star, but with no loss in speed or range.  He can
   go through HC projectiles, but the speed and range are drastically
   reduced.  For instance, against the Beat Plane, he is slowed down
   by the multiple hits, and will not get close enough to hit Megaman
   unless he was relatively close by when the Beat Plane started, in
   which case he'll be able to push through eventually).
 - Note, though, that without his shield, the Hyper Charging Star
   cannot go through anything at all (even normal projectiles).  It
   still has it's start-up invincibility, though.
 - You can attack someone off of Captain America's MK or HK throw.  It
   doesn't have to be a jumping attack, either (for example, you can
   launch them with his standing MP, then do a normal aerial rave).


 ------------------------------------------------------------------------
 CAPTAIN COMMANDO
 ------------------------------------------------------------------------

 Captain Fire                   qcf + P  (air)
 Captain Collider               qcb + P
 Captain Kick                   qcb + K
 Commando Strike                qcf + K
 Captain Sword                  qcf + PP
 Captain Storm                  qcf + KK

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Weak to Strong
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing HK / Crouching MP
 Aerial Rave Finisher:   HP, HK
 Flying Attack:          Standing HP
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       HP Captain Collider
 Variable Combination:   Captain Sword

 - When using the Commando Strike, LK calls Sho, a ninja who does a
   jumping downward sword slash.  MK calls out Genity, a mummy armed
   with knives who flies across the screen (low enough to hit jumpers
   but not to hit standing opponents).  Using HK summons Hoover, a baby
   who fires a missile at his enemy.  While any of your allies are on
   screen, you cannot use your Hyper Combos, although you can combo off
   your allies' attacks.
 - Captain Commando's MP and HP throws have four random results; either
   Sho, Genity, or Hoover will attack, or the Captain will electrify
   his foe and kick them away, just like his MK and HK throws.  The
   interesting thing about this is, since your allies are on screen,
   you cannot use a Hyper Combo just after any of the "ally" throws.
   Furthermore, if one of your allies is already on screen when you do
   a throw attempt (for example, you call Genity, then attempt a MP or
   HP throw), you'll always get the electrifying type.
 - If your opponent is in the corner of the screen and you use a MP or
   HP throw, you can follow with a Captain Collider after the Sho
   throw.  If you use the electrifying hold, you can even follow with
   a Captain Sword!
 - Like all holds, you can tap the buttons and wiggle the joystick
   during the electrying hold move to do more damage.  In the arcade
   version, though, you can do insane amounts of damage to your CPU
   opponent by mashing the buttons like mad (I've seen someone do 35%
   damage this way, you could probably do a lot more if you're fast
   enough).


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

 Kikou Ken                      hcf + P
 Sen'en Shuu                    hcb + K
 Tenshou Kyaku                  f,d,df + K
 Hyakuretsu Kyaku               Tap K rapidly  (air)
 Reishiki Kikou Ken             f + HP
 Kaku Kyaku Raku                df + HK
 Yousou Kyaku                   In air, d + MK  (can repeat
 Sankaku Tobi                   Jump against a wall, press uf~df
 3 Dan Jump                     Press ub~uf  (perform 3 times)
 Kuuchuu Dash                   In air, tap f,f / press PPP

 Kikou Shou                     qcf + PP, tap buttons rapidly
 Senretsu Kyaku                 qcf + KK, tap buttons rapidly
 Hazan Tenshou Kyaku            f,d,df + KK
 Shichisei Senkuu Kyaku         In air, qcf + KK

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Hunter
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing HK
 Aerial Rave Finisher:   HP, HK, Shichisei Senkuu Kyaku
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Kikou Ken
 Variable Combination:   Kikou Shou      (as current player)
                         Senretsu Kyaku  (as partner)

 - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
 - The Reishiki Kikou Ken can negate normal projectiles.  It also fits
   nicely into a chain combo, although it can't be cancelled.
 - During the Kikou Shou, Chun-Li is completely invincible.
 - Chun-Li cannot use the Shichisei Senkuu Kyaku during a Variable
   Cross.  You can input the command, but nothing will happen.
 - Chun-Li's taunt hits for minor damage.  You can't kill someone with
   it, though.


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

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

 Royal Flush                    qcf + PP
 Cajun Explosion (Zenpou)       qcf + KK
 Cajun Explosion (Kouhou)       qcb + KK

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Hunter
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Crouching HP
 Aerial Rave Finisher:   HP, HK
 Flying Attack:          Standing HP
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MK / HK
 Variable Counter:       LP Cajun Slash
 Variable Combination:   Royal Flush

 - During the Cajun Strike or Cajun Escape, you can charge ub or uf
   to make Gambit leap to that wall.  Normally (when you just use d,u)
   Gambit leaps to the wall in front of him.  While in air, you can
   press in the opposite direction upon touching a wall to jump across
   to the opposite wall before attacking.
 - Using the qcf + KK version of the Cajun Explosion makes Gambit leap
   to the wall opposite him; the qcb + KK version makes him cling to
   the wal behind him.  If you do this move but can't land on a wall
   (i.e. you don't move far enough back or forward), then you'll land
   without wasting any HC power.
 - You can tap the buttons and wiggle the joystick during Gambit's MK or
   HK hold to do more damage.


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

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

 Gamma Wave                     qcf + PP
 Gamma Quake                    qcf + KK
 Gamma Crush                    qcb + PP  (direct b / f)

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

 - The Gamma Tornado can be blocked.
 - If the Gamma Charge isn't blocked, you can press K again for a
   second charge (both versions go straight up).  Or, you can pick
   the direction you travel in (ub / u / uf + K for the Taichi
   version; b / ub / u / uf / f + K for the Taikuu version).  You can
   also reverse the direction if you want (i.e., press db to charge
   up-forward).
 - The Gamma Crush can hit on the way up.  If it does so, your enemy
   is knocked to the ground, and you're guaranteed the hits (unless
   you press b to make Hulk move away).  However, the Gamma Crush will
   hit less times and do less damage overall.
 - All of the Hulk's normal punches and kicks cause block damage.
 - The Hulk has Super Armor when on the ground or performing any
   special move.


 ------------------------------------------------------------------------
 JIN SAOTOME
 ------------------------------------------------------------------------

 Saotome Typhoon                Charge b,f + P
 Saotome Dynamite               Charge d,u + P
 Saotome Crush                  hcb + K
 Saotome Fire                   Taunt, then tap P rapidly
 (sliding cyclone)              d + HK
 (diving cyclone)               In air, d + HK

 Blodia Punch                   qcf + PP
 Blodia Vulcan                  qcb + PP
 Saotome Cyclone                qcf + KK

 Ground Combo Chain:     Weak to Any
 Jumping Combo Chain:    Weak to Any
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing MP
 Aerial Rave Finisher:   MP, MK, HP, HK, Diving Cyclone
 Flying Attack:          Standing MK, HK, HP / Crouching MK / HP
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Saotome Dynamite
 Variable Combination:   Blodia Punch

 - Jin has limited invincibility during the Saotome Dynamite.
 - The Saotome Crush is blockable.
 - An opponent can be injured by the Saotome Fire.  Jin even has an
   infinite with this taunt; he can perform it after his opponent
   super jumps or uses some other method to go high into the air.
   They will land atop him and keep being juggled as long as you tap
   P.  However, the damage is miniscule, so you'll have to do it for
   a long time to do any serious damage.
 - Jin cannot use the Blodia Vulcan during a Variable Cross.  If you
   attempt one, you get the Blodia Punch instead.
 - Once Jin's partner dies and his life is almost gone, Jin will do
   a special pose at his first opportunity to stand still.  Once he
   has done this, he will begin to glow, and he gains Super Armor
   at all times.
 - You can tap the buttons and wiggle the joystick during Jin's MK or
   HK hold to do more damage.


 ------------------------------------------------------------------------
 MEGAMAN                                               (ROCKMAN in Japan)
 ------------------------------------------------------------------------

 Mega Buster                    Press HP  (air)
 Charge Shot                    Hold HP and release  (air)
 Mega Upper                     f,d,df + P
 Item Kougeki                   qcf + P
 Eddie Yobi (Item Change)       qcb + K
 Sankaku Tobi                   Jump against a wall, press f
 Sliding                        d + HK

 Hyper Megaman                  qcf + PP, tap buttons rapidly  (air)
 Rush Drill                     qcf + KK, move around / rush forward
 Beat Plane                     qcb + KK, tap P / K, move around  (air)

 Ground Combo Chain:     Weak to Strong
 Jumping Combo Chain:    Weak to Strong
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing HK
 Aerial Rave Finisher:   HK, Mega Buster, Charge Shot
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       MP Mega Upper
 Variable Combination:   Hyper Megaman  (without the missiles!)

 - The longer your charge the Charge Shot, the more hits it does.  You
   can even release it, and while your opponent is being hit, run up
   through your own fireball and attack them.
 - Megaman starts off with the Tornado Hold at the beginning of each
   new battle (just input qcf + P).  However, if you want to give him
   a different weapon, use the Item Change.  When Eddie appears and
   drops the item you want, just run over it.  But remember that a
   rival Megaman or Roll can pick up your dropped item, too.  The
   items you can get include:

    Rockball  (qcb + LK) - When used, a soccer ball appears that can
    be knocked around by hitting it with a crouching kick.  The ball
    will rebound off of the walls, ceiling, and ground for a while
    before vanishing.

    Tornado Hold  (qcb + MK) - When used, Megaman throws out a little
    fan that creates a tall tornado.  The Tornado Hold can hit an
    opponent while they're lying prone on the ground, and is tall
    enough to hit jumping opponents.

    Leaf Shield  (qcb + HK) - When used, Megaman creates a shield of
    spinning leaves around him that gives him a one-hit auto block.
    This means that, if he is hit, he takes no damage, but the shield
    dissolves.  Unlike Super Armor, this means that he is technically
    invincible to everything except throws and multi-hit moves.  You
    can do a Final Justice, and he will not take the hits; ditto
    with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's
    Ultimate Web Throw!

    When the Item Kougeki command is repeated (qcf + P), Megaman will
    fire the shield forward.  This attack can be used in air.  Note
    that you can't pick up another item while the Leaf Shield is active,
    and that it wears off when you're hit, or after a certain amount of
    time has passed.

 - During the Rush Drill, you can move back or forward, or even jump
   ub~uf.  Pressing P or K will make your rush forward (no pun intended),
   but will not increase the number of hits.
 - During the Beat Plane, you can fly in any direction.  Tapping P makes
   you fire little fireballs, while tapping K makes you drop missiles.


 ------------------------------------------------------------------------
 MORRIGAN AENSLAND
 ------------------------------------------------------------------------

 Soul Fist                      qcf + P  (air)
 Shadow Blade                   f,d,df + P  (air)
 Vector Drain                   hcb + P  (misses from afar)
 Shell Kick                     In air, d + MK
 Shell Pierce                   In air, d + HK
 Kuuchuu Dash                   In air, tap f,f / press PPP
 Vania Dash (Ue)                In air, tap f,uf / u + PPP
 Vania Dash (Shimo)             In air, tap f,df / d + PPP
 Mysterious Arc                 df + HP
 Necro Desire                   f + HK

 Soul Eraser                    qcf + PP, tap buttons rapidly
 Darkness Illusion              qcf + KK  (air)
 Silhouette Blade               f,d,df + PP
 Eternal Slumber                LP,MK,b,MP,HK at Level 3

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Hunter
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Crouching HP
 Aerial Rave Finisher:   HP, HK, Soul Fist, Shadow Blade
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Soul Fist
 Variable Combination:   Soul Eraser

 - You can interrupt the Vania Dash with an attack, just as with
   a normal air dash.
 - You can combo out of the Shell Kick into an HP, HK, or special
   move, by the way.
 - The Darkness Illusion hits more times if done in air, but does
   slightly less damage.
 - The Vector Drain and Eternal Slumber are unblockable.  A small
   character like Megaman or Roll can duck under the Eternal Slumber
   projectile while it is moving upwards, though.
 - Morrigan cannot use the Eternal Slumber during a Variable Cross.
   If you attempt one, you get the Soul Eraser instead.


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

 Hadou Ken                       qcf + P  (air)
 Shouryuu Ken                    f,d,df + P
 Tatsumaki Senpuu Kyaku          qcb + K  (air)
 Sakotsu Wari                    f + MP
 Senpuu Kyaku                    f + MK
 (alternate kicks)               In air, u + MK / HK

 Shinkuu Hadou Ken               qcf + PP, tap buttons rapidly  (air)
 Shinkuu Tatsumaki Senpuu Kyaku  qcb + KK
 Shin Shouryuu Ken               f,d,df + PP
 Mode Change                     hcb + P  (MP for Ken, HP for Akuma)

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

 - The Sakotsu Wari is an overhead attack.
 - When the Mode Change is used, Ryu's costume changes and he gains the
   moves of Ken or Akuma (see below).  All of his normal attacks change
   as well, excluding his jumping MP.  Using the command to change into
   the same character won't do anything (i.e. using hcb + LP while
   playing with Ryu or hcb + HP while Ryu is in Akuma Mode).  Ryu will
   stay in Ken or Akuma Mode until you use hcb + LP to turn him back
   into Ryu, or the battle ends.


 ------------------------------------------------------------------------
 RYU in KEN MODE
 ------------------------------------------------------------------------

 Hadou Ken                      qcf + P  (air)
 Shouryuu Ken                   f,d,df + P  (air)
 Tatsumaki Senpuu Kyaku         qcb + K  (air)
 Inazuma Kakato Wari            f + MK
 (alternate kicks)              In air, u + MK / HK

 Shouryuu Reppa                 qcf + PP
 Shinryuu Ken                   qcf + KK, tap buttons rapidly
 Shippuujinrai Kyaku            qcb + KK
 Mode Change                    hcb + P  (LP for Ryu, HP for Akuma)

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

 - The Inazuma Kakato Wari is an overhead attack.
 - Ken Mode's fireball only goes for a short distance before dissapating.


 ------------------------------------------------------------------------
 RYU in AKUMA MODE                                  (GOUKI MODE in Japan)
 ------------------------------------------------------------------------

 Gou Hadou Ken                  qcf + P
 Zankuu Hadou Ken               In air, qcf + P
 Gou Shouryuu Ken               f,d,df + P
 Tatsumaki Zankuu Kyaku         qcb + K  (air)
 Tenma Kuujin Kyaku             In air, qcf + K
 Ashura Senkuu                  f,d,db / b,d,db + PPP / KKK
 Zugai Hassatsu                 f + MP
 Senpuu Kyaku                   f + MK
 (alternate kicks)              In air, u + MK / HK

 Messatsu Gou Hadou             qcb + PP, tap buttons rapidly
 Messatsu Gou Shouryuu          qcf + PP
 Tenma Gou Zankuu               In air, qcf + PP
 Shun Goku Satsu                LP,LP,f,LK,HP at Level 3
 Mode Change                    hcb + P  (LP for Ryu, MP for Ken)

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

 - The Zugai Hasatsu is an overhead attack.
 - The Shun Goku Satsu is unblockable.
 - Ryu cannot use the Shun Goku Satsu during a Variable Cross.  If you
   attempt one, you get the Messatsu Gou Hadou instead.


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

 Web Ball                       qcf + P  (air)
 Web Swing                      qcb + K  (air)
 Web Throw                      hcb + P
 Spider Sting                   f,d,df + P, if it hits, press P again
 Sankaku Tobi                   Jump against a wall, press uf~df
 Kuuchuu Dash                   In air, tap f,f / press PPP

 Maximum Spider                 qcf + PP  (direct d / f / u)  (air)
 Crawler Assault                qcf + KK
 Ultimate Web Throw             qcb + PP

 Ground Combo Chain:     Weak to Strong
 Jumping Combo Chain:    Hunter
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing MP
                         Standing HK  (if opponent is in the air)
 Aerial Rave Finisher:   HP, HK, Web Ball
 Flying Attack:          Standing HP
                         Crouching MK  (lifts them slightly upward)
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       MP Spider Sting
 Variable Combination:   Crawler Assault

 - An opponent hit by the Web Ball is encased in web wrappings.  The
   stronger the button used, the longer they remain encased.  You can
   attack an encased opponent any way you'd like, but using a second
   Web Ball will not re-trap them.
 - The Web Throw will not connect if Spidey hits an opponent who is
   far away from him (since he is no longer holding onto the web
   strand), or if that person has just been hit by the Web Ball and
   is trapped.  Once you catch someone with the Web Throw, rotate the
   joystick repeatedly to make him spin them around faster, and to
   increase the damage done.
 - The Maximum Spider can home in on your enemy's location a bit,
   but not very well.  If someone is above you or below you, it's
   best to direct the attack by pressing up or down.  If they're in
   front of you, hold f to dive straight forward.
 - Spidey's second launcher is a standing HK.  If he hits an enemy
   with it, you can press up to Super Jump--however, the enemy will
   not fly up into the air with you.  They won't be launched unless
   they get hit by the HK while they're already airborne.  So, if you
   want to get both you and your enemy in the air at the same time,
   either hit them with the HK while they jump at you, or knock them
   off the ground with a crouching MK and chain into the standing HK.


 ------------------------------------------------------------------------
 STRIDER HIRYU
 ------------------------------------------------------------------------

 Ame no Murakumo                qcf + P
 Excalibur                      In air, qcf + P / K
 Gram                           f,d,df + P / K  (f,d,df + P in air)
 Warp                           b,d,db + P / K
 Vajra                          qcb + K
 Formation A                    qcf + K
 Formation B                    Charge b,f + P
 (formation B fire)             After Formation B, charge b,f + P  (air)
 Formation C                    Charge b,f + K
 Heki Hari Tsuki                qcb + P
 Shimo Idou / Uwa Idou          Move d / u after Heki Hari Tsuki
 Chakuji                        Press f after Heki Hari Tsuki
 Hantai Soku no Heki e Idou     Tap b,f after Heki Hari Tsuki
 Cipher Kougeki                 Press P after Heki Hari Tsuki
 Jimen ni Tobigeri              Press K after Heki Hari Tsuki
 Sankaku Tobi                   Jump against a wall, press uf~df
 2 Dan Jump                     Press ub~uf  (perform 2 times)
 Sliding Kick                   df + HK

 Ragnarok                       f,d,df + PP
 Ouroboros                      qcf + PP, then attack to fire lasers
 Legion                         qcf + KK

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Hunter
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Crouching HP
 Aerial Rave Finisher:   HP, HK, Excalibur
 Knockdown Attack:       Crouching HK, Sliding Kick
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Ame no Murakumo
 Variable Combination:   Legion

 - The Vajra is a teleport kick.  No matter what side of the screen
   you're on, LK makes you appear to the far left, while HK makes you
   appear on the far right.
 - You can use the Hantai Soku no Heki e Idou to switch from one wall
   to the other.
 - During the Ouroboros, satellites rotate around Hiryu and injure
   anybody who touches them.  If you make an attack, the satellites
   will also fire ring lasers.  You cannot throw during this Hyper
   Combo.


 ------------------------------------------------------------------------
 VENOM
 ------------------------------------------------------------------------

 Venom Fang                     qcf + P  (air)
 Venom Rush                     qcf + K
 Web Throw                      hcb + P
 Kuuchuu Dash                   In air, tap f,f / press PPP

 Venom Web                      qcf + PP
 Death Bite                     qcf + KK

 Ground Combo Chain:     Punch to Kick
 Jumping Combo Chain:    Punch to Kick
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing MP
 Aerial Rave Finisher:   HP
 Flying Attack:          Standing HP
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       MP Venom Fang
 Variable Combination:   Death Bite

 - If you try to throw something with MP / HP, Venom will trap them
   in spider webs.  They will be momentarily defenseless, and Venom
   can then attack them.
 - The Web Throw will not connect if Venom hits an opponent who is
   far away from him (since he is no longer holding onto the web
   strand), or if that person has just been encased in webbing using
   his Punch Throw.
 - During the Web Throw, you can spin the joystick and mash on the
   buttons to increase the number of times Venom slams his opponent
   around, and to do more damage.


 ------------------------------------------------------------------------
 WAR MACHINE
 ------------------------------------------------------------------------

 Shoulder Cannon                qcf + P  (air)
 Low Shoulder Cannon            qcf + K
 Repulsor Blast                 hcb + P
 Smart Bomb                     (b / f) + MP + LK  (air)
 Hikou                          qcb + K, repeat to end  (air)
 Kuuchuu Dash                   Any dir. + PPP  (air or during Hikou)
 (double punches)               Press LP,LP
 (knee dive)                    In air, d + MK
 (upward kick)                  In air, u + HK
 (laser blast)                  In air, uf~df + HP
 (missile launcher)             d + HP

 Proton Cannon                  qcf + PP
 War Destroyer                  qcf + KK

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Weak to Strong
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing HK
 Aerial Rave Finisher:   HK, Laser Blast (f / df + HP only)
 Flying Attack:          Standing HP / Crouching HK
                         Crouching MP  (lifts them slightly upward)
 Knockdown Attack:       Crouching MK
 Ground Throws:          b / f + MP / HP
 Aerial Throws:          Any direction but d / u + MP / HP / MK / HK
 Variable Counter:       Repulsor Blast
 Variable Combination:   Proton Cannon

 - You can change the Smart Bomb's range by holding b or f when you
   press the buttons.
 - During the Hikou, you can move in eight directions, but you cannot
   block.  You can perform any aerial move during this time, though.
 - War Machine cannot use the Hikou during a Variable Cross.  You can
   input the command, but nothing will happen.


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

 Berserker Slash                qcb + P
 Berserker Barrage              qcf + P, tap P rapidly
 Tornado Claw                   f,d,df + P, tap P rapidly
 Drill Claw                     (any direction) + MP + MK  (air)
 Sankaku Tobi                   Jump against a wall, press f
 Fumitsuke                      In air, d + HK
 (double claw)                  Press MP twice  (air)
 (knee kick)                    Press MK twice
 (sliding claw)                 df + HP

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

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

 - The Drill Claw goes straight forward unless you hold in a direction
   while pressing the buttons.  On the ground, you cannot Drill Claw
   backwards or in any of the downward directions.
 - You can use the Drill Claw after a successful Fumitsuke and vice
   versa.
 - During the Berserker Charge, Wolverine is followed by afterimages.
   For a short period of times, all of his attacks come out faster and
   recover faster, allowing him to perform longer combos.  He also
   moves faster.
 - You can tap the buttons and wiggle the joystick during Wolverine's
   ground throw to do more damage.


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

 Double Lariat                  Press PPP, move b / f  (air)
 Quick Double Lariat            Press KKK, move b / f  (air)
 Screw Piledriver               Rotate 360 + P  (air)
 Flying Powerbomb               hcf + K
 Atomic Suplex                  hcf + K when close
 Banishing Flat                 f,d,df + P
 Aerial Russian Slam            f,d,df + K
 Headbutt                       In air, u + MP
 Double Knee Drop               In air, d + MK
 Body Press                     In air, d + HP
 (long punch)                   In air, f + HP
 (elbow drop)                   f + MP  (in air, d + MP)
 (instant dash throw)           Hold MP / MK / HP / HK, tap f,f
 (delayed dash throw)           Tap f,f, then press MP / MK / HP / HK

 Final Atomic Buster            Rotate 360 + PP
 Ultra Final Atomic Buster      Rotate 360 + KK at Level 3
 Iron Body                      b,d,db + LK

 Ground Combo Chain:     None
 Jumping Combo Chain:    None
 Super Jumping Chain:    Weak to Strong
 Aerial Rave Launcher:   Crouching MP, MP Throw
 Aerial Rave Finisher:   HP, HK, Body Press, Long Punch
 Flying Attack:          Standing HK  (knocks into air)
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK  (db / df + MP / HP)
 Aerial Throws:          Any direction but d / u + MP / HP / MK / HK
 Variable Counter:       MK Flying Powerbomb  (without super armor)
 Variable Combination:   Double Final Atomic Buster  (as current player)
                         Hyper Double Lariat  (as partner)

 - You can move back or forward as you start the Double Lariat, or
   after it begins.
 - The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian
   Slam, Dash Throw, FAB, and UFAB are all unblockable.
 - Zangief has Super Armor during the Flying Powerbomb, Final Atomic
   Buster, and Ultra Final Atomic Buster.
 - The Banishing Flat can negate projectiles.
 - When the Iron Body is used, Zangief changes into Mega Zangief, and
   his moveslist changes (see below).  He'll stay in Mega Zangief mode
   until you repeat the Iron Body command, or until the next battle
   begins.  Note that if he's hit during the Iron Body transformation,
   he won't turn into Mega Zangief.
 - Zangief cannot backstep or dash jump forward.
 - You can tap the buttons and wiggle the joystick during Zangief's
   db /  df + MP / HP throw, or his MK / HK throw (normally or done
   during a dash) to do more damage.
 - Zangief cannot use the Ultra Final Atomic Buster during a Variable
   Cross.  If you attempt one, you get the normal FAB instead.


 ------------------------------------------------------------------------
 ZANGIEF in MEGA ZANGIEF MODE
 ------------------------------------------------------------------------

 Double Lariat                  Press PPP, move b / f
 Quick Double Lariat            Press KKK, move b / f
 Screw Piledriver               Rotate 360 + P  (air)
 Flying Powerbomb               hcf + K
 Atomic Suplex                  hcf + K when close
 Vodka Fire                     qcf + P
 Aerial Russian Slam            f,d,df + K
 Headbutt                       In air, u + MP
 Double Knee Drop               In air, d + MK
 Body Press                     In air, d + HP
 (long punch)                   In air, f + HP
 (elbow drop)                   f + MP  (in air, d + MP)
 (instant dash throw)           Hold MP / MK / HP / HK, tap f,f
 (delayed dash throw)           Tap f,f, then press MP / MK / HP / HK

 Final Atomic Buster            Rotate 360 + PP
 Siberian Blizzard              Rotate 360 + KK
 Iron Body                      b,d,db + LK

 Ground Combo Chain:     None
 Jumping Combo Chain:    None
 Super Jumping Chain:    Weak to Strong
 Aerial Rave Launcher:   Crouching MP, MP Throw
 Aerial Rave Finisher:   HP, HK, Body Press, Long Punch
 Flying Attack:          Standing HK  (knocks into air)
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK  (db / df + MP / HP)
 Aerial Throws:          Any direction but d / u + MP / HP / MK / HK
 Variable Counter:       MK Flying Powerbomb
 Variable Combination:   Double Final Atomic Buster  (as current player)
                         Hyper Double Lariat  (as partner)

 - Mega Zangief has Hyper Armor at all times.
 - You can move back or forward as you start the Double Lariat, or
   after it begins.
 - The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian
   Slam, Dash Throw, and FAB are all unblockable.
 - Mega Zangief cannot backstep or dash jump forward.
 - You can tap the buttons and wiggle the joystick during Mega Zangief's
   db /  df + MP / HP throw, or his MK / HK throw (normally or done
   during a dash) to do more damage.


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

 None of these characters are normally available.  Prior to each
 moves list is the code you have to input to select them.  If you are
 going to pick a hidden character and a normal character, you need to
 pick the hidden character _first_.  If you want to have two hidden
 characters on your team, it doesn't matter which code you enter first.
 See the next next section (Secrets and Tricks) to find out how to get
 the characters.

 ------------------------------------------------------------------------
 HIGH-SPEED VENOM
 ------------------------------------------------------------------------

 Venom Crush                    qcf + P, tap P rapidly
 Venom Storm                    qcf + K, tap K rapidly
 Venom Charge                   In air, qcf + P
 Web Throw                      hcb + P
 Kuuchuu Dash                   In air, tap f,f / press PPP

 Venom Web                      qcf + PP
 Death Bite                     qcf + KK

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Hunter
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing HP
 Aerial Rave Finisher:   HP
 Flying Attack:          Crouching HP
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Venom Crush  (can't add hits)
 Variable Combination:   Death Bite

 - This version of Venom is followed by afterimages.  All of his attacks
   come out faster and recover faster than normal Venom's, allowing him
   to perform longer combos.  He also moves faster than normal Venom.
   Although he cannot dash or backstep, his normal moving speed more than
   makes up for it :)  Sadly, he also takes more damage than any other
   character in the whole game!
 - If you try to throw something with MP / HP, Venom will trap them
   in spider webs.  They will be momentarily defenseless, and Venom
   can then attack them.
 - The Web Throw will not connect if Venom hits an opponent who is
   far away from him (since he is no longer holding onto the web
   strand), or if that person has just been encased in webbing using
   his Punch Throw.
 - During the Web Throw, you can spin the joystick and mash on the
   buttons to increase the number of times Venom slams his opponent
   around, and to do more damage.


 ------------------------------------------------------------------------
 HYPER ARMOR WAR MACHINE
 ------------------------------------------------------------------------

 Shoulder Cannon                qcf + P  (air)
 Low Shoulder Cannon            qcf + K
 Smart Bomb                     (b / f) + MP + MK  (air)
 (double punches)               Press LP,LP
 (knee dive)                    During a Super Jump, d + MK
 (upward kick)                  In air, u + HK
 (laser blast)                  In air, uf~df + HP
 (laser counter)                d + HP

 Proton Cannon                  qcf + PP
 War Destroyer                  qcf + KK

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Weak to Strong
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing HK
 Aerial Rave Finisher:   HK, Laser Blast (f / df + HP only)
 Flying Attack:          Standing HP / Crouching HK
                         Crouching MP  (lifts them slightly upward)
 Knockdown Attack:       Crouching MK
 Ground Throws:          b / f + MP / HP
 Aerial Throws:          Any direction but d / u + MP / HP / MK / HK
 Variable Counter:       Shoulder Cannon
 Variable Combination:   Proton Cannon

 - Hyper Armor War Machine has Hyper Armor, obviously :)  Also, all
   of his laser attacks now fire missiles instead (i.e. his Shoulder
   Cannon and Proton Cannon).
 - His sole beam attack is his crouching HP.  This is a really weird
   move, because it can hit more times and do more damage if War
   Machine is hit as he starts this move.  For example, it might
   grow in length and hit two times if you do it in the middle of a
   chain combo, or while getting hit, by say, Chun-Li's Senretsu Kyaku.
   But if you do it and Strider hits you with his Gram at the exact
   same moment, you get a Low Shoulder Cannon-like beam that hits 5
   times for massive damage (the same amount as getting full hits from
   his Proton Cannon)!  The best I've gotten so far is 9 hits (and 75
   points of damage against Captain Commando).  Since this sort of
   timing is hard (since WM is so slow), it's best to do this move while
   getting hit by a multi-hit SC, so that you have a much higher chance
   of taking a hit just as the crouching HP beam is coming out.  For
   some reason, this move can hit Strider twice when you're up close;
   it only hits once on other characters.
 - You can change the Smart Bomb's range by holding b or f when you
   press the buttons.
 - War Machine can still dash jump, it's just not very noticable. :)


 ------------------------------------------------------------------------
 LILITH-STYLE MORRIGAN
 ------------------------------------------------------------------------

 Soul Flash                     qcf + P  (air)
 Shining Blade                  f,d,df + P
 Vector Drain                   hcb + P  (misses from afar)
 Shell Kick                     In air, d + MK
 Shell Pierce                   In air, d + HK
 Kuuchuu Dash                   In air, tap f,f / press PPP
 Vania Dash (Ue)                In air, tap f,uf / u + PPP
 Vania Dash (Shimo)             In air, tap f,df / d + PPP
 Mysterious Arc                 df + HP
 Necro Desire                   f + HK

 Brilliant Shower               qcf + PP
 Luminous Illusion              qcf + KK  (air)
 Splendor Love                  f,d,df + PP

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Hunter
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Crouching HP
 Aerial Rave Finisher:   HP, HK, Soul Flash, Shining
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP / MK / HK
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Soul Flash
 Variable Combination:   Brilliant Shower

 - This version of Morrigan plays just like the normal version, but
   with no Eternal Slumber and altered special moves and Hyper Combos.
 - The Soul Flash has a limited range.
 - The Vector Drain is unblockable.
 - You can combo out of the Shell Kick into an HP, HK, or special
   move, by the way.
 - You can interrupt the Vania Dash with an attack, just as with
   a normal air dash.
 - The Luminous Illusion hits more times if done in air, but does
   slightly less damage.
 - During the start of the Splendor Love, Morrigan cannot be hit by
   projectiles.


 ------------------------------------------------------------------------
 MSH PERFORMANCE HULK
 ------------------------------------------------------------------------

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

 Gamma Wave                     qcf + PP
 Gamma Quake                    qcf + KK
 Gamma Crush                    qcb + PP  (direct b / f)

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

 - This version of the Hulk has no Super Armor, but it's easier to
   air combo with him (the attacks come out faster, and his MP is no
   longer an air combo finisher).
 - The Gamma Tornado can be blocked.
 - If the Gamma Charge isn't blocked, you can press K again for a
   second charge (both versions go straight up).  Or, you can pick
   the direction you travel in (ub / u / uf + K for the Taichi
   version; b / ub / u / uf / f + K for the Taikuu version).  You can
   also reverse the direction if you want (i.e., press db to charge
   up-forward).
 - The Gamma Crush can hit on the way up.  If it does so, your enemy
   is knocked to the ground, and you're guaranteed the hits (unless
   you press b to make Hulk move away).  However, the Gamma Crush will
   hit less times and do less damage overall.
 - All of the Hulk's normal punches and kicks cause block damage.
 - The Hulk has Super Armor when on the ground or performing any
   special move.


 ------------------------------------------------------------------------
 ROLL-CHAN
 ------------------------------------------------------------------------

 Roll Buster                    qcf + P  (air)
 Hana-taba Bakudan              qcb + P  (air)
 Item Kougeki                   qcf + K
 Eddie Yobi (Item Change)       qcb + K
 Sankaku Tobi                   Jump against a wall, press f
 Sliding                        d + HK
 (swipe kick)                   In air, u + HK

 Hyper Roll                     qcf + PP, tap buttons rapidly  (air)
 Rush Drill                     qcf + KK, move around / rush forward
 Beat Plane                     qcb + KK, tap P / K, move around  (air)

 Ground Combo Chain:     Weak to Strong
 Jumping Combo Chain:    Weak to Strong
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing HK
 Aerial Rave Finisher:   HP, HK, Swipe Kick
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Roll Buster
 Variable Combination:   Hyper Roll  (without the missiles!)

 - Roll starts off with the Tornado Hold at the beginning of each new
   battle (just input qcf + P).  However, if you want to give her
   a different weapon, use the Item Change.  When Eddie appears and
   drops the item you want, just run over it.  But remember that a
   rival Roll or Megaman can pick up your dropped item, too.  The
   items you can get include:

    Rockball  (qcb + LK) - When used, a soccer ball appears that can
    be knocked around by hitting it with a crouching kick.  The ball
    will rebound off of the walls, ceiling, and ground for a while
    before vanishing.

    Tornado Hold  (qcb + MK) - When used, Roll throws out a little
    fan that creates a tall tornado.  The Tornado Hold can hit an
    opponent while they're lying prone on the ground, and is tall
    enough to hit jumping opponents.

    Leaf Shield  (qcb + HK) - When used, Roll creates a shield of
    spinning leaves around her that gives her a one-hit auto block.
    This means that, if she is hit, she takes no damage, but the shield
    dissolves.  Unlike Super Armor, this means that she is technically
    invincible to everything except throws and multi-hit moves.  You
    can do a Final Justice, and she will not take the hits; ditto
    with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's
    Ultimate Web Throw!

 - During the Rush Drill, you can move back or forward, or even jump
   ub~uf.  Pressing P or K will make your rush forward (no pun intended),
   but will not increase the number of hits.
 - During the Beat Plane, you can fly in any direction.  Tapping P makes
   you fire little fireballs, while tapping K makes you drop missiles.


 ------------------------------------------------------------------------
 SHADOW LADY
 ------------------------------------------------------------------------

 Miracle Drill                  qcf + P
 Rainbow Missile                qcf + K
 Sky Counter Crash              hcb + K
 Plasma Barrier                 f,d,df + P, tap P rapidly
 Infinity Leg                   Tap K rapidly  (air)
 Kaku Kyaku Raku                df + HK
 Yousou Kyaku                   In air, d + MK  (can repeat)
 Sankaku Tobi                   Jump against a wall, press uf~df
 3 Dan Jump                     Press ub~uf  (perform 3 times)
 Kuuchuu Dash                   In air, tap f,f / press PPP

 Big Bang Laser                 qcf + PP, tap buttons rapidly
 Galaxy Missile                 qcf + KK
 Final Mission                  Charge b,f,b,f + KK at Level 3

 Ground Combo Chain:     Hunter
 Jumping Combo Chain:    Hunter
 Super Jumping Chain:    Hunter
 Aerial Rave Launcher:   Standing HK
 Aerial Rave Finisher:   HP, HK
 Flying Attack:          Taunt
 Knockdown Attack:       Crouching HK
 Ground Throws:          b / f + MP / HP
 Aerial Throws:          Any direction but d / u + MP / HP
 Variable Counter:       Miracle Drill
 Variable Combination:   Big Bang Laser

 - The Rainbow Missile and Galaxy Missile attacks will home in on
   Shadow Lady's opponent for a small period of time.
 - The Sky Counter Crash and Kaku Kyaku Raku are overhead attacks.
 - The Final Mission can be blocked.
 - Shadow Lady cannot use the Final Mission during a Variable Cross.
   You can input the command, but nothing will happen.
 - Shadow Lady's taunt hits for minor damage.  You can't kill someone
   with it, though.


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

 LEADER CHANGE
 ------------------------------------------------------------------------
 Hold PPP between battles to make your partner the first character to
 fight in the upcoming battle.


 POSE POINTS
 ------------------------------------------------------------------------
 Press Start to move after winning a round, and perform any action.
 You'll get more points if the animation you're doing when the game
 stops looks cool.


 BEAT UP YOUR OPPONENT
 ------------------------------------------------------------------------
 Press Start after winning the match, then attack your fallen enemy.


 STEAL OPPONENT'S HELPER
 ------------------------------------------------------------------------
 After you kill your second opponent during any battle, but before the
 'pose points' counter appears, hold down all three kick buttons (KKK),
 and keep holding them.  You'll have your opponent's helper at the
 start of the next battle.


 SELECT YOUR HELPER
 ------------------------------------------------------------------------
 After selecting your second character, quickly hold down Start and the
 buttons shown.  To select your helper between rounds, hold these
 buttons once the round ends but before you return to the Stage screen.

   NAME               BUTTON CODE          USES PER BATTLE
   --------------------------------------------------------------------
   Unknown Soldier    LP                   4 times
   Lou                MP                   8 times
   Saki               HP                   7 times
   Pure and Fur       LK                   5 times
   Psylocke           MK                   5 times
   Michelle Heart     LP + LK              6 times
   Iceman             MP + MK              4 times
   King Arthur        LP + MP              8 times
   Ton-Pu             LP + HP              9 times
   Juggernaut         LP + MK              3 times
   Devilot            MP + HP              5 times
   Thor               LK + MP              8 times
   Magneto            LK + HP              7 times
   US Agent           MK + HP              5 times
   Cyclops            LP + LK + MP         7 times
   Storm              LP + LK + HP         6 times
   Colossus           LP + MP + MK         5 times
   Anita              LP + MP + HP         5 times
   Shadow (hidden)    LP + MK + HP         3 times
   Sentinel (hidden)  MP + MK + HP         4 times
   Jubilee            LK + MP + HP         8 times
   Rogue              LP + MP + HP + LK    6 times


 PLAY AS A HIDDEN CHARACTER  (RICARDO'S METHOD)
 ------------------------------------------------------------------------
 None of these characters are normally available; a code is required
 (see below).  If you are going to pick a hidden character and a normal
 character, you need to pick the hidden character _first_.  If you want
 to have two hidden characters on your team, it doesn't matter which
 code you enter first.  Ricardo's method is way simpler than the old
 method I had used in this FAQ, and a lot easier to remember, to boot.

 Anyways, to quote Ricardo:  "The trick to doing the secret character
 codes (except for Roll) is that, in all cases, it inolves drawing two
 sequential numbers on the screen.  First you move to a certain
 character, draw the 1st number, then move clockwise to a certain
 character, draw the 2nd number, move counter-clockwise to a certain
 character, then move past the selection screen."  The codes are put
 in by moving to the character shown and drawing a number, then:

   "High-Speed Venom:         Chun-Li, 1, Chun-Li, 2, Chun-Li
    Hyper Armor War Machine:  Zangief, 5, Zangief, 6, Zangief
    Lilith-Style Morrigan:    Zangief, 9, Zangief, 0, War Machine
    MSH Performance Hulk:     Chun-Li, 3, Chun-Li, 4, Ryu
    Shadow Lady:              Morrigan, 7, Zangief, 8, Gambit

 Roll is a special case.  For Roll, you go to Zangief, draw a 5, then
 tap up once, right once, up twice, and right twice."


 PLAY AS A HIDDEN CHARACTER  (DETAILED METHOD)
 ------------------------------------------------------------------------
 Well, if you don't quite see how the simple method works, you can still
 use the detailed hidden character select, listed below.  If you are
 going to pick a hidden character and a normal character, you need to
 pick the hidden character _first_.  If you want to have two hidden
 characters on your team, it doesn't matter which code you enter first.
 Anyway, here are the codes, using the notation R = right, L = left,
 U = up, D = Down, x# = move cursor in the direction the listed number
 of times:

  - To play as HIGH-SPEED VENOM, move the cursor to Chun-Li, then enter:

      R, Dx4, L, Ux4, Rx2, Dx2, Lx2, Dx2, Rx2, Ux4, Lx2, U

  - To play as HYPER ARMOR WAR MACHINE, move the cursor to Zangief, then
    enter:

      Lx2, Dx2, Rx2, Dx2, Lx2, Ux4, Rx2, Lx2, Dx4, Rx2, Ux2, Lx2,  Dx2,
      Rx2, Ux5

  - To play as LILITH-STYLE MORRIGAN, move the cursor to Zangief, then
    enter:

      Lx2, Dx2, Rx2, Ux2, Dx4, Lx2, Ux4, R, L, Dx4, Rx2, Ux4, Lx2, Dx4,
      R, D

  - To play as MSH PERFORMANCE HULK, move the cursor to Chun-Li, then
    enter:

      Rx2, Dx2, Lx2, Rx2, Dx2, Lx2, Ux4, Dx2, Rx2, Ux2, Dx4, Ux4, L, U

  - To play as ROLL-CHAN, move the cursor to Chun-Li, then enter:

      Lx2, Dx2, Rx2, Dx2, Lx2, U, R, Ux2, Rx2

  - To play as SHADOW LADY, move the cursor to Morrigan, then enter:

      U, Rx2, Dx4, Lx2, Ux4, Rx2, Lx2, Dx2, Rx2, Dx2, Lx2, Ux2, Rx2,
      Ux2, Lx2, Dx5

 The last direction you press in should take your cursor off-screen to
 a blank character selection box.  At that point, press any button, and
 bingo!  You've got a hidden character on your side.


 FIGHT THE HIDDEN CHARACTERS
 ------------------------------------------------------------------------
 I got this information from Capcom of Japan's page, but I've been told
 it's not entirely correct.  I've managed to get the MSH Hulk fight to
 work, but can anyone out there lend a hand and let me know what's wrong
 with the other "fight the hidden character" methods?  Anyway, the
 universal prerequisite to fighting a hidden character is that neither
 of your characters can die, you can't continue, and no one else can
 join in.  Otherwise, simply refer to the table shown below:

  TO FIGHT HIGH-SPEED VENOM
   - Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross
     Finish for every round.
   - However, you have to have at least 4 Variable Cross Finishes by
     the time you reach Stage 7.
   - Furthermore, you must defeat your opponents as quickly as possible
     during every round.

  TO FIGHT HYPER ARMOR WAR MACHINE
   - Get 5 Hyper Combo Finishes, Variable Combo Finishes, or Variable
     Cross Finishes.
   - However, you have to have at least 2 Variable Cross Finishes by the
     time you reach Stage 7.

  TO FIGHT LILITH STYLE MORRIGAN
   - Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable
     Cross Finishes.
   - Use your special partner to kill one of your opponents 2 times.

  TO FIGHT MSH PERFORMANCE HULK
   - Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable
     Cross Finishes.

  TO FIGHT ROLL-CHAN
   - For 6 battles straight, use up all your Helper stocks (it doesn't
     matter if they hit or miss).
   - Get 2 Variable Cross Finshes.
   - Get 3 finishes (you can use a mix of Hyper Combo Finishes,
     Variable Combo Finishes, or Variable Cross Finishes).

  TO FIGHT SHADOW LADY
   - Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross
     Finish for every round.
   - However, you have to have at least 4 Variable Cross Finishes by
     the time you reach Stage 7.
   - Use your special helper to kill one of your opponents in every
     round.
   - Furthermore, you must defeat your opponents as quickly as possible
     during every round.


=========================================================================
  5.  P S X - R E L A T E D   I N F O R M A T I O N
=========================================================================

 -----------------------------------------------------------------------
 MOD CHIP PROTECTION
 -----------------------------------------------------------------------

 This game is mod-chip protected.  On my PSX, the Game Shark codes
 wouldn't work (I have a v1.99 Game Shark), but it does work on version
 1.92, so go figure.  The code is:

                           D00F1376 - 1040
                           800F1376 - 1000

 It looks like the game can run on some modded PSXs without needing any
 Game Shark codes, but I'm not sure why that's possible.


 -----------------------------------------------------------------------
 CHANGES FROM THE ARCADE VERSION
 -----------------------------------------------------------------------

 Whew!  There are a bunch of them--Capcom really tweaked this game when
 porting it to the PlayStation.  Changes include:

  - The addition of the 'Partner Heroes' and 'Special Heroes' modes.
  - The addition of 'Beginner' mode.
  - Special helpers (like Jubilee) can be selected manually, instead
    of randomly or with a button combination like in the arcade version.
  - Taunting is now done with the Select button.
  - You can press LP + LK for a launcher even in Manual Mode.
  - Variable Assists (calling your helper) can be done infinitely.
  - It doesn't cost any HC power to do a Variable Counter.
  - Variable Combinations can be done with qcf + P + K, not just HP + HK.
  - Variable Crosses can be done with qcb + P + K, not just HP + HK.
  - You cannot use Variable Combinations or Variable Crosses when
    fighting Onslaught.
  - Battles consist of two-round, one-on-one matches.  Due to memory
    limitations, there are no Variable Attacks in the game, and in
    fact, none of the 'Variable' moves make you switch characters, as
    you cannot do this.  Your ally is really only there for Variable
    Counters, Variable Combinations, and Variable Crosses.
  - Since the fighting format is by rounds instead of characters
    defeated, Jin's Super Armor only kicks in after the first round
    (he retains it for the rest of the battle).
  - For some reason, your if your partner is Ryu, they do not stay
    in Ken or Akuma Mode when you attempt a Variable Combination.
    So the only VC you'll get when Ryu is your partner is a Hadou Ken.
  - You can now use super canceling.  This means that you can cancel
    special moves into Hyper Combos, and Hyper Combos can be canceled
    into different Hyper Combos, or into Variable Combinations.  For
    example, if I were playing with Morrigan, I could do a Soul Fist
    into the Soul Eraser, into either a Silhouette Blade or a V.
    Combination.  After the Silhouette Blade, I could go back to the
    Soul Eraser, or do a Darkness Illusion.

 PARTNER HEROES MODE
  - In this mode, you can select a second character as your ally, like
    you normally would.  During a round, you cannot use Variable Assists,
    but you can still use Variable Counters and Variable Combinations.
    If you attempt a Variable Cross, a clone of your opponent will come
    out (for example, if you were Morrigan and were fighting Jin, then
    a second Jin would come out as your ally during a V. Cross).

 SPECIAL HEROES MODE
  - In this mode, you get to select one of the helpers (like Thor or
    Devilot) as your ally.  During a round, you can use Variable Assists
    by pressing MP + MK, and you can summon a helper as often as you
    like.  If you attempt a Variable Counter, your ally comes out instead
    of a normal character (like Anita instead of Ryu).  You cannot do
    Variable Combinations, and during Variable Crosses, your ally will
    come out and attack repeatedly until the V. Cross ends.  I should
    mention that in this mode, the official names for some of the
    moves has changed (Variable Cross is Special Hyper Combo, Variable
    Assist is Special Assist, and Variable Counter is Special Counter),
    but that just serves to confuse people, so forget about it. ^_^

 BEGINNER MODE
  - This is sort of a souped-up 'Easy Mode'.  Pressing MP, MK, HP, or
    HK makes you do a special move (so in effect, you cannot do normal
    attacks with these buttons unless something prevents you, like if
    you try to throw a fireball with MP while one's already onscreen).
    The button-to-move listings are the same as in Easy Mode, it's just
    that now you don't have to tap the buttons to make a move come out.
  - Furthermore, your LP and LK attacks are now rapid-fire moves.  If
    they connect, your character does a three-hit chain combo (you can
    hold LP or LK to switch between attacks, and can crouch to make
    the combo a crouching one.
  - If you launch an opponent (this is really only possible with LP + LK,
    which can be pressed during a chain combo before the launching hit),
    then you'll do an automatic air combo on them.  This works pretty
    much like ground combos (above).
  - Hyper Combos can be done by pressing the PPP or KKK buttons.  These
    have the same effects as pressing MP + HP or MK + HK in Easy Mode.


 -----------------------------------------------------------------------
 PSX-ONLY MODES OF PLAY
 -----------------------------------------------------------------------

 GALLERY MODE:  In here, you can watch the endings of the characters
 you've beaten the game with, look at pieces of artwork (earned by
 beating the game with a character), and look at the abilities of each
 helper (earned by beating the game once).

 CROSS OVER MODE:  This mode is pretty similar to the arcade version,
 with some limitations.  In this mode, you get to fight the computer
 or another player, and you both get to pick a character, who's
 duplicated for the other team (so if you pick Jin and your opponent
 picks Hulk, then your team is Jin and Hulk, and their team is Hulk
 and Jin).  Just like the arcade, your Variable Assist helpers are
 chosen at random (unless you use the button codes to select them,
 like holding Start + LP for the Unknown Soldier).

 In terms of actual fighting, the game is also more like the arcade
 version.  You cannot use Variable Counters, and Crosses and Variable
 Combinations can only be with qcb / qcf + HP + HK, and not any P + K.
 However, you do get the original graphics (the large portraits)
 during a Variable Cross, and you can use Variable Attacks (press
 HP + HK) as well.  In addition, your Variable Assists have limited
 uses, just like the arcade version.  And finally Jin's super armor
 won't go into effect unless his teammate is dead and his life is
 very low.


 -----------------------------------------------------------------------
 PSX-RELATED SECRETS
 -----------------------------------------------------------------------

 Most of the Arcade secrets and tricks work with the PSX version, but
 some work differently.  There are some PSX-only tricks, as well.

 EX OPTIONS
 -----------------------------------------------------------------------
 To enable EX Options, beat the game once.  Then at the title screen,
 highlight Options, hold Select, and press Start.


 ENABLE THE HIDDEN HELPERS
 -----------------------------------------------------------------------
 To enable Shadow and Sentinel, simply beat the game once.  They can be
 picked by moving to the bottom of the screen and pressing Down when
 highlighting Iceman or Colossus.


 ENABLE THE HIDDEN CHARACTERS
 -----------------------------------------------------------------------
 To enable a hidden character, simply beat the game with their
 counterpart:

    For High-Speed Venom, beat the game with Venom.
    For Hyper Armor War Machine, beat the game with War Machine.
    For Lilith-Style Morrigan, beat the game with Morrigan.
    For Magnetic Megaman, beat the game with Megaman.
    For MSH Performance Hulk, beat the game with Hulk.
    For Onslaught, beat the game with any character.
    For Roll, beat the game with Megaman.
    For Shadow Lady, beat the game with Chun-Li.


 PLAY AS THE HIDDEN CHARACTERS
 -----------------------------------------------------------------------
 To select these hidden characters after releasing them, do the
 following:

   For High-Speed Venom, move to Chun-Li and press Up.
   For Hyper Armor War Machine, move to Zangief and press Up.
   For Lilith-Style Morrigan, move to War Machine and press Down.
   For Magnetic Megaman, highlight Megaman, hold Select, and pick him.
   For MSH Performance Hulk, move to Ryu and press Up.
   For Onslaught, move to Wolverine and press Down.
   For Roll, move to Megaman and press Right.
   For Shadow Lady, move to Gambit and press Down.


 FIGHT THE HIDDEN CHARACTERS
 -----------------------------------------------------------------------
 The requirements have been simplified a lot for the PSX version.  Just
 do the following:

   - Don't lose a round.

   - Don't continue.

   - Don't have a second player join in.

   - Get the following special finishes:

   - To fight MSH Performance Hulk + Sentinel, get 3 Hyper Combo,
     Variable Combination, or Variable Cross finishes.

   - To fight Lilith-Style Morrigan + Shadow, get 4 Hyper Combo,
     Variable Combination, or Variable Cross finishes.

   - To fight Hyper Armor War Machine + Sentinel, get 5 Hyper Combo,
     Variable Combination, or Variable Cross finishes.

   - To fight Roll + Shadow, get 2 Variable Cross finishes, and 3
     Hyper Combo, Variable Combination, or Variable Cross finishes.

   - To fight High Speed Venom + Sentinel, get 3 Variable Cross
     finishes, and 3 Hyper Combo, Variable Combination, or Variable
     Cross finishes.

   - To fight Shadow Lady + Shadow, get 4 Variable Cross finishes, and
     2 Hyper Combo, Variable Combination, or Variable Cross finishes.

 The 'finishes' only count for the last round, btw.  In any case, if you
 fulfill all the requirements, you'll fight your character on the
 seventh battle.  So for example, if I finish two battles with a Hyper
 Combo, two with a Variable Cross, and one with a Variable Comination,
 then my opponent on stage  will be Roll and Shadow.


 USE THE SAME CHARACTERS IN A TEAM
 -----------------------------------------------------------------------
 Just beat the game once, and you can do teams like Gambit + Gambit.


 START OFF IN ANOTHER MODE
 -----------------------------------------------------------------------
 You can pick Ryu or Zangief and have them start off in their other
 modes by doing the following:

   For Ken Mode, highlight Ryu, hold Select, and pick him.
   For Akuma Mode, highlight Ryu, hold Start, and pick him.
   for Mega Zangief, highlight Zangief, hold Select, and pick him.


 USING LEADER CHANGE AND STEAL OPPONENT'S HELPER TRICKS
 -----------------------------------------------------------------------
 These function differently from the Arcade version.  They are still
 done by holding PPP before the start of a battle (to switch places
 with your other character), or to hold KKK after a battle (to get your
 enemy's second partner), but the following things have been changed:

  - You cannot use the PPP switch if your partner is a helper character
    (like Psylocke).
  - If you use the PPP switch with your other character, then you assume
    control of them, and your other character only comes out for V.
    Counters and V. Combinations.
  - You can use the KKK steal to take an opponent's helper for use in
    the next round, and you can also take their character as well!  For
    example, if you were fighting Spider-Man and Chun-Li, and you held
    KKK after the round, your partner for the next battle would be
    Chun-Li.  You wouldn't have your helper at all, and the game would
    now play as if you'd picked 'Partner Heroes' mode.
  - You could even do the leader switch afterwards to end up playing
    as Chun-Li, then steal your opponent's helper to end up as
    Chun-Li back in 'Special Heroes' mode!

 As you can see, this allows you to end up with a totally different
 team than the one you chose in the beginning.


 HIDDEN CHARACTER MOVELISTS
 -----------------------------------------------------------------------
 Here are brief movelists for the two PSX-only hidden characters:

 MAGNETIC MEGAMAN

 Mega Buster                    Press HP  (air)
 Charge Shot                    Hold HP and release  (air)
 Mega Upper                     f,d,df + P
 Item Kougeki                   qcf + P
 Eddie Yobi (Item Change)       qcb + K
 Sankaku Tobi                   Jump against a wall, press f
 Sliding                        d + HK

 Hyper Megaman                  qcf + PP, tap buttons rapidly  (air)
 Rush Drill                     qcf + KK, move around / rush forward
 Beat Plane                     qcb + KK, tap P / K, move around  (air)
 Magnetic Shockwave             qcb + PP

 - This version of Megaman plays just like the normal version, except
   for his new Hyper Combo (the Magnetic Shockwave).  All other info.
   (chain combo types, launchers, etc.) are the same as the normal
   Megaman.

 ONSLAUGHT  (first form)

 Magnetic Tempest               qcf + P
 Head Crush                     qcf + K
 Hyper Gravitation              f,d,df + P
 Warp                           qcb + K
 Mini Sentinel Kuubaku          Press P / K
 Sentinel Assist                Press MP + MK

 Mega Optic Blast               qcf + PP
 Magnetic Shockwave             qcf + KK
 Partner Change                 qcb + KK

 ONSLAUGHT  (second form)

 Beam                           qcf + P
 Dash Punch                     qcf + K
 Hyper Gravitation              f,d,df + P
 Punch                          Press P
 Mini Sentinel Kuubaku          Press K

 3 Rensha Beam                  qcf + PP
 5 Rensha Beam                  hcf + PP

 - When the Partner Change is used, Onslaught moves into the background,
   and you control a copy of the person you're fighting.  Once you die
   or after enough time has passed, Onslaught automatically warps back
   in and you regain control of him.
 - Once Onslaught's first form is destroyed, you will then control his
   second form.  Note that in Arcade Mode, you do not get to fight
   another Onslaught; the game merely ends at the match prior to
   fighting him.
 - Onslaught's second form can move in any direction.  His moves can
   be done no matter where he is (for the Dash Punch, he returns to
   ground level to do it).


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

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

 However, for a more experienced explanation of how all this works, I'd
 suggest reading James Chen's X-Men vs. Street Fighter FAQ at GameFAQs
 (www.gamefaqs.com).  Sure it's for a different game, but most of the
 stuff in there still applies, and James knows what he's talking about.


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

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

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

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

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


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

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


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

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


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

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


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

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


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

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


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

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

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

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

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

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

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

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


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

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

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

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


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

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


  ---------------------------------------------------------------------
  Punch to Kick Chain
  ---------------------------------------------------------------------

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


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

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


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

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

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

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


  ---------------------------------------------------------------------
  Aerial Rave Finishers
  ---------------------------------------------------------------------

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

  For example, with Ryu, Launcher -> HK would make his enemy (let's
  say Ken) fly to the ground, off-screen.

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

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

  Keep in mind that you can bend the rules a bit when it comes to
  ending an aerial rave.  For example, if you finish a jumping or super
  jumping chain without ending it with a knockdown attack, it's
  possible to hit again with another attack (even with the same
  attack), while you fall.  In some situations, you can even do this if
  you did connect with a knockdown blow (for instance, in the corner
  with Strider, you can knockdown with his HP, but press HK and it will
  still connect as his enemy plummets to the ground).  The key here is
  to just be creative and try to see what you can do after a non-
  knockdown attack or special move.


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

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

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

 CAPTAIN AMERICA

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

 CAPTAIN COMMANDO

   Tap MP         :  Captain Fire  (air)
   Tap HP         :  Captain Collider
   Tap MK         :  Captain Kick
   Tap HK         :  Captain Kick
   Press MP + HP  :  Captain Sword
   Press MK + HK  :  Captain Storm

 CHUN-LI

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

 GAMBIT

   Tap MP         :  Kinetic Card  (air)
   Tap HP         :  Trick Card
   Tap MK         :  Cajun Slash
   Tap HK         :  Cajun Strike
   Press MP + HP  :  Royal Flush
   Press MK + HK  :  Cajun Explosion

 HULK

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

 JIN SAOTOME

   Tap MP         :  Saotome Typhoon
   Tap HP         :  Saotome Dynamite
   Press MP + HP  :  Blodia Punch
   Press MK + HK  :  Blodia Vulcan

 MEGAMAN

   Tap MP         :  Mega Buster  (air)
   Tap HP         :  Mega Upper
   Tap MK         :  Item Kougeki
   Tap HK         :  Eddie Yobi (Item Change)
   Press MP + HP  :  Hyper Megaman  (air)
   Press MK + HK  :  Rush Drill

 MORRIGAN

   Tap MP         :  Soul Fist  (air)
   Tap HP         :  Shadow Blade  (air)
   Press MP + HP  :  Soul Laser
   Press MK + HK  :  Silhouette Blade

 RYU

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

 RYU in KEN MODE

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

 RYU in AKUMA MODE

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

 SPIDER-MAN

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

 STRIDER HIRYU

   Tap MP         :  Ame no Murakumo / Excalibur in air
   Tap HP         :  Gram  (air)
   Tap MK         :  Vagula
   Tap HK         :  Formation A
   Press MP + HP  :  Ragnarok
   Press MK + HK  :  Legion

 VENOM

   Tap MP         :  Venom Fang  (air)
   Tap HP         :  Web Throw
   Tap MK / HK    :  Venom Rush
   Press MP + HP  :  Venom Web
   Press MK + HK  :  Death Bite

 WAR MACHINE

   Tap MP / HP    :  Shoulder Cannon  (air)
   Tap MK         :  Repulsor Blast
   Tap HK         :  Smart Bomb  (air)
   Press MP + HP  :  Proton Cannon
   Press MK + HK  :  War Destroyer

 WOLVERINE

   Tap MP         :  Berserker Barrage
   Tap HP         :  Tornado Claw
   Tap MK         :  Berserker Slash
   Tap HK         :  Berserker Slash
   Press MP + HP  :  Weapon X
   Press MK + HK  :  Fatal Claw  (air)

 ZANGIEF

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

 ZANGIEF in MEGA ZANGIEF MODE

   Tap MP         :  Screw Piledriver  (air)
   Tap HP         :  Double Lariat
   Tap MK         :  Flying Powerbomb
   Tap HK         :  Vodka Fire
   Press MP + HP  :  Final Atomic Buster
   Press MK + HK  :  Siberian Blizzard


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

 These were done by me and may not be completely correct / accurate:

 CAPTAIN AMERICA

 Zenten                         Forward Revolve
 2 Dan Jump                     Two Level Jump

 CHUN-LI

 Kikou Ken                      Chi Fist
 Sen'en Shuu                    Spinning Circle Kick
 Hyakuretsu Kyaku               Hundred Rending Kicks
 Tenshou Kyaku                  Heavenly Ascention Kick
 Kaku Kyaku Raku                Crane Leg Drop
 Yousou Kyaku                   Eagle Talon Kick
 Reishiki Kikou Ken             Zero Style Chi Fist
 Kikou Shou                     Chi Palm
 Senretsu Kyaku                 Thousand Rending Kicks
 Hazan Tenshou Kyaku            Supreme Mountain Heavenly Ascention Kick
 Shichisei Senkuu Kyaku         Seven Star Air Flash Kick

 HULK

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

 MEGAMAN

 Item Kougeki                   Item Attack
 Eddie Yobi (Item Shutsugen)    Eddie Summon (Item Appear)
                                (the 1st time you use "Item Change")

 ONSLAUGHT

 Mini Sentinel Kuubaku          Mini Sentinel Air Raid
 3 Rensha Beam                  3 Rapid Fire Beams
 5 Rensha Beam                  5 Rapid Fire Beams

 ROLL-CHAN

 Hana-Taba Bakudan              Flower Bundle Bomb

 RYU

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

 RYU in KEN MODE

 Inazuma Kakato Wari            Lighting Flash Heel Split
 Shouryuu Reppa                 Rising Dragon Render
 Shinryuu Ken                   Divine Dragon Fist
 Shippuujinrai Kyaku            Swift as Lightning Kick

 RYU in AKUMA MODE

 Gou Hadou Ken                  Great Surge Fist
 Zankuu Hadou Ken               Air Slashing Surge Fist
 Gou Shouryuu Ken               Great Rising Dragon Fist
 Tatsumaki Zankuu Kyaku         Air Slashing Tornado Kick
 Ashura Senkuu                  (evil demonic spirit) Air Flash
 Tenma Kuujin Kyaku             Demon Air Blade Leg
 Zugai Hasatsu                  Skull Destroyer
 Messatsu Gou Hadou             Great Surge Deadly Attack
 Messatsu Gou Shouryuu          Great Rising Dragon Deadly Attack
 Tenma Gou Zankuu               Great Demon Sky Killing
 Shun Goku Satsu                Imprisoning Death Flash

 STRIDER HIRYUU

 Ame no Murakumo                Rain Clouds Amassing
                                (a sword from Japanese legend)
 Vajra                          (a type of weapon)
 Heki Hari Tsuki                Attach (and) Cling to Wall
 Chakuji                        Arrive (at) Ground
 Shimo Idou / Uwa Idou          Move Down / Move Up
 Hantai Soku no Heki e Idou     Move to Opposite Side of Wall
 Jimen ni Tobigeri              Jump Kick to Ground
 Ouroboros                      (a mythical creature)
 Ragnarok                       (the Norse version of Armageddon)

 WAR MACHINE

 Hikou                          Aviation

 WOLVERINE

 Fumitsuke                      Trampling


 -----------------------------------------------------------------------
 CHARACTER ENDINGS
 -----------------------------------------------------------------------

 Don't read these if you're not interested in them, or don't want to
 have the ending spoiled for you.  All the endings were contributed by
 other people, btw.

 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 <the other character
 you were playing> 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
 those 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.  Professor X says that he's
 not fit to lead the X-Men since he's made mistakes, but Wolverine tells
 him that he's made lots of mistakes but the important thing is to look
 at the future, not at the past.  Then Professor X thanks him for being
 a good friend.

 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.

 LILITH-STYLE MORRIGAN:
 Lilith is trapped in Morrigan's body and she tries to return to her own
 body by headbutting the forehead of her (Lilith's) body.  Zangief shows
 up and joins on the headbutting!  Morrigan and Lilith get away from him
 and return to Castle Aensland.  However, it turns out that Lilith didn't
 transfer her consciousness back to her old body, she transferred it to
 Zangief!

 ROLL-CHAN:
 After defeating Onslaught, Roll runs towards Rush while saying "I
 finished the stage before Megaman did!"  A projector pops out of Rush's
 back and Dr. Light's image appears, congratulating Roll.  He tells her
 that Dr. Wily is causing him trouble, then gives her enhancements that
 turn her into Hyper Roll.  She rockets away, saying that she will
 protect the world.  Dr. Light tells her to be careful.  With everyone
 gone, Megaman runs in, expecting a fight, but Onslaught's already dead.
 He proceeds to drop to one knee and cry.

 SHADOW LADY:
 Bison shows up and traps Jin in a floating electric field.  He tells
 Jin that he is pathetic and lets him fall to the ground before leaving.
 Shadow Lady and Shadow (Charlie) show up.  Shadow Lady says that they
 were too late.  Shadow Lady hears Jin's heartbeat and Shadow says
 that the only way to save him is via cybernation.  You then see Shadow
 Jin holding his arm and wondering what happened to him.

 ANY HIDDEN CHARACTER:
 The character is shown posing while the background shows a blue
 sunburst effect.  The message "Congratulations!!! You beat the game
 with a secret character!!!" shows up as well.


=========================================================================
  8.  A U T H O R ' S   N O T E
=========================================================================

 -----------------------------------------------------------------------
 REVISION HISTORY
 -----------------------------------------------------------------------

 Version 1.1  (April 5, 2000)
  - Sat down with a PSX copy of MvC and checked out the entire FAQ.
    A lot of fixes have been made, and some PSX-specific info. has been
    added, taken from the cheats found at Capcom of Japan's FAX page,
    which you can find at <http://www.capcom.co.jp/fax>.

 Version 0.0 started a long time ago.... ^_^;


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

 I'd like to thank all the people who have contributed or who I've
 borrowed information from (e-mails removed since some readers like
 to spam entire contributor lists....):

 Jinston, Mike Z, Ismat, Galen Henderson, Mehdi Malek, Orochi Herman,
 Daemon23, Miguel Raya, RpM, Carlos Alexandre, Ben Vargas, Team Red
 Herring, Rolento, Shinichi Nakada, Dark Blaze, Ezekiel Li, Matt Hall,
 Ken "Hoju" Gaskell, Edward T. Ha, Silver Sage, Lancer, Migs Rustia,
 Capcom of Japan, Anthony Cannon, James Kuroki, Henry Moriarty, John
 Culbert, Yow Hong Chieh, Nammy, and Charles Washington.

 I'd also like to thank Ricardo A Lafaurie Jr for all the corrections
 in revision 1.0 (11/15/99).  A major pat on the back to Ricardo for his
 numerous additions and fixes!  Thanks also goes to Charles MacDonald
 for helping me test some stuff in this update (v1.1).

 Unpublished work Copyright 1998-2001 Chris MacDonald