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    Gambit by E.J.

    Version: 1.1 | Updated: 06/15/99 | Search Guide | Bookmark Guide

    GAMBIT-4-Marvel-Vs.-Capcom FAQ v1.1
    Author: E.J.
    Date: 6-15-99
    Send comments, corrections, suggestions, and flames to: 
    Table Of Contents:
    - History of This Faq
    - Intro to This Faq
    - Disclaimer
    - Gameplay and Faq Notation
    - Who is Gambit, and Why Play Gambit?
    - Normal Moves
    - Special Moves
    - Super Moves
    - Combos
    - General Strategy
    - Character Match-Ups
    - Victory Poses
    - Beating Onslaught
    - Gambit's Ending
    - Credits and Closing Comments
    v1.1 = Okay, this will be my LAST revision (I think). I added a couple
         combos, overhauled the General Strategy and Character Match-Ups (I
         alphabetized the character match-ups so it's easier to find a 
         specific match-up), added a Victory Pose section, changed some 
         Normal Moves descriptions, and corrected the Cajun Strike/Escape
         description (I got their names mixed up). I tried to trim down some
         blabbering stuff, but since I added other stuff, this faq is 
         probably even bigger now, oh well...
    v1.0 = I never thought I would do a third revision, but after looking
         back at this faq, I could not stand the sloppiness. My previous
         description of the Cajun Strike/Escape was horrid, and I've corrected/
         cleaned it up. Some of my thoughts on special and normal moves have
         changed, and some of my Vs. strategies are changed also. Added a
         couple sections also. This will, in all likelihood, be the last
    v0.2 = Added this "History" section and a "Good Partners" section. Added
         a couple combos. Changed strategies a little bit. Took out all the
         cuss words I could find (I'm trying to cut down on my swearing).
         I dunno, I made changes all over the place...
    v0.1 = The bulk of this faq, including all moves sections, combos,
         strategies, and closing comments...
    Hey all you gamers out there. First off, I just want to let 
    you know that this is my first attempt at writing a faq. So, if you 
    read this thing and come to the conclusion that this faq really sucks 
    and the author is a blithering idiot, well, screw you. No, no, J/K.
    Seriously, I'm writing this faq because I want to help anyone out there
    who's interested in playing a good Gambit. I ain't a great Gambit player,
    but I consider myself to be at least fair with him... anyhow. Enough
    about me. On with the faq...
    (Uh, I don't know what this is for, but a lot of other faqs have this 
    section. I'll just make up some stuff.)
    Don't use this faq in any manner for profit or financial gain. If for 
    some ungodly reason you want to use this faq as a reference, give 
    credit where it's due. The game Marvel Vs. Capcom is a product of 
    Capcom (duh), and Gambit is the property of Marvel (that's what I'm 
    guessing, at least). If I missed anything, gee, I'm sorry. Anyway, 
    enough of that...
    Gameplay and Faq Notation:
    This faq is a character-specific faq only, and I am assuming that you 
    know the basic gameplay of Marvel Vs. Capcom, such as push-blocking, 
    super-jumping, dashing, switch-outs, etc. If you don't know what any of 
    the previous terms mean, don't worry. There are tons of detailed faqs 
    out there that explains everything for you. Go read them, then come 
    back here. If you know the basic gameplay of the Marvel games, then go 
    on ahead...
    Also, I am not going to draw a pretty picture of the controls like some 
    of those other faqs out there. If you don't even know what the joystick 
    and the six-button set-up of a Capcom game looks like, why the heck are
    you reading this?! Go away...
    As a matter of fact, I don't even know why I have this section in the
    faq. Forget this, let's get to the real stuff...
    but to avoid confusion, here's a couple quick notes on the terminology
    I'll be using (btw, I borrowed these terms from other faqs belonging to
    James Chen, Charles Washington, etc.):
    C. = Crouching
    S. = Standing
    D. = Dashing
    J. = Jumping
    S.J. = Super-Jumping
    /\ = do a Super-Jump
    \/ = land from Super-Jump
    XX = cancel into...
    OTG = hits Off-The-Ground
    QCF = quarter-circle forwards
    QCB = quarter-circle backwards
    DP = dragon-punch motion
    Who is Gambit, and Why Play Gambit?
    Just who is the Ragin' Cajun? Well, I don't really know much about him,
    because I never got into comic books or anything like that. All I know
    is that he is one of the uncanny X-men, a master thief, and a mutant 
    who can charge up an object's potential energy into dangerously kinetic 
    energy. And I'm not even sure about the last part. Anwyay...
    Why should you play as Gambit? I'll tell you why. Gambit is THE epitome 
    of cool and style. The hair, the coat, the stubble, that finger-
    snapping mumble he does at the end of a Royal Flush... so much style. 
    Man, he is just oozing with style. He should seriously loan some style
    to those boring-ass chumps like Ryu/Chun Li... style... yeah...can you 
    tell I love that word? When I play video games, I always pick the 
    characters that got style (e.g. Charlie and his kick-ass hair from 
    X-men Vs. SF). And IMO, good video gaming is all about winning with 
    style. Heck, even one of Gambit's winning quotes says something about 
    style being everything... yeah, style, that's the way to go...
    Normal Moves:
    Throws -
         (Ground throws)
         Strong/Fierce version: Gambit grabs the opponent, charges them
              up against his staff or something, and tosses them 
              away. It is definitely the more useful of his ground 
              throws. The opponent can NOT safety-roll after you throw
              him, so in the corner, an OTG combo is guaranteed. And
              in some cases, you don't have to be in the corner to 
              OTG afterwards (see combo section for further details)...
         Forward/Roundhouse version: Gambit dumps the opponent onto the
              ground, stands on top of him, and repeatedly smashes 
              the end of his staff into his opponent's face. Wiggle
              the joystick like mad to make Gambit do more face-mashing.
              While this throw is visually more demoralizing than the
              other throw (demoralizing for the opponent, that is), I 
              don't think Gambit can follow it up with any OTG stuff.
              The other throw is much more practical...
         (Air Throws)
         Roundhouse version: This is the only air throw I know of for
              Gambit so far. It has the same animation as the 
              Forward/Roundhouse ground throw, except Gambit only 
              smacks them once in the face with the staff. It has
              okay range, but guys like Wolvey, Spidey, and Strider
              will win in air-throwing battles. But it's nice to try,
              anyway, since his Jumping Roundhouse is a great air-to-air
    Jab Punch -
         Standing: He does some wimpy backfist that has pitiful range.
              Don't use it unless you're really close to the opponent.
              Misses crouching opponents. Kinda sucky normal move...
         Crouching: Same thing as standing, except he's crouching. It is
              better than the standing version, in that it will at 
              least hit crouching opponents. You can start in-close
              combos with it...
         Jumping: He sticks out another wimpy fist with mediocre range. 
              It is directed more upwards than most other jumping jabs,
              therefore, it is nice for intercepting airborne opponents
              above you...
    Strong Punch -
         Standing: He does a downward slash with his staff, from above 
              his head to around his knees. It comes out a little slower
              than I'd like, but it still has very good priority against
              opponents on the ground (Gambit's staff attacks have good
              priority, in general). If someone has jumped past you and
              is landing behind you, use this to catch him in mid-air. 
              Chain it into a crouching fierce (his launcher), and pop
              him up for a nice and easy air-combo...
         Crouching: He slaps at the ground with his staff. Looks kind of
              dumb for such a stylish fellow. Is he trying to break
              the other guy's toes or something? Anyway, it's about the
              same as the standing version, except lower...
         Jumping: He swings upward with his staff. This move used to
              kick butt in XvSF, but it's not as great in MvC, since more
              people in MvC have range comparable to Gambit's. But still,
              it's pretty good for air battles...
    Fierce Punch -
         Standing: He lashes out horizontally with his staff using only one
              hand, smacking his opponent to the other side of the screen. 
              It has GREAT horizontal range, although it will MISS over most 
              crouching fellows. This move is extremely useful in certain 
              situations, namely when your opponent is jumping in and
              landing a couple steps in front of you...
         Crouching: This is his only launcher. He swings upwards with his 
              staff, the animation being quite similar to his jumping
              strong. It is one of the better launchers out there, but it
              takes some getting used to. Although it has really good 
              power, reach, and priority against opponents coming down on
              top of him (including people trying to cross him up), it is 
              a little slow and plagued with terrible horizontal range...
              Become familiar with it, because it is one of Gambit's few
              defensive options...
         Jumping: VERY useful tool. Using both hands, he swings downward
              with his staff to bash his opponent's head in. GREAT
              range, GREAT priority. Comes a little slower than Strider's
              J. Fierce, but faster than Captain America's. Can trade or
              beat a lot of launchers...
              One of his best air attacks, by far...
    Short Kick -
         Standing: He sticks out a short-ranged knee into the opponent's
              gut. Nothing special about it, though it comes out fast. The
              CPU is really good at ticking you with this, then throwing
              you afterwards...
         Crouching: He quickly sticks out a low foot with NICE range. By
              far the best version of his varying jabs and shorts. It's
              VERY good for harrassing and applying pressure...
         Jumping: He kicks out horizontally with his foot. If the opponent
              is in front of you, this kick has exceptional air-to-air 
              priority. Good for air battles..
    Forward Kick -
         Standing: He kicks out at waist-level with some sort of snapping 
              rear-leg kick. Good range (better than standing strong, 
              I believe), and hits crouching opponents. Okay poking tool 
              from mid-to-close range. Mostly use it in ground combos...
         Crouching: Similar to crouching short, he sticks out his foot
              low along the ground. Same use as the standing version...
         Jumping: He kicks high up into the air. It looks like he's trying 
              to punt a football. Nothing special...
    Roundhouse Kick -
         Standing: He spins about and delivers a high kick. It is a great
              anti-air against opponents who jump in and find themselves
              out of position. On the ground, it is not all that great. It
              is the only move that can combo into a Jab Kinetic Card, but
              at a distance, it misses high on a LOT of crouching people...
         Crouching: He leg-sweeps you off your feet. Like all sweeps, follow
              it up with an OTG if you want (you have tons of OTG options
              with Gambit)...
      Jumping: He kicks out horizontally with his leg. I have come to 
              appreciate this move, since it does come out a bit faster 
              than the jumping fierce and has NICE horizontal range. 
              Think of it as a slower version of the jumping short. Use it
              a lot, you might get lucky and get an air-throw out of it...
    Special Moves:
    Kinetic Card (QCF, any punch; ground or air) -
         Gambit's projectile move, and maybe his best special move over all.
         On the ground, he turns away from the opponent for a moment, pulls
         out some cards from his coat, charges them, and chucks them at the
         opponent. The jab version has okay start-up time, the strong 
         version has bad start-up time, and the sluggish fierce version is 
         pretty much useless. Once the cards leave his hand, though, they
         travel INSTANTLY across the screen, and he recovers VERY quickly. 
         If an opponent is hit with a Kinetic card, he will be immobilized
         for a moment, giving Gambit a chance to do more damage. The Fierce
         version immobilizes them the longest, but you can still do a lot
         of stuff after the Jab version, namely dashing up and OTG'ing them
         up into an air-combo...
         the air version can be a royal pain in the ass for your opponent, 
         if you can aim it properly. When doing it, Gambit hovers in the air
         and throws a glowing card down to the ground at a rather steep angle,
         a bit less than 45 degrees. Once again, the card travels REALLY fast,
         and once again, it takes a little while for Gambit to yank out his 
         card and charge it, jab being fastest, fierce being slowest. The 
         area that the card actually covers is pitifully small, so you're
         going have to get used to it if you're going to hit anything with 
         it. He just kind of hovers up there after he throws it, much like
         the air-fireballing Morrigan, so you can throw quite a few cards
         before landing from a super-jump. Note that I said SUPER JUMP. If
         you do it off a regular jump, and your opponent blocks it or avoids
         it, you'll just hover right there in front of your opponent and be
         a big fat target for a launcher attack...
         the jab version is exceptionally useful as an offensive, keep-away,
         and/or annoyance tactic. It combos only after a CLOSE S. Roundhouse,
         but still, there's a lot of other uses. If you have just air-thrown
         the opponent, Gambit will send his opponent down at roughly the 
         same angle as his Air Kinetic Card. Throw out an Air Kinetic Card
         just when they get up, and see if you can catch them napping. If
         they block it, at least it's free chipping damage... after blocked
         normal moves, cancel into a Jab Kinetic Card for some chipping
         damage. But don't ALWAYS throw the Kinetic Card after blocked
         normal moves. People will get the hang of it and start jumping over
         you while you're throwing your card. But hey, that's when you can
         start fooling around with other things (like the Trick Card)...
         Bottom line: Great tool if you know how to use it (it is NOT a 
         mindless keep-away tool). Only use the jab version, whether 
         on the ground or in the air. If you feel playful, throw a fierce
         version while a fallen opponent is getting up, and get ready to
         throw a Royal Flush. If the opponent does not block for some
         unfathomable reason, you'll have lots of time to Royal Flush them
         into oblivion... be unpredictable when using this move outside of
         combos. If you are being predictable with it, most opponents will
         jump over it and punish you before you recover...
    Cajun Slash (DP, any punch; ground only) -
         Gambit says, "Cajun Slash!", and he darts forward a certain 
         distance, whacking at the opponent with his staff a certain 
         number of times. The distance traveled and number of slashes
         depend on the button used. The Jab Version is a single, quick
         swipe, while the other two versions are multi-hit. The strong
         Cajun Slash is a funky-looking hopping-and-slashing manuever
         that is great for OTGs, while the fierce version has Gambit
         sliding forward, slashing and ramming his staff into the
         opponent's midsection (well, if the opponent is tiny, a.k.a
         Roll or Mega Man, it looks like he's ramming away at their 
         skulls, not their bellies). All have good recovery time, but
         I think the strong version recovers the fastest...
         okay, in XMenVSF, Gambit's jab Cajun Slash was one of the most 
         important weapons in his arsenal, if not THE most important one.
         Its speed made it the ultimate counter move in that game.
         Unfortunately, it has been slowed down quite a bit, and the only
         moves it can counter now are blocked fireballs and some blocked
         sweeps (like Chun Li's roundhouse sweep). It used to be my
         favorite choice for ground combos; but now, the Fierce version is
         my premier comboable special move. I say this because if you
         knock down the CPU with a Jab Cajun Slash, the CPU can actually
         do a short roll, recover before you recover from your Jab Cajun
         Slash, and throw you! Blargh! So far I haven't run into any human
         opponents who can pull this off, but still, I like using the
         Fierce Version more now. It does more hits, looks cooler IMO, and
         has surprisingly good recovery time...
         Bottom Line: Not as useful as in XMen. But still, the Fierce 
         version is, by far, his most easily-comboed move. Throw out the
         Jab version every in a while as a poke. Use the Strong version to
         tack on some low-risk block damage. If you observe that your
         opponent can't roll worth shit, keep tripping him up and use 
         either of the two stronger versions for more hits until the 
         opponent learns how to roll...
    Trick Card (QCB, any punch; ground only) -
         Gambit does the exact same thing as the Kinetic Card, except
         he throws the card up at roughly a forty-five degree angle...
         Okay, I used to think that this move was TERRIBLE. The card's
         hitting area is puny, the start-up time is as bad as the 
         Kinetic Card's, and it seems to come out at times when it is
         the LAST thing you WANT to do (it can easily be the LAST thing
         you EVER do, if your health bar is low and your opponent is 
         standing right next to you, watching you throw out your idiotic
         Trick Card right over his head). But still, it can be helpful. 
         When you're getting REALLY predictable with Kinetic Cards and 
         your opponent starts jumping over them, throw out a Trick Card 
         instead of a Kinetic Card (the start-up motions for both look the 
         same) and see if you can catch him off guard. If you connect, 
         he'll be immobilized and you can combo him even further... this 
         is a dangerous tactic that should be sparingly used, but if you 
         land it, dash in and OTG combo the sucker... I dunno, that's 
         about the only "good" thing I can come up with for this move...
         Bottom Line: Never EVER throw this out just for the heck of it.
    Cajun Strike (charge down, then up, any kick; ground only) -
         Okay, this move is kind of tricky. After the initial command, 
         Gambit quickly leaps up to a wall; which wall he jumps to depends
         on whether you do down -> up-back with the joystick, or down -> 
         up-forward. You can do several things while he's about to land 
         on the wall:
              a) do nothing - 
                   as a result, Gambit will dart back downwards 
                   towards the center of the screen with a diving kick.
              b) press kick - 
                   same thing as doing nothing, I think.
              c) press the joystick away from the wall he's landing on -
                   he will proceed to jump over to the other wall, then
                   do his diving kick from there.
         this move doesn't combo into anything, but it is a good surprise
         move that is quick and confusing. I think the priority of this 
         move has been toned down a little from X-Men, but the priority is
         still very good. And if you DO land it, the opponent will be 
         knocked down and you can follow it up with an OTG COMBO, I 
         think (see combo #9)...
         be warned, Gambit can't block anytime during this manuever, so 
         watch out for huge, full-screen supers like Morrigan's Soul 
         Eraser, Gambit's very own Cajun Explosion, a Hyper Mega-Man, 
         Bottom line: It's a better move than most people think, especially
         if things get hectic. Use its speed to startle your opponent, but
         don't throw it out every other second. Otherwise, you'll get
         punished sooner or later.
    Cajun Escape (charge down, then up, any punch; ground only) - 
         This move is similar to the Cajun Strike, except for a couple
         details. For one thing, it is noticeably slower. Secondly, you can
         control him to a certain extent while he's bouncing from wall to
         wall. You can make him bounce from one wall to another just like
         you can in the Cajun Strike, but after two bounces, he will
         automatically curl up into a ball and drop down on the opponent.
         You control when he strikes out with his staff by hitting a punch
         like the Cajun Strike, this move has great priority. But since 
         this move is a bit slower, I don't like it as much; there's
         too good a chance the opponent will be able to react and do some 
         nasty thing to you...
         Bottom line: If you want to do some wall-bouncing, use the Strike,
         not this move. If you're playing a beginner, maybe you might want
         to use this and have a little fun with him, heh...
    Super Moves:
    Royal Flush (QCF, any two or all three punch buttons) -
         This super is THE essence of Gambit - it requires savvy for it
         to be effective, and it looks really damned cool. When you do it,
         he tosses his staff sky-high, whips out two handfuls of glowing
         cards from within his coat, and coolly eyes his opponent as he 
         prepares to bombard the sucker. During all this he exclaims,
         "Royal FLUSH!" And when he says "FLUSH!", he lets loose a horde 
         of kinetic cards that can connect for up to 30+ (37?) hits. Then
         he catches his falling staff, turns away from the opponent, snaps
         his fingers, and mumbles something that sounds really cool. 
         The most stylish super in the game, by far...
         unfortunately, it isn't very easy to combo with it. It does 
         recover much faster than the X-Men Vs. SF version (thank heavens),
         but it still has a bit of recovery time. Also, the Royal Flush 
         lands all of its hits ONLY when the opponent is standing or 
         crouching on the ground. If the opponent is lying on the ground 
         (as in an OTG combo), you'll only get a few weak hits. If the 
         opponent is vulnerable while hovering just above the ground, 
         you'll only get a few weak hits...
         at least the Royal Flush still combos after his launcher, the 
         crouching fierce. The flying staff has sucky range, though, so
         keep that in mind if you try to knock a launched opponent down
         into his kinetic card frenzy. As anti-air, don't even bother.
         99% of the time you'll miss, and get killed in the process...
    Cajun Explosion (QCF or QCB, all three kicks) -
         This super is also visually quite impressive, although it doesn't
         quite have the flair of the Royal Flush. Depending on which
         motion you do, Gambit will fly up to either the left or right
         side of the screen (QCF makes him go to the right, QCB to the
         left). Then he does the same throwing motion as an air Kinetic
         Card, releasing several HUGE (I mean HUGE) kinetic cards that
         rumble all the way across the screen and obliterate almost
         anything in their path. Gambit then drops back down to the 
         Gambit's new super is a very useful one. It is best used for
         chipping damage, and it's great for mind games. The recovery is
         practically instantaneous, and he can even block as he comes
         down. You can't really combo it, so you have to rely on guile and
         a little luck to hit people with it...
         like the Cajun Strike, Gambit can be knocked out of the sky while
         he's leaping to the wall, and he will not be able to do his super.
         So don't just do this super without any worries whatsoever... yet 
         another warning: if the opponent is standing next to the wall
         RIGHT under Gambit when Gambit lets loose his Cajun Explosion, 
         the opponent might not be touched. That's the only part of the 
         screen that isn't covered by the Cajun Explosion. If the enemy is
         under you, get ready to tech-hit out of a throw when you land...
         mess around with this super and figure out ways to land it, because
         it does worthwhile damage and is nearly risk-free...
    Launchers: crouching fierce punch
    Air Combo Finishers: Fierce, Roundhouse, Roundhouse Air Throw
    Team Counter: Jab Cajun Slash
    Team Super Move: Royal Flush
    Ground Series: ZigZag
    Jump Series: ZigZag
    Super Jump Series: ZigZag
    Man, Gambit must have been doing some serious weightlifiting between
    games! He is so much stronger now... but seriously, he IS more
    powerful & he is still versatile when it comes to combos, although he
    can't mix and match like Wolverine or Strider. I like to start off most
    of his ground combos with c. short, because it has better range than 
    any of his other jabs and shorts. And a good Gambit player must ALWAYS 
    be able to start a jump-in combo with J. Fierce -> J. Roundhouse. And 
    when your opponent gets the hang of your double-hit jump-in, just use 
    good old J. Fierce. Hopefully he'll still be blocking high for the 
    incoming J. Roundhouse, and when you land in front of him, you'll be 
    able to slip in a low attack if he isn't paying attention... here are 
    just a couple combos that you can do to beat down your opponent...
    BTW, Gambit's air combo is kind of slow and quirky. For some reason, 
    I find it easier to finish all five air hits with his Roundhouse, rather
    than his Fierce. It comes out faster, I guess...
    You can do most of these combos after a jump-in attack, or simply after a
    dash-in. Some examples of jump-ins are J. Fierce -> J. Roundhouse, or
    J. Short -> J. Forward...
    (1) C. Jab -> C. Short -> C. Forward XX Fierce Cajun Slash
    (2) C. Short -> C. Fierce XX Royal Flush
    (3) C. Jab -> C. Short -> C. Fierce /\ S.J. Jab -> S.J. Short -> 
         S.J. Strong -> S.J. Forward -> S.J. Roundhouse
    (4) C. Jab -> C. Short -> C. Fierce /\ S.J. Jab -> S.J. Short -> 
         S.J. Strong -> S.J. Forward -> Roundhouse Air Throw -> *Air 
         Kinetic Card
    (5) C. Short -> S. Roundhouse -> jab Kinetic Card -> <OTG> D.C. 
         Short -> C. Fierce /\ S.J. Jab -> S.J. Strong -> S.J. Roundhouse
    (6) C. Short -> S. Roundhouse -> jab Kinetic Card -> Royal Flush
    (7) (in corner) Strong/Fierce Throw -> <OTG> D.C. Short ->
         C. Fierce /\ S.J. Jab -> S.J. Strong -> S.J. Roundhouse
    (8) Strong/Fierce Throw -> Royal Flush
    (9) Connect with a Cajun Strike -> <OTG> C. Short -> C. Fierce /\
         S.J. Jab -> S.J. Strong -> S.J. Roundhouse
    (10) C. Short -> S. Forward -> S. Fierce XX jab Cajun Slash
    (11) D.C. Jab -> C. Short -> C. Forward -> C. Roundhouse -> Any of 
         his OTG attacks
    (12) Connect with multi-hit helper (Colossus is ideal) -> Cajun
    	Explosion/Royal Flush
    (13) Connect with multi-hit helper (Colossus is ideal) -> Fierce
         Kinetic Card -> Royal Flush
    (14) (you are close to edge of screen with your back to it) C. Short ->
         S. Roundhouse -> Rogue helper attack -> Fierce Kinetic Card ->
         Royal Flush
    (15) Trick Card -> <OTG> D.C. Short -> C. Fierce -> S.J. Jab -> S.J.
         Strong -> S.J. Roundhouse 
    Comments On Above Combos:
    (1) Standard bread-and-butter combo for Gambit. You can do variants
    of this combo, but you can only do the Fierce Slash after a Forward
    or Strong, not a Fierce or S. Roundhouse. Use the Jab Slash after
    a standing Fierce or Roundhouse...
    (2) One of his few super combos. Looks good, does more damage than
    in X-Men Vs. SF... okay, so it doesn't do more damage. Who cares?
    It's damage, and it still looks good. What more could a true Gambit
    player ask for?...
    (3) Standard air combo for Gambit. Unless you're good at dashing in
    after jump-ins, don't try to do this after a jump-in. His C. Fierce
    will most likely miss, due to its bad range. Sometimes it's better
    to skip the jab, to ensure that the C. Fierce does not whiff...
    (4) A variant of combo (3). The Air Kinetic Card at the end doesn't
    combo, of course, but your air throw will leave your opponent
    right in the sights of your Air Kinetic Card when he gets up. Free
    blocking damage if he is paying attention, a bit more damage if he is
    asleep at the joystick... credit for this combo (well, I tacked on
    the Air Kinetic Card part, bleh) goes to Sabre (sabre_y@usa.net)
    (5) I got this Kinetic Card-OTG combo from Min Sub Kim's Gambit faq in
    gamefaqs.com. More hits, more damage, more style! Good stuff indeed...
    (6) I also mooched this combo off Sabre's faq. More often then not, if
    you pull this off, you will be crying in despair at the pitiful damage
    the Royal Flush does afterwards. I don't think it does barely any more
    damage than combo (5), therefore it might not be worth a super meter.
    But hey, if you got super meters, use them...
    (7) Gambit's throw is so damned useful. His throw is the only one where
    people cannot safety roll out of it. Therefore, you are guaranteed a
    nice little OTG combo. Cool...
    (8) I was AFRAID of using this combo in XMen, cuz if I didn't time the
    Royal Flush just right, the opponent would get up in time to block 
    Gambit's Royal Flush. And in XMen, Gambit was pretty much dead if his
    Royal Flush was ever blocked (especially against Cyclops, grrr). For
    MvC, the timing is just as demanding, but at least Gambit isn't
    guaranteed instant death (in some situations, at least)...
    (9) I found out that you could OTG after the Cajun Strike by accident.
    I had just landed a Cajun Strike on the CPU, and I was carelessly
    plunking away on the short button - whoa! My combo counter just jumped
    up to two?! I was so surprised, I didn't follow it up with any other
    stuff, but I'm sure you can do any combo after the Cajun Strike,
    assuming it starts with an OTG attack like C. Short. I'll have to pull
    this off a couple more times to verify this trick, but I'm pretty
    sure I wasn't dreaming. I think the kick has to hit a mid-air opponent
    for this to work. You know Strider's Teleporting Kick? I know for a FACT
    that you can OTG with Strider after landing his kick on a mid-air
    opponent, so it is quite possible that Gambit can do the same thing...
    (10) You gotta be quick with the Jab Cajun Slash to land this one. Not
    a practical combo, since the S. Fierce misses most crouching opponents.
    This works well only on the big guys, like 'Gief, Venom, and Hulk (I'm
    not even sure about Venom). But still, try to do this to your opponent.
    It looks like you're bitch-slapping him around with your stick...
    (11) Simple OTG combo, where you can use his Royal Flush or Strong/
    Fierce Cajun Slash. This type of OTG combo is a bit risky, especially
    when the opponent is looking for you to end a combo with a sweeping
    roundhouse. The Kinetic Card OTG combos don't fall under this category,
    because the opponent cannot roll after being hit by a Kinetic Card...
    however, if your opponent is a dumb-ass button masher who plays EASY 
    mode, go ahead and beat down on him with these combos, because you know
    an unskilled chump like him can't roll...
    (12) If you're good at landing helper attacks, this is going
    to be useful for you. Use the Royal Flush here, not the Cajun Explosion.
    The Flush will usually do at least the same amount of damage, and it
    does a lot more if you hit the opponent with the sweet spot of the Royal 
    (13) This version of (12) usually ensures that you get the maximum damage
    out of your Royal Flush, since the Fierce Kinetic Card sets it up so 
    well. This one will put a real hurting on the opponent. It takes time
    for the Fierce Card to come out, so do it early...
    (14) Credit for the idea of using Rogue comes from a Shadow Lady faq by
    CAlexandre. After I read the faq, I knew I HAD to try find a combo using
    both Rogue and Gambit ^_^. Anyway, this is not a practical combo, since
    the positioning of the opponent has to be just right, and Rogue is not
    exactly the best helper out there... and on top of all that, the Fierce
    Kinetic Card is a bitch to time; after Rogue connects, you have to 
    pause a split second, then do the motion for the Kinetic Card. It's
    easier to just skip the Card and go directly to the Royal Flush, but the
    damage usually sucks then... spectators will love this combo if you pull
    it off...
    (15) I realized that I didn't have a Trick Card combo, so I just threw
    one in for the heck of it. The chances of landing a Trick Card are pretty
    slim, though, so don't expect to use this combo or any other variations
    too much...
    General Strategy:
    Okay, if you're the type of guy who likes to sit and block and let
    the opponent come to you, Gambit is NOT for you. IMHO, a good Gambit
    player never stays still, whether he's dashing forward, backwards,
    jumping, super-jumping, whatever. However, don't just run away; you
    should be using his mobility and elusiveness in order to find an
    offensive opening. Once Gambit is on the offensive, he can be a GREAT
    pressure character. He's not as fast as Wolvey-Spidey-Strider, but he
    is still deceptively quick, and his moves have good enough range and
    priority to let you poke and bother your opponent into submission...
    his offensive manuevers are numerous, and they often leave you in
    position to continue your offensive. If you're pestering a blocking
    opponent, finish up with a Jab Kinetic Card or a Strong/Fierce Cajun
    Slash; if they block them, you're virtually safe afterwards. Opponents
    can time it so they jump over the Kinetic Card, but you'll usually
    recover in time before they can hit you; if they do this a lot,
    occasionally use the Trick Card instead of the Kinetic Card. Even if
    they don't jump, usually they're waiting for a Kinetic Card or Cajun
    Slash, so the Trick Card shouldn't leave you too wide open. Sometimes,
    don't do anything at all after they block a punch or kick; just see
    what they do, and react accordingly...
    poke with a Jab Cajun Slash or S. Fierce if you realize that you haven't
    poked with either of them for a while. Don't get predictable with these
    two great pokes, or you might get a fireball or a super in your face. If
    you follow my advice and never stay still with Gambit, you'll often find
    yourself in position to use his S. Roundhouse a lot on jumping opponents
    who have over-jumped you. Follow up with a Jab Kinetic Card, and you can
    get an OTG combo afterwards. His S. Strong is also usable in this 
    use a lot of crouching attacks so you can charge for an occasional Cajun 
    Strike. If they jump, do the Cajun Strike and it'll beat practically
    any jump attack they try. Your recovery afterwards is sensational, so
    you can continue to beat down on them afterwards. As a matter of fact,
    do a lot of Cajun Strikes, especially against the 3 pixies (they have no
    good defense against it); if they start getting impatient and you sense
    they may try something risky to knock you out of your Cajun Strike (i.e. 
    Ultimate Web Throw, Fatal Claw, etc.), pull out a Cajun Explosion
    instead, you might nail 'em...
    if you can, trip them up a lot for OTG combos. If they're good rollers,
    don't follow up with an OTG; follow their roll and throw them with a S.
    Strong when they get up. THEN do an OTG combo off of Gambit's throw, heh
    heh... they'll become reluctant to roll then. Even if you miss, his S.
    Strong has such good priority, it'll beat almost anything they try, so
    follow up with a S. Forward -> Fierce Cajun Slash, just in case you miss
    the throw...
    Gambit's defensive options are not as sophisticated. First and foremost,
    his launcher: it's a little slow, but it's great once he gets his staff
    out. It has pretty bad horizontal range, it's better against people over
    the top of his head... jumping around like an idiot and using J. Fierce
    is okay, but it's boring and people can get around it... if things get 
    too hot, super jumping and letting loose a couple Air Kinetic Cards will
    slow things down in your favor... if you can aim the Air Kinetic Card 
    well, you can annoy your opponent a LOT with it...
    on super-jumpy opponents, you don't have to just wait for them with your
    launcher. Intercepting them with a quick S.J. Jab -> S.J. Strong -> S.J.
    Roundhouse -> Kinetic Card is good (the Kinetic Card doesn't combo, but 
    if they block, it's free chip damage)... a Cajun Strike is usually safe 
    to do as they're landing... if they jump ALL the time and do nothing but
    block whenever they descend, throw them...
    speaking of throws. if your opponent is a cheap booger, tick for throws.
    S. Short is a GREAT tick; it sets up his S. Strong punch throw very 
    well. And when it comes to throws, Gambit's throw is one of the best. If
    your opponent is throw-wary and starts to thrash after your tick cuz he's
    trying to tech-hit your upcoming throw, make like you're going to throw, 
    then do a chain like Gambit's C. Short -> C. Strong -> C. Forward (his C.
    Short beats a lot of stuff). If you see that your chain has landed on your
    opponent, just keep follow the chain and finish with something like a 
    Fierce Cajun Slash...
    as far as who you should pick to be your helper, I guess you'd just
    have to join the crowd and pick Colossus by holding Start+Jab+Strong+
    Forward (as if you didn't already know). Gambit's defenses are
    sub-par, and he needs a defensive helper to help bail him out of
    nasty situations...
    Gambit's team Counter is his Jab Cajun Slash, and it is quite useful
    as far as counters go. If your teammate needs to switch out and you're
    blocking a guy who's dialing away at you, do the counter (Back, Down,
    Fierce+Roundhouse). Chances are Gambit will hop in and smack the bad 
    guy away...
    Character Match-Ups:
    Yawn. I'm starting to bore myself. Forget this crap, let's just get 
    on to the character match-ups. Each character will be evaluated as both
    a potential opponent and partner of Gambit's... and there will be no
    how-to-fight-the-lame-CPU info here...
    BTW, just for the heck of it, I'm going to comment on each character's
    coolness/style factor, and see just how the others stack up to Gambit.
    Expect a little bias here and there because, after all, Gambit is the
    supreme being of style...
    and here are the characters, in alphabetical order (well, actually, all
    the secret characters are stuffed in at the end)...
    Captain America -
         As an opponent:
         Put Cap on the defensive if you can, since his defense is much
         worse than his formidable offense. If you find yourself at a
         distance from him, use a lot of Kinetic cards, he can't get around
         them that well. If he cartwheels, throw him or hit him as he is 
         coming out of it... if he's being a retard and throwing his shield
         a lot, toss out a random Royal Flush; even if you guess wrong and
         he blocks it, he can't reach you with anything good...
         As a partner:
         I don't use Cap that much, he's a little slow for my tastes. It's a
         pity too, because everything else he has works for him: good air
         combos, super combos, his shield, his fireball... too many pixies
         run circles around my Cap when I use him, though. If you can use
         Cap well, though, this team is certainly a fearsome one...
         Style Comparison:
         Cap is, of course, a heroic fellow, something like Strider and Jin.
         His costume is a bit campier, though... his style points come from
         his Final Justice, which is in my opinion, the second-best Hand-
         To-Hand-Beat-'Em-Up Super in the game (Ragnarok is first)...
         nothing else really sticks out in my mind, however...
         Edge: Gambit, by a comfortable margin. Cap's style is solid, but 
         mostly nothing spectacular...
    Captain Commando -
         As an opponent:
         He is one powerful newcomer. He can play keep-away, but he can
         just as easily go on the offensive. He has pretty good range
         and priority, but you do too, and you're quicker than him. Keep 
         him on the ground and GET ON HIS ASS. A fireball war with Kinetic
         Cards versus Captain Fires is a bad idea. If you jump in and block
         a Captain Corridor, you have time to dash in and combo him. Block
         an up-close Captain Fire or Captain Sword on the ground, jab Cajun
         Slash him while he recovers. Most Cap Com players pick Colossus to
         set up his Captain Storm, be careful about his helper attack...
         As a partner:
         I don't play with him much, so I'm not sure about him. He doesn't
         have much variety in his gameplay, but he does have simple,
         effective combos. He takes damage like a BITCH though, and I find
         that he can't really keep up with the pixies in this game. He is 
         a good partner for some people, but I don't think Gambit is one of
         Style Comparison:
         This guy definitely has style. His earth-shaking Captain Corridor
         is awesome, and when he first appears on the screen before the 
         match with all those laser sounds in the background, he does it
         with a lot of flair... unfortunately, he really needs to take a 
         good look at his entourage. That ninja guy is okay, the mummy is
         iffy... but what's up with that robot-driving, missile-launching
         baby?! The Captain's style points take a big nosedive for that 
         Style Edge: Gambit. It would be really close if it weren't for
         Diaper Boy...
    Chun Li -
         As an opponent:
         Wow, she's got painful combos in this game. Her Head Stomp has GREAT 
         priority, and in most cases, it will beat your launcher; so, if
         she's jumping in, by all means, don't stay still! Jump up with her, 
         jump away from her, dash back and use S. Fierce, let Colossus 
         take a run at her... basically, you want to keep her grounded.
         Ground battles are now a lot more bearable against her, since she
         is no longer invincible after her Lightning Kick super. Jumping in
         can be risky. Your J. Fierce can trade with or occasionally beat her
         launcher, but it's not worth the risk; getting launched and getting
         Air Demoned HURTS. Your projectile is superior to hers, keep dealing
         out those Kinetic Cards to her when you can... when blocking, watch
         out for that overhead Axe Kick... 
         As a partner:
         I've gotten used to her style, and she is a GREAT partner for Gambit.
         Gambit can build up super meters like crazy, and Chun Li can use up
         supers like crazy with her brutal super combos. She has sick 
         priority on the ground and air, takes damage moderately well, damn,
         she's a GOOD character in this game. Great team...
         Style Comparison:
         Well, gee, let's see here... hmm. She is pretty much the same
         old Chun Li. Lightning kicks, triple jumps, Kikkokens, yeah,
         yeah... she's a cute, butt-kicking gal, but she just doesn't have 
         anything especially stylish about her. I must admit, though, her 
         Air Demon super is pretty cool, with all of those stamped-out 
         Chinese characters. When you connect with it, it is just so 
         demoralizing for your opponent... but still, it's not enough.
         One cool move by itself can't carry her to victory against a
         style guy like Gambit...
         Style Edge: Gambit.
    Gambit -
         As an opponent:
         Be the more aggressive of the two, since Gambit's defense isn't too
         hot. However, it may be tough to pin Gambit down... block a Royal
         Flush, you can Flush him right back... I dunno, nothing I can say,
         I haven't played against many Gambits (I've played against two, to
         be precise)... play smarter than your opponent, that's all I can 
         really say...
         As a partner:
         Not possible. Man, I wish you could have two Gambits as a team... in
         XvSF, it was possible, and boy, a double Royal Flush is pretty 
         damned cool...
         Style Comparison:
         What do you know, a tie! However, I do like his 2-Player colors a 
         little better than his 1-Player colors...
         Style Edge: A tie. At last, Gambit has an equal...
    Hulk -
         As an opponent:
         I dunno, I haven't played any real Hulk players yet. Right now,
         I'd say that when you're in close, make sure you put on the heat
         and dial away his super armor real quick. If he blocks a lot,
         that's ok; dance around and throw ground and air Kinetic Cards
         to bother him. If you are blocking his Rocks-From-The-Sky super,
         push-block him away and Royal Flush him while he's still summoning
         rocks from above... more on this guy later, maybe...
         As a partner:
         No clue. Never played the guy. He can chain his supers, so a team
         super (Gamma Flush) sounds good, but... I just have no idea if
         this is a good team or not. It could be...
         Style Comparison:
         Big Green is a likable lug, but he has no real style. All he does
         is hit you or throw rocks at you (of course, a strong guy like him
         doesn't really need anything else)... no showy special moves, no
         quirks in his gameplay... kind of boring, if you ask me. Shrug...
         Style Edge: Gambit, always...
    Mega Man -
         As an opponent:
         This will be an incredibly annoying fight, but it should be okay
         if you stay cool and patient. The bottom line is, get CLOSE to him
         and stay on his ass. If he's pounding you with Mega-Busters from a
         distance, that's okay; throw out an occasional Royal Flush and see 
         if you can catch him in mid-fireball. Even if he blocks the Flush, 
         he doesn't have anything quick enough to take you out from a
         distance. It's risky to jump in on him. It's tough to jump in on 
         him, since he's such a small target; his launcher is also real good,
         and his Air-Hyper-MegaMan-Combo hurts a lot (most of you probably
         know this by now, though)...
         As a partner:
         I'm certainly no good with him, and I don't think he is really 
         a good partner for Gambit. Neither have really powerful combos,
         which means that their damage potential compared to the opponents
         will usually be unfavorable... Mega is a keep-away artist, and
         I'm not a hard-core keep-away guy, although I will play keep-away
         sometimes. But hey, maybe a good Mega can complement an aggressive
         Gambit; too bad for me, my Mega kinda sucks...
         Style Comparison:
         This is really unfair for Mega-Man, because he was designed to be
         cute and funny, not cool and stylish. One thing I have to admit,
         his Hyper Mega-Man is one intimidating super. I'd be scared if a
         huge-ass beam was coming my way and I had to block it with a lousy
         staff and some Cajun stubble...
         Style Edge: Gambit, of course. I like Mega-Man, but he's just not
         style material...
    Morrigan -
         As an opponent:
         Morrigan needs room to fight, so you don't want to give her any.
         Go on the offensive and pin her down. She is WEAK, so trading 
         hits with her is a good idea, she'll be dead long before you are.
         But your opponent will probably be aware of that, so he'll just
         throw ground Soul Fists, jumping Soul Fists, super-jumping Soul
         Fists, you name it. If you can't get close, just jump around with
         her and throw Air Kinetic Cards all over the place... if you block
         a Soul Fist up close, I think you can Jab Cajun Slash her before
         she recovers. DO NOT fire a random Royal Flush; if she blocks, her
         Soul Eraser is quick enough to get you before you recover. Her
         recovery time for her supers is kind of lousy. After a blocked
         Darkness Illusion or Silhouette Blade, dash in and combo. After a
         blocked Soul Eraser, you have time to hurt her, although not much...
         be patient. Morrigan can be very irritating and elusive...
         As a partner:
         Although she is pretty weak, I like to use Morrigan a lot. She has
         a keep-away game, combos, and a great command throw in the Vector
         Drain. Unfortunately, she dies way too fast... this team doesn't
         have brutal super combos, but you can use super meters in other
         ways (namely, abusing the unblockability of Morrigan's Level 3 
         Super, hee hee)... IMO, these two don't quite click as partners.
         Both play kind of finesse styles, and neither have brutal, brawling
         combos. A fun team, yes. A great team? Not really...
         Style Comparison:
         I dunno, sexiness doesn't quite equate to style, does it? She is 
         about as provocative as a two-dimensional character can get, but I
         don't think she's really stylish... for some reason, I think her
         artwork isn't very good. She looks pretty poorly-drawn compared to
         the other characters... her Level 3 super is a riot, though. It 
         doesn't do dick for damage, but I'll go ahead and give her kudos for
         Style Edge: Gambit, again.
    Ryu/Akuma/Ken -
         As an oppponent:
         These guys AGAIN? Yawn... you'll want to stay close on Ryu, although
         that could be difficult to do. In Ryu and Akuma mode, he will
         throw MANY fireballs (what's up, Young!). That's ok, bug him with
         air Kinetic Cards. If he jumps up after you, whack him with your J.
         Fierce, land with him, and pummel him on the ground. Block a Hadoken
         up close? Immediately jab Cajun Slash him, you will tag him before
         he recovers (smacks of XvSF, yes?)... stay close with him, you can
         push him around because you're quicker and have better range.
         Akuma's dive kick will beat your launcher a lot. One way to deal
         with that dive kick is to simply jump away and whack at his kicking
         self with your J. Fierce from a distance. It's not very pretty, but
         it works... go on a careful offensive to beat this classic (a.k.a.
         boring and dull) character... this grows tiresome...
         As a partner:
         He's a solid partner for Gambit, I guess. He can combo his supers
         in all modes, he has decent strength, speed, and fireball. Team
         super here is nice and comboable (Shinkuu Flush sounds so dorky, 
         though)... this is a good team, but it's not a team for me. Ryu is
         too boring..
         Style Comparison: Whatever.
         Style Edge: Gambit, by a landslide.
    Jin Saotome -
         As an opponent:
         Go on the offensive, because Jin's defense and counter-attacking is
         poor. Jin is much more effective as a crazily-jumping offensive
         character; he has great priority with his flaming attacks, and his
         J. Fierce gives Gambit's launcher some problems. If you end up being 
         far away from Jin, however, then get really defensive and use ground
         and Kinetic Cards on the fireball-less Jin. Jin has problems against
         keep-away tactics... all of his special moves leave him wide open.
         Block a Blodia Punch, you have time to Jab Cajun Slash him, or if 
         he's really close, dash in and combo him. After a blocked Blodia 
         Vulcan, you can tag him with a Royal Flush after he drops out of 
         the cockpit. His Super Typhoon can be really tricky in crossing you
         up in mid-air, be careful about that... you should never 
         underestimate anybody, and Jin is no exception. He's one strong 
         As a partner:
         He's not a really great character, but he's still got some redeeming
         qualities. His easily-comboed super makes sure super meters don't go
         to waste, and a team super (Blodia Flush) will take off a LOT. This is
         definitely a fun team, although not a serious team...
         Style Comparison:
         I love this guy, Blodiiyaaaa! Of course, he isn't anywhere as suave
         as Gambit, since he's screaming bloody murder half the time, but he
         has this certain desperate, valiant manner that makes me root for
         him. You can tell that he's giving it all he's got, and you gotta
         admire him for that. Flaming normal punches and kicks, larger-than
         life mecha super moves, that wind-whipping scarf and bandanna...
         he's definitely got some style. Can you tell I'm a sucker for 
         seemingly underdog characters?...
         Style Edge: Gambit. Jin's likable and all, but he's rough around the
    Spiderman -
         As an opponent:
         Uh oh. Spidey can be tough. Is it just me or do his punches and 
         kicks have NUTZ priority and do insane damage?! Well, I guess 
         it's only fair since Spidey fights with only his fists, a couple
         web-shooters, his wits, and nothing else... this is a lot like
         fighting Strider, except Spidey takes hits better. Go on the
         offensive if you can, he's less effective when he's playing
         defensive. Spidey RULES the air and has incredible air-throw
         priority (see Strider on how to handle that air-throw priority)...
         I dunno, this fight is a lot like Strider, except Spidey has a more
         competent projectile to bug you with... just play smarter and
         quicker than Spidey, he doesn't have any glaring weaknesses you
         can take advantage of...
         As a partner:
         Spidey is a great partner for anyone, and Gambit is no exception.
         Neither have reliable super combos, but they still hit hard enough
         to be a very dangerous team. This team is fast enough to dance with
         any of the pixies, and quick enough to pin down turtling
         fireballers. Very good team, especially if you are feeling cheesy
         and use the 2-on-1 a lot...
         Style Comparison:
         Well, I don't know about this guy, he's pretty low-key. There's
         nothing really special about him. None of his moves really look 
         all that good (well, his taunts are okay)... a Maximum Spider 
         looks okay, but... you know, this guy is just plain bland. He's
         all about dashing and jumping and punching and kicking, with a 
         periodic Web Ball or Web Throw. His punches and kicks can look
         funny and crazy sometimes (his wild thrashing Crawler Assault 
         comes to mind), but that's not quite style... I like this guy,
         but not because of his style...
         Style Edge: Gambit, once again.
    Hiryu Strider -
         As an opponent:
         Oh boy. He can be really tough. NEVER stay still, don't let him get
         one of his lethal ground combos on you. Strider's sword is equal
         to Gambit's staff in range, if not superior. If you're launching a
         jumping Strider, make sure he is close over your head; at a
         distance, his J. Fierce beats Gambit's horizontally-challenged 
         launcher. His air-throw priority is nutz during air-to-air battles,
         and it usually swallows any short-ranged jab or short. Use an early
         J. Fierce or Roundhouse on a jumpy Strider if his air throw keeps
         swallowing your J. Jab or Short. If he's up in your face, push-
         blocking and then quickly throwing out a random Royal Flush isn't
         such a bad tactic. If you catch him in mid-move, he gets hurt a LOT.
         If he blocks the Royal Flush, no big deal; he has no long-range
         super to hit you with... you have a fireball, he doesn't; therefore,
         play keep-away if you want. Use a lot of Kinetic cards, especially
         the air version...
         As a partner:
         I love this guy, even though he takes a damage like a baby. His
         sword and Gambit's staff give this team a RIDICULOUS advantage
         in range. Super combos are not really needed here; Strider can use
         up those super meters with his chip-you-to-death Legion and 
         pester-you-to-death Ouroboros. Strider is a good teammate for a lot
         of people, and Gambit is one of them, IMO...
         Style Comparison: 
         This guy is just too damned cool, what can I say? He's got that
         kick-ass funky two-handled Cypher sword, half of his special moves
         involve pointing a defiant finger at the enemy, and the Ragnarok
         super looks and feels so painful when you land it! He's got this
         heroic aura about him, and he damn well knows it. Why else does
         he do all that posing whenever he activates Ouroboros or aims
         his Legion of animals at you? Aggressive gameplay and lots of
         tricks up his sleeves. My gosh, this is gonna be close...
         Style Edge: Str-... Gam-... Str-... Gambit. Oh so barely Gambit...
    Venom -
         As an opponent:
         Hmm. Be more cautious when attacking, he is a good turtler. 
         Gambit's J. Fierce will trade hits with Venom's S. Roundhouse
         at best... don't EVER get caught up in a multi-hit helper attack
         like Colossus; Venom'll do the Venom Web and it will HURT... Venom 
         will throw out Venom Fangs for chipping damage; block them and 
         laugh as you ram on S. Fierce to smack him back across the screen
         (don't forget to throw a Kinetic Card after the S. Fierce)... his
         Venom Fang does go over fireballs, even Gambit's Kinetic Card.
         So don't throw Kinetic Cards like there's no tomorrow... if 
         you're in the air, get ABOVE him. His jumping Roundhouse
         Thrashing-Symbiote attack has great priority. If he gets you in
         his Web-Coffin throw, THRASH the joystick like nuts to get out
         as fast as possible... pester him with air Kinetic Cards from 
         time to time, he can't do much about them... be patient. You 
         have superior chipping damage to him, and he'll have to stop 
         turtling and attack you sooner or later (most Venom players 
         tend to turtle, IMO)... if you block his Symbiote-Wave super,
         a quick Royal Flush might get him before he recovers, I'm not 
         As a partner:
         I don't use Venom much. He only has that one really nice air-combo.
         Otherwise, he's kind of combo-unfriendly. Of course, he doesn't
         really need combos. His Fierce attacks and his Venom Fang are
         great pokes... if you're good with Venom, this could be a good 
         team, I guess...
         Style Comparison:
         Heh heh, everyone knows that Venom is one bad-ass motherf*cker.
         He slinks around like a stealthy predator, flings about his 
         symbiote with a lot of show, and has one bad-ass attitude. Like
         Wolverine, he doesn't really seem to care about style, but he
         still has quite a bit of flair to him... unfortunately, he has one
         small problem: he drools. A LOT. As in, he slobbers all over the 
         place with a tongue that dangles down near his sternum. I know
         it's supposed to make him look more vicious and all, but it does
         absolutely NOTHING for his style points. Actually, the frothing
         mad-dog look knocks him down quite a bit... sorry, Venom...
         Style Edge: Gambit, yet again...
    War Machine -
         As an opponent:
         He is SLOW. Push him around, get in close, and keep on whacking at
         him with your stick. From a distance, his shoulder cannon can be
         really annoying, but it's relatively easy to jump over, and, if you
         block it in close, immediately Jab Cajun Slash him. Jumping in is
         pretty safe, watch out for the War Destroyer. Block a Proton Cannon,
         Royal Flush him. If he flies, use a Cajun Explosion (he can't block 
         during flight). As a matter of fact, throw out more Cajun
         Explosions than usual in this fight. Maybe you'll catch him in
         mid-Flight, mid-Smart Bomb, mid-Shoulder Cannon, whatever. You can
         take him on ground or air, although ground is preferable. His Knee
         Dive gives your launcher a little trouble. If he's about to Knee 
         Dive, jump up beside him and whack him with a J. Fierce or J. 
         As a partner:
         Hmmm, this could be an interesting team, although I find W.M. to
         be very combo-unfriendly. This team can bug you all day long, with
         Kinetic Cards, Smart Bombs, Shoulder Cannons, etc. 2-on-1's with
         the ultra-safe Cajun Explosion and War Destroyer can lead to
         HUGE chip damage... an interesting team, but probably not a good
         Style Comparison:
         Although War Machine is horrendously slow, I think this guy has 
         potential. His special and normal moves have a lot of little tricks
         to them, and if I ever get the hang of them, I think he could be 
         really fun to play... as far as flair goes, none of his special 
         moves look all that great - no, wait, how could I forget?! PROTON
         CANNON! The BEST super beam move in the game! When someone pulls 
         out from his ass a gun THAT huge, you just KNOW that you're messing
         around with some MAJOR power here. War Machine gets a big style-
         point boost because of that move...
         Style Edge: Gambit. But I must say once again, the Proton Cannon is 
    Wolverine -
         As an opponent:
         Do NOT stay still! Do NOT let Wolvey slip in one of his lethal
         ground combos! Jump a lot and whack him with your stick, it's a
         lot better than testing Wolvey's priority on the ground. Wolvey,
         like Strider and Spidey, has sick air-throw range, be careful about
         that... but don't just turtle. Wolvey is fast enough to get around
         turtling, and eventually he'll get his punches in; and one of his
         super combos will win over a bunch of blocked fireballs anyday.
         As far as Wolvey's dreaded stomp kick goes, it isn't all that hard
         to deal with it. When you see Wolverine do it, jump up and let him
         stomp kick you while you're blocking in the air. Even if he cancels
         it into a J. Roundhouse, Wolvey STILL bounces away from you as if
         he has bounced away from just doing a Stomp Kick by itself. He is,
         of course, vulnerable at this point. You should land on the ground
         a moment before he does, and hopefully you can dash up and launch 
         the descending Wolvey with a S. Strong -> C. Fierce -> air combo.
         Wolvey can get around this tactic, but I don't want to talk about
         it, since Wolvey is already too powerful as he is...
         As a partner:
         These guys were my fave team in XvSF, and he is probably the best
         partner for my Gambit in MvC. Their team super hurts like hell, and 
         Wolvey's super combos alone hurt like hell. No sirree, using up
         super meters here shouldn't be any problem... what can I say, 
         Wolvey's one of the best. Actually, I don't use Wolvey much
         anymore, therefore my skills with him have detoriated. But still,
         he and Gambit work very nicely together...
         Style Comparison:
         Although some people hate Wolverine's gameplay, I don't mind it so
         much. Up-close, in-your-face combat, pure and simple. He has enough
         tricks up his sleeves to keep things interesting (aimable Drill 
         Claw, that DF+Fierce claw slide, and the D+Roundhouse Dart Kick,
         among other things)... he's quite a refreshing change of pace from
         turtlers and fireballers... but as far as style goes, let's face 
         it: he's just a freakin' animal. He growls whenever he swipes at 
         you, and he's barely able to spit out coherent words when he does 
         his moves, like "BeserkerErGrPhlmx BARRAGE!" And while Gambit has
         stubble because he looks cool with it, Wolverine's stubble just 
         makes the savage guy look unkempt. Don't get me wrong, I like 
         Wolverine and his attitude. But he simply doesn't give a damn 
         about style...
         Style Edge: Gambit. If you need more convincing, just take a look 
         at Wolverine's wacko hairdo...
    Zangief -
         As an opponent:
         Um, I don't know. I haven't played any good Zangiefs yet. But I 
         do know this; stay AWAY from him, unless you've got a good
         ground combo going. If he's Iron Body mode, don't even combo him.
         Just run away and throw a Cajun Explosion. Don't roll if he
         knocks you down, because he's waiting to throw you once you get
         back up from your roll. Kinetic card, Cajun Slash, J. Fierce, S.
         Fierce, use your range to beat this guy's face to the dirt. When
         I play a Zangief pro, I'll let you know some more...
         As a partner:
         Maybe someday I'll start using this guy. I can do the 360 motion
         and everything for Alpha and all that, but MvC is all about pretty
         combos (or, at least that's why I play it). And Zangief don't got 
         no pretty combos...
         Style Comparison:
         Gee, let's see here... Zangief likes to wear speedos. Enough said.
         Style Edge: Give me a break.
    Red Venom -
         As an opponent:
         My gosh, when I first fought against Red Venom, I didn't want ANY
         part of this guy. He was so freakin' fast, and he looked so
         freakin' pissed, with his frothing mouth and all. He was all over
         the place, and Gambit looked like an crippled sloth next to him...
         I'd hoped that my Gambit would last long enough to maybe land a 
         couple solid hits on the guy before he tore Gambit to shreds. So I
         got my solid hits in, hoping that my Strider would fare better - 
         what the heck?! Red Venom was already DEAD! From a couple combos?!
         And that was when I realized this guy was nothing but a seething,
         frothing wimp. You have to play a little defensive against Red
         Venom, but don't turtle up. Get your licks in, and this guy will
         be out of comission before you know it...
         As a partner:
         No. Don't. He just takes damage way too bad. If you want to show
         off against scrubs, go ahead, but otherwise, this team (and any 
         other team with Red Venom) is usually a bad team...
         Style Comparison: See Venom.
         Style Edge: Why are you even reading this sentence? You know who
         I'm gonna pick, don't you?
    Golden War Machine -
         As an opponent:
         Huh. GWM can be annoying if played right. When fighting him, hit
         him hard and get out as fast as you can, his throw range is
         exceptionally good. But you don't want to stay too far away,
         because he might try playing keep away all day. But still, he 
         can't block, and you can. It shouldn't be too hard... BTW, GWM's
         Missile-Launching Proton-Cannon Ripoff looks really stupid, if
         you ask me...
         As a partner:
         Probably not a good idea. Thumbs down on this team.
         Style Comparison: See War Machine.
         Style Edge: See War Machine.
    Roll -
         As an opponent:
         Good LORD, what in the world was Capcom thinking when they put
         this character in the game?! She is SO weak, and her special
         moves are SO bad! Even Morrigan seems like a body builder next
         to this schoolgirl! Just shrug aside those Mega Busters and 
         FLOWER BOUQUETS (?!), and send her back to whatever elementary
         school she came from...
         As a partner:
         Uh... if you're feeling adventurous or playful, go for it. I
         would not recommend it, though, if your opponent is lining up
         guys like Wolverine and Strider for HIS team...
         Style Comparison:
         I actually have a lot of fun watching people play Roll. I always
         root for them (unless I'm playing against them, of course)... her
         special moves and antics are hilarious, and it just boggles my 
         mind that such an underpowered character could even exist. Cute 
         addition to this game indeed, but cute does not quite equate to 
         style. Sorry, Roll fans...
         Style Edge: Gambit is style incarnate!
    Shadow Lady -
         As an opponent:
         She's basically Chun Li, with keep-away capabilities and no
         readily-available super combos. Fight her just like you'd
         Chun Li, except stay on a little closer. Don't give her enough
         time to release all those weird butt missiles at you; hit her
         with kinetic cards while those missiles get launched...
         As a partner:
         Ah, I guess she could work, since Chun Li is pretty good in this
         game. But no real super combos between the two... not good. Decent
         team, I guess...
         Style Comparison:
         What style comparison? She's the same old Chun Li, except with butt
         missiles and that huge Big Bang Laser super. Where the heck
         did they come up with that stupid name anyway, Big Bang Laser?
         The super itself is actually pretty cool, kind of like the
         Proton Cannon in terms of sheer magnitude and power; but the
         name just ruins the effect... and I won't even start on those
         silly butt missiles...
         Style Edge: Who do you think?
    Orange Hulk, Lilith, and any other secret characters I missed -
         As an opponent or partner: Who cares?
         Style Comparison: Who knows?
         Style Edge: Who else?
    Final Score of This Faq's Coolness/Style Showdown:
    Gambit: 20 or so wins
    The rest of the MvC cast: 0 wins
    It's official, everyone! Gambit is THE shit when it comes to style...
    Note: If you had any problems with my scatter-brained logic, too bad.
    If you wanted the winner to be someone else, write your own faq...
    Victory Poses:
    This is an utterly useless section, but I'm throwing it in anyway. After
    you beat your opponent, you want to look cool for all the people
    watching, right? Well, here's a couple victory poses that'll make Gambit
    look stylish AND give you bonus points...
    The ending frames of a ground Kinetic Card - 1000 pts. 
    The last slash of the Strong Cajun Slash - 1000 pts. 
    The diving kick of the Cajun Strike - 1000 pts. 
    Beginning of Royal Flush I * - 10,000 pts. 
    Beginning of Royal Flush II ** - 1,000 pts. 
    End of Royal Flush *** - nothing 
    * = This one is HARD to time. You have to catch him JUST as he reaches
         inside his coat for his cards. His hands are buried inside his coat,
         and he looks REALLY slick since his arms are moving so fast, they're
         nothing but a blur. To top it all off, his coat is flapping in the
         wind... most of the time you'll miss this frame and end up with the
         one where he has all these cards in his hands (see next pose)...
    ** = This one is also tough to get. It's when he has JUST pulled out the
         cards from his coat. There are apparently several different frames of
         him holding the cards in his hands; the only frame that gets you
         points is the first or second one... looks nice, but not as cool as
         the previous one...
    *** = This one doesn't have bonus points, but I love this one anyway.
         If you hit Start and do the Royal Flush right after you've killed
         your opponent, Gambit will go through the entire Royal Flush
         animation and end up in his finger-snapping pose, with his back
         turned to the opponent. The victory pose frame will then freeze,
         you get a shot of Gambit with his back turned to you, and you will 
         hear him dismiss his fallen opponent: "See ya, cher..."
    Beating Onslaught:
    Geez, beating Onslaught is a piece of cake for me now. You shouldn't
    have any trouble beating the first form, so pick Michelle as your
    helper so she can shoot the second form for you (Start+Jab+Short).
    Against the first form, wait until he pauses after doing one of his
    Special Moves. Then dash in and do a brief combo that ends with a
    Jab Kinetic Card, like S. Strong -> S. Fierce -> Jab Kinetic Card.
    Gambit's recovery from the Kinetic Card is so fast, he can block
    anything that Onslaught tries to do to him afterwards. All you have
    to worry about is Onslaught taking advantage of his super armor,
    but chances are that your combos will be so brief, Onslaught won't 
    have time to do anything. The first form will die pretty soon, and
    then you will have a fun time trying to jump up and hit that elusive
    second form without getting blasted or clawed to death. Michelle
    will be useful because she roughly tracks Onslaught to wherever he
    goes. Kinetic cards will evaporate those pesky Hyper Gravs; also,
    if you bonk Onslaught while his Hyper Grav bubbles are still 
    stationary, they will disappear. And last, but not least, if the
    second form of Onslaught is ALMOST dead, and you KNOW he's going
    to do that stupid ground-sweep with his claw, go ahead and throw
    out a Royal Flush just before he charges into the screen. Your cards
    will kill the bad guy before he can reach you, and it'll look good
    if you end the game with a super. And after all, looking good is
    what Gambit's game is all about...
    Gambit's Ending:
    Gambit and Morrigan are facing each other in their taunt poses,
    I think. Morrigan asks Gambit if he's done playing with his
    sticks and cards. Gambit is thinking to himself, wow, she's
    fascinating. And he blabbers about how she's as beautiful
    and thorny as a rose. Then Rogue suddenly dives in (the same 
    animation as her helper attack), and she carries off Gambit,
    saying that Gambit shouldn't be playing around without her.
    Morrigan then says darn, and I thought I was going to have 
    a little fun...
    pretty corny ending, but it's not too bad. It's better than all
    those stupid Ryu endings that have him wandering towards some
    sunset while spewing all this nonsense about honor and fight and
    Credits and Final Comments:
    *Thanks* Go Out To -
    Hyun for being so damned good at X-Men that I had to get away from
    generic SF and join the Vs. action...
    Young for being so terrible at X-Men and giving me an ego boost whenever
    I thump him in that game :) ...
    James Chen, Charles Washington, or whoever created the faq notation 
    that I used...
    Sabre (sabre_y@usa.net) for combos (4), (6), and an exceptional MvC 
    Min Sub Kim (young@all.com.au) for combo (5) and a great Gambit faq...
    CAlexandre for the inspiration of combo (14)
    Everyone Else out there who's given out so much useful gaming info 
    to me and the other gamers...
    Gamefaqs.com for a great site...
    *Grudges* Go Out To -
    Any Cheap Guys I've already played and will play in the future...

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